Item: Cave Worm Axons
The giant axons harvested from cave worms stretch alongside your own nervous system and carry signals from your brain that maintain your momentum. When you begin your turn with the Slowed condition or a Stunned condition that has a value, you become Quickened until the end of your next turn. You can use the action to Step or Stride. You can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.
Trait Effects
Graft: An item that has the graft trait is a living tissue sample that has been implanted into a host. It’s permanently a part of the subject’s body and reduces the number of items that creature can invest per day by 1. Each graft has the invested trait to indicate this limitation—a graft is like an invested item that the host creature has no choice but to invest. If a creature gets a new graft when their limit on invested items has already been reduced to zero, the host body rejects the graft. Once fully implanted, a graft cannot take damage separately. If a graft is ever severed from the host body, it can be reattached by any effect that can typically reattach limbs or organs, such as the _regenerate_ spell. A grafter can remove a grant using the same process required to implant one, though this does not necessarily restore any organs replaced by the graft initially. Grafts typically require specialized storage conditions, such as alchemical tanks, to remain viable outside of a host. Grafts can usually be upgraded into their greater versions by having a grafter apply additional surgeries, mutagenic development, or similar medical procedures.
Invested: A character can invest 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. 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.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Slime Ducts (Cave Blight) | 11 | Uncommon | 1200 gp |
| Spry Sinews (Greater) | 11 | Common | 1300 gp |
| Echo Receptors | 10 | Uncommon | 950 gp |
| Camouflaging Chromatophores (Greater) | 9 | Uncommon | 665 gp |
| Slime Ducts (Living Tar) | 9 | Uncommon | 625 gp |
| Swooping Wings | 17 | Common | 15000 gp |
| Tentacle Tresses | 9 | Uncommon | 700 gp |
| Toxic Blood | 9 | Common | 650 gp |
| Urdefhan Flesh | 9 | Uncommon | 700 gp |
| Alluring Lantern | 8 | Common | 450 gp |
| Gills | 8 | Common | 450 gp |
| Bleeding Canines | 7 | Common | 320 gp |
| Bristling Spines (Greater) | 7 | Common | 360 gp |
| Constricting Whip Tail | 7 | Common | 320 gp |
| Deadly Slashing Claws | 7 | Common | 320 gp |
| Gliding Membranes (Greater) | 7 | Common | 340 gp |
| Goring Horn | 7 | Common | 320 gp |
| Secondary Mouth | 7 | Uncommon | 330 gp |
| Tubeworm Gland | 7 | Common | 330 gp |
| Caligni Eyes | 5 | Uncommon | 140 gp |