Item: All-Seeing Eye (Greater)

Level5
Rarity
Common
Price140 gp
UsageAffixed to armor or a weapon
PublicationPathfinder Impossible MagicRemaster

This glass eyeball is slightly uncanny due to the two brightly colored crystal irises it sports on opposing sides. It helps combatants see their foes even in the darkest of situations. The spell DC of any spell cast by Activating this item is 20.

  • Armor You gain resistance 4 to damage from illusion effects.

  • Weapon (fortune) After you cast a light spell by Activating the eye, your own eyesight sharpens until the end of your next turn. If you fail the flat check to target a Concealed or hidden opponent with a Strike with the weapon, you can reroll it and take the new result.

DC 20 Basic Reflex


Activate Cast a Spell

Effect You cast Light.


Activate Cast a Spell

Frequency once per day

Effect You cast Revealing Light.


Trait Effects

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_.


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