Item: Clockwork Helm
Rotating gears cover the outside of this imposing helmet.
In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a mental or emotion effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1. This effect works only if the condition's value can normally be reduced by simply waiting; otherwise the helmet has no effect.
Activate 2 envision
Frequency once per day
Requirements You've wound the clockwork helm for 10 minutes within the last 24 hours
Effect You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes 10d8 fire damage and is Drained 2.
Trait Effects
Clockwork: Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.
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.
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|---|---|---|---|
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| Belt of Long Life | 17 | Common | 15000 gp |
| Boots of Free Running (Greater) | 17 | Uncommon | 13500 gp |
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