Item: Sanguine Fang (Greater)

Level12
Rarity
Common
Price1750 gp
UsageAffixed to armor or a weapon
PublicationPathfinder Treasure Vault (Remastered)Remaster

A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 29.

  • Armor You gain resistance 5 to persistent bleed damage and a +2 item bonus on saving throws against effects with the void trait.
  • Weapon After you cast a spell by activating the fang, your Strikes with the weapon deal 1d6 persistent bleed damage until the end of your next turn.

Effect: Sanguine Fang Armor

Effect: Sanguine Fang Weapon


Activate Cast a Spell

Effect You cast Void Warp.


Activate Cast a Spell

Frequency once per day

Effect You cast Sanguine Mist.


Activate Cast a Spell

Frequency once per day

Effect You cast 4th-rank Vampiric Feast.


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_.

Void: Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy. Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).


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