Item: Spellstriker Staff (Major)

TypeWeapon
Level16
Rarity
Common
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price8500 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)Remaster

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.


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.


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