🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Compass of Transpositional AwarenessEquipment 10


RareConjurationInvestedMagicalTeleportation
Source Pathfinder Dark Archive
Price 950 gp
Weight light

The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations.


Activate One Action concentrate, Interact

Frequency once per minute

Effect You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation effect that existed within the last 1 minute (such as the space where a creature just cast dimension door). Attempt an Occultism check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the teleportation effect (for example "the Plane of Fire," "north," or "Avistan"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals).


Activate One Action

Frequency once per day

Effect You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.

Invested

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

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.

Teleportation

Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.