Item: Hydrating Pinwheel (Greater)
Clear streams of water have been magically solidified into a glimmering, iridescent pinwheel that looks as fragile as glass. When affixed, it spins gently without a breeze. The spell DC of any spell cast by Activating this item is 31.
Armor You gain resistance 3 to persistent acid damage and persistent fire damage.
Weapon After you cast a water spell by Activating the enduring helix, your Strikes with the weapon deal 1d6 persistent cold damage until the end of your next turn.
Effect: Hydrating Pinwheel Armor
Effect: Hydrating Pinwheel Weapon
DC 31 Basic Reflex
Activate Cast a Spell
Effect You cast Rousing Splash.
Activate Cast a Spell
Frequency once per day
Effect You cast Geyser
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_.
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.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Perfect Droplet (Major) | 12 | Common | 1800 gp |
| Hydrating Pinwheel (Major) | 18 | Common | 22000 gp |
| Perfect Droplet (Greater) | 8 | Common | 450 gp |
| Hydrating Pinwheel | 7 | Common | 350 gp |
| Perfect Droplet | 3 | Common | 55 gp |
| Desolation Locket (Greater) | 13 | Common | 2800 gp |
| Energizing Vial (Greater) | 13 | Common | 2700 gp |
| Enigma Mirror (Major) | 13 | Common | 2750 gp |
| Helping Hand (Major) | 13 | Common | 2400 gp |
| Rime Crystal (Major) | 13 | Common | 2800 gp |
| Vigilant Eye (Major) | 13 | Common | 2700 gp |
| Warding Statuette (Greater) | 13 | Common | 2600 gp |
| Cerebral Barbell (Major) | 12 | Common | 1750 gp |
| Clay Sphere (Major) | 14 | Uncommon | 4200 gp |
| Conch of Otherworldly Seas | 12 | Uncommon | 1850 gp |
| Deathbane Crescent (Major) | 12 | Common | 1900 gp |
| Devilwing Badge (Major) | 12 | Uncommon | 1750 gp |
| Faydhaan's Dallah | 14 | Common | 4250 gp |
| Five-Feather Wreath (Major) | 12 | Common | 1750 gp |
| Flaming Star (Major) | 12 | Common | 1750 gp |