Staff of Visionary Delights
This quarterstaff +5 is a primarily a monk weapon. It is mythic level for all intents and purposes. Though it looks to be made of ice, it is made of a clear glasslike metal.
When engaged in physical combat, the user of the staff gains a +3 deflection bonus.
During the flurry of blows the staff will create a dazzling display of lights designed to disorient and confuse. Any sighted opponent must make a will save DC 10 plus the Monk’s level + Wisdom Bonus to succeed in an attack to avoid distraction. This is a mental effect. Any effect which grants immunity to fascination will also protect from this effect. Failure of this save means that all further attacks are voided for the round and the attacker is fascinated until the beginning of their next round. Even if the fascination is broken early, the attacker remains staggered for the round. Additionally, the wielder of the staff gains an additional +10 on their next attack against the attacker if they make it while the opponent is fascinated or staggered.
When wielded by an arcane user, once every other round, the staff can be used to make a ray attack as part of the attack action. The white ray has a range of 150’ and acts as a mythic disintegrate cast as 15th level of ability. (45d6 damage plus 1d4 constitution) save for 5d8 points plus 1 point of constitution damage. The attack is cold damage and as such cold resistance and cold immunity grant the equivalent effects. Any corporeal living creature killed is turned into an ice elemental of the appropriate size under the control of the staff wielder. (Though the damage is the same, plants, molds, slimes, and such are not converted.) This conversion is to actual ice creature, and as such, it is not just a frozen corpse reanimated. The elementals have to be directly commanded. The control lasts for 10 minutes then the ice elementals become regular ice melting as the environment dictates.
The staff was created in the ice forges by the Winter Queen to combat other Divines. As such, it delivers a base of 1d2 Celestial damage per hit.
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