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Oculus of AbaddonEquipment 15


RareArtifactConjurationDivinationEvilMagicalNecromancy
Source Pathfinder Kingmaker
Weight negligible

An oculus of Abaddon is a potent artifact rumored to have been created by one of the Four Horsemen of the Apocalypse as a way to reward those who work as their agents on the Material Plane. More likely, these items were crafted by a powerful pre-Earthfall death cult that has long since moved on, leaving behind these dangerous artifacts to tempt mortals into serving the needs of the Horsemen.

An oculus of Abaddon appears as a sphere of clear crystal that contains a pinpoint of flickering red light at its center. When held, the oculus feels warm to the touch and fills you with a sudden desire to pluck out an eye and place the oculus within the socket-this causes 4d6 Persistent bleed Damage. Once placed in an eye socket, the oculus can be removed only by ripping it free (causing the same amount of persistent bleed damage as the initial plucking). When you place the oculus in your empty eye socket, you immediately heal all damage caused by plucking the previous eye out. Once placed, an oculus grants you constant Darkvision. It can also be activated to perform a number of other magical effects, as detailed below, but if you aren't evil, each time you activate an oculus of Abaddon, you must succeed at a DC 36 will save or become affected by a subconscious suggestion (heightened to 8th level) to perform an evil act the next time an opportunity to do so arises, as determined by the GM.


Activate 10 minutes (envision)

Frequency three times per day

Effect You gain the effects of Scrying, heightened to 7th level.


Activate Cast a Spell

Frequency once per week

Effect You use the oculus of Abaddon to cast a Planar Binding ritual, heightened to 7th level. You can only conjure neutral evil creatures with this casting of planar binding. If you already know the planar binding ritual, you gain a +3 item bonus on the primary check when casting planar binding.


Activate Three Actions envision;

Requirement you have a familiar or animal companion

Effect You can see and hear through your familiar or animal companion's eyes and ears, provided you are on the same plane. This effect can be sustained, but as long as you do so you can take no other actions.


Activate 1 hour (envision; evil)

Frequency once per year

Effect You manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as Suggestion, but with a range of 1 mile. All creatures within this area are affected, with the same suggestion implanted in their minds. Creatures hear the telepathic suggestion in their native language, and creatures that are 7th level or higher can attempt a DC 36 will save to resist the effect. This power was used by Vordakai to cause the vanishing of Varnhold, suggesting to its inhabitants to leave their homes and travel south to his tomb. If this effect is counteracted or removed on one victim, it ends for all victims.


Destruction A foul and hideous object, an oculus of Abaddon is fortunately relatively easy to destroy, as far as artifacts go. It has Hardness 25 and 100 Hit Points, but repairs damage to itself swiftly, regaining 10 Hit Points per round. It has weakness 10 to bludgeoning damage and weakness 30 to good damage.

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.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Evil

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

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.