Item: Spiny Lodestone (Major)
This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +19, and the spell DC is 29.
- Armor You gain a +2 item bonus to Athletics checks and resistance 10 to nonlethal damage.
- Weapon After you cast a spell by Activating the spiny lodestone, your Strikes with the weapon deal an additional 1d8 piercing damage until the end of your next turn.
Effect: Spiny Lodestone Weapon
Activate Cast a Spell
Effect You cast Needle Darts
Activate Cast a Spell
Frequency once per day
Effect You cast 4th-rank Magnetic Acceleration
Activate Cast a Spell
Frequency once per day
Effect You cast Rust Cloud
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.
Metal: Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal. These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.
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_.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Spiny Lodestone (Greater) | 8 | Common | 425 gp |
| Spiny Lodestone | 4 | Common | 90 gp |
| Cerebral Barbell (Major) | 12 | Common | 1750 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 |
| Perfect Droplet (Major) | 12 | Common | 1800 gp |
| Resonant Guitar | 12 | Uncommon | 1850 gp |
| Resonating Fork (Major) | 12 | Common | 1800 gp |
| Sanguine Fang (Greater) | 12 | Common | 1750 gp |
| Thorn Triad (Major) | 12 | Common | 1800 gp |
| Trinity Geode (Major) | 12 | Common | 1900 gp |
| Wyrm Claw | 12 | Common | 1000 gp |
| Wyrm Spindle | 12 | Common | 1000 gp |