RODS, STAVES, WANDS- Descriptions in Aertrea | World Anvil
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RODS, STAVES, WANDS- Descriptions


 

Rods- Descriptions


Rods are scepter-like devices that have unique magical powers and usually do not have charges. Anyone can use a rod.
Physical Description: Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs because of their hardy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.
  Activation: Details relating to rod use vary from item to item. Unless noted otherwise, you must be holding a rod to use its abilities . See the individual descriptions for specifics.
Metamagic Rods
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities ) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
  Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
  Lesser and Greater Metamagic rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.


HARROW ROD

Price (Item Level): 14,000 gp (14th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Weight: 3 lb.
This slightly twisted metal rod is black as pitch. When activated, a harrow rod sprays forth a 30-foot cone that deals 9d6 points of acid damage to all within the area (Refl ex DC 17 half). A harrow rod functions three times per day.
Prerequisites: Craft Rod, Melf’s acid arrow. Cost to Create: 7,000 gp, 560 XP, 14 days.


Immovable Rod

5,000 GP AURA moderate transmutation CL 10th WEIGHT 5 lbs.
This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must succeed at a DC 30 Strength check to move the rod up to 10 feet in a single round. CONSTRUCTION REQUI


LIBERATOR’S ROD

30,000 GP AURA moderate abjuration CL 9th WEIGHT 5 lb
This bronze rod is capped with a hollow head formed by sweeping aquiline wings shielding a continual flame. A liberator’s rod can be used as a +1 merciful light mace, but while its merciful property is suppressed by the wielder so is the continual flame. On command, the wielder of a liberator’s rod may touch a creature that has failed a save against a charm, compulsion, or possession effect. Doing so grants that creature a new saving throw to end the effect. If this new save fails, the effect remains and the rod’s touch cannot further affect it. Once per day on command, the wielder can use break enchantment, as the spell.
CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Magic Arms and Armor, Craft Rod, break enchantment, cast out (Advanced Player’s Guide), continual flame


ROD OF ABSORPTION

50,000 GP AURA strong abjuration CL 15th WEIGHT 5 lbs.
AURA moderate abjuration CL 9th WEIGHT 5 lbs. This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time. A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in the wielder’s hand when she casts the spell.
For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know. A rod of absorption can absorb a maximum of 50 spell levels and thereafter can only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy.
To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: on a result of 71–100, half the levels already absorbed by the rod are still stored within.
CONSTRUCTION REQUIREMENTS COST 25,000 GP Craft Rod, spell turning


ROD OF ALERTNESS

85,000 GP AURA moderate varies CL 11th WEIGHT 4 lbs.
This rod is indistinguishable from a +1 light mace. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, it enables the wielder to use detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.
If the head of a rod of alertness is planted in the ground and the possessor wills it to alertness (a standard action), the rod senses any creatures within 120 feet that intend to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of any unfriendly creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day.
Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any 11 (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.
CONSTRUCTION REQUIREMENTS COST 42,500 GP Craft Rod, alarm, animate objects, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, prayer, see invisibility


ROD OF BALANCE

15,000 GP AURA faint abjuration and transmutation CL 5th WEIGHT 5 lbs.
This short, slender rod appears to be crafted from solid iron, though it is incredibly light. In this shortened form, the rod has no powers. However, when the wielder pushes a small button on one end of the rod (a move action), the rod springs open to a 5-foot length, and its powers become available for use.
Once extended, the rod possesses several powers that add to the wielder’s acrobatic abilities. The wielder of the rod receives a +10 competence bonus on all Acrobatics checks involving long jumps and high jumps; additionally, the wielder covers double the normal distance for a jump when making an Acrobatics check. The individual holding the rod also gain a +4 dodge bonus to AC when fighting defensively instead of the usual +2 bonus. Also, while using this item, the user of the rod cannot be knocked prone, and takes only half damage from falling.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Rod, cat’s grace, feather fall, jump


ROD OF BEGUILING

18,000 GP AURA faint abjuration CL 5th WEIGHT 5 lbs.
This eye-catching rod is bedecked with glittering spangles. The wielder gains a +5 competence bonus on Bluff and Sleight of Hand checks, as well as on opposed Charisma checks to give commands to charmed creatures. A rod of beguiling allows a bard’s fascinate, suggestion, and mass suggestion bardic performance to take effect as if she were 5 levels higher, and grants a +5 bonus on a bard’s Perform checks when using distraction.
CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Rod, hypnosis


