Perfect DropletEquipment 3
Source Pathfinder Secrets of Magic
Price 55 gp
Weight negligible
Intense blue water magically holds its shape-a perfect sphere. The spell DC of any spell cast by Activating this item is 17.
- Armor You gain resistance 2 to water effects and attacks by water creatures.
- Weapon After you cast a water spell by Activating the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the water trait in this way.
Activate Cast a Spell
Effect You cast Spout.
Traits
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.
EvocationEffects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
MagicalSomething 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.
SpellheartSpellhearts 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.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.