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Locket of Sealed NightmaresEquipment 19


RareIllusionInvestedMagical
Source Pathfinder #156: The Apocalypse Prophet
Price 36,000 gp
Weight negligible

As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming fatigued or to remove the fatigued condition.

You also gain a +4 item bonus on saving throws against mental illusions, magical effects that would make you unconscious, and effects that would make you fatigued.

Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours. Daily preparations still take about an hour, as normal.

Activate Two Actions Envision, interact

Requirements You aren't fatigued


Effect You open the locket to unleash the dreams it has kept at bay. You become fatigued and cast one of the following spells at 9th level (DC 41): Hallucination, Sleep, or Weird.

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.

Illusion

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.

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.