Rod of Bodily Restoration

Price (Item Level): 3,100 gp (8th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command and manipulation) Weight: 4 lb.
Dawn motifs are worked into this leather- wrapped rod. A rod of bodily restoration allows you to heal physical ability damage. To use the rod, you must touch the target to be affected (or merely hold the rod, if affecting yourself). The rod has 3 charges, which are renewed each day at dawn. Spending 1 or more charges heals damage to one or more of the target’s physical ability scores.
1 charge: Heal 4 points of Str, Dex, or Con damage (your choice), or 2 points of damage to all three ability scores.
2 charges: Heal 6 points of Str, Dex, or Con damage (your choice), or 3 points of damage to all three ability scores.
3 charges: Heal 8 points of Str, Dex, or Con damage (your choice), or 4 points of damage to all three ability scores.
Prerequisites: Craft Rod, lesser restoration. Cost to Create: 1,550 gp, 124 XP, 4 days.


ROD OF CANCELLATION


11,000 GP AURA strong abjuration CL 17th WEIGHT 5 lbs.
This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a successful DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod becomes brittle and cannot be used again. Drained items are only restorable by a wish or miracle spell. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.
CONSTRUCTION REQUIREMENTS COST 5,500 GP Craft Rod, mage’s disjunction


ROD OF DWARVEN MIGHT

80,000 GP AURA strong transmutation CL 19th WEIGHT 10 lbs.
This dwarven version of the more famous rod of lordly might has no spell-like powers; however, when wielded by a dwarf, it increases all AC, attack roll, CMD, CMB, and saving throw bonuses from a dwarf’s racial traits by +1. The rod shares the mundane powers of a rod of lordly might, but its magical weapon forms are tailored to dwarven preferences. • In its normal form, the rod can be used as a +1 returning light hammer. • When button 1 is pushed, the rod becomes a +3 dwarven longhammer. • When button 2 is pushed, the rod becomes a +4 dwarven waraxe. • When button 3 is pushed, the rod becomes a +2 light crossbow or +2 heavy crossbow.
CONSTRUCTION REQUIREMENTS COST 40,000 GP Craft Magic Arms and Armor, Craft Rod, bull’s strength ,telekinesis ROD OF ENEMY DETECTION , creator must be a dwarf PRICE


Rod of Enemy Detection

23,500 GP AURA moderate divination CL 10th WEIGHT 5 lbs.
This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. The detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used to pinpoint enemies three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.
CONSTRUCTION REQUIREMENTS COST 11,750 GP Craft Rod, true seeing


ROD OF ESCAPE

15,000 GP AURA faint evocation CL 5th WEIGHT 5 lbs.
Wrought from cold iron, this rod allows its wielder to escape from even the tightest of bonds or grasps. If an opponent grapples the wielder of this rod, the ends of the rod extend, flailing about in an attempt to free the user. The rod’s wielder gains a +5 bonus to CMD when attempting to evade or break out of a grapple; additionally, the holder cannot be pinned while wielding the rod. The rod’s wielder gains a +5 competence bonus on Escape Artist checks when restrained by nonmagical and inanimate means, such as ropes or manacles. The rod’s owner does not need to be holding the rod to gains this bonus; it must merely be on the owner’s person.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Rod, bull’s strength, cat’s grace, shatter


ROD OF ESCAPING

Price (Item Level): 3,500 gp (8th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (command) Weight: 2 lb.
Fragile in appearance, this rod is shaped like a long thin ladder. A rod of escape allows you to use jump and knock (as the spells) each two times per day. Also, once per day you can create a 5-foot-radius spherical ward that repels open water or other nonmagical water- based liquids (but not creatures), allowing you to cross shallow rivers or fully enter deep bodies of water and remain dry. The rod generates fresh air within this space, so no chance of suffocation exists. This effect lasts for 10 minutes.
Prerequisites: Craft Rod, control water, jump, knock. Cost to Create: 1,750 gp, 70 XP, 4 days.


ROD OF FLAILING

50,000 GP AURA moderate enchantment CL 9th WEIGHT 5 lbs.
Upon the command of its possessor, this rod activates, changing from a normal-seeming rod to a +3/+3 dire flail. The dire flail is a double weapon, which means that each of the weapon’s heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty.
Once per day, the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to AC and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit.
Transforming a rod of flailing into a weapon or back into a rod is a move action.
CONSTRUCTION REQUIREMENTS COST 25,000 GP Craft Magic Arms and Armor, Craft Rod, bless


