Item: Decanter of Endless Water

Level7
Rarity
Common
Price320 gp
UsageHeld in two hands
PublicationPathfinder Core Rulebook

This item looks like an ordinary glass flask full of water. The stopper can't be removed unless you speak one of the item's three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like).

Activate A command, Interact


Effect Speaking "stream", you cause water to pour out at a rate of 1 gallon per round.

Activate A command, Interact


Effect Speaking "fountain", you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round.

Activate A command, Interact


Effect Speaking "geyser", you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of Hydraulic Push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an Interact action to direct the geyser each time.


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.

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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