Whelming Scrimshaw
Activate ◆◆ (manipulate)
An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw. When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 fortitude save; amphibious and aquatic creatures are immune.
Critical Success The creature is unaffected.
Success The target becomes Sickened 1 and unable to breathe until this sickened condition ends.
Failure As success, but Sickened 2.
Critical Failure As success, but Sickened 3.
Traits
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.
Something with the magical trait is imbued with magical energies not tied to a specific tradition 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.