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 | Damage |
|---|---|---|---|
| Atmospheric Staff (Major) | 16 | Uncommon | 1d4 |
| Lyrakien Staff (Major) | 16 | Common | 1d4 |
| Spellstriker Staff (Major) | 16 | Common | 1d4 |
| Staff of Arcane Might (Greater) | 16 | Rare | 1d4 |
| Staff of Final Rest (Major) | 16 | Uncommon | 1d4 |
| Staff of Healing (True) | 16 | Common | 1d4 |
| Staff of Power | 16 | Rare | 1d4 |
| Staff of the Black Desert (Greater) | 16 | Uncommon | 1d4 |
| Staff of the Desert Winds (Major) | 16 | Common | 1d4 |
| Beast Staff (Major) | 15 | Common | 1d4 |
| Boreal Staff (Major) | 17 | Common | 1d4 |
| Celestial Staff | 17 | Uncommon | 1d4 |
| Chronomancer Staff | 17 | Rare | 1d4 |
| Cythbikian Staff | 15 | Unique | 1d4 |
| Hell Staff | 17 | Uncommon | 1d4 |
| Spy Staff (Major) | 15 | Uncommon | 1d4 |
| Staff of Nature's Cunning (Major) | 15 | Common | 1d4 |
| Wyrm Drinker | 17 | Unique | 1d4 |
| Zombie Staff (Major) | 15 | Common | 1d4 |
| Accursed Staff (Major) | 14 | Common | 1d4 |