Item: Hydrating Pinwheel (Greater)

Level13
Rarity
Common
Price2700 gp
UsageAffixed to armor or a weapon
PublicationPathfinder Impossible MagicRemaster

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. he 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 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.


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