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Damaj's GlovesEquipment 13


EvocationInvestedMagicalMetal
Source Paizo Blog: Kineticist Playtest Analysis
Price 3,000 gp
Weight negligible

This elaborate metallic webbing feels soft when wrapped around your hands and forearms. It constantly shifts its strands and connections. The name of a zuhra damaj is etched in Talican on the only part of the item that is unchanging. You gain a +3 item bonus to your Reflex DC against attempts to Disarm an item you're holding in your hands.

Activate Two Actions command, Interact

Frequency once per day

Requirements You're wielding a weapon made primarily of metal

Effect You extend the weapon and call out the zuhra's name. It channels its magic through the gloves to assist you with its choice of offense or defense (as determined by the GM). The zuhra makes any choices for the spell, and any save DC is 30.


Offense The metal of the gloves wraps around your weapon and channels the zuhra's magic to cast a 6th-level Weapon Storm spell, replicating the metal weapon.

Defense The metal flows off your arms, creating a Blade Barrier. The blades have the appearance of your weapon. You lose the damaj's gloves' item bonus until the barrier ends, at which point the metal returns to your hands and forearms. You can Dismiss the activation.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Invested

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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 either manipulate or conjure metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a magical connection to that element.