Showing posts with label Staffs. Show all posts
Showing posts with label Staffs. Show all posts

Thursday, June 25, 2026

Walking Stick of the Elder's Path

Walking Stick of the Elder's Path


Aura
: Moderate Divination and Abjuration Caster Level: 10th
Slot: None  Price: 17,000 gp  Weight: 4 lbs.

Description

Fashioned from a single length of polished ash or oak that has naturally seasoned over many decades, the Walking Stick of the Elder's Path bears the marks of a lifetime of journeys. Its surface is smooth from countless hands, while intricate carvings spiral from its iron-shod base to its gently curved handle. These carvings depict roads, mountains, campfires, and travelers of every ancestry walking together. Fine silver inlays trace a winding path that culminates in a radiant sunrise carved into the crook of the handle.

While carried, the Walking Stick of the Elder's Path grants its bearer a +4 competence bonus on Diplomacy and Sense Motive checks, immunity to fatigue caused by overland travel, and a +10-foot enhancement bonus to land speed while traveling outside of combat. In addition, the bearer and all willing allies within 30 feet gain a +2 morale bonus on saving throws against fear effects.

Three times per day, the bearer may spend one uninterrupted minute offering sincere advice, encouragement, or instruction to a willing creature. For the next hour, that creature gains one of the following benefits, chosen by the bearer: a +2 competence bonus on all checks with one skill, a +1 morale bonus on attack rolls, a +1 morale bonus to Armor Class, or a +2 morale bonus on saving throws against mind-affecting effects. A creature may benefit from only one such blessing at a time.

Once per day, when an ally within 30 feet fails an attack roll, saving throw, ability check, or skill check, the bearer may speak words of encouragement as an immediate action. The ally immediately rerolls the failed roll and must accept the second result.

Lore

The Walking Stick of the Elder's Path is rarely found in the hands of kings or famous heroes. Instead, it is most often entrusted to those whose greatest accomplishments cannot be measured by the monsters they defeated, but by the lives they quietly shaped. Teachers, healers, village elders, retired adventurers, and patient mentors have all been counted among its bearers. Across many lands, the staff symbolizes the belief that wisdom is earned through perseverance, compassion, and experience rather than glory.

According to tradition, the first Walking Stick of the Elder's Path was crafted for an aging traveler who had crossed nearly every kingdom of the known world. Though advancing years had slowed his pace, young adventurers continued to seek his counsel before setting out upon dangerous roads. He often remarked that every scar was simply a lesson made visible and that every hardship became worthwhile if another could avoid making the same mistake. After his passing, those whose lives he had touched commissioned an enchanted walking stick that reflected the guidance he had offered so freely.

Today, these staves are sometimes presented to respected community leaders, teachers, healers, and retiring guardians whose greatest legacy lies not in wealth or renown, but in the generations they have encouraged and inspired. Though their magic is subtle beside the mighty weapons and armor sought by many adventurers, few heirlooms are held in greater esteem by those who understand the true worth of experience shared freely.

Construction

Requirements: Craft Staff, heroism, status; creator must be at least 10th level.
Cost to Create: 8,500 gp and 680 XP

Kelwyn's Notes

Many young folk believe strength belongs only to swift limbs and steady sword arms. Time eventually teaches a different lesson. The strongest among us are often those who have endured disappointments, buried friends, survived failures, and nevertheless found the resolve to rise each morning with kindness still intact.

Throughout my travels I have met mighty spellcasters capable of rewriting the very fabric of reality who possessed remarkably little patience for teaching another soul. I have also met humble farmers, innkeepers, and shepherds whose quiet wisdom shaped more lives than any archmage ever could. Knowledge fills the mind. Wisdom shapes the heart.

The Walking Stick of the Elder's Path was never intended to dazzle onlookers with spectacular displays of magical power. Its enchantments are intentionally modest, rewarding encouragement, guidance, and steadfast companionship. Such virtues are rarely celebrated in heroic ballads, yet every lasting community depends upon them.

History survives because someone remembers. Entire cultures have endured because elders passed stories from one generation to the next beside warm hearths rather than within grand libraries. Songs, customs, recipes, family histories, and hard-earned lessons all owe their existence to those willing to share them and those wise enough to listen.

Should fortune bless you with the companionship of an elder, listen carefully. Ask questions while the opportunity remains. One day, should the years prove equally kind to you, another traveler may seek your guidance. When that day comes, may you discover that your greatest accomplishment was never the distance you traveled, but the people you helped along the way.

