Item: Staff of Impossible Visions (Major)
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 on the staff rather than your own, using your normal visual senses (including any benefits of spells like See The Unseen). 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.
- Cantrip Daze
- 1st Fear, Phantom Pain
- 2nd Augury, Paranoia
- 3rd Hypnotize, Paralyze
- 4th Countless Eyes, Vision Of Death
- 5th Strange Geometry
- 6th Blinding Fury, Phantasmal Calamity
- 7th Visions Of Danger, Warp Mind
Craft Requirements 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 |
| Spellstriker Staff (Major) | 16 | Common | 8500 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 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 |