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Wardrobe Stone (Moderate)Equipment 11


UncommonIllusionInvestedMagical
Source Pathfinder Lost Omens: The Grand Bazaar
Price 1,250 gp
Weight light

This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit.


Activate (1 minute) envision, Interact


Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. After the activation, you gain the effects of Illusory Disguise, except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise. You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone.


Activate (1 minute) envision, Interact

Frequency once per day


Effect You cast Prying Eye.

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.

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.