Wednesday, June 10, 2026

Bridgewalker Staff

Bridgewalker Staff


Aura
moderate divination and enchantment; CL 11th
Slot —; Price 42,000 gp; Weight 5 lbs.

DESCRIPTION

This finely crafted wooden quarterstaff is carved from river-worn cypress and adorned with smooth stones gathered from many waterways. Feathers of various birds hang from braided cords beneath the staff's head, shifting gently even when no breeze is present. The stones occasionally emit faint whispers in languages unknown to nearby listeners.

The Bridgewalker Staff functions as a +1 quarterstaff.

While carried, the wielder gains a continuous comprehend languages effect. In addition, the wielder may speak and understand any spoken language as though under the effects of tongues for up to 3 hours per day. This duration need not be consecutive and may be activated in 10-minute increments as a free action.

Three times per day, the wielder may cast speak with dead or speak with animals (caster level 11th).

Twice per day, the wielder may cast speak with plants.

Once per day, the wielder may invoke the staff's greatest power. For 10 minutes, all willing creatures within 60 feet can understand one another regardless of language, dialect, species, magical origin, or planar nature. This effect functions even between creatures that normally possess no common means of communication, though it does not grant knowledge the speaker does not possess. During this time, participants gain a +5 competence bonus on Diplomacy checks and Sense Motive checks made against one another.

If used during a peaceful gathering involving at least three different intelligent species or cultures, the wielder may also communicate with incorporeal spirits lingering within the area as though under a speak with dead effect, regardless of whether physical remains are present.

LORE

Legends claim the first Bridgewalker Staff was created by an elder who grew weary of watching disputes arise from misunderstanding rather than malice. According to the tale, the elder traveled the length of a great river, gathering stones from every settlement along its banks. Each stone represented a voice, a story, and a perspective that deserved to be heard. When bound together upon a single staff, those voices became stronger than any one alone.

Among many traditions, rivers symbolize connection rather than separation. They flow through villages, forests, mountains, and kingdoms without concern for borders. The staff reflects this philosophy. Just as a river links distant places, the Bridgewalker Staff links minds that might otherwise remain isolated from one another.

The feathers attached to the staff are said to represent messengers. Birds cross boundaries effortlessly, ignoring the divisions that so often consume intelligent peoples. Some stories claim the feathers occasionally change species overnight, reflecting every journey and conversation facilitated by the staff throughout its existence.

Many famous diplomats, travelers, spiritual leaders, translators, explorers, and peacemakers have reportedly carried Bridgewalker Staffs. Tales often describe moments where wars were prevented, alliances forged, or forgotten knowledge recovered simply because someone finally understood what another was trying to say.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, Craft Staff, comprehend languages, tongues, speak with dead, speak with animals, speak with plants;
Cost 21,000 gp, 1,680 XP

Kelwyn's Notes

Language is among the strangest inventions humanity has ever produced. It exists solely to reduce misunderstanding and yet somehow manages to generate an astonishing quantity of it. Entire wars have erupted because two parties assigned different meanings to the same words. Friendships have collapsed over assumptions. Nations have shattered beneath the weight of interpretations. One begins to suspect that communication is less a bridge and more a series of bridges under perpetual repair.

The Bridgewalker Staff fascinates me because it addresses a truth many societies prefer to ignore. Most barriers between people are not physical. They are conceptual. They exist in assumptions, traditions, histories, fears, and expectations. The inability to understand another person's language is merely the most visible example of a much larger phenomenon. We are all, to some degree, foreigners living beside one another.

I find particular beauty in the stones gathered from different rivers. Each stone was shaped by different currents, different seasons, and different landscapes. None became identical. Yet all became smooth through the same patient process. There is wisdom in that image. Diversity is not a failure of creation. It is one of its most consistent outcomes.

 Across numerous Indigenous cultures, certain individuals historically served as connectors within their communities, moving between social roles, perspectives, and responsibilities that others often viewed as separate. Such people frequently occupied positions that required listening, understanding, and guidance. They became bridges not because they belonged nowhere, but because they understood how seemingly distant shores might still be connected.

Civilization advances whenever someone chooses to become a bridge instead of a wall. The work is rarely glamorous. Bridges are walked upon. They endure storms. They are often noticed only when they fail. Yet without them, communities fragment into isolated islands of certainty, each convinced that the others have nothing worth hearing. The Bridgewalker Staff reminds us that understanding is not weakness. It is infrastructure. And like all infrastructure, the entire world depends upon it far more than most people realize.

