Item: Wind Ocarina

Level6
Rarity
Common
CategoryOther
Price50 gp
UsageHeld in two hands
PublicationPathfinder Treasure Vault (Remastered)

Activate 1 (manipulate)


A blue finish decorates the ceramic body of a wind ocarina. When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects.

  • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of comparable size—can't pass through the area. Passing through the area causes attacks with bigger ranged weapons, such as thrown weapons, to take a –2 circumstance penalty to their attack rolls if their paths pass through the emanation. Massive ranged weapons and spell effects that don't create physical objects can pass through the emanation with no penalty.
  • The area is difficult terrain to creatures attempting to move through it.
  • Gases, including creatures in the form of a vapor, can't pass through the emanation. When the emanation arises, such gases are removed from the area, including your space.
  • The area, including your space, has breathable air.

Once the magic is used, the ocarina remains a non-magical virtuoso musical instrument.


Trait Effects

Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air. Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.

Aura: An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.


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