Saturday, April 1, 2023

The Nieliah Talisman


This magical talisman is created by Pépin Rey and serves as a direct connection to the benevolent loa known as Nieliah. Three times per day the user can call upon the loa, and when they do so a 40' area (focused on the talisman) is covered in a glowing pale blue fog that appears to look like rushing water without ever diminishing in volume. The effect lasts for three rounds maximum per use.

The user brings special favor upon themselves and their allies while bringing disfavor to their enemies. The user and each of their allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of their foes takes a -1 penalty on such rolls.

Faint enchantment; CL 3; Craft Wonderous Item, Prayer; Price 13,500 gp

Lore

Among the quieter currents of the bayou’s spiritual tapestry, the loa known as Nieliah is spoken of not in fear, nor in reverence alone, but in relief. Where other spirits demand, bargain, or test, Nieliah is said to balance - smoothing the jagged edges of fate, easing the unseen tensions that turn fortune sour. It is whispered that her presence is like water finding its level, restoring a subtle equilibrium where imbalance has taken root.

The talismans crafted by Pépin Rey are among the few known objects capable of reliably invoking her attention. Rey, a practitioner of uncommon sensitivity to the loa, is said to have abandoned more forceful methods of spirit-binding in favor of invitation and alignment. Rather than compel Nieliah, his talismans create a momentary harmony - a state in which her influence may naturally manifest. The pale blue mist that emerges is not conjured water, but a visible expression of her domain - flowing, constant, and impossibly sustained.

Those who have stood within its presence often describe a peculiar sensation - not of empowerment, but of correction. Movements feel slightly more certain, instincts more reliable, efforts less hindered by unseen resistance. Conversely, enemies caught within the same field often falter in small but compounding ways - a misstep here, a hesitation there - as though the world itself has quietly shifted its favor elsewhere.

Unlike more domineering magical effects, the talisman does not overwhelm the battlefield. Its influence is subtle, almost polite. Yet in prolonged engagements, such marginal advantages accumulate with remarkable consequence. It is said that Rey designed these talismans not to win battles outright, but to ensure that those who should prevail… do.

As with all dealings involving the loa, however, there are murmurs of deeper implications. Some claim that repeated invocations of Nieliah’s favor create a quiet dependency - a reliance on external balance rather than internal resolve. Others suggest that the loa does not merely restore equilibrium, but remembers those who call upon her, taking an interest in the lives she so gently adjusts.

Whether this attention is a blessing or a burden remains, as ever, a matter of perspective.

Kelwyn’s Notes…

Ah… now this is refreshingly civilized.

One so rarely encounters a device that does not shout, demand, or impose itself upon the world with all the subtlety of a collapsing cathedral. This… this simply adjusts. A gentle nudge, a quiet redistribution of favor, as though reality itself has been persuaded to mind its manners.

Yes, I approve of this one.

The fog, in particular, is a delightful touch - that flowing, water-like presence that never diminishes, never rushes, never insists. It does not obscure so much as recontextualize. Within it, actions feel… corrected. Not enhanced, not empowered - simply allowed to proceed without the usual friction of misfortune. One’s efforts land as intended. One’s decisions encounter less resistance from the endlessly meddlesome chaos of circumstance.

And one’s enemies…

Well. They find the opposite to be true.

Not dramatically, of course. No grand unraveling, no theatrical collapse. Just the quiet accumulation of slight disadvantages. A missed opportunity. A fraction too slow. A choice that almost succeeds. It is remarkably effective. Catastrophe, after all, rarely requires force - merely a sufficient number of small failures occurring in close succession.

What I find most compelling, however, is the nature of the relationship itself.

This is not domination. Not coercion. Pépin Rey, it seems, possesses the rare wisdom to invite rather than command. The talisman does not bind Nieliah - it creates a condition in which her presence becomes… appropriate. And she, in turn, does not overwhelm the moment, but balances it. A partnership, of sorts. Or perhaps a courtesy extended by something that understands equilibrium far better than we do.

There is, naturally, a risk.

Balance, when provided externally, can become… addictive. One grows accustomed to the world aligning itself just so, to the subtle assurance that effort will meet outcome without undue interference. And when that influence is absent - when one must rely entirely upon one’s own… uneven nature - the contrast can be… instructive.

Still.

Of all the forces one might entreat in this world - or any other - a presence that seeks not to dominate, but to restore proportion… is a rarity I am inclined to trust.

At least, as far as trust is ever a sensible position.

And if one must accept the attention of a loa… it is far preferable to be noticed by one that corrects the scales…

…rather than one that delights in tipping them.

Sunday, March 5, 2023

The Dagger of Tarketh One-Eye


+3 Long Dagger (Intelligent Item)

Aura moderate evocation and divination; CL 15th
Slot —; Price 18,302 gp; Weight 1 lb.

DESCRIPTION

This finely crafted +3 long dagger bears an ornate handle wrapped in sea-worn leather, its crossguard shaped like a ship’s wheel - though its symmetry gives it an unsettling resemblance to a chaos star. At its center rests a one-eyed pirate skull, said to house the bound soul of the infamous captain Tarketh One-Eye. The blade itself is etched with faint nautical motifs - waves, rigging lines, and a single unblinking eye - which seem to shift subtly when observed for too long.

The Dagger of Tarketh One-Eye is an intelligent chaotic neutral weapon with the following statistics:

Int 12, Wis 8, Cha 10; Ego 7
Senses 60 ft. vision and hearing
Communication telepathy (Common)

The dagger grants its wielder the ability to use detect magic at will. In addition, Tarketh possesses 10 ranks in Spot, using his own ability modifiers to perceive his surroundings independently of the wielder.

Tarketh’s personality is overbearing, vulgar, and relentlessly sarcastic. He frequently engages in crude humor, obscene storytelling, and biting commentary directed at both allies and enemies alike. Though capable of telepathic communication, Tarketh finds it deeply offensive if his wielder does not respond aloud. Should he be ignored in this fashion, he becomes petulant and uncooperative, suppressing all granted abilities - including detect magic - for 1 week.

LORE

Tarketh One-Eye was once the feared captain of the Wayfarer’s Daughter, a corsair vessel whose name became synonymous with bold raids and reckless cruelty. His reputation for audacity was rivaled only by his arrogance - a trait that ultimately proved his undoing. After a string of increasingly brazen offenses, including an ill-advised liaison with the daughter of Governor Maximilien D’Aramitz, Tarketh was captured and sentenced to death.

Facing execution, Tarketh struck a desperate bargain with a powerful wizard. In exchange for revealing the location of his hidden fortune, he demanded that his soul be preserved. The wizard, adhering with meticulous precision to the letter of the agreement, bound Tarketh’s soul into his dagger at the moment of his death. Tarketh’s fury at this interpretation has endured ever since, manifesting as an endless stream of complaints, insults, and crude observations.

Over the years, the dagger has passed through many hands, rarely remaining with any one wielder for long. Some have abandoned it out of frustration, others out of sheer exhaustion. Tarketh’s constant need for engagement, combined with his abrasive personality, has proven too much for most to tolerate. Nevertheless, the dagger remains a valuable companion for those willing to endure its… conversational tendencies.

It is currently in the possession of the wizard Kelwyn, who appears uniquely suited to the dagger’s temperament. The two engage in frequent and spirited exchanges, with Kelwyn referring to Tarketh as his “brother by other parents - and also a dead man in a dagger.”

CONSTRUCTION

Requirements Craft Magic Arms and Armor, trap the soul, suggestion, guidance
Cost 9,152 gp, 732 XP

Kelwyn’s Notes…

Ah… Tarketh.

An insufferable creature. A vulgarian. A man of such staggering poor judgment that even death failed to correct him - which, I must admit, I find rather admirable.

Yes, I keep him close. Not because I must, you understand, but because I have yet to encounter another entity quite so committed to being consistently… himself. There is a reliability in that, however grating it may be. One always knows precisely what to expect - which is to say, noise, complaints, and a level of commentary that would make a dockside drunkard pause for reflection.

And yet… he is useful.

The sight he provides, the constant awareness, the effortless detection of magical nuance - these are not trivial advantages. More importantly, he pays attention. Tirelessly. Intrusively. With all the subtlety of a man who believes silence is a personal failing. It is, in its own way, reassuring to have something at hand that notices everything, even if one must endure a running critique of one’s decisions in return.

There is, of course, the minor social complication.

You see, while Tarketh speaks with great enthusiasm, he does so only to me. To everyone else, there is nothing - no voice, no whisper, no helpful indication that I am, in fact, engaged in a two-sided exchange. From an external perspective, I am simply… conversing with a dagger. Responding, occasionally arguing, at times correcting what appears to be an inanimate object with what I am assured is excessive seriousness.

This has, unsurprisingly, led to certain conclusions.

I do not concern myself with them.

If anything, it serves as a convenient filter. Those inclined to question my composure are rarely worth the effort of explanation, and those who remain… tend to adapt rather quickly. It is remarkable how swiftly “madness” becomes “eccentricity” once it proves consistently correct.

Our arrangement, then, is… functional.

He demands acknowledgment - spoken, no less, as though I were required to participate in some ongoing theatrical performance. I indulge him. It costs me little, and the alternative - a week of sulking silence - is, paradoxically, far more irritating. One becomes accustomed to the noise. To the presence. To the constant, abrasive assurance that one is not alone with one’s thoughts.

I have, on occasion, referred to him as a friend.

He finds this offensive.

Which, I think, rather proves the point.

