Heart of Water (3.5e Equipment)

Heart of Water
The heart of water is born from great cataclysms of deluge and floods, be it a massive portal to the elemental plane of water, the death of a deific water god or elemental being, or other shocks to the fabric of the universe. Though it resembles a smooth polished crystal sphere no larger than a large softball, it is space wrapped up tightly around a torn off fragment of the elemental plane itself. Born of great water powers, it is treasured by elemental mages.

Upon touching a heart of water you feel a great but not entirely uncomfortable chill from it, regardless of surrounding temperatures, and the sphere always seems damp. If a subject spends 3 full-round actions focusing on the sphere, they will be able to draw out some of its power. It may bestow one of these Blessings of Water once a month per person. Once drawn, they gain one of the supernatural abilities below, and cannot change it until at least 1 month has passed. If they do so, they may attune with the sphere again and gain a new benefit, losing their old benefit. These powers can be suppressed in an antimagic field, or suppressed for 1d4 rounds if successfully dispelled (CL equals to subject's HD). A disjunction may destroy the effect, but the subject can attune and re-gain their power if 1 month has already passed. Select from below.

Blessings of Water
 * Cloak of Ice: Your body is wrapped in a constant freezing mist aura which allows you to deal 2d6 cold damage on all your physical attacks. Those striking you with natural weapons or grappling also take this damage. It may be suppressed or activated as a free action once per round, and does not function if you are unconscious.
 * Soul of the Deep: You gain the cold subtype, becoming immune to cold and vulnerable to fire. You may also be affected by attacks which turn or rebuke water creatures. Some small part of your body changes subtly, such as constantly wet hair or an unnaturally low body temperature.
 * Water Affinity: Your spells leave trails of icy vapor and moisture, and your caster level for water or cold spells rises by 4. In addition, any metamagic applied to a water or cold spell has its metamagic cost reduced by 1 (to a minimum of 1). When casting, your magic effects often have a icy gleam and are accompanied by mist.
 * Oceanrunner: You may walk over water as if it were solid ground, as well as dive below, gaining a swim speed equal to your land speed. You can breathe in water as well as on land, survive the effects of pressure, and gain blindsight to 60 ft and blindsense to 120 ft while underwater with keen echolocation. Once every 1d4 rounds, you may "Water Warp", an effect similar to Shadow Walk, except it can only be done in water and transports you and those you bring to the Elemental Plane of Water, and you must pop out at another water source sufficient to hold your body. While bringing along others in your "Water Warp", you may grant one target per level a swim speed and the ability to breathe water, but only if they remain within 60 ft of you. Lastly, the effects of rain do not obscure your vision regardless of if they are magical or mundane in origin. While in water, your body may appear slightly translucent.
 * Elemental Servant: A water elemental is bound into your soul, allowing you to call (or dismiss) an elemental cohort as a standard action. The elemental's size and level is based on your HD, and is the same elemental each time. This elemental is 1-3 HD (Small), 4-6 HD (Medium), 7-9 HD (Large), 10-12 HD (Huge), 13-15 HD (Greater), 16-18 HD (Elder), 19-20 HD (Elder +3 HD added). In addition, you learn the associated elemental language, Aquan. If your elemental dies, it cannot be returned until a raise dead or similar spell is cast, which functions normally in spite of the elemental traits.
 * Pool of Insight: You push your body and mind to the limits, entering a sort of "mental rage". Succeed on a concentration check DC 15, and gain +4 to Int and Wis, +2 on all knowledge and wisdom based skill checks as your mind flows into the memories of spirits around you, and -2 Will saves as your connection with the world around you also weakens your defenses against others affecting you. This rage lasts for 3+your newly modified wisdom modifier rounds, and is often accompanied by the thin ghostly mists and quiet droplet sounds. When it ends you are shaken for 1 minute as your mind reels from the effort. You can only overclock 1/encounter, but you may perform an overclock over and over. Each time you do, the DC on the concentration check rises by +5.

If the heart of water is held in hand, it grants its user several spell-like abilities. A heart of water has 20 charges and recovers them at 1 charge per day. Each spell level consumes that many charges (a 8th level spell is 8 charges, a 3rd level spell is 3 charges, a 0th level spell is 0 charges and thus can be used at will). It uses its current wielder's HD as its caster level and its wielder's primary casting score (default Cha for non-casters). A user can only use spells up to a level available as a wizard of his level. So, a 13 HD character can only cast up to 7th level spells.


 * 0th-Create Water
 * 1st-Grease
 * 2nd-Chill Metal
 * 3rd-Water Walk
 * 4th-Control Water
 * 5th-Cone of Cold
 * 6th-Freezing Sphere
 * 7th-Blood to Water
 * 8th-Polar Ray
 * 9th-Tsunami

The heart of water may be recharged quicker by any spellcaster, by expending spell slots as a standard action. The sphere absorbs the expended magical energy, absorbing its spell level's worth of charges.