All-Seeing EyeEquipment 3
Price 50 gp
Weight negligible
This glass eyeball is slightly uncanny due to the two brightly colored crystal irises it sports on opposing sides. It helps combatants see their foes even in the darkest of situations.
Armor You gain resistance 2 to damage from illusion effects.
Weapon (fortune) After you cast a light spell by Activating the eye, your own eyesight sharpens until the end of your next turn. If you fail the flat check to target a Concealed or Hidden opponent with a Strike with the weapon, you can reroll it and take the new result.
Activate Cast a Spell
Effect You cast Light.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MagicalSomething 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.
SpellheartSpellhearts 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.