Tuesday, May 12, 2026

The Staff of Unfixed Horizons

The Staff of Unfixed Horizons


Aura strong conjuration; CL 18th
Slot —; Price 162,000 gp; Weight 5 lb.

DESCRIPTION

This finely balanced staff is carved from pale sweetgum wood, its surface subtly striated with natural grain patterns that seem to shift when viewed from different angles. Faint motes of silvery light drift along its length when its magic is invoked. When agitated, the wood darkens subtly, and distant sounds entirely foreign to the surrounding world may briefly echo nearby - crashing waves beneath alien skies, whispering voices spoken in impossible languages, the groaning of vast unseen structures, or winds carrying scents from worlds no mortal map records.

The staff has 50 charges and allows use of the following abilities:

• Plane Shift, Greater, 3 charges

This effect functions as plane shift (self plus up to eight willing creatures touched), except that the wielder arrives precisely at the intended destination without deviation, as though possessing perfect familiarity with the target plane and arrival point. Unlike the standard plane shift spell, no error in arrival occurs.

The wielder must still possess the appropriate planar tuning fork or equivalent attunement normally required by plane shift.

• Perfect Transit, 5 charges

The wielder may transport himself and up to eight willing creatures touched to a specific location on any plane regardless of prior familiarity, possession of a tuning fork, dimensional obscurity, or most conventional planar restrictions.

The destination may be a plane never before visited, a hidden or isolated demiplane, or even a location known only through reliable description, magical scrying, conceptual identification, or sufficiently detailed records.

This ability ignores inaccuracies normally associated with planar travel and may penetrate weaker dimensional barriers or restrictions at the DM’s discretion, though effects created by deities, major artifacts, or similarly overwhelming powers remain capable of blocking transit.

• Dimensional Rejection, 2 charges

As a standard action, the wielder may target a single creature within 60 feet. The target must succeed on a DC 22 Will save or be violently expelled from the current plane and hurled into a random dimension.

The destination plane is determined by the DM, though it should never immediately result in unavoidable death unless the wielder intentionally employs the staff within an especially unstable planar region.

A creature banished in this fashion arrives disoriented and stunned for 1d4 rounds upon arrival. Returning home typically requires planar magic or extraordinary circumstance.

Creatures with the extraplanar subtype take a –2 penalty on the saving throw.

A creature successfully banished by this ability cannot be targeted by Dimensional Rejection again for 24 hours.

• Violent Convergence, 4 charges

The wielder may forcibly overlay fragments of incompatible realities atop a target creature within 60 feet. The target suffers 12d6 points of force damage and must succeed on a DC 22 Fortitude save or become nauseated for 1 round as contradictory dimensional energies tear through its physical form.

The staff recharges 1 charge per hour when exposed to the full moon on the Material Plane, with a maximum of 10 charges restored per lunar cycle. If the Material Plane possesses multiple moons, the staff only recharges beneath the light of the primary moon.

CONSTRUCTION

Requirements Craft Staff, plane shift, greater teleport, banishment, maze;
Cost 81,000 gp + 6,480 XP

LORE

The origins of the Staffs of Unfixed Horizons remain uncertain, though many planar scholars quietly suspect this uncertainty is itself part of the design. Unlike most instruments of dimensional traversal, these staves appear to function without reliance upon the rigid calculations, sigil harmonics, or anchoring methodologies typically required for safe interplanar movement. Instead, they respond to intention with unnerving efficiency, reducing the vast complexities of planar transit into something alarmingly instinctive.

To most conjurers, dimensional travel is an imprecise and frequently hazardous undertaking. These staves circumvent such instability not by imposing greater structure, but by behaving as though the intended destination had always been correct to begin with. The wielder does not force reality open so much as persuade it, briefly and quietly, to acknowledge a different arrangement of truth.

The greater variants possess an even more troubling capability: the ability to deny another creature’s place within the current plane entirely. Witnesses describe victims disappearing not in eruptions of magical violence, but with eerie abruptness, as though existence itself had calmly amended an inconsistency. Survivors of such banishments occasionally return altered by their experiences, bearing fragmented recollections of dimensions that seemed strangely suited to their fears, obsessions, regrets, or private dispositions.

