Item: Thirsty Chalice (Major)

Level16
Rarity
Common
Price8750 gp
UsageAffixed to armor or a weapon
PublicationPathfinder Impossible MagicRemaster

This slate chalice improbably holds one single drop of water in it at all times and helps refresh the wearer, sometimes at the expense of their enemies. The DC of all spells cast by Activating this item is 35.

  • Armor After you cast a spell by Activating the chalice, you are surrounded by a fine mist. You become Concealed until the beginning of your next turn.

  • Weapon (void) After you cast a spell by Activating the chalice, your Strikes with the weapon deal an additional 4 void damage until the end of your next turn; the first time in a round you successfully deal this void damage, you gain 16 temporary Hit Points that last for 1 minute.

Effect: Thirsty Chalice Weapon

DC 35 Basic Fortitude


Activate Cast a Spell

Effect You cast Draw Moisture.


Activate Cast a Spell

Frequency once per day

Effect You cast 6th rank Curse Of Lost Time.


Activate Cast a Spell

Frequency once per day

Effect You cast 6th rank Vital Seed.


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_.


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