There is something oddly comforting about a companion who cannot pretend to be anything other than what he is - no hidden motives, no veiled intentions, no carefully curated civility. Just honesty, stripped of all refinement and delivered with enthusiastic disregard for propriety.

Still…

I would not recommend him to everyone.

One must possess a certain tolerance for… conversation.

And perhaps an appreciation for the fact that some voices, however irritating…

…are preferable to silence.


Goggles of Perception

Goggles of Perception


These heavy, brass-rimmed goggles are fitted with thick, green-tinted lenses and a series of fine adjustment dials along the sides. Tiny internal mechanisms softly click and hum when worn, as though constantly refining the wearer’s sight.

Aura faint divination
Caster Level 1st
Slot eyes
Price 2,500 gp
Weight 1 lb

DESCRIPTION

These enchanted goggles sharpen the wearer’s ability to notice subtle details in their surroundings. While worn, the goggles grant a +5 competence bonus on Spot checks.

The lenses automatically adjust to light and motion, briefly magnifying areas of interest. However, the enchantment occasionally overcompensates - reflections may seem like movement, and insignificant details can momentarily draw intense focus before fading back into normal perception.

CONSTRUCTION

Requirements Craft Wondrous Item, detect magic
Cost 1,250 gp, 100 XP

LORE

Goggles of Perception are widely believed to be derived from early gnomish optical experiments, though their exact origin is disputed among scholars. Some claim they were designed to aid watchmen and scouts in spotting distant threats, while others insist they were first created by paranoid artificers obsessed with uncovering hidden truths.

Many surviving pairs show signs of constant recalibration, as if the devices themselves resist remaining properly tuned. Owners often develop peculiar habits while using them - tilting their heads at odd angles, pausing mid-conversation to stare at nothing, or insisting they saw something just out of sight.

In certain circles, these goggles are viewed with a mix of admiration and unease. They are undeniably useful… but those who rely on them too heavily sometimes begin to question whether they are truly seeing more - or simply seeing too much.

Friday, March 3, 2023

Trivial Magic Items

Trivial Magic Items

The following items are considered trivial magic items - minor enchanted tools whose effects are limited in scope, convenience, or potency. While they rarely offer direct combat advantage, clever adventurers often find unexpected uses for them in the field. These items are commonly produced by apprentice enchanters, hedge mages, and guild artisans honing their craft.

The standard market price for most trivial magic items is 563 gp, reflecting the baseline cost of a command word item usable three times per day at caster level 1. This places such items beyond the means of common laborers, yet comfortably within reach of most adventurers, minor nobles, and successful tradesfolk. In more magically saturated regions - such as large port cities or arcane academies - these items may be more readily available, while in rural or superstitious regions, they may be rare curiosities.

Dungeon Masters are encouraged to adjust pricing, availability, and even cultural significance to suit the tone and economy of their campaign. In some settings, trivial items may be mass-produced novelties; in others, they may be prized heirlooms imbued with quiet, everyday magic.

Everchill Mug


This sturdy pint mug is typically fashioned from thick clay, pewter, or carved hardwood, often reinforced with iron banding. Its surface is usually plain, though some examples bear the faint maker’s mark of a brewer’s guild or an apprentice enchanter’s sigil etched into the base.

At the speaking of a command word, the mug instantly cools any liquid within it to a crisp, refreshing temperature. The effect is gentle and precise - never freezing, never diluting - making it particularly prized among sailors, tavern-goers, and travelers in warm climates. The magic may be invoked up to three times per day.

Many Everchill Mugs originate from coastal cities where heat and humidity spoil drink quickly. Some are gifted as tokens of hospitality, while others are quietly enchanted by tavern owners seeking to elevate their reputation. It is said that certain mugs retain faint echoes of laughter and song from the establishments they once served in.

Faint Universal; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Spoon of Poison Detection


This finely crafted spoon is typically made of polished silver or steel, with a small quartz crystal set into the handle. When used to stir a liquid, the crystal reacts to toxins with an unmistakable glow - shining a vivid green for one full minute if poison is present, even in minute quantities.

The spoon functions up to three times per day and is sensitive enough to detect both mundane and magical poisons, though it provides no information beyond presence or absence. As such, it is favored by cautious nobles, paranoid courtiers, and those who have made enemies in quiet places.

Legends tell of entire noble houses that relied upon such spoons to survive generations of intrigue. Some spoons are rumored to have “failed” at critical moments - whether due to tampering, sabotage, or darker magic remains a matter of whispered debate.

Faint Divination; CL 1st
Craft Wondrous Item, Detect Poison
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Needle of Mending


This slender bone needle appears unremarkable at first glance, though it is always perfectly balanced and never dulls or bends. When touched to a damaged object and activated with a command word, it channels a minor restorative enchantment identical to the mending cantrip.

The needle may be used up to three times per day, repairing small tears, cracks, or breaks with delicate precision. It is especially beloved by tailors, cobblers, and traveling performers who rely on maintaining appearances despite the wear of the road.

Many such needles are crafted as final exercises by apprentice enchanters, often given as gifts to family members or sold cheaply to fund further study. Some bear faint personal touches - initials, tiny engravings, or thread-wrapped grips - hinting at the identity of their creator.

Faint Transmutation; CL 1st
Craft Wondrous Item, Mending
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Pot of Cooking


This squat iron pot weighs approximately two pounds and is blackened as though from years of use, regardless of its actual age. When activated by command word, it generates a steady internal heat, cooking up to one pound of food placed within it. The process completes in three minutes, producing a simple but thoroughly cooked meal.

The pot may be used up to three times per day and requires no external fuel. While it cannot enhance flavor beyond the quality of its ingredients, it ensures reliability - a trait invaluable to adventurers, soldiers, and wanderers.

Such pots are commonly produced in regions with strong mercantile or military traditions, where portable and dependable cooking tools are in high demand. Some bear regimental markings, suggesting they were once standard issue among certain forces.

Faint Evocation [Fire]; CL 1st
Craft Wondrous Item, Cook
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Button of Perfect Fit


This small, unassuming button may be sewn onto any garment. Once attached, it subtly adjusts the surrounding fabric to ensure a perfect, comfortable fit for the wearer, regardless of minor fluctuations in body size or posture.

The effect is limited in scope, never altering the garment’s overall structure or style, but it eliminates the discomfort of tight seams or loose draping. The magic functions continuously while the button remains attached.

These buttons are especially popular among traveling merchants, minor nobility, and performers, who must maintain a presentable appearance despite long journeys or irregular meals. Some tailors quietly include one in their finest commissions.

Faint Transmutation; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Candle of Steady Flame


This simple wax candle burns with an unwavering flame that cannot be extinguished by ordinary wind, drafts, or light rain. It sheds light as a normal candle and burns for 8 hours.

The flame offers no additional brightness or magical illumination, but its reliability makes it invaluable in damp cellars, aboard ships, or in the humid night air of coastal cities.

Such candles are commonly used by scribes, priests, and night watchmen. Some say they were first developed by monks tired of rewriting entire passages after a careless gust.

Faint Evocation; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Coin of Calling


This ordinary-looking copper coin is one half of a matched pair. When one coin is tapped against a hard surface, the other emits a faint but distinct ringing sound, audible within 30 feet.

The effect functions up to three times per day and only works between the paired coins. It conveys no additional information beyond the sound.

Often used by business partners, discreet lovers, or conspirators, these coins are a favorite tool for simple communication without drawing attention. Losing one, however, can lead to awkward misunderstandings.

Faint Divination; CL 1st
Craft Wondrous Item, Message
Price 563 gp (pair)
Cost 281 gp 5 sp + 23 XP

Handkerchief of Freshness


This soft cloth handkerchief always remains clean, dry, and faintly scented with a pleasant but subtle fragrance. Dirt, sweat, and minor stains vanish from its surface within moments.

It offers no protective or curative properties, but it is endlessly reusable and never becomes unpleasant to carry.

Favored by nobles, duelists, and those concerned with appearances, these handkerchiefs are often embroidered with initials or family crests. Some are even exchanged as tokens of affection.

Faint Conjuration; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Quill of Unbroken Script


This elegant writing quill never runs dry of ink while held. It produces a steady flow suitable for writing, though it cannot create ink beyond what is necessary for normal script.

The quill cannot alter the content written, nor does it improve penmanship - it simply ensures uninterrupted writing.

Scholars, bureaucrats, and court scribes value these highly, especially during long transcription work. Some are said to have been used to draft treaties, confessions, and love letters alike.

Faint Conjuration; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Boots of Dry Passage


These simple leather boots keep the wearer’s feet dry when walking through shallow water, mud, or damp terrain. The effect extends only a few inches above the sole.

They provide no protection against deep immersion, harsh environments, or magical effects, but they greatly improve comfort during travel.

Particularly popular in swampy or coastal regions, these boots are a quiet staple among messengers, dockworkers, and certain less-than-legal couriers.

Faint Transmutation; CL 1st
Craft Wondrous Item, Prestidigitation
Price 563 gp
Cost 281 gp 5 sp + 23 XP

Monday, February 27, 2023

Dress of the Cherade

Dress of the Cherade


Aura
faint enchantment; CL 1st
Slot body; Price 2,500 gp; Weight 1 lb.

DESCRIPTION
This simple white chemise is fashioned from inexpensive but well-made cotton or fine muslin, its stitching neat but unremarkable. At a glance, it appears to be nothing more than a modest underdress or nightgarment of the sort commonly worn in warm climates. When worn, however, the garment subtly conforms to the posture, bearing, and movement of the wearer, softening lines and lending a convincing air of femininity. The fabric drapes in a way that flatters the figure without overtly altering it, relying on suggestion rather than illusion.

