Item: Deathbane Crescent (Greater)
This crescent moon carved out of bone holds the power to turn back the undead. This spellheart covers any item it's affixed to with spiderwebs that reappear even if damaged or removed. The spell DC of any spell cast by Activating this item is 24.
Armor After you cast a vitality spell by Activating the crescent, you gain resistance 5 to attacks and effects from undead creatures until the end of your next turn.
Weapon After you cast a vitality spell by Activating the crescent, your Strikes with the weapon deal an additional 1d6 vitality damage until the end of your next turn.
Effect: Deathbane Crescent Weapon
DC 24 Basic Fortitude
Activate Cast a Spell
Effect You cast Vitality Lash.
Activate Cast a Spell
Frequency once per day
Effect You cast 3rd-rank Infuse Vitality.
Trait Effects
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.
Spellheart: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a _major five-feather wreath_ requires _air walk_, _gale blast_, and _wall of wind_.
Vitality: Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy. These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Jyoti's Feather | 10 | Common |
| Deathbane Crescent (Major) | 12 | Common |
| Deathbane Crescent | 3 | Common |
| Jyoti's Feather (Greater) | 14 | Common |
| Jyoti's Feather (Major) | 16 | Common |
| Brightbloom Posy | 8 | Common |
| Cerebral Barbell (Greater) | 8 | Common |
| Cheery Chime (Greater) | 8 | Common |
| Desolation Locket | 8 | Common |
| Devilwing Badge (Greater) | 8 | Uncommon |
| Five-Feather Wreath (Greater) | 8 | Common |
| Flaming Star (Greater) | 8 | Common |
| Foxglove Token (Greater) | 8 | Uncommon |
| Grim Sandglass (Greater) | 8 | Common |
| Heartmoss (Greater) | 8 | Uncommon |
| Helping Hand (Greater) | 8 | Common |
| Jolt Coil (Greater) | 8 | Common |
| Lightweave Scarf | 8 | Common |
| Perfect Droplet (Greater) | 8 | Common |
| Rime Crystal (Greater) | 8 | Common |