Many scholars insist these staves should not function at all. Their magic lacks the orderly foundations normally associated with high conjuration and appears disturbingly adaptive in response to the wielder’s subconscious intent. Nevertheless, they continue to operate with impossible consistency in the hands of explorers, occultists, wanderers, and those sufficiently reckless to treat the multiverse less as a fixed structure and more as a negotiable condition.

Some theorists quietly speculate that repeated use of such staves leaves subtle impressions upon reality itself, gradually carving pathways through the planes over time. Others fear something considerably less comforting - that the staff is not merely navigating the multiverse, but teaching it new habits.

Kelwyn’s Notes…

There are certain objects whose danger resides not in what they do, but in how quickly one becomes willing to permit them to continue doing it. I have carried this staff for many years now, across marsh kingdoms, drowned catacombs, fungal inversion-realms, silent observatories suspended below dead stars, and at least one city whose inhabitants possessed the deeply unhealthy habit of aging backward whenever exposed to direct sunlight. Throughout all of this, the staff has remained unfailingly reliable, which I assure you is not an entirely comforting trait in matters concerning planar transit. Reliability, in magical instruments, often suggests limitation. This staff possesses very few.

At first, I regarded it as merely elegant - a refinement of conjuration principles stripped of the usual inconveniences associated with dimensional traversal. No imprecise arrivals. No unfortunate materializations within cliff faces or submerged architecture. No exhausting negotiations with the peculiar mathematics by which lesser conjurers attempt to persuade reality into temporarily misbehaving. One simply decides where one belongs, and the staff, with deeply unsettling confidence, behaves as though the matter had already been settled long before the question arose. That alone would make it remarkable, though I have found remarkable things rarely remain content with modest ambitions for very long.

I discovered the staff’s more troubling capabilities quite accidentally along the southern canal roads beyond Ville des Marais during an altercation with a highwayman whose understanding of risk assessment was tragically underdeveloped. There was rain, shouting, an ill-considered knife, and then - with no more ceremony than the turning of a page - there was one fewer person standing upon the road. No flash accompanied the event. No dramatic rupture of space. The world simply continued forward with the quiet composure of a servant removing an unwanted chair from a room. One moment the man was present; the next, reality appeared entirely untroubled by his absence.

What disturbed me was not the disappearance itself, but the overwhelming sense that the staff had not transported him somewhere else so much as concluded he no longer belonged where he had been. That distinction has only grown more uncomfortable with time. Ordinary planar magic behaves like travel. There are routes, thresholds, calculations, attunements. One studies the structure of existence and learns, however imperfectly, how to move within it. This staff approaches the matter from a profoundly different philosophy altogether. It treats dimensional boundaries not as laws, but as preferences - suggestions maintained largely through habit and mutual agreement. Habit, unfortunately, is alarmingly easy to interrupt once one acquires sufficient confidence.

Its more advanced functions are especially revealing in this regard. Perfect Transit does not concern itself with whether a destination is obscure, isolated, hidden behind dimensional barriers, or theoretically inaccessible according to accepted cosmological doctrine. Such objections seem to interest the staff very little. If provided with sufficient certainty - a description, a conceptual anchor, even an adequately formed understanding of where one intends to arrive - the staff proceeds with the quiet confidence of a thing utterly unconvinced that reality possesses meaningful authority to refuse. I once used it to enter a sealed observatory suspended beyond a collapsed stellar boundary, a place inaccessible by every conventional principle of planar navigation known to the expedition accompanying me. The staff did not force the barrier open in any dramatic sense. It simply behaved as though the barrier had never been especially relevant to begin with, which I confess remains one of the less reassuring magical experiences of my life.

As for its offensive capabilities, I find myself increasingly reluctant to describe them as acts of banishment. Banishment implies force - a violent expulsion from one state into another. The staff operates with considerably less hostility than that. It is calm. Administrative, almost. Creatures removed by it do not appear torn away so much as quietly reassigned. I have spoken, on rare occasions, with individuals who survived such experiences. Their recollections are inconsistent in detail yet curiously aligned in tone. The dimensions into which they arrived often seemed strangely appropriate to them in ways difficult to articulate without sounding deeply unwell. A compulsive liar once described a realm where spoken falsehoods accumulated physically upon the body until acknowledged. A scholar obsessed with celestial prophecy returned from a world where the night sky watched him continuously. Another man - selfish, cruel, and pathologically incapable of reflection - spent several years trapped entirely alone within an immaculate city populated only by mirrors.