The dress grants the wearer a +5 competence bonus on Disguise checks made to present as feminine. This bonus applies only when the wearer is actively attempting such a presentation and gains no benefit in other forms of disguise. The magic does not create physical alterations, instead enhancing body language, micro-expressions, and the natural fall of the garment to support the deception.

Despite its humble construction, the Dress of the Cherade is prized among spies, performers, con artists, and certain agents of intrigue. Its magic is subtle enough to evade casual magical scrutiny, making it particularly useful in social environments where overt illusion would be detected or frowned upon.

CONSTRUCTION
Requirements Craft Wondrous Item, disguise self; Cost 1,250 gp, 100 XP, plus 50 gp worth of high-quality cotton or muslin cloth

LORE
The origins of the Dress of the Cherade are often attributed to the river cities of the southern coasts, where heat and humidity made heavy garments impractical and subtlety a more valuable currency than steel. It is said that the first of these dresses were commissioned not by nobles, but by stage performers and confidence artists who required quick transformations without the telltale shimmer of illusion magic.

One oft-repeated tale speaks of a notorious swindler known only as “Maribel the Meek,” who infiltrated merchant houses across three port cities without ever once being recognized as the same individual. Witnesses described her as forgettable - pleasant, soft-spoken, and entirely unremarkable - a quality many now believe was enhanced by one such dress, allowing her to vanish into roles rather than stand out within them.

In darker circles, the garment has found use among assassins and spies who rely on misdirection rather than brute force. Some clandestine guilds even issue standardized versions to their agents, favoring the dress not for its magic alone, but for what it represents: that the most effective disguise is not one that dazzles, but one that convinces without ever being questioned.

Wednesday, February 22, 2023

Spoon of Chastisement

Spoon of Chastisement


Aura
faint enchantment; CL 3rd
Slot —; Price 1,200 gp; Weight 1 lb

Description
This unassuming wooden spoon appears worn and well-used, its surface smoothed by time and countless “lessons learned.” It is often found in the possession of stern caretakers, patient matriarchs, and those who believe that discipline is best taught with equal parts love and force of will.

Despite its humble appearance, the Spoon of Chastisement functions as a +1 sap (see Dungeon Master’s Guide). It deals 1d4 points of nonlethal bludgeoning damage on a successful hit. However, the true magic of the spoon reveals itself when it strikes true.

On a successful hit, the target must succeed on a Will saving throw (DC 14) or be affected as though by a command spell, issued by the wielder. The command must be a single word and must be something that the target can reasonably understand and perform in a single round. Creatures that successfully save are shaken for 1 round from the sudden magical reprimand.

This ability functions once per successful hit; the command effect is not tied to a daily use limit, but each individual strike can only trigger the effect once.

Construction
Requirements Craft Wondrous Item, command; Cost 600 gp + 48 XP

Lore
The Spoon of Chastisement is said to have originated not from battle, but from necessity - crafted by a harried but brilliant caregiver who found that neither words nor threats were enough to curb the mischief of their charges. Through a mixture of exasperation and ingenuity, they imbued a simple kitchen utensil with a touch of magic, pairing consequence with an unmistakable sense of authority.

Unlike most enchanted weapons, the spoon carries no malice. It does not seek to harm, only to correct. Those who wield it often report that the magic seems to respond as much to intent as to force - working best in the hands of someone who genuinely believes in maintaining order, rather than indulging in cruelty.

Over time, the Spoon of Chastisement became something of a cultural curiosity. Some families pass down similar spoons as heirlooms, though only a few are truly magical. In taverns and stories, it is sometimes spoken of in hushed tones, as if it were a fearsome weapon of legend rather than a domestic tool - though seasoned adventurers know better than to underestimate a well-timed reprimand.

There are even whispered tales that the spoon recognizes its wielder. It is said that those who misuse it out of spite or anger find its magic growing weaker - or turning stubbornly ineffective - while those who wield it with patience and fairness find its power unexpectedly reliable. Whether this is truth or simply the product of good parenting is, as always, left to the judgment of those who dare test it.




Sunday, February 19, 2023

Magical Staffs

Magical Staffs (copied from here)


A staff is a long shaft of wood that stores several spells. Unlike wands, each staff is of a specific type. A spellcaster can't stick any combination of spells in a staff. A staff has 50 charges when created.

Physical Description: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has an AC of 7, 10 hit points, a hardness of 5, and a break DC of 24.

Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).

General

Abjuration

Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells:

  • Shield (1 charge)
  • Resist energy (1 charge)
  • Dispel magic (1 charge)
  • Lesser globe of invulnerability (2 charges)
  • Dismissal (2 charges)
  • Repulsion (3 charges)

Strong abjuration; CL 13th; Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, resist energy, repulsion, shield; Price 65,000 gp.

Source: Dungeon Master's Guide v.3.5

Artisan

This staff is extremely well crafted, covered with gold leaf and images of artisans at work. The staff of the artisan allows use of the following spells:

  • Minor creation (1 charge)
  • Major creation (1 charge)
  • Fabricate (1 charge)
  • Mending (1 charge)

CL 12th; Craft Staff, fabricate, mending, minor creation, major creation; Market Price: 69,800 gp.

Source: Arms and Equipment Guide

Assassin's Staff

This slender, unadorned wooden staff is shorter than usual for staffs, only 4 feet long, and it has a leather strap attached, making it easy to sling over the shoulder. It allows use of the following spells:

  • Obscuring mist (1 charge)
  • Pass without trace (1 charge)
  • Improved invisibility (2 charges)
  • Poison (2 charges, DC 16)

CL 7th; Craft Staff, greater invisibility, obscuring mist, pass without trace, poison; Market Price: 24,000 gp. This price assumes the staff is made by an assassin.

Source: Arms and Equipment Guide

Building

This wooden staff, exactly 3 feet long and notched every inch, allows use of the following spells:

  • Animate objects (2 charges)
  • Wall of stone (1 charge)
  • Major creation (1 charge)

Moderate conjuration; CL 11th; Craft Staff, animate objects, major creation, wall of stone; Price 38,156 gp.

Source: Complete Divine

Cacophony

Though elegantly carved, this wooden staff depicts violent and contorted images of screaming faces and figures clutching their ears. Favored by evil or wantonly chaotic bards, it allows use of the following spells:

  • Shatter (1 charge, DC 13)
  • Sound burst (1 charge, DC 13)
  • Tasha's hideous laughter (1 charge, DC 13)
  • Sculpt sound (1 charge, DC 14)
  • Shout (1 charge, DC 16)

CL 10th; Craft Staff, sculpt sound, shatter, shout, sound burst, Tasha's hideous laughter; Market Price: 60,000 gp.

Source: Arms and Equipment Guide

Charming

Made of twisting wood ornately shaped and carved, this staff allows use of the following spells:

  • Charm person (1 charge)
  • Charm monster (2 charges)

Moderate enchantment, CL 8th; Craft Staff, charm person, charm monster; Market Price: 16,500 gp.

Source: Dungeon Master's Guide v.3.5

Conjuration

This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:

  • Unseen servant (1 charge)
  • Summon swarm (1 charge)
  • Stinking cloud (1 charge)
  • Minor creation (2 charges)
  • Cloudkill (2 charges)
  • Summon monster VI (3 charges)

Strong conjuration; CL 13th; Craft Staff, cloudkill, stinking cloud, summon monster VI, summon swarm, unseen servant; Price 65,000 gp.

Source: Dungeon Master's Guide v.3.5

Creation

This wooden staff is about 5 feet long. One end is forked and other forms a graceful hook, making it resemble certain scepters of office or symbols of authority. It allows use of the following spells:

  • Create food and water (1 charge)
  • Minor creation (1 charge)
  • Major creation (2 charges)

CL 9th; Craft Staff, create food and water, major creation, minor creation; Market Price: 45,000 gp.

Source: Arms and Equipment Guide

Defense

The staff of defense is a simple-looking staff that throbs with power when held defensively. It allows use of the following spells:

  • Shield (1 charge)
  • Shield of faith (1 charge)
  • Shield other (1 charge)
  • Shield of law (3 charges)

Strong abjuration, CL 15th; Craft Staff, shield, shield of faith, shield other, shield of law, creator must be lawful; Market Price: 58,250 gp.

Source: Dungeon Master's Guide v.3.5

Destruction

This 6-foot-long staff is made of cracked white marble. Despite its appearance, however, the staff is curiously light and solid. The staff shatters into a thousand pieces as soon as all the charges are used up. It allows use of the following spells:

  • Shatter (1 charge, DC 13)
  • Disintegrate (1 charge, DC 20)
  • Earthquake (2 charges)

CL 15th; Craft Staff, disintegrate, earthquake, shatter; Market Price: 98,500 gp.

Source: Arms and Equipment Guide

Divination

Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells:

  • Detect secret doors (1 charge)
  • Locate object (1 charge)
  • Tongues (1 charge)
  • Locate creature (2 charges)
  • Prying eyes (2 charges)
  • True seeing (3 charges)

Strong divination; CL 13th; Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing, Price 73,500 gp.

Source: Dungeon Master's Guide v.3.5

Earth and Stone

This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells:

  • Passwall (1 charge)
  • Move earth (1 charge)

Moderate transmutation, CL 11th, Craft Staff, passwall, move earth; Price: 80,500 gp

Source: Dungeon Master's Guide v.3.5

Enchantment

Often made from applewood and topped with a clear crystal, this staff allows use of the following spells:

  • Sleep (1 charge)
  • Tasha's hideous laughter (1 charge)
  • Suggestion (1 charge)
  • Crushing despair (2 charges)
  • Mind fog (2 charges)
  • Suggestion, mass (3 charges)

Strong enchantment; CL 13th; Craft Staff; crushing despair, mass suggestion, mind fog, sleep, suggestion, Tasha's hideous laughter; Price 65,000 gp.

