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Rose of Loves LostConsumable 10


ConsumableCursedEnchantmentEvilMagical
Source Pathfinder Dark Archive
Weight light

Activate One Action Interact

No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere-even buried innocently in a treasure hoard.

You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn't function if you know the item's curse. If the target accepts the gift, they must succeed at a DC 27 will save with the effects of Charm, except the duration is unlimited. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become Doomed 1, as the rose inflicts a lethal wasting disease upon the recipient. This value can't decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose's spell, until the victim either dies or shakes off the enchantment. A successful saving throw or Remove Curse ends the charm and enables the victim to begin decreasing their doomed value.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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. When a character creates consumable items, they can make them in batches of four.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Enchantment

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

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.