ROD OF FLAME EXTINGUISHING

15,000 AURA strong transmutation CL 12th WEIGHT 5 lbs.
This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod’s charges.
Extinguishing a Large or larger nonmagical fire or a magic fire of size Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those generated by a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a readied action, effectively countering the entire spell.
When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.
If a rod of flame extinguishing is touched to a creature with the fire subtype by making a successful melee touch attack, the rod deals 6d6 points of damage to the creature. This use requires 3 charges.
A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period. CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Rod, pyrotechnics


ROD OF FORCE

Price (Item Level): 60,000 gp (18th) Body Slot: — (held) Caster Level: 13th Aura: Strong; (DC 21) evocation Activation: See text Weight: 1 lb. day.
Each time you activate this rod, you can choose to create one of the following effects. It can be activated a total of 5 times a day.
Blade of Force: Upon command, a 3- foot-long glowing blade of force springs forth from the rod. This “blade” can be used as a +1 brilliant energy longsword and lasts for 10 rounds. Activating this power is a swift (command) action.
Blast of Force: Upon command, a ray of force projects from the rod out to a maximum distance of 100 feet. This ranged touch attack deals 10d6 points of damage. Activating this power is a stan- dard (command) action.
Wall of Force: This effect functions as the spell. Activating this power is a standard (command) action.
Prerequisites: Craft Rod, magic missile, Mordenkainen’s sword, wall of force. Cost to Create: 30,000 gp, 2,400 XP, 60 days.


ROD OF FROST

Price (Item Level): 1,400 gp (5th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: Standard (command) Weight: 5 lb.
This 2-foot-long rod of steel-hard, ice-blue glass is bound with iron bands. A rod of frost emits a beam of cold that can create a variety of effects. Three times per day, you can fire a 30- foot line of frost from the rod. The line of frost deals 2d6 points of cold damage to all creatures in the area (Reflex DC 14 half). Natural fires in the area of the line are automatically extinguished, and open water in the area of the line freezes to a depth of 1 foot—thick enough for a Large creature to walk upon safely. The ice melts normally.
Prerequisites: Craft Rod, ray of frost. Cost to Create: 700 gp, 56 XP, 2 days.


ROD OF ICE

8,500 GP AURA moderate evocation CL 9th WEIGHT 3 lbs.
This rod looks like a long sliver of ice and is cold to the touch, but deals no cold damage to its wielder. The wearer can use the rod to make a melee touch attack that deals 1d4 points of cold damage to any creature struck. Also, once per day on command, the wielder can touch the rod to the ground to create a 30-foot cone of ice that encrusts the earth, affecting the area as per the spell grease.
CONSTRUCTION REQUIREMENTS COST 4,250 GP Craft Rod, cone of cold


ROD OF LORDLY MIGHT

70,000 GP AURA strong varies CL 19th WEIGHT 10 lbs.
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. In addition, it has several more mundane uses. The rod of lordly might is metal and thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. Pushing any of the rod’s buttons is an action equivalent to drawing a weapon, and the rod weighs 10 pounds.
The following spell-like functions of the rod can each be used once per day. • Use hold person upon a touched creature, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power (a free action) and then succeed at a melee touch attack to activate the power. If the attack fails, the effect is lost. • Use Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action. • Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half) and cure the wielder of the same amount of damage. The wielder must choose to use this power before attacking, as with hold person.
The following functions of the rod have no limit on the number of times they can be employed. • In its normal form, the rod can be used as a +2 light mace. • When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon stretches to an overall length of 4 feet. • When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth from the ball, and the whole weapon lengthens to 4 feet. • When button 3 is pushed, the rod becomes a +3 shortspear or a +3 longspear. A spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice) for an overall length ranging from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance. The following other functions of the rod also have no limit on the number of times they can be employed. • When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the climbing pole by pushing button 5. • The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12. • When button 6 is pushed, the rod indicates magnetic north and gives the wielder knowledge of his approximate depth beneath the surface or height above it.
CONSTRUCTION REQUIREMENTS COST 35,000 GP Craft Magic Arms and Armor, Craft Rod, bull’s strength, fear, flame blade, hold person, inflict light wounds


ROD OF METAL AND MINERAL DETECTION

10,500 GP AURA moderate divination CL 9th WEIGHT 5 lbs.
This rod is valued by treasure hunters and miners alike, for it pulses and hums in the wielder’s hand in the proximity of metal. As the wearer aims the rod, the pulsations grow more noticeable as it points to the largest mass of metal within 30 feet. However, the wielder can also concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action.
CONSTRUCTION REQUIREMENTS COST 5,250 GP Craft Rod, locate object