Source: Dungeon Master's Guide v.3.5

Ethereal Action

A staff of smooth wood adorned with three silver bands, this staff is a +1 ghost touch quarterstaff and allows the use of the following spells:

  • Blink (1 charge)
  • Ethereal jaunt (1 charge)

When all its charges are used up, the staff remains a +1 ghost touch quarterstaff.

Moderate transmutation; CL 9th; Craft Staff, Craft Magic Arms and Armor, blink, ethereal jaunt, plane shift; Price 57,300 gp.

Source: Complete Arcane

Evocation

Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells:

  • Magic missile (1 charge)
  • Shatter (1 charge)
  • Fireball (1 charge)
  • Ice storm (2 charges)
  • Wall of force (2 charges)
  • Chain lightning (3 charges)

Strong evocation; CL 13th Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force; Price 65,000 gp.

Source: Dungeon Master's Guide v.3.5

Eyes

A spiraling staff with silver inlay and topped with a large piece of amber, the staff of eyes allows the use of the following spells:

  • Arcane eye (1 charge)
  • Remove blindness/deafness (1 charge)
  • See invisibility (1 charge)

Moderate divination; CL 8th; Craft Staff, arcane eye, remove blindness/deafness, see invisibility; Price 34,700 gp.

Source: Complete Arcane

Fallen

This is a heavy black iron staff, fairly short, and decorated with images of demonic faces and leering skulls. Usually made by blackguards, the staff of the fallen allows use of the following spells:

  • Doom (1 charge, DC 11)
  • Shatter (1 charge, DC 13)
  • Contagion (2 charges, DC 14)
  • Summon monster IV (evil creatures only, 2 charges)

CL 7th; Craft Staff, contagion, doom, shatter, summon monster IV, creator must be evil; Market Price: 24,000 gp. This price assumes the staff is made by a blackguard.

Source: Arms and Equipment Guide

Fauna

This staff, often created by druids to store spells for their animal companions, allows use of the following spells:

  • Animal growth (2 charges)
  • Barkskin (1 charge)
  • Greater magic fang (1 charge)

Moderate transmutation; CL 9th; Craft Staff, animal growth, barkskin, greater magic fang; Price 19,406 gp.

Source: Complete Divine

Fellowship

This staff is a smooth shaft of gleaming steel engraved with the word "peace" in many languages. It allows use of the following spells:

  • Calm emotions (1 charge, DC ii)
  • Shield other (1 charge)
  • Status (1 charge)
  • Rary's telepathic bond (1 charge)
  • Heroes' feast (2 charges)

CL 11th; Craft Staff, calm emotions, heroes' feast, Rary's telepathic bond, shield other, status; Market Price: 80,000 gp.

Source: Arms and Equipment Guide

Fiendish Darkness

First seen long ago in the hands of humans and draw in the service of powerful demons and devils, these staffs are made of ebony or polished bone, often topped with a metal claw at one or both ends. When held by any good creature, a staff of fiendish darkness bestows one negative level that remains as long as the staff is carried. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the staff is held. A staff of fiendish darkness allows the use of the following spells:

  • Darkness (1 charge)
  • Summon monster IX (nightmare only) (2 charges)
  • Dispel magic (2 charges)
  • Animate dead (2 charges)

Strong varied; CL 17th; Craft Staff, animate dead, darkness, dispel magic, summon monster IX, creator must be evil; Price 98,200 gp.

Source: Complete Arcane

Fire

Crafted from bronzewood with brass bindings, this staff allows use of the following spells:

  • Burning hands (1 charge)
  • Fireball (1 charge)
  • Wall of fire (2 charges)

Moderate evocation, CL 8th; Craft Staff, burning hands, fireball, wall of fire; Market Price: 17,750 gp.

Source: Dungeon Master's Guide v.3.5

Frost

Tipped on either end with a glistening diamond, this rune-covered staff allows the use of the following spells:

  • Ice storm (1 charge)
  • Wall of ice (1 charge)
  • Cone of cold (1 charge)

Moderate evocation, CL 10th; Craft Staff, ice storm, wall of ice, cone of cold; Market Price: 56,250 gp.

Source: Dungeon Master's Guide v.3.5

Glory

Formed of glass and crowned with a golden sunburst, a staff of glory is awe-inspiring, though dreaded by creatures of darkness. It allows use of the following spells:

  • Daylight (1 charge)
  • Searing light (1 charge, DC 14)
  • Holy smite (1 charge, DC 16)
  • Sunbeam (2 charges, DC 20)

CL 13th; Craft Staff, daylight, holy smite, searing light, sunbeam; Market Price: 80,000 gp.

Source: Arms and Equipment Guide

Goblin Lord

This shabby-looking and gnarled staff is topped with a rat skull. It grants a +2 enhancement bonus to Charisma in the hands of a goblin or orc. A staff of the goblin lord allows use of the following spells:

  • Protection from law (1 charge)
  • Confusion (1 charge, DC 16)
  • Unholy blight (1 charge, DC 16)

CL 12th; Craft Staff, confusion, protection from law, unholy blight; Market Price: 26,625 gp.

Source: Arms and Equipment Guide

Healing

This white ash staff, with inlaid silver runes, allows use of the following spells:

  • Lesser restoration (1 charge)
  • Cure serious wounds (1 charge)
  • Remove blindness/deafness (1 charge)
  • Remove disease (1 charge)

Moderate conjuration, CL 8th; Craft Staff, lesser restoration, cure serious wounds, remove blindness/deafness, remove disease; Market Price: 27,750 gp.

Source: Dungeon Master's Guide v.3.5

Hel's Death Staff

This staff harnesses necromantic power, the effects of which are much more potent against giants. This staff is crafted from a stone giant's femur, with the ball joint's rounded, polished protrusions gleaming on the top end of the staff and the bottom sharpened to a point. A fetish necklace of giant's teeth hangs from a hole carved through the top. The deep gray length of the staff is etched with mystical runes, each painted blood red.

When activated, Hel's death staff emits a stench of decay and absorbs the light around the staff's head, creating an empty black sphere of shadowy illumination that darkens about as much as a candle brightens. This has no game effect. Each of the spells below require a standard action to activate, with one exception: You can animate giants killed with the staff as a swift action. A Hel's death staff allows use of the following spells:

  • Blindness/Deafness (1 charge)
  • Ray of enfeeblement (1 charge)
  • Animate dead (2 charges)
  • Finger of death (3 charges)

When cast on a giant, the DCs of these spells increase by +2. Additionally, you can animate up to three times your caster level (instead of twice your caster level) of HD of undead with a single casting of animate dead. All of the undead you animate in this way must be from the bodies of giants. Likewise, you can control up to 6 HD of undead per caster level (instead of 4 HD per caster level) as long as you possess Hel's death staff and at least one of the undead creatures you control is a giant. Finally, when you slay a giant with a finger of death spell cast from the staff you can opt to immediately (as a swift action) animate the giant's body with animate dead. This use requires the expenditure of only a single charge from the staff for casting animate dead (instead of the normal 2 charges).

Strong Necromancy, CL 13th. Craft Staff, animate dead, blindness/deafness, finger of death, ray of enfeeblement, 29,655 gp, 2,372 XP, 60 days. Weight 4 lb. Price: 59,310 gp.

Source: Dragon #345

Homeland

This staff improves a druid's connection with the surrounding terrain, and allows use of the following spells:

  • Find the path (1 charge)
  • Commune with nature (1 charge)
  • Forestfold (1 charge)

Moderate divination; CL 11th; Craft Staff, commune with nature, find the path, forestfold; Price 48,469 gp.

Source: Complete Divine

Hunting Spirits

This white-ash staff allows use of the following spells:

  • Phantom bear (2 charges)
  • Phantom wolf (1 charge)

Strong conjuration; CL 17th; Craft Staff, phantom bear, phantom wolf; Price 66,938 gp.

Source: Complete Divine

Illumination

This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following spells:

  • Dancing lights (1 charge)
  • Flare (1 charge)
  • Daylight (2 charges)
  • Sunburst (3 charges)

Strong evocation; CL 15th; Craft Staff; dancing lights, daylight, flare, sunburst; Price 48,250 gp.

Source: Dungeon Master's Guide v.3.5

Illusion

This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells:

  • Disguise self (1 charge)
  • Mirror image (1 charge)
  • Major image (1 charge)
  • Rainbow pattern (2 charges)
  • Persistent image (2 charges)
  • Mislead (3 charges)

Strong illusion; CL 13th; Craft Staff, disguise self, major image, mirror image, persistent image, project image, rainbow pattern; Price: 65,000 gp.

Source: Dungeon Master's Guide v.3.5

Incarnation

This iron-shod staff, often decorated with the holy symbol of a specific deity, allows use of the following spells:

  • Greater incarnation (3 charges)
  • Incarnation (2 charges)
  • Lesser incarnation (1 charge)

Strong conjuration; CL 17th; Craft Staff, Price 60,563 gp.

Dandello's note: Complete Divine refers to nonexistent spells for this staff. This issue was not addressed in the official errata. Suggested substitutions for the required spells are: greater aspect of the deity, aspect of the deity, lesser aspect of the deity.

