Hydrating Pinwheel (Major)Equipment 18
Source Pathfinder Impossible Magic
Price 22,000 gp
Weight negligible
Clear streams of water have been magically solidified into a glimmering, iridescent pinwheel that looks as fragile as glass. When affixed, it spins gently without a breeze. The spell DC of any spell cast by Activating this item is 38.
Armor You gain resistance 3 to persistent acid damage and persistent fire damage.
Weapon After you cast a water spell by Activating the enduring helix, your Strikes with the weapon deal 1d8 persistent cold damage until the end of your next turn.
Effect: Hydrating Pinwheel - Armor
Effect: Hydrating Pinwheel - Weapon
DC 38 reflex
Activate Cast a Spell
Effect You cast Rousing Splash.
Activate Cast a Spell
Frequency once per day
Effect You cast 8th-rank Geyser
Activate Cast a Spell
Frequency once per day
Effect You cast 8th-rank Soothing Spring
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.
MagicalSomething 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.
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 connection to magical water.