Spellstriker Staff (Major)
1d4B(1d8 two-handed)·Simple·Club·One or two-handed
Runes +2, greater striking, shifting
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 ◇ (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 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 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.
Traits
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.
This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.
You knock the target up to 10 feet away from you. This is forced movement.