ROD OF MIND MASTERY

67,000 GP AURA moderate abjuration and divination CL 7th WEIGHT 5 lbs.
This rod is a simple, unadorned piece of clear crystal that has been magically hardened. The wielder of the rod is under a constant nondetection effect, as the spell. Furthermore, the rod has the following powers.
• Three times per day on command, the user of the rod can use it to detect thoughts as the spell. • Once per day as an immediate action, the wielder may determine whether someone is lying to her, as the discern lies spell. CONSTRUCTION REQUIREMENTS COST 33,500 GP Craft Rod, detect thoughts, discern lies, nondetection


ROD OF NEGATION

37,000 GP AURA strong varies CL 15th WEIGHT 5 lbs.
This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod’s wielder needs to have a readied action. The dispel check uses the rod’s caster level (15th). The target item gets no saving throw, although the rod can’t negate artifacts (even minor artifacts). A rod of negation can function three times per day.
CONSTRUCTION REQUIREMENTS COST 18,500 GP Craft Rod, dispel magic, limited wish or miracle


ROD OF NETTLES

18,000 GP AURA moderate transmutation CL 8th WEIGHT 5 lbs.
This wooden rod is engraved with serrated-edged leaves of stinging nettles. This rod acts as a +1 light mace that deals no damage. Instead, the rod’s venomous touch (melee touch attack) deals 1d3 points of Dexterity damage and causes the target to become sickened for 1d6 rounds (DC 14 Fortitude negates the sickened effect and halves the Dexterity damage on a critical hit, no saving throw is allowed.
Once per day on command, the wielder may touch the rod of nettles to ordinary vegetation, causing a 20-foot cube to become tangled with nettle-choked overgrowth as the overgrowth ability of the plant growth spell.
Furthermore, creatures entering or within this area are affected as if touched by the rod, though creatures with a natural armor bonus of +3 or greater are immune to this effect. A creature that saves is unaffected by the area’s poison for 24 hours. CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Rod, plant growth, poison


ROD OF RUIN

16,000 GP AURA moderate transmutation CL 7th WEIGHT 5 lbs.
This magical item appears to be an old and decaying scepter, with empty sockets for gemstones and rusted iron bands holding its rotting wooden shaft together. Three times per day on command, when the wielder touches the rod to a nonmagical, inanimate object, that object decays, cracks, and withers. The object, which can be no larger than a door or must take up no more than a 5-foot-by-5-foot area, gains the broken condition.
CONSTRUCTION REQUIREMENTS COST 8,000 GP Craft Rod, disintegrate


ROD OF RULERSHIP

60,000 GP AURA strong enchantment CL 20th WEIGHT 8 lbs.
This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are each entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before it crumbles to dust. This duration need not be continuous.
CONSTRUCTION REQUIREMENTS COST 32,500 GP Craft Rod, mass charm monster


ROD OF SECURITY

61,000 GP AURA strong conjuration CL 20th WEIGHT 5 lbs.
This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time—up to 200 days divided by the number of creatures affected. All fractions are rounded down. In this pocket paradise, creatures don’t age, and natural healing takes place at twice the normal rate. Fresh water and food (fruits and vegetables only) are abundant. The climate is comfortable for all creatures present. Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod.
Unwilling creatures get a DC 17 Will save to negate the effect. If an unwilling creature succeeds at its save, other creatures beyond that point in a chain can still be affected by the rod. When the rod’s effect expires, is dismissed, or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.
CONSTRUCTION REQUIREMENTS COST 30,500 GP Craft Rod, gate  


ROD OF SHADOWS

64,305 GP AURA moderate abjuration CL 8th WEIGHT 5 lbs.
This ebon rod is so dark it seems to absorb the light around it. The rod functions as a +2 light mace, and allows its wielder to see in darkness as if she had the see in darkness ability (Bestiary 2 301). Three times per day, the wielder can use it to create a deeper darkness effect (caster level 8th). To use this ability, the rod’s wielder must touch the target object, which is a standard action that provokes attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 32,305 GP Craft Rod, deeper darkness, true seeing


ROD OF SPLENDOR

25,000 GP AURA strong conjuration and transmutation CL 12th WEIGHT 5 lbs.
The possessor of this fantastically bejeweled rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod garbs her in magically created clothing of the finest fabrics, and adorns her with furs and jewels.
Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her. The value of the noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 � 1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewels (maximum of 20 gems; maximum value 200 gp each).
In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.
CONSTRUCTION REQUIREMENTS COST 12,500 GP Craft Rod, eagle’s splendor, fabricate, major creation


ROD OF SILENCE

Price (Item Level): 4,000 gp (8th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — and standard (command) Weight: 2 lb.
This 4-foot-long rod of black metal bears the impression of a single cat’s paw at one rounded end.
While holding this rod, you gain a +4 bonus on saving throws against effects that have the sonic descriptor or that deal sonic damage.
Once per day, you can surround your- self with a field of silence, which functions as a silence spell except it affects only you and can be dismissed as a free (mental) action on your turn.
The rod can also create a shout effect once per day, although this ability cannot be used while the silence effect is in operation.
Prerequisites: Craft Rod, shout, silence, resistance. Cost to Create: 2,000 gp, 160 XP, 4 days.      


