Item: Trinity Geode (Major)
The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 29.
Armor After you cast an earth spell by Activating the geode, you gain resistance 5 to physical damage (except adamantine) until the end of your next turn, or double the resistance for a non-cantrip spell.
Weapon After you cast an earth spell by Activating the geode, your Strikes with the weapon deal an additional 1d8 bludgeoning damage until the end of your next turn.
Activate Cast a Spell
Effect You cast Scatter Scree.
Activate Cast a Spell
Frequency once per day
Effect You cast 4th-rank One With Stone.
Activate Cast a Spell
Frequency once per day
Effect You cast Mountain Resilience.
Trait Effects
Earth: Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth. These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
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_.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Trinity Geode (Greater) | 8 | Common | 460 gp |
| Trinity Geode | 3 | Common | 60 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 |
| Fossil Fragment (Eurypterid Paddle) | 12 | Common | 1700 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 |
| Jabali's Dice | 12 | Common | 1800 gp |
| Jolt Coil (Major) | 12 | Common | 1750 gp |
| Perfect Droplet (Major) | 12 | Common | 1800 gp |
| Resonating Fork (Major) | 12 | Common | 1800 gp |
| Ring of Stoneshifting | 12 | Uncommon | 1800 gp |
| Sanguine Fang (Greater) | 12 | Common | 1750 gp |
| Spiny Lodestone (Major) | 12 | Common | 1750 gp |
| Thorn Triad (Major) | 12 | Common | 1800 gp |