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Busine of Divine ReinforcementsEquipment 15


UncommonConjurationDivineGoodMagical
Source Pathfinder Lost Omens: Knights of Lastwall
Price 6,000 gp
Weight negligible

This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols. When played as an instrument, the busine generates powerful and harmonious notes and grants a +2 item bonus to Performance checks.


Activate Two Actions Interact (auditory)

Frequency once per minute


Effect You play a few notes on the busine. Evil creatures within 60 feet who hear the notes must succeed at a DC 34 will save or be Stunned for 1 round, or 2 rounds on a critical failure; this is an incapacitation effect.


Activate Three Actions command, envision, Interact

Frequency once per day


Effect You blow into the busine and conjure a celestial with the effects of a 6th-level Summon Celestial spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level summon celestial spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Good

Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.