Item: Perfect Droplet (Greater)
Intense blue water magically holds its shape-a perfect sphere. The spell DC of any spell cast by Activating this item is 24.
- Armor You gain resistance 5 to water effects and attacks by water creatures.
- Weapon After you cast a water spell by Activating the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces. You can't move through creatures that have the water trait in this way.
Activate Cast a Spell
Effect You cast Spout.
Activate Cast a Spell
Frequency once per day
Effect You cast Aqueous Orb or Feet To Fins.
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 | 7 | Common | 350 gp |
| Perfect Droplet (Major) | 12 | Common | 1800 gp |
| Hydrating Pinwheel (Greater) | 13 | Common | 2700 gp |
| Perfect Droplet | 3 | Common | 55 gp |
| Hydrating Pinwheel (Major) | 18 | Common | 22000 gp |
| Anglerfish Lantern (Submersible) | 8 | Uncommon | 500 gp |
| Brightbloom Posy | 8 | Common | 450 gp |
| Cerebral Barbell (Greater) | 8 | Common | 425 gp |
| Cheery Chime (Greater) | 8 | Common | 425 gp |
| Deathbane Crescent (Greater) | 8 | Common | 450 gp |
| Desolation Locket | 8 | Common | 470 gp |
| Devilwing Badge (Greater) | 8 | Uncommon | 425 gp |
| Five-Feather Wreath (Greater) | 8 | Common | 425 gp |
| Flaming Star (Greater) | 8 | Common | 425 gp |
| Foxglove Token (Greater) | 8 | Uncommon | 425 gp |
| Grim Sandglass (Greater) | 8 | Common | 450 gp |
| Heartmoss (Greater) | 8 | Uncommon | 450 gp |
| Helping Hand (Greater) | 8 | Common | 415 gp |
| Jolt Coil (Greater) | 8 | Common | 475 gp |
| Lightweave Scarf | 8 | Common | 500 gp |