Coincidence remains possible, I suppose, though I confess the staff has gradually made me less confident in coincidence as a meaningful explanation for anything. There is another concern as well, subtler than the rest though perhaps more dangerous. Prolonged use alters one’s habits of thought. One begins, slowly and almost imperceptibly, to perceive presence itself as conditional. Enemies cease to resemble obstacles requiring confrontation and instead become inconsistencies reality may simply choose not to accommodate nearby. I cannot overstate how unhealthy a philosophical development this is for a living mind, particularly one already inclined toward curiosity in matters best approached with restraint.

And yet the staff encourages such thinking without ever appearing to do so directly. Nothing so crude as corruption or whispered temptation occurs. Rather, it rewards certainty with such effortless efficiency that certainty itself gradually becomes difficult to distrust. That, I suspect, is how many dangerous things begin - not through seduction, but through convenience. One grows accustomed to impossible solutions arriving without resistance, and eventually the distinction between what should be possible and what merely is possible begins to erode quietly beneath the weight of repeated success.

Still, I continue to carry the staff everywhere despite these concerns, which should tell you either how indispensable it has become or how profoundly compromised my judgment now is. Perhaps both explanations are equally accurate. Lately, however, I have noticed that the grain within the pale sweetgum wood shifts subtly before moments of danger, rearranging itself in tiny flowing patterns beneath the surface like roads adjusting upon a map. Whether the staff is anticipating my intentions, preparing pathways in advance, or simply indulging in habits of its own remains unclear to me, and I find I no longer possess the enthusiasm I once had for discovering the answer.

Friday, May 1, 2026

Staff of the Gravebound Vigil

Staff of the Gravebound Vigil


Aura
strong necromancy; CL 13th
Slot —; Price 56,500 gp; Weight 5 lbs.

DESCRIPTION

This blackwood staff is capped with a skull whose eyes burn faintly with pale blue light. The Staff of the Gravebound Vigil functions as a +1 quarterstaff and holds 20 charges.

The staff allows use of the following spells:

  • detect undead (1 charge)
  • cause fear (1 charge, DC 13)
  • animate dead (3 charges)
  • death ward (2 charges)
  • circle of death (4 charges, DC 17)

If the wielder expends the last charge, they must succeed on a DC 18 Will save or be affected as though by bestow curse, becoming obsessed with guarding a specific location as if it were a graveyard (DM’s discretion).

LORE

The Staff of the Gravebound Vigil is said to have been carried by a sentinel who refused to abandon his post - even after death. Bound by oath and dark magic alike, he rose again and again to guard what he believed sacred, though none remembered what that sacred duty once was.

The skull atop the staff is believed to be his own, still watching, still waiting. It does not speak, but those who carry it often feel compelled to linger near tombs, ruins, or battlefields long after their purpose there has ended.

In Ravenloft, the staff is both a tool and a trap - empowering its wielder to command death, while quietly ensuring they never stray far from it.

CONSTRUCTION

Requirements Craft Staff, animate dead, circle of death, death ward, bestow curse; Cost 28,250 gp + 2,260 XP

Wednesday, April 8, 2026

Moonroot Scepter of the Rougarou

Moonroot Scepter of the Rougarou


Aura:
Moderate transmutation and necromancy
Caster Level: 9th
Slot: — (held)
Weight: 3 lbs

Description

This short staff measures roughly 35.5 inches in length and appears to be grown rather than crafted. Its shaft is composed of glossy, black, root-like wood twisted into a natural spiral, slick to the touch as if perpetually damp. The surface bears subtle ridges resembling claw marks, though no tool seems responsible for them.

At its head rests a smooth 2.5-inch sphere of pale moonstone. Under dim light, the stone appears cloudy and inert, but beneath moonlight it glows faintly with a cold, silvery luminescence. Those who stare too long into it sometimes report seeing movement - shapes pacing just beyond sight, as though something hunts along the edge of vision.

When grasped, the staff feels faintly warm, like living flesh, and during the full moon it pulses with a slow, steady rhythm - akin to a heartbeat.

Powers

The Moonroot Scepter of the Rougarou grants the wielder the following abilities:

  • Moon’s Sight (Su):
    The wielder gains low-light vision. If they already possess low-light vision, its range is doubled.
    Additionally, under moonlight, the wielder gains a +4 competence bonus on Spot and Listen checks.

  • Call of the Rougarou (Sp):
    Once per night, the wielder may cast summon nature’s ally III, but only to summon a wolf or dire wolf. The summoned creature appears gaunt, with faintly glowing eyes, and gains the fiendish template. Duration is doubled if used under direct moonlight.