Source: Complete Divine

Keoghtom's Staff of Purification

A black-iron hag's hand clutching a lapis lazuli gem tops this thick crooked willow staff. - The exploits of the Company of Seven are too numerous to recount, but one of their more infamous ventures carried Murlynd, Keoghtom, and Nolzur to the Cold Marshes in the far north of the Flanaess in search of the ancient ruins of an odd civilization of sorcery-wielding amphibians. Unfortunately for the trio, the place was not completely abandoned and they found themselves in battle with a witch-queen the locals referred to as the Weird of the Cold Heath. After an enervating battle, Murlynd fired several rounds from his amazing six-shooters at her elbow and her strange gnarled staff fell to the ground. Keoghtom claimed the object and later identified it as a "staff of affliction" which he surmised was related to the vile cult of Incabulos. His study allowed him to reverse its effects, despite objections from Noizur, who thought it could make a formidable weapon against the forces of a nascent demigod in the northern reaches who the orcs called the Old One. Keoghtom rebuffed him and created the staff of purification - which retains its original baleful appearance.

When touched to any liquid, the staff of purification immediately removes any lingering maladies, as purify food or drink except it doesn't destroy any magical qualities of the liquid. This use expends 2 charges. The following uses require the expenditure of charges.

  • break enchantment (1 charge)
  • restoration (1 charge)
  • heal (1 charges)

A new staff has 50 charges.

strong; abjuration and conjuration (healing) CL 12th; Craft Staff, break enchantment, heal, restoration. 26,125 gp, 1,690 XP. Weight: 4 lb. Price: 47,250 gp.

Source: Dragon #359

Liberation

Appearing to be little more than a rustic walking-stick, this staff allows use of the following spells:

  • Remove fear (1 charge)
  • Remove paralysis (1 charge)
  • Remove curse (1 charge)
  • Freedom of movement (2 charges)
  • Break enchantment (2 charges)

CL 9th; Craft Staff, break enchantment, freedom of movement, remove curse, remove fear, remove paralysis; Market Price: 45,000 gp.

Source: Arms and Equipment Guide

Life

Made of thick oak shod in gold, this staff allows use of the following spells:

  • Heal (1 charge)
  • Raise dead (5 charges)

Moderate conjuration, CL 13th; Craft Staff, heal, resurrection; Market Price: 155,750 gp.

Source: Dungeon Master's Guide v.3.5

Madness

This staff is formed of wildly twisting and entangled rods of iron. It allows use of the following spells:

  • Random action (1 charge, DC 11)
  • Confusion (1 charge, DC 16)
  • Insanity (2 charges, DC 20)
  • Weird (2 charges, DC 23)

CL 17th; Craft Staff, confusion, insanity, random action, weird; Market Price: 110,000 gp.

Source: Arms and Equipment Guide

Mastery

Wrought from four twisted rods of adamantine, this double weapon is a +4 axiomatic staff of clouting and a +1 staff. In addition to its potent properties as a weapon, a staff of mastery allows the use of the following spells:

  • Hold person (1 charge)
  • Dimensional anchor (1 charge)
  • Repulsion (2 charges)
  • Dominate monster (3 charges)

When its charges are used up, a staff of mastery remains a +4 axiomatic staff of clouting/+1 staff.

Strong enchantment; CL 17th; Craft Staff, dimensional anchor, dominate monster, hold person, order's wrath, repulsion, creator must be lawful; Price 223,000 gp.

Source: Complete Arcane

Necromancy

This staff is made from ebony or other wood and carved with the images of bones and skulls. It allows use of the following spells:

  • Cause fear (1 charge)
  • Ghoul touch (1 charge)
  • Halt undead (1 charge)
  • Enervation (2 charges)
  • Waves of fatigue (2 charges)
  • Circle of death (3 charges)

Strong necromancy; CL 13th; Craft Staff; cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue; Price 65,000 gp.

Source: Dungeon Master's Guide v.3.5

Night

This staff of black wood is carved with runes of darkness, stars, and night, with one resembling an umber hulk. The wielder of the staff is immune to the confusing gaze power of umber hulks. In addition; the staff has the following powers:

  • Darkvision (1 charge)
  • Low-light vision (1 charge)
  • Dispel magic (only works against light spells) (1 charge)
  • Darkness (1 charge)
  • Summon monster VI (summons one umber hulk only, usable only once every tenday) (2 charges)

If the summoned umber hulk is slain, the staff crumbles to dust.

CL 11th; Craft Staff, darkness, darkvision, dispel magic, summon nature's ally VI; Market Price: 30,000 gp.

Source: Complete Arcane

Nomads

A simple, wooden staff with a pronounced bend at the top, this item appears to be nothing more than a shepherd's crook. It allows the use of the following spells:

  • Cloak of shade (1 charge)
  • Locate water (1 charge)
  • Hydrate (1 charge)
  • Find the path (2 charges)

Strong divination; CL 12th; Craft Staff, find the path, cloak of shade, locate water, hydrate; Price 49,500 gp.

Source: Sandstorm

Oaken Battle

Intended to help a druid protect herself in the wild, this thick staff of black oak allows use of the following spells:

  • Shillelagh (1 charge)
  • Spikes (1 charge)
  • Moderate transmutation; CL 8th; Craft Staff, shillelagh, spikes; Price 13,500 gp.

Source: Complete Divine

Opening

This wooden staff is carved with images of doors, many of which have embossed iron bindings and miniature but nonfunctional keyholes. It allows the use of the following spells:

  • Knock (1 charge)
  • Open/close (1 charge)
  • Passwall (1 charge)
  • Shatter (1 charge)

Moderate transmutation; CL 9th; Craft Staff, knock, open/close, passwall, shatter; Price 42,200 gp.

Source: Complete Arcane

Pain

This staff, which has thornlike spikes carved across swaths of its surface, allows use of the following spells:

  • Eyebite (2 charges)
  • Wrack (1 charge)
  • Inflict serious wounds (1 charge)

Moderate necromancy; CL 11th; Craft Staff, eyebite, inflict serious wounds, wrack; Price 27,844 gp.

Source: Complete Divine

Passage

This potent item allows the use of the following spells:

  • Dimension door (1 charge)
  • Passwall (1 charge)
  • Phase door (2 charges)
  • Teleport without error (2 charges)
  • Astral projection (2 charges)

Strong varied, CL 17th; Craft Staff, dimension door, passwall, phase door, greater teleport, astral projection; Market Price: 170,500 gp.

Source: Dungeon Master's Guide v.3.5

Planar Defense

This silvery staff with green crystals on both ends allows use of the following spells:

  • Banishment (2 charges)
  • Subvert planar essence (1 charge)
  • Dismissal (1 charge)
  • Dimensional anchor (1 charge)

Moderate abjuration; CL 11th; Craft Staff, banishment, dimensional anchor, dismissal, subvert planar essence; Price 44,344 gp.

Source: Complete Divine

Power

The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers:

  • Magic missile (1 charge)
  • Ray of enfeeblement (heightened to 5th level) (1 charge)
  • Continual flame (1 charge)
  • Levitate (1 charge)
  • Lightning bolt (heightened to 5th level) (1 charge)
  • Fireball (heightened to 5th level) (1 charge)
  • Cone of cold (2 charges)
  • Hold monster (2 charges)
  • Wall of force (in a 10-foot-diameter hemisphere around the caster only) (2 charges)
  • Globe of invulnerability (2 charges)

The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round. A staff of power can be broken for a retributive strike. The breaking of the staff must be purposeful and declared by the wielder. All charges currently in the staff are instantly released in a 30-foot-radius globe. All within 10 feet of the broken staff take hit points of damage equal to eight times the number of charges in the staff, those between 11 feet and 20 feet away take six times the number of charges in damage, and those 21 feet to 30 feet distant take four times the number of charges in damage. Successful Reflex saving throws (DC 17) reduce the damage sustained by half. The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power, are capable of a retributive strike. After all charges are used up from the staff, it remains a +2 quarterstaff. (Once empty of charges, it cannot be broken in a retributive strike.)

Strong varied, CL 15th; Craft Staff, Craft Magic Arms and Armor, magic missile, heightened ray of enfeeblement, continual flame, levitate, heightened fireball, heightened lightning bolt, cone of cold, hold monster, wall of force, globe of invulnerability; Market Price: 211,000 gp.

Source: Dungeon Master's Guide v.3.5

Righteousness

Made of elegantly shaped mithral, this staff is a badge of purity and righteousness. It allows use of the following spells:

  • Divine favor (1 charge)
  • Prayer (1 charge)
  • Dispel evil (1 charge)
  • Holy sword (2 charges)

CL 7th; Craft Staff, dispel evil, divine favor, holy sword, prayer; Market Price: 34,000 gp.

Source: Arms and Equipment Guide

Sacred Fire

Almost indistinguishable from a staff of fire, this staff usually incorporates a deity's holy symbol into its design, often the leafy face of Obad-Hai. It allows use of the following spells:

  • Flame strike (1 charge, DC 16)
  • Fire storm (2 charges, DC 20)

CL 13th; Craft Staff, fire storm, flame strike; Market Price: 60,000 gp. This price assumes the staff is created by a druid.

Source: Arms and Equipment Guide

Size Alteration

Stout and sturdy, this staff of dark wood allows use of the following spells:

  • Enlarge person (1 charge)
  • Reduce person (1 charge)
  • Shrink item (1 charge)
  • Enlarge person, mass (1 charge)
  • Reduce person, mass (1 charge)

Faint conjuration; CL 8th; Craft Staff; enlarge person, mass enlarge person, reduce person, mass reduce person, shrink item; Price 29,000 gp.

