Item: Spellstriker Staff (Major)
A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +2 greater striking shifting staff.
Activate F (concentrate)
Frequency once per hour
Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike
Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per rank of the spell, with a Basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Basic Will instead of Reflex.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- Cantrip Ignition
- 1st Echoing Weapon, Sure Strike
- 2nd Acid Grip, Telekinetic Maneuver
- 3rd Echoing Weapon, Haste
- 4th Acid Grip, Weapon Storm
- 5th Blink Charge, Echoing Weapon, Vampiric Feast
- 6th Acid Grip, Weapon Storm
- 7th Blink Charge, True Target
Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed ranks of all listed spells.
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.
Staff: This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Club: You knock the target away from you up to 10 feet. This is forced movement.
Related Items
| Name | Level | Rarity | Price | Damage |
|---|---|---|---|---|
| Atmospheric Staff (Major) | 16 | Uncommon | 8900 gp | 1d4 |
| Continuum Staff | 16 | Uncommon | 9500 gp | 1d4 |
| Lyrakien Staff (Major) | 16 | Common | 8600 gp | 1d4 |
| Staff of Arcane Might (Greater) | 16 | Rare | 10000 gp | 1d4 |
| Staff of Encroaching Shadows (Major) | 16 | Uncommon | 9100 gp | 1d4 |
| Staff of Final Rest (Major) | 16 | Uncommon | 9000 gp | 1d4 |
| Staff of Healing (True) | 16 | Common | 9200 gp | 1d4 |
| Staff of Impossible Visions (Major) | 16 | Uncommon | 10000 gp | 1d4 |
| Staff of Power | 16 | Rare | 10000 gp | 1d4 |
| Staff of the Black Desert (Greater) | 16 | Uncommon | 9500 gp | 1d4 |
| Staff of the Desert Winds (Major) | 16 | Common | 10000 gp | 1d4 |
| Beast Staff (Major) | 15 | Common | 6250 gp | 1d4 |
| Boreal Staff (Major) | 17 | Common | 13500 gp | 1d4 |
| Celestial Staff | 17 | Uncommon | 14000 gp | 1d4 |
| Chronomancer Staff | 17 | Rare | 15000 gp | 1d4 |
| Cythbikian Staff | 15 | Unique | 5800 gp | 1d4 |
| Hell Staff | 17 | Uncommon | 13000 gp | 1d4 |
| Spy Staff (Major) | 15 | Uncommon | 5300 gp | 1d4 |
| Staff of Nature's Cunning (Major) | 15 | Common | 6500 gp | 1d4 |
| Wyrm Drinker | 17 | Unique | 13000 gp | 1d4 |