Jolt Coil (Major)

Level 121,750 gpHeldBulk CommonRemaster

Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 29.

  • Armor You gain resistance 5 to electricity.
  • Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d8 electricity damage until the end of your next turn. Effect: Jolt Coil - Armor

Effect: Jolt Coil - Weapon

DC 29 reflex


Activate Cast a Spell

Effect You cast Electric Arc.


Activate Cast a Spell

Frequency once per day

Effect You cast 4th-rank Lightning Bolt.


Activate Cast a Spell

Frequency once per day

Effect You cast Draw the Lightning.

Traits

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

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.