ROD OF SLIDING

Price (Item Level): 1,400 gp (5th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (command) Weight: 3 lb.
Small magnets are set into the ends of this iron rod. When activated, this rod can either push a targeted creature 5 feet farther away from you or pull it 5 feet closer to you. The target must be within 30 feet of you and must end its movement in an unoc- cupied square. The movement does not provoke attacks of opportu- nity. An unwilling creature is entitled to a DC 11 + CHA Will saving throw to negate the effect.
A rod of sliding functions three times per day.
Prerequisites: Craft Rod, slide (SC 191). Cost to Create: 700 gp, 56 XP, 2 days.    


Rod of Transposition

Pr ice (Item Level): 6,000 gp (10th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Weight: 3 lb.
  Small bolts of lightning arc from one end of this engraved copper rod to the other. When you activate a rod of transpo- sition, you exchange positions with another creature within 30 feet. An unwilling creature gets a DC 13 Will saving throw to negate this effect. A rod of transposition functions three times per day.
Prerequisites: Craft Rod, baleful transposi- tion (SC 23).    


ROD OF THE ABOLETH

29,000 GP AURA moderate transmutation CL 7th WEIGHT 5 lbs.
The rod of the aboleth acts as a +1 corrosive light mace. One end of the rod has three eye-shaped rubies imbedded in it, while the other end comes to a sharp point. When exposed to moisture, the surface of the rod takes on a slimy sheen that doesn’t affect the wielder’s grip. This rod has the following powers.
• Once per day as a free action, when the rod hits a living creature, the target must succeed at a DC 18 Fortitude saving throw or take 1d4 points of Constitution damage. • Once per day as a free action, when the rod hits a living creature, the creature must succeed at a DC 13 Will saving throw or be affected as though targeted with an aboleth’s lung spell (Advanced Race Guide). • On command for 1 minute per day, the wielder may gain a swim speed of 60 feet for 1 minute. This time need not be continuous, and can be spent in 1-round increments.
CONSTRUCTION REQUIREMENTS COST 14,500 GP Craft Rod, aboleth’s lung, acid arrow, touch of the sea (Advanced Player’s Guide)


ROD OF THE PYTHON

13,000 GP AURA moderate transmutation CL 10th WEIGHT 10 lbs.
Unlike with most rods, one end of this rod curls and twists back on itself in a crook—the tip of this crook sometimes looks like the head of a snake. The rod itself is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attack and damage rolls possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for 3 days. A rod of the python only functions if the possessor is good.
CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Magic Arms and Armor, Craft Rod, baleful polymorph, creator must be good


ROD OF THE VIPER

19,000 GP AURA moderate necromancy CL 10th WEIGHT 5 lbs.
This rod strikes as a +2 heavy mace. Once per day, upon the wielder’s command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. This poison deals 1d3 points of Constitution damage per round for 6 rounds. Poisoned creatures can make a DC 16 Fortitude save each round to negate the damage and end the affliction. Multiple hits extend the duration by 3 rounds and increase the DC by 2 for each hit. The rod only functions if its possessor is evil.
CONSTRUCTION REQUIREMENTS COST 9,500 GP Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil


ROD OF THE WAYANG

12,000 GP AURA moderate evocation CL 8th WEIGHT 5 lbs.
This rod is lacquered jet black, covered with bright white runes, and capped with a crown of jagged smoky quartz. When the rod’s wielder casts a spell of the shadow subschool, she increases the DC of that spell’s saving throw by 1. Furthermore, once per day on command, the wielder can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute unless dismissed as a free action.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Rod, greater shadow conjuration, greater shadow evocation


ROD OF THUNDER AND LIGHTNING

33,000 GP AURA moderate evocation CL 9th WEIGHT 5 lbs.
Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other powers are as follows. • Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod fails to score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still apply. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round. • Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt dealing 9d6 points of electricity damage (Reflex DC 16 half) to a range of 200 feet. • Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod’s impact (Fortitude DC 16 negates). Activating this sonic power counts as a free action, and it works if the wielder strikes an opponent within 1 round. • Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds). • Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap power with a lightning bolt, as in the lightning stroke power. The thunderclap affects all creatures within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.
CONSTRUCTION REQUIREMENTS COST 16,500 GP Craft Magic Arms and Armor, Craft Rod, lightning bolt, shout


