Item: Anointed Waterskin

Level9
Rarity
Common
Price600 gp
UsageHeld in one hand
PublicationPathfinder Impossible MagicRemaster

This waterskin coruscates with holy energy. After using any of the activations, the waterskin is empty, but slowly refills itself. It becomes full enough to use again at the next dawn.


Activate—Blessed Bombard 3 (concentrate, manipulate)

Requirements The anointed waterskin is full

Effect You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of a DC 25 4th-rank Holy Cascade .


Activate—Divine Decanting 1 minute (manipulate)

Requirements The anointed waterskin is full

Effect You decant the water, creating up to 10 vials of holy water. You must provide the vials. Holy water created this clearly temporary upon inspection, and fades away after 8 hours.


Activate—Sacred Sip 1 (manipulate)

Requirements The anointed waterskin is full

Effect You drink the water within the waterskin, granting you the effects of Bless. As normal, you can increase the spell's radius by Sustaining it.


Trait Effects

Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Holy: Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water. Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.


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