Item: Perfect Droplet (Major)

Level12
Rarity
Common
Price1800 gp
UsageAffixed to armor or a weapon
PublicationPathfinder Secrets of Magic

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.

Effect: Perfect Droplet Armor


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.


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