Item: Hydrating Pinwheel (Major)
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 38.
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 1d8 persistent cold damage until the end of your next turn.
Effect: Hydrating Pinwheel Armor
Effect: Hydrating Pinwheel Weapon
DC 38 Basic Reflex
Activate Cast a Spell
Effect You cast Rousing Splash.
Activate Cast a Spell
Frequency once per day
Effect You cast 8th-rank Geyser
Activate Cast a Spell
Frequency once per day
Effect You cast 8th-rank Soothing Spring
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 |
|---|---|---|---|
| Hydrating Pinwheel (Greater) | 13 | Common | 2700 gp |
| Perfect Droplet (Major) | 12 | Common | 1800 gp |
| Perfect Droplet (Greater) | 8 | Common | 450 gp |
| Hydrating Pinwheel | 7 | Common | 350 gp |
| Perfect Droplet | 3 | Common | 55 gp |
| Energizing Vial (Major) | 18 | Common | 22000 gp |
| Ghostcaller's Planchette (Greater) | 18 | Common | 21000 gp |
| Lightweave Scarf (Major) | 18 | Common | 22000 gp |
| Radiant Prism (Greater) | 18 | Common | 20500 gp |
| Brightbloom Posy (Major) | 19 | Common | 36000 gp |
| Desolation Locket (Major) | 19 | Common | 34000 gp |
| Judgment Thurible (Greater) | 17 | Common | 14000 gp |
| Wyrm Claw (Major) | 19 | Common | 40000 gp |
| Wyrm Spindle (Major) | 19 | Common | 40000 gp |
| Judgment Thurible (Major) | 20 | Common | 65000 gp |
| Jyoti's Feather (Major) | 16 | Common | 9400 gp |
| Radiant Prism | 16 | Common | 8600 gp |
| Radiant Prism (Major) | 20 | Common | 64000 gp |
| Thirsty Chalice (Major) | 16 | Common | 8750 gp |
| Cheery Chime (Major) | 15 | Common | 5300 gp |