Source: Dungeon Master's Guide v.3.5

Skulls

This staff is usually made of ebony and topped with an ivory skull, but sometimes made of the thighbone of a giant and topped with a smooth-polished real skull. It allows the use of the following spells:

  • Animate dead (1 charge)
  • Circle of doom (2 charges, DC 17)
  • Cure light wounds (1 charge)
  • Inflict light wounds (1 charge, DC 11)

CL 9th; Craft Staff, animate dead, cure light wounds, inflict light wounds, mass inflict light wounds; Market Price: 39,200 gp; Cost to Create: 20,850 gp +1,468 XP.

Source: Complete Arcane

Soul-Ward

This supple staff of sumac, favored by clerics who face off against undead, allows use of the following spells:

  • Greater restoration (3 charges)
  • Death ward (1 charge)
  • Restoration (1 charge)

Strong conjuration; CL 13th; Craft Staff, death ward, restorationgreater restoration; Price 82,417 gp.

Source: Complete Divine

Staff of Draconic Power

This fire-blackened staff is studded with dragon's teeth. It allows use of the following spells:

  • Dragon breath (30-ft. cone of fire, 5d6 damage; 1 charge)
  • Dragonskin (1 charge)
  • Draconic might (2 charges)

Moderate transmutation; CL 9th; Craft Staff, draconic might, dragon breath, dragonskin; Price 42,000 gp.

Source: Draconomicon

Staff of Earthen Might

This staff is carved from stone and tipped with either a gem or an intricately sculpted chunk of marble. It allows the use of the following spells:

  • Soften earth and stone (1 charge)
  • Stone shape (1 charge)
  • Tremor (1 charges)
  • Transmute mud to rock (2 charges)
  • Transmute rock to mud (2 charges)

Moderate transmutation; CL 10th; Craft Wondrous Item, soften earth and stone, stone shape, tremor, transmute mud to rock, transmute rock to mud; Price 46,406 gp.

Source: Dragon #314

Staff of the Dragonslayer

This staff is carved from the thigh bone of a dragon of at least Huge size. It allows use of the following spells:

  • Scale weakening (1 charge)
  • Suppress breath weapon (1 charge)
  • Lower spell resistance (1 charge)
  • Vulnerability (2 charges)

Moderate enchantment and transmutation; CL 9th; Craft Staff, lower spell resistance, scale weakening, suppress breath weapon, vulnerability; Price 54,000 gp.

Source: Draconomicon

Storms

A gnarled staff favored by powerful druids, a staff of storms allows use of the following spells:

  • Storm tower (1 charge)
  • Stormrage (1 charge)
  • Storm of elemental fury (1 charge)
  • Control weather (1 charge)

Strong transmutation; CL 15th; Craft Staff, control weather, storm of elemental fury, storm tower, stormrage; Price 118,125 gp.

Source: Complete Divine

Swarming Insects

Made of twisted dark wood with dark spots resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells:

  • Summon swarm (1 charge)
  • Insect plague (3 charges)

Moderate conjuration, CL 9th; Craft Staff, summon swarm, insect plague; Market Price: 24,750 gp.

Source: Dungeon Master's Guide v.3.5

The Beatific, Greater

A more powerful version of lesser staff of the beatific, this staff allows use of the following spells:

  • Cloak of chaos (2 charges)
  • Holy aura (2 charges)
  • Word of chaos (1 charge)
  • Holy word (1 charge)

Strong abjuration; CL 15th; Craft Staff, cloak of chaos, holy aura, holy word, word of chaos; Price 78,750 gp.

Source: Complete Divine

The Beatific, Lesser

This staff, which benefits chaotic good spellcasters the most, allows use of the following spells:

  • Dispel evil (2 charges)
  • Dispel law (2 charges)
  • Chaos hammer (1 charge)
  • Holy smite (1 charge)

Moderate abjuration; CL 9th; Craft Staff, chaos hammer, dispel evil, dispel law, holy smite; Price 28,266 gp.

Source: Complete Divine

The Diabolic, Greater

A more powerful version of lesser staff of the diabolic, this staff allows use of the following spells:

  • Shield of law (2 charges)
  • Unholy aura (2 charges)
  • Dictum (1 charge)
  • Blasphemy (1 charge)

Strong abjuration; CL 15th; Craft Staff, blasphemy, dictum, shield of law, unholy aura; Price 78,750 gp.

Source: Complete Divine

The Diabolic, Lesser

This staff, which benefits lawful evil spellcasters the most, allows use of the following spells:

  • Dispel good (2 charges)
  • Dispel chaos (2 charges)
  • Order's wrath (1 charge)
  • Unholy blight (1 charge)

Moderate abjuration; CL 9th; Craft Staff, dispel chaos, dispel good, order's wrath, unholy blight; Price 28,266 gp.

Source: Complete Divine

The Gaol

Used to trap foes without killing them, a staff of the gaol allows use of the following spells:

  • Hold monster (1 charge)
  • Blade barrier (1 charge)
  • Dimensional anchor (1 charge)

Moderate evocation; CL 11th; Craft Staff, blade barrier, dimensional anchor, hold monster; Price 51,563 gp.

Source: Complete Divine

The Jetstream

The staff of the jetstream, made of teak with gold filigree, allows use of the following spells:

  • Greater whirlwind (2 charges)
  • Wind walk (1 charge)
  • Whirlwind (1 charge)

Strong conjuration; CL 17th; Craft Staff, whirlwind, greater whirlwind, wind walk; Price 89,250 gp.

Source: Complete Divine

The Pharaoh

This staff is covered in gold leaf, giving it a metallic sheen. The head forms a large hook, open in the center. It allows the use of the following spells:

  • Cause fear (1 charge)
  • Summon monster IV (a celestial or fiendish snake, Huge viper only) (1 charge)
  • Lightning bolt (1 charge)
  • Control weather (2 charges)

Strong transmutation; CL 13th; Craft Staff, cause fear, control weather, lightning bolt, summon monster IV; Price 82,901 gp.

Source: Sandstorm

The Saintly, Greater

A more powerful version of lesser staff of the saintly, this staff allows use of the following spells:

  • Shield of law (2 charges)
  • Holy aura (2 charges)
  • Dictum (1 charge)
  • Holy word (1 charge)

Strong abjuration; CL 15th; Craft Staff, dictum, holy aura, holy word, shield of law; Price 78,750 gp.

Source: Complete Divine

The Saintly, lesser

This staff, which benefits lawful good spellcasters the most, allows use of the following spells:

  • Dispel evil (2 charges)
  • Dispel chaos (2 charges)
  • Order's wrath (1 charge)
  • Holy smite (1 charge)

Moderate abjuration; CL 9th; Craft Staff, dispel chaos, dispel evil, holy smite, order's wrath; Price 28,266 gp.

Source: Complete Divine

The Sands

A clear glass sphere half filled with dust tops this staff of fused and vitreous sand. It allows use of the following spells:

  • Blast of sand (1 charge)
  • Haboob (1 charge)
  • Flaywind burst (2 charges)
  • Sandstorm (2 charges)

Strong conjuration; CL 12th; Craft Staff, sandstorm, flaywind burst, blast of sand, haboob; Price 79,890 gp.

Source: Sandstorm

The Wanton, Greater

A more powerful version of lesser staff of the wanton, this staff allows use of the following spells:

  • Cloak of chaos (2 charges)
  • Unholy aura (2 charges)
  • Word of chaos (1 charge)
  • Blasphemy (1 charge)

Strong abjuration; CL 15th; Craft Staff, blasphemy, cloak of chaos, unholy aura, word of chaos; Price 78,750 gp.

Source: Complete Divine

The Wanton, Lesser

This staff, which benefits chaotic evil spellcasters the most, allows use of the following spells:

  • Dispel good (2 charges)
  • Dispel law (2 charges)
  • Chaos hammer (1 charge)
  • Unholy blight (1 charge)

Moderate abjuration; CL 9th; Craft Staff, chaos hammer, dispel good, dispel law, unholy blight; Price 28,266 gp.

Source: Complete Divine

Transmutation

This staff is generally carved from or decorated with petrified wood and allows use of the following spells:

  • Expeditious retreat (1 charge)
  • Alter self (1 charge)
  • Blink (1 charge)
  • Polymorph (2 charges)
  • Baleful polymorph (2 charges)
  • Disintegrate (3 charges)

Strong transmutation; CL 13th; Craft Staff; alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph; Price 65,000 gp.

Source: Dungeon Master's Guide v.3.5

Transportation

Originally created by the wizard known as Whisper, this staff is mostly hollow, fashioned of wire in the shape of a staff, with a mottled brown uncut gemstone at each end. It allows the use of the following spells:

  • Blink (1 charge)
  • Dimension door (1 charge)
  • Teleport (2 charges)

CL 9th; Craft Staff, blink, dimension door, teleport; Market Price: 67,500 gp.

Source: Complete Arcane

True Belief

This maple staff, designed both to reward the faithful and punish the unbelievers, allows use of the following spells:

  • Righteous wrath of the faithful (2 charges)
  • Castigate (1 charge)

Strong enchantment; CL 13th; Craft Staff, castigate, righteous wrath of the faithful; Price 31,688 gp.

Source: Complete Divine

Undying Staff

This staff is constructed from humanoid bones wired together into a single piece. It allows use of the following spells:

  • Animate dead (1 charge)
  • Create undead (2 charges)

CL: 12th; Craft Staff, animate dead, create undead; Market Price: 27,375 gp.

