Item: Perfect Droplet (Major)
Intense blue water magically holds its shape-a perfect sphere. The spell DC of any spell cast by Activating this item is 29.
- Armor You gain resistance 10 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 4th-rank Aqueous Orb or Feet To Fins.
Activate Cast a Spell
Frequency once per day
Effect You cast Hydraulic Torrent.
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 (Greater) | 8 | Common | 450 gp |
| Hydrating Pinwheel | 7 | Common | 350 gp |
| Hydrating Pinwheel (Major) | 18 | Common | 22000 gp |
| Perfect Droplet | 3 | Common | 55 gp |
| Cerebral Barbell (Major) | 12 | Common | 1750 gp |
| Conch of Otherworldly Seas | 12 | Uncommon | 1850 gp |
| Deathbane Crescent (Major) | 12 | Common | 1900 gp |
| Devilwing Badge (Major) | 12 | Uncommon | 1750 gp |
| Five-Feather Wreath (Major) | 12 | Common | 1750 gp |
| Flaming Star (Major) | 12 | Common | 1750 gp |
| Foxglove Token (Major) | 12 | Uncommon | 1750 gp |
| Ghostcaller's Planchette | 12 | Common | 1750 gp |
| Grim Sandglass (Major) | 12 | Common | 2000 gp |
| Heartmoss (Major) | 12 | Uncommon | 1750 gp |
| Jolt Coil (Major) | 12 | Common | 1750 gp |
| Resonating Fork (Major) | 12 | Common | 1800 gp |
| Sanguine Fang (Greater) | 12 | Common | 1750 gp |
| Sharkskin Robe | 12 | Common | 1900 gp |
| Spiny Lodestone (Major) | 12 | Common | 1750 gp |