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Cane of the MaelstromWeapon 22


UniqueArtifactConjurationCursedDivine
Source Pathfinder #162: Ruins of the Radiant Siege
Damage 1d6 Slashing
Type Simple
Weight light

A large crystal of warpglass floats above the head of this silvery purple +3 anarchic greater striking club. If you successfully Strike a creature, the cane also affects the target with a Warpwave.

While you carry the cane, you hear a constant, distracting chorus of laughing, incoherent Protean whispers and sing-song voices in your mind. Blatant acts of self-indulgence or narcissism quell these whispers, from a few minutes up to a full day depending on the scope of the act, but they immediately return when you use the artifact's powers. The gradually rising chorus eventually drives away rational thought and renders the cane's owner insane, even if staved off from time to time with self-centered acts.

As the artifact's abilities pull material from the Maelstrom, it doesn't function in areas where planar connections are severed.


Activate Reaction envision

Trigger You are targeted by a ranged attack from an opponent you can see


Effect You draw a temporary shield of chaotic turbulence with a cerulean flash. You gain a +3 circumstance bonus to AC against the triggering attack.


Activate 10 minutes (command, envision, Interact)


Effect The Cane of the Maelstrom casts a 5th-level Hallucinatory Terrain spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature disbelieves the illusion during its duration, the changes become wholly real and permanent when its duration expires.


Activate 1 minute (Interact)


Effect The Cane of the Maelstrom casts a 5th-level Creation spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable Crafting skill check when you activate this ability.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.