Source: Standing Stone

Vaporous Menace

Containing spells that choke the life from enemies, this staff allows use of the following spells:

  • Acid fog (2 charges)
  • Miasma (1 charge)
  • Murderous mist (1 charge)

Moderate conjuration; CL 11th; Craft Staff, acid fog, miasma, murderous mist; Price: 40,094 gp.

Source: Complete Divine

Vision

Cut from bamboo and fitted with white leather straps, this slender staff seems more delicate than most. It allows the use of the following spells:

  • See invisibility (1 charge)
  • Darkvision (1 charge)
  • Remove blindness/deafness (1 charge)
  • True seeing (2 charges)

Each use of this staff is mentally tiring and requires the user to make a DC 12 Will save or take 1 point of Intelligence damage.

Strong divination; CL 12th; Craft Staff, darkvision, see invisibility, remove blindness/deafness, true seeing; Price 42,800 gp.

Source: Complete Arcane

Watery Grave

This clear, blue glass staff is etched with wave and sea monster designs. It allows the use of the following spells.

  • Dehydrate (1 charge)
  • Rushing waters (1 charge)
  • Drown (2 charges)
  • Contagious fog (2 charges)

Strong conjuration and necromancy; CL 13th; Craft Staff, contagious fog, dehydrate, drown, rushing waters; Price 100,000 gp.

Source: Underdark

Winds

This staff, made of mahogany with silver filigree, allows use of the following spells:

  • Binding winds (1 charge)
  • Control winds (1 charge)
  • Summon nature's ally V (Large air elemental only) (1 charge)

Moderate conjuration; CL 9th; Craft Staff, binding winds, control winds, summon nature's ally V, Price 37,969 gp.

Source: Complete Divine

Withering Thirst

This horrid staff is crafted from the mummified limb of a creature that died of thirst. It allows use of the following spells:

  • Desiccate (1 charge)
  • Wither (2 charges)
  • Dispel water (2 charges)
  • Mass desiccate (2 charges)
  • Horrid wilting (3 charges)

Strong necromancy and abjuration; CL 15th; Craft Staff, dessicate, dispel water, horrid wilting, mass desiccate, wither; Price 91,880 gp.

Source: Sandstorm

Woodlands

Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells:

  • Charm animal (1 charge)
  • Barkskin (1 charge)
  • Speak with animals (1 charge)
  • Wall of thorns (3 charge)
  • Summon nature's ally VI (3 charges)
  • Animate plants (4 charges)

Further, the staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.

Moderate varied, CL 13th; Craft Staff, Craft Magic Arms and Armor, animate plants, pass without trace, charm animal, barkskin, speak with animals, wall of thorns, summon nature's ally VI; Market Price 101,250 gp.

Source: Dungeon Master's Guide v.3.5

Faerûnian Staffs

Famous divine and arcane spellcasters have created hundreds of kinds of staffs to hold the amazing variety of spells known in Faerûn.

Diviner's Staff

The diviner's staff is most often crafted from gnarled hazel. It allows the wielder to cast the following spells:

  • Identify (1 charge)
  • Locate object (1 charge)
  • Locate creature (1 charge)
  • Analyze dweomer (2 charges)
  • Vision (2 charges)

The staff also giants its current owner a +1 competence bonus on all Knowledge skill checks.

CL 13th; Craft Staff, identify, locate object, locate creature, analyze dweomer, vision; Market Price: 137,375 gp.

Source: Magic of Faerûn

Entrapment

This sort of staff was originally created in Netheril and traditionally is short and made of brass. Most dating from that era have only a handful of charges remaining, though many more have been made since. It allows the use of the following spells:

  • Dimensional anchor (1 charge, DC 16)
  • Otiluke's resilient sphere (1 charge, DC 16)

CL 7th; Craft Staff, dimensional anchor, Otiluke's resilient sphere; Market Price: 36,750 gp.

Source: Magic of Faerûn

Lesser Staff of Silverymoon

Alustriel of Silverymoon created fewer than a dozen of these staffs. Each is made of rich weirwood chased with heavy silver inlays and crowned with a softly glowing moonstone. At least one lesser staff of Silverymoon lies in the ruins of Hellgate Keep; most of the others are in the hands of spellcasters trusted by the Lady of Silverymoon or in her own vaults. Alustriel sometimes entrusts a staff to a worthy hero with a good heart as well as a strong desire to aid the cause of the Silver Marches.

A lesser staff of Silverymoon allows use of the following spells.:

  • Arcane sight (1 charge)
  • Fly (1 charge)
  • Dimension door (2 charges)
  • Minor globe of invulnerability (2 charges)
  • Animate object (3 charges)
  • Chain lightning (3 charges)
  • Hold monster (3 charges)
  • Passwall (3 charges)
  • Wall of force (3 charges)
  • Forcecage (4 charges)

Strong evocation; CL 15th; Craft Staff, animate objects, arcane sight, chain lightning, dimension door, fly, forcecage, hold monster, lesser globe of invulnerability, passwall, wall of force; Price 70,000 gp.

Source: Lost Empires of Faerûn

Miracles

This white wooden staff is carved with symbols of good dwarven, elven, gnome, halfling, and human deities worshiped in Myth Drannor. It allows the use of the following spells:

  • Heal (1 charge)
  • Holy aura (2 charges)
  • Rosemantle (2 charges)

CL 15th; Craft Staff, heal, holy aura, rosemantle; Market Price: 77,000 gp.

Source: Magic of Faerûn

Open Doors

This wooden staff is carved with images of doors, some of which have small iron bindings and miniature but nonfunctional keyholes. It allows the use of the following spells:

  • Knock (1 charge)
  • Open/close (1 charge)
  • Passwall (1 charge)
  • Shatter (1 charge)

CL 9th; Craft Staff, knock, open/close, passwall, shatter; Market Price: 42,200 gp.

Source: Magic of Faerûn

Peace

This staff is usually made of yew wood. It grants use of the following spells:

  • Heightened (6th-level) sanctuary (1 charge, DC 19)
  • Heightened (6th-level) hold person (1 charge, DC 19)
  • Heightened (6th-level) calm emotions (1 charge, DC 19)
  • Greater command (2 charges, DC 19)

In addition, if the wielder has chosen Eldath as his patron, he gains a +10 competence bonus on Diplomacy checks; this expends no charges.

CL 11th; Craft Staff, Heighten Spell, sanctuary, hold person, calm emotions, greater command; Market Price: 175,250 gp.

Source: Magic of Faerûn

Scrivening

Carved with symbols of quills and runes from many languages, this kind of staff was first created in Myth Drannor, and allows the use of the following spells:

  • Comprehend languages (1 charge)
  • Erase (1 charge)
  • Suppress glyph (2 charges)
  • Amanuensis (1 charge)
  • Read magic (1 charge)

CL 11th; Craft Staff, amanuensis, comprehend languages, erase, suppress glyph, read magic; Market Price: 53,600 gp.

Source: Magic of Faerûn

Thunderstaff

At least a dozen thunderstaffs are known to exist, including one in the possession of Khelben "Blackstaff" Arunsun. Each thunderstaff is a 6-foot length of duskwood capped at the head with a mithral casting of a blue dragon's head and at the base with a long mithral spike, which allows the staff to be used as a spear in emergencies. A thunderstaff holds several spells related to thunder, lightning, and weather control, usually one spell of each level. It is rumored that each thunderstaff has a unique suite of powers. The following set of spells is only one example of what a thunderstaff might hold.

  • Shocking grasp (1 charge)
  • Gedlee's electric loop (1 charge)
  • Lightning bolt (1 charge)
  • Thunderlance (2 charges)
  • Ball lightning (2 charges)
  • Chain lightning (2 charges)
  • Great thunderclap (3 charges)
  • Lightning ring (3 charges)
  • Shapechange (blue dragon only) (3 charges)

Strong evocation; CL 17th; Craft Staff, ball lightning, chain lightning, electric loop, great thunderclap, lightning bolt, lightning ring, shapechange, shocking grasp, thunderlance; Price 83,841 gp; Weight 4 lb.

Source: Player's Guide to Faerûn

Thyrsus of the Druid

The wood elf druid Craenoth Driel of Eaerlann crafted the first known thyrsus more than six hundred years ago. The great druid was slaughtered while defending the High Forest against tanarukk forces from Hellgate Keep. His thyrsus was carried back to that foul rift as part of the war spoils of the demon lords, but its current location is unknown.

Several of Craenoth's bereaved acolytes created their own versions of this staff to honor their slain master. Dozens of variants now exist and can be found in the hands of capable druids as far north as Lurkwood and as far east as the forests of Cormanthor.

A typical thyrsus of the druid appears as a gnarled staff carved from a single piece of oak, duskwood, or weirwood, with a large pine cone mounted securely upon its top. Its shaft is wrapped in coils of leafy vines that remain green all year round.

The thyrsus of the druid allows the use of the following spells.

  • Plant growth (1 charge)
  • Speak with plants (1 charge)
  • Animate plants (2 charges)
  • Thorn spray (2 charges)
  • Control plants (3 charges)

Strong varied; CL 15th; Craft Staff, animate plants, control plants, plant growth, speak with plants, thorn spray; Price 53,000 gp.

Source: Lost Empires of Faerûn

Underdark

Many powerful spellcasters dwell in the Underdark, and some of them spend their time crafting staffs not known on the surface world.

Portals

This staff is constructed of many different types of wood (including darkwood, purple heartswood, mahogany, and ash) and bound with ferrules of iron, mithral, steel, and adamantine. Only a cleric with the Portal domain can make full use of this staff. Sorcerers and wizards can coax some of the lesser spells from it, but they can never access its full potential. This staff allows use of the following spells.