ROD OF THUNDEROUS FORCE

5,400 GP AURA moderate evocation CL 9th WEIGHT 5 lbs. This mahogany rod is etched with the image of whirling storm clouds. Once per day on command, the wielder can slam the rod against the ground, releasing a concussive wave of sonic and force energy. This creates a 20-foot radius burst centered on the wielder. While it causes no damage, those within the burst must succeed at a DC 19 Fortitude save or fall prone and be deafened for 1d4 rounds. The wielder is unaffected by this blast. This effect is a force and sonic effect.
CONSTRUCTION REQUIREMENTS COST 2,700 GP Craft Rod, blindness/deafness, wall of force


ROD OF WITHERING

25,000 GP AURA strong necromancy CL 13th WEIGHT 5 lbs.
A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.
CONSTRUCTION REQUIREMENTS COST 12,500 GP Craft Magic Arms and Armor, Craft Rod, contagion


ROD OF WONDER

12,000 GP AURA moderate enchantment CL 10th WEIGHT 5 lbs.
A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following.
d% WONDROUS EFFECT
  • 01–05 Target affected by slow for 10 rounds (Will DC 15negates).
  • 06–10 Faerie fire surrounds the target.
  • 11–15 Deludes the wielder for 1 round into believing the rodfunctions as indicated by a second die roll (no save).
  • 16–20 Gust of wind, but at windstorm force (Fortitude DC14 negates).
  • 21–25 Wielder learns the target’s surface thoughts (aswith detect thoughts) for 1d4 rounds (no save).
  • 26–30 Stinking cloud appears at 30-foot range (FortitudeDC 15 negates).
  • 31–33 Heavy rain falls for 1 round in 60-foot radiuscentered on the rod wielder.
  • 34–36 Summons an animal—a rhino (01–25 on d%),elephant (26–50), or mouse (51–100).
  • 37–46 Lightning bolt (70 foot long, 5 foot wide), 6d6points of damage (Reflex DC 15 half).
  • 47–49 A stream of 600 large butterflies pours forthandflutters around for 2 rounds, blinding everyonewithin 25 feet (Reflex DC 14 negates).
  • 50–53 Target is affected by enlarge person if within 60feet of rod (Fortitude DC 13 negates).
  • 54–58 Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod.
  • 59–62 Grass grows in 160-square-foot area before therod, or grass existing there grows to 10 times itsnormal size.
  • 63–65 Any nonliving object of up to 1,000 pounds ofmass and up to 30 cubic feet in size turns ethereal.
  • 66–69 Reduce wielder two size categories (no save)for 1 day.
  • 70–79 Fireball at target or 100 feet straight ahead, 6d6points of damage (Reflex DC 15 half).
  • 80–84 Invisibility covers the rod’s wielder.
  • 85–87 Leaves grow from the target if within 60 feet ofthe rod. These last 24 hours.
  • 88–90 10–40 gems, value 1 gp each, shoot forth in a30-foot-long stream. Each gem deals 1 point ofdamage to any creature in its path: roll 5d4 forthe number of hits and divide them among theavailable targets.
  • 91–95 Shimmering colors dance and play over a 40-foot by-30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
  • 96–97 Wielder (50% chance) or the target (50% chance)turns permanently blue, green, or purple (nosave).
  • 98–100 Flesh to stone (or stone to flesh if the target isstone already) if the target is within 60 feet(Fortitude DC 18 negates).
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Rod, confusion, creator must be chaotic


SAPLING ROD

16,650 GP AURA moderate conjuration and transmutation CL 9th WEIGHT 5 lbs.
This rod appears to be the limbless trunk and branching roots of a miniature tree. It grants its wielder a +5 competence bonus on Survival checks to get along in the wild and to keep from getting lost. Additionally, the wielder and any allies within a 20-foot radius of the wielder gain the benefits of the ranger’s woodland stride class feature.
If thrust into any natural ground or earth and allowed to stand for 1 hour, the rod grows and blooms into a large tree bearing edible fruit. A sapling rod produces 2d4 pieces of fruit. A creature that consumes an entire piece of fruit gains the benefits of either a cure moderate wounds or lesser restoration spell (recipient’s choice). Consuming a piece of fruit from a sapling rod is a full-round action that provokes attacks of opportunity, and no single creature can benefit from more than two piece of fruit from a single blooming. A sapling rod can bloom once per week and after doing so reverts to its original state after all the fruit is picked, or after 24 hours, whichever comes first. Fruit harvested from the tree lasts for 24 hours before shriveling into useless husks.
CONSTRUCTION REQUIREMENTS COST 8,325 GP Craft Rod, cure moderate wounds, grove of respite , lesser restoration


