Item: Energizing Vial
This sealed glass vial has no stopper and is filled with pure white light. The spell attack modifier of any spell cast by Activating this item is +13.
Armor After you cast an electricity spell by Activating the energizing vial, you can Step as a free action once per round until the end of your next turn.
Weapon After you cast an electricity spell by Activating the energizing vial, your Strikes with the weapon deal 1d4 persistent electricity damage until the end of your next turn.
Effect: Energizing Vial Weapon
Activate Cast a Spell
Effect You cast Live Wire
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_.
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| Deathbane Crescent (Greater) | 8 | Common |
| Desolation Locket | 8 | Common |
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| 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 |