  • Curse of the Baying Moon (Su):
    Three times per week, as a standard action, the wielder may target a humanoid within 30 feet. The target must succeed on a DC 16 Fortitude save or be afflicted with a curse similar to bestow curse:

    • The target takes a –4 penalty to Charisma-based checks

    • Each night, they must succeed on a Will save (same DC) or behave as if under confusion for 1d4 rounds
      Under a full moon, the target instead partially transforms, gaining +2 Strength but suffering –2 AC and becoming hostile to all creatures.

  • Dominion of the Waning Shape (Su):
    Three times per week, as a standard action, the wielder may target a creature with the shapechanger subtype or any creature afflicted with lycanthropy (including rougarou) within 30 feet. The target must succeed on a DC 17 Will save or be forcibly reverted to its humanoid form for 1 minute per caster level (9 minutes).

    While affected, the creature cannot assume alternate forms by any means, including supernatural or spell-like abilities. If used under a full moon, the duration doubles.

    A creature already in humanoid form that fails this save is instead wracked with conflicting instincts, taking a –2 penalty on attack rolls and Will saves for the duration.

Construction

Requirements: Craft Staff, summon nature’s ally III, bestow curse, baleful polymorph
Cost to Create: 9,000 gp, 720 XP, 18 days

Market Price: 18,000 gp

Lore

Few know the true origin of the Moonroot Scepter, though most scholars agree it is not wholly artificial. The black shaft is believed to be cut from the heart-root of a drowned tree - one that grew where the veil between the mortal world and something older, hungrier, wore thin. These trees do not grow in ordinary swamps, but in places where curses linger like mist and the dead are not entirely still.

The moonstone itself is said to be harvested only during a lunar eclipse, pried from geodes found deep beneath marshland where no sunlight has ever touched. Such stones are prized not for their beauty, but for their peculiar affinity with transformation and instinct. In the hands of druids or hedge-witches, they are tools. In the hands of something else, they are invitations.

Stories from riverfolk and backwater villages speak of the staff appearing before times of unrest. Livestock go missing. Tracks are found that begin as human and end as something else entirely. Those who carry the scepter too often report vivid dreams of running through black water under a swollen moon, lungs burning, teeth bared. Some wake with mud on their feet. Others do not wake alone.

It is whispered that the scepter was not created to empower the rougarou - but to control them. In older tellings, a nameless figure walked the swamps during the long nights, forcing beasts back into human skin and dragging confessions from their lips before dawn. Whether this figure was a hunter, a judge, or something far worse depends entirely on who is telling the story… and whether they believe the rougarou deserved mercy.

Kelwyn’s Notes…

Ah… the Moonroot Scepter. A most temperamental companion.

Yes, yes - I do own it. Before you ask, no, I did not “stumble upon it” like some wide-eyed swamp fool. It was acquired through a series of negotiations, half-truths, and one particularly regrettable evening involving a ferryman who asked far too few questions. Suffice it to say, I recognized its nature immediately… and chose to keep it anyway. One does not often encounter an instrument that so elegantly straddles the line between command and contagion.

You must understand - this is not a tool in the conventional sense. It does not simply grant authority over the beast. It invites you to stand uncomfortably close to it. When I employ the scepter, I can feel the boundary thinning - not breaking, not quite, but… softening. Instinct presses inward. Thought grows sharp, predatory. The world acquires a certain clarity that is, I admit, intoxicating. It is exceedingly useful when dealing with those who have already begun to slip… less so when one lingers longer than intended.

I use it sparingly. Deliberately. There are nights - very few, but memorable - when the situation demands that one speak in a language older than civility, older than reason. The Scepter allows that conversation to occur. It does not make me the beast, you understand… but it ensures the beast recognizes me as something worth listening to. And in certain corners of the world, that distinction is the only thing standing between order and blood in the water.

Still… I do not keep it close at hand. It rests, as many of my more opinionated acquisitions do, behind wards, sigils, and a door that resents being opened. Power such as this is never passive. It waits. It watches. And on occasion, when the moon is particularly bold, I could swear I feel it considering me in return.

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

Necklace of the Sixfold Arsenal

Necklace of the Sixfold Arsenal Aura moderate transmutation; CL 9th Slot neck; Price 23,000 gp; Weight 1 lb. DESCRIPTION This elaborate...