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Headband of Inspired WisdomEquipment 17


AbjurationApexInvestedMagical
Source Pathfinder Core Rulebook
Price 15,000 gp
Weight negligible

This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score.


Activate One Action envision

Frequency once per day


Effect When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an Augury spell, except that you receive the result from your own instincts rather than an external source.


Activate Reaction envision (fortune)

Frequency once per hour

Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied


Effect The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result.

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.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Apex

When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture ends. An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the ability score increase, though you do gain any other effects of Investing the Item.

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.