Lightweave Scarf (Major)

Level 1822,000 gpHeldBulk CommonRemaster

The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows . The spell DC of any spell cast by activating this item is 38.

  • Armor You gain a +3 item bonus to saving throws against illusions and Deception checks to Create a Diversion.
  • Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be Confused for 1 minute if it hits. If you don't make a Strike by the end of your next turn, the illusion ends with no effect. Effect: Lightweave Scarf (Armor)

Activate Cast a Spell


Effect You cast Light.

Activate Cast a Spell

Frequency once per day


Effect You cast 8th-rank Vibrant Pattern.

Activate Cast a Spell

Frequency once per day


Effect You cast Confusing Colors.

Traits

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.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.