Staff of Impossible Visions (Major)Weapon 16
Source Pathfinder Advanced Player's Guide
Damage 1d4 Bludgeoning
Type Simple
Price 10,000 gp
Weight 1 bulk
This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
Craft Requirements Supply one casting of all listed levels of all listed spells.
- Cantrip Daze
- 1st Fear, Phantom Pain
- 2nd Augury, Paranoia
- 3rd Hypnotic Pattern, Paralyze
- 4th Countless Eyes, Phantasmal Killer
- 5th Strange Geometry
- 6th Blinding Fury, Phantasmal Calamity
- 7th Visions of Danger, Warp Mind
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
IllusionEffects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.
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.
StaffThis magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
TwoHandThis weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.