SCEPTER OF HEAVEN

74,000 GP AURA moderate evocation CL 10th WEIGHT 3 lbs.
This ornate scepter of bronze and mithral has a flanged head like a golden-white sunburst. A scepter of heaven acts as a +1 evil outsider bane morningstar. The scepter has the following powers when wielded by a good-aligned creature. • The wielder of a scepter of heaven gains a +2 sacred bonus on caster level checks made to dispel magic against spells with the evil descriptor or effects created by evil outsiders. • The wielder can use the scepter to use bless weapon on command and at will as the spell. • Once per day on command, the wielder can shoot a spear of purity (Ultimate Magic) from the scepter.
If the wielder of a scepter of heaven wears a crown of heaven, the scepter’s caster level increases to 15th (increasing its aura to strong) and, when used as a weapon, it gains the holy property. A good-aligned wielder may also use holy smite, holy sword, and holy word, as the spells, once per day each. A scepter of heaven is of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the rod is in hand and disappears when the rod is no longer held. This negative level cannot be overcome in any way (including restoration spells) while the rod is being held.
CONSTRUCTION REQUIREMENTS COST 37,000 GP Craft Magic Arms and Armor, Craft Rod, bless weapon, dispel evil, holy smite, holy sword, holy word, spear of purity, creator must be good
     


TRAP-STEALER’S ROD

13,500 GP AURA strong transmutation CL 15th WEIGHT 5 lbs.
This sturdy iron rod is forged with pronounced angles to allow for strong gripping, inscribed with images and sayings of trickster figures from myths and common folklore. Hooked at one end, a trap-stealer’s rod functions as an exceptional crowbar, granting the user a +4 circumstance bonus on Strength checks made to force open a door or chest when using it to do such. In addition, on command, the wielder can transform the rod into a magical set of thieves’ tools. Using these grants a +4 competence bonus on Disable Device checks. The wielder can transform these tools into the rod again with a command.
Lastly, if the rod’s bearer successfully disables a trap with the thieves’ tools and beats the DC to disable the trap by 5 or more, he can magically steal the disabled trap. A stolen trap disappears from the surrounding area, siphoned into extradimensional space that is connected to the rod. Terrain around the trap reworks itself as if the trap never had existed, though doorways and portals that supported a trap remain unaffected. At any time during the next 24 hours, the rod’s wielder can place the stored trap in a new location where it operates as normal. The new location must be able to support the trap’s placement; for example a stolen pit trap could be taken from a dungeon floor and replaced on a dirt road, but not upon the surface of a river or lake, and the effectiveness of the placement is subject to GM discretion. Placing a stolen trap into a location that does not support it wastes the effect and magically transports the trap back to its original location.
Whether successfully placed into a new location or not, a stolen trap returns to its original location after 24 hours. This ability functions once per day.
CONSTRUCTION REQUIREMENTS COST 6,750 GP Craft Rod, create pit, knock, plane shift

Metamagic Rods

  Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

LESSER AND GREATER METAMAGIC RODS:

  • Normal metamagic rods can be used with spells of 6th level or lower.
  • Lesser rods can be used with spells of 3rd level or lower.
  • Greater rods can be used with spells of 9th level or lower.
   


ELEMENTAL METAMAGIC ROD

VARIES
  • Lesser elemental metamagic rod 3,000 GP
  • Elemental metamagic rod 11,000 GP
  • Greater elemental metamagic rod 24,500 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs.
Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat (Advanced Player’s Guide). For example, an elemental metamagic rod (cold) always makes spells deal cold damage.
CONSTRUCTION REQUIREMENTS COST varies Lesser elemental metamagic rod 1,500 GP Elemental metamagic rod 5,500 GP Greater elemental metamagic rod 12,250 GP Craft Rod, Elemental Spell


EMPOWER METAMAGIC ROD

VARIES
  • Lesser empower metamagic rod 9,000 GP
  • Empower metamagic rod 32,500 GP
  • Greater empower metamagic rod 73,000 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs.
The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.
CONSTRUCTION REQUIREMENTS COST varies Lesser empower metamagic rod 4,500 GP Empower metamagic rod 16,250 GP Greater empower metamagic rod 36,500 GP Craft Rod, Empower Spell The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.
CONSTRUCTION REQUIREMENTS COST varies Lesser enlarge metamagic rod 1,500 GP Enlarge metamagic rod 5,500 GP Greater enlarge metamagic rod 12,250 GP Craft Rod, Enlarge Spell


EXTEND METAMAGIC ROD

VARIES
  • Lesser extend metamagic rod 3,000 GP
  • Extend metamagic rod 11,000 GP
  • Greater extend metamagic rod 24,500 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs.
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
CONSTRUCTION REQUIREMENTS COST varies Lesser extend metamagic rod 1,500 GP Extend metamagic rod 5,500 GP Greater extend metamagic rod 12,250 GP Craft Rod, Extend Spell
   


ENLARGE METAMAGIC ROD

VARIES
  • Lesser enlarge metamagic rod 3,000 GP
  • Enlarge metamagic rod 11,000 GP
  • Greater enlarge metamagic rod 24,500 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs.
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.
     


MAXIMIZE METAMAGIC ROD

VARIES
  • Lesser maximize metamagic rod 14,000 GP
  • Maximize metamagic rod 54,000 GP
  • Greater maximize metamagic rod 121,500 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs. The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
CONSTRUCTION REQUIREMENTS COST varies Lesser maximize metamagic rod 7,000 GP Maximize metamagic rod 27,000 GP Greater maximize metamagic rod 60,750 GP Craft Rod, Maximize Spell
 


QUICKEN METAMAGIC ROD

VARIES
  • Lesser quicken metamagic rod 35,000 GP
  • Quicken metamagic rod 75,500 GP
  • Greater quicken metamagic rod 170,000 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs. The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
CONSTRUCTION REQUIREMENTS COST varies Lesser quicken metamagic rod 17,500 GP Quicken metamagic rod 37,750 GP Greater quicken metamagic rod 85,000 GP Craft Rod, Quicken Spell


REACH METAMAGIC ROD

VARIES
  • Lesser reach metamagic rod 3,000 GP
  • Reach metamagic rod 11,000 GP
  • Greater reach metamagic rod 24,500 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs.
The wielder can cast up to three spells per day with a onestep increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies
Lesser reach metamagic rod 1,500 GP Reach metamagic rod 5,500 GP Greater reach metamagic rod 12,250 GP Craft Rod, Reach Spell


SILENT METAMAGIC ROD

VARIES
  • Lesser silent metamagic rod 3,000 GP
  • Silent metamagic rod 11,000 GP
  • Greater silent metamagic rod 24,500 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs.
The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
CONSTRUCTION REQUIREMENTS COST varies Lesser silent metamagic rod 1,500 GP Silent metamagic rod 5,500 GP Greater silent metamagic rod 12,250 GP Craft Rod, Silent Spell

 


Staff Descriptions

A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme, and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created, but can be recharged by a spellcaster with the appropriate spells.
PHYSICAL DESCRIPTION: A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. Most staves are wood, but an exotic few are bone, metal, or even glass. A staff often has a gem or some device at its tip or is shod in metal at one or both ends. Staves are often decorated with carvings or runes. A typical staff also functions as a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
ACTIVATION: Staves 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 has a longer casting time than 1 standard action, however, it takes the full casting time 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).
Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

USING STAVES: Staves use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of the staff if it’s higher than the caster level of the staff. This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spells, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming spell resistance.
Charges and Recharging: Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power, so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. A staff cannot gain more than one charge per day, and a caster cannot imbue more than one staff per day. A staff can hold spells of any  


ANIMATE STAFF

49,800 GP AURA moderate transmutation CL 11th WEIGHT 5 lbs.
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff allows use of the following spells: • Make whole (1 charge) • Mending (1 charge) • Animate objects (2 charges) In addition, once per day, the staff can become a Medium animated object (Bestiary 14) with the metal special ability. It can remain in this form for up to 10 minutes. If destroyed while in this form, it reverts to being a staff, but it loses all of its charges and this ability cannot be used again until it is fully recharged.
CONSTRUCTION REQUIREMENTS COST 24,900 GP Craft Staff, animate objects, make whole, mending


CHAOTIC STAFF

29,600 GP AURA moderate evocation CL 8th WEIGHT 5 lbs.
Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. The staff allows use of the following spells: • Align weapon (chaos only, 1 charge) • Detect law (1 charge) • Chaos hammer (2 charges) • Magic circle against law (2 charges)
CONSTRUCTION REQUIREMENTS COST 14,800 GP Craft Staff, align weapon, chaos hammer, detect evil, magic circle against law





HOLY STAFF

29,600 GP AