The City of Lanterns
The Shadow Emporium
This is the where the Major Magic Item trade in Balefire goes down. Under the watchful eyes of the Shadowcrafters Guild and patroled by both Hellknights and the City Watch merchants from across the Great Beyond position themselves to secure deals on almost any magic item related to shadows, darkness, illusions, and all manner of other shady disciplines.
Specialty Items of the Emporium
Cloak of Flash and Shadow
Aura minor illusion; CL 3rd
Slot cloak; Price 11,000 gp; Weight 1 lb.
Designed to meet the dual needs of the Chelish elite—glamour and subtlety—the cloak of flash and shadow is a magic reversible cloak. When worn one way, the cloak shimmers with heavy gold and silver embroidery against richly colored silk, and grants you a +2 enhancement bonus to Charisma. When worn inside-out, the matte-black lining seems to absorb light, cloaking you in shadow and giving you a +2 competence bonus on Stealth checks. In this configuration you can cast blur three times per day. Reversing the cloak’s position is a standard action and requires at least one free hand.
Requirements Craft Wondrous Item, blur, eagle’s splendor; Cost 5,500 gp
Spells of the Emporium
School illusion (shadow); Level sorcerer/wizard 3
Casting Time 10 minutes
Components V, S, M (cloth and twine)
Range 0 ft.
Effect One duplicate creature
Duration 1 minute/level (D)
Saving Throw None;
Spell Resistance No
As simulacrum, except you can only duplicate yourself, and the duplicate is created from cloth and twine rather than ice and snow. The double looks exactly like you except its eyes are balls of twine (DC 10 Perception check to recognize double’s strange eyes). It wears clothing and gear that appear exactly like what you are wearing at the time of casting. Its copies of your magic items are nonfunctional but radiate magic and have the same auras as your items. Its aura is identical to yours. Attempts to scry you while the double exists have a 50% chance of targeting the double instead of you. The double cannot attack, has no special abilities, and has a +0 bonus on all saves and checks. You may verbally give the double orders as a free action, or control it telepathically as a standard action. You know what the double is experiencing, and when controlling it telepathically you can see and hear everything it sees and hears, though events at your location may drown out the sensory inputs from the double. The double has hit points equal to half your hit points at the time of casting. If brought to 0 hit points, it is destroyed, reverting to cloth and twine. The double is an animated object.