  • Analyze portal (1 charge)
  • Portal view (1 charge)
  • Dimension door (2 charges)
  • Portal barricade (2 charges)
  • Portal-to-portal redirect (2 charges)
  • Etherealness (3 charges)
  • Portal reformat (3 charges)

Strong varied; CL 15th; Craft Staff, analyze portal, dimension door, etherealness, portal barricade, portal-to-portal redirect, portal view; Price 120,000 gp.

Source: Underdark

Shadow, Greater

This staff looks just like a lesser staff of shadow. It allows use of the following spells.

  • Shadow walk (1 charge)
  • Shadow conjuration, greater (2 charges)
  • Shadow image (2 charges)
  • Shadow evocation, greater (2 charges)

Strong illusion; CL 13th; Craft Staff, greater shadow conjuration, greater shadow evocation, shadow image, shadow walk; Price 113,000 gp.

Source: Underdark

Shadow, Lesser

This ebony staff has runes made of rough-textured obsidian embedded in the wood. It seems as if the staff actually absorbs light. A lesser staff of shadow allows use of the following spells.

  • Shadow conjuration (1 charge)
  • Shadow evocation (2 charges)
  • Shadow walk (3 charges)

Moderate illusion; CL 11th; Craft Staff, shadow conjuration, shadow evocation, shadow walk; Price 48,500 gp.

Source: Underdark

Spider

This wooden staff is covered with silver chasing in weblike patterns. It allows use of the following spells.

  • Spider climb (1 charge)
  • Summon swarm (1 charge)
  • Spiderskin (1 charge)

Moderate conjuration and transmutation; CL 8th; Craft Staff, spider climb, spiderskin, summon swarm; Price 33,000 gp.

Source: Underdark

Stone

This staff is a thin, 1-inch-diameter staff made of petrified wood with hardness 8 and 15 hit points. It allows use of the following spells.

  • Stone shape (1 charge)
  • Stone metamorphosis (1 charge)
  • Wall of stone (2 charges)
  • Stone shape, greater (2 charges)
  • Stone metamorphosis, greater (3 charges)

Strong conjuration and transmutation; CL 13th; Craft Staff, stone metamorphosis, greater stone metamorphosis, stone shape, greater stone shape, wall of stone; Price 71,250 gp.

Source: Underdark

Underdark

This plain wood staff is highly useful for maneuvering around the Underdark. It allows use of the following spells.

  • Amorphous form (1 charge)
  • Passwall (2 charges)
  • Find the path (3 charges)

Moderate divination and transmutation; CL 11th; Craft Staff, amorphous form, find the path, passwall; Price 48,500 gp.

Source: Underdark

Planar

Staffs have great utility in general - being able to hold spells of any level - but are usually created with the Material Plane in mind. The following staffs, if not created on other planes, are at least oriented toward the unusual requirements of planar travel.

Abyssal Iron

Forged from the metal of the lakes of Molten Iron on the Plain of Infinite Portals (the topmost of the Infinite layers of the Abyss), this staff looks like nothing more than a particularly long and slightly twisted iron rod, with dents and nicks along its entire length. It gives off an odor of burnt metal, like that in a foundry, and always leaves a dark stain on its wielder's hands. A staff of abyssal iron allows use of the following spells:

  • Protection from good (1 charge)
  • Protection from law (1 charge)
  • Magic circle against good (1 charge)
  • Magic circle against law (1 charge)
  • Blasphemy (4 charges)
  • Word of chaos (4 charges)
  • Wall of iron (3 charges)

Strong varied; CL 13th; Craft Staff, protection from good, protection from law, magic circle against good, magic circle against law, blasphemy, word of chaos, wall of iron; Price 39,350 gp.

Source: Planar Handbook

Etherealness

Made of a smoky gray wood, this staff allows use of the following spells.

  • Ethereal jaunt (2 charges)
  • Etherealness (3 charges)
  • Teleport object (3 charges)

Strong varied; CL 17th; Craft Staff, ethereal jaunt, etherealness, teleport object; Price 43,300 gp.

Source: Planar Handbook

Planes

Designed as an aid to planar travelers, this staff allows use of the following spells.

  • Analyze portal (1 charge)
  • Gate (3 charges)
  • Summon monster VI (2 charges)

Strong varied; CL 17th; Craft Staff, analyze portal, gate, summon monster VI; Price 43,100 gp.

Source: Planar Handbook

Vitalization

Created from a length of wood that has lain in an edge zone of the Positive Energy Plane, this staff allows use of the following spells.

  • Mass cure light wounds (1 charge)
  • Mass cure moderate wounds (2 charges)
  • Mass cure serious wounds (3 charges)
  • Mass cure critical wounds (4 charges)
  • Mass heal (5 charges)

Strong conjuration; CL 17th; Craft Staff, mass cure light wounds, mass cure moderate wounds, mass cure serious wounds, mass cure critical wounds, mass heal; Price 54,000 gp.

Source: Planar Handbook

Waves and Depths

Studded along its entire length with tiny aquamarines in gradually darker shades and always slightly damp to the touch, this staff allows use of the following spells.

  • Water walk (1 charge)
  • Control water (1 charge)

Moderate transmutation; CL 7th; Craft Staff, water walk, control water; Price 11,200 gp.

Source: Planar Handbook

Winds and Sky

Topped by a columnar prism of sapphire as long as a human hand, and wrapped with silver filigree, this staff allows use of the following spells.

  • Air walk (1 charge)
  • Control winds (1 charge)

Moderate transmutation; CL 9th; Craft Staff, air walk, control winds; Price 27,000 gp.

Source: Planar Handbook

Staffs of Vile Darkness

Corruption

This near-artifact level staff is made of a thin, withered shaft of wood, sickly gray in color. Worms appear to squirm about its surface, bus that is just an illusion. The staff allows the use of the following spells.

  • Befoul (2 charges)
  • Despoil (2 charges)
  • Morality undone (1 charge, DC 16)
  • Shriveling (heightened to 6th level, 10d4 damage, DC 19) (1 charge)
  • Wither limb (heightened to 6th level, 10d8 damage, DC 19)(1 charge)

CL: 17th; Craft Staff, befoul, despoil, morality undone, shriveling, wither limb; Market Price: 192,000 gp; weight: 5 lb.

Source: Book of Vile Darkness

Darkness

It is said that this staff was first created by a drow sorcerer deep in some forsaken Underdark sanctum. A smooth shaft of surprisingly lightweight black metal, this rather short staff allows the use of the following spells.

  • Damning darkness (2 charges, DC 16)
  • Darkbolt (3d8 damage, DC 13) (1 charge)
  • Darkness (1 charge)
  • Deeper darkness (2 charges)

CL: 7th; Craft Staff, damning darkness, darkbolt(v), darkness, deeper darkness; Market Price: 24,000 gp; weight: 5 lb.

Source: Book of Vile Darkness

Pestilence

This wooden staff is covered in diseased sores that ooze yellow pus. It gives off a horrible odor of rotten flesh, but allows the use of the following spells.

  • Contagion (1 charge, DC 16)
  • Insect plague (1 charge, DC 17)
  • Pox (2 charges, DC 19)

CL: 11th; Craft Staff, contagion, insect plague, pox Market Price: 70,000 gp; Weight: 5 lb.

Source: Book of Vile Darkness

Staffs of Exalted Good

Staff of Rapture

This ash staff bears a few holy etchings but otherwise looks unremarkable. However, in the hands of a cleric, the staff sheds golden light as brightly as a torch. The staff of rapture can be used as a +1 quarterstaff, but it deals only nonlethal damage. Against evil creatures, it has a critical threat range of 17-20.

The staff allows use of the following spells:

  • Atonement (2 charges)
  • Divination (1 charge)
  • Elation (1 charge)
  • Sword of conscience (2 charges)
  • Vision of heaven (1 charge)

Strong various schools; CL 12th; Craft Staff, atonement, divination, elation, sword of conscience, vision of heaven, creator must be good; Price 73,800 gp; Cost to Create: 37,050 go + 2,940 XP

Source: Book of Exalted Deeds

Sunstaff

This staff is fashioned from bleached darkwood and capped with an ornate golden sunburst set with cut diamond.

As a free action, the sunstaff can be turned into a +3 brilliant energy quarterstaff. Turning the quarterstaff back into staff form is also a free action and allows the use of the following spells:

  • Bless (1 charge)
  • Crown of flame (2 charges)
  • Searing light (1 charge)
  • Shield other (1 charge)

Strong various schools; CL 16th; Craft Staff, continual flame, crown of flame, gaseous form, bless, magic circle against evil, prayer, searing light, shield other, creator must be good; Price 173,3000 gp; Cost to Create 86,800 gp + 6,920 XP

Source: Book of Exalted Deeds

Staffs of the Sea

Staff of the Waves

This coral staff is shaped like an eel. It allows use of the following spells:

  • Create Water (1 charge)
  • Wind Wall (1 charge)
  • Control Water (2 charges)
  • Control Winds (2 charges)
  • Control Currents (2 charges)

Strong conjuration, evocation, and transmutation; CL 11th; Craft Staff, Control Currents Control Water Control Winds, Create Water, Wind Wall; Price 65,000 gp.

Source: Stormwrack

Verdant Embrace

Verdant Embrace Aura moderate conjuration and transmutation; CL 9th Slot shield; Price 18,750 gp; Weight 6 lbs. This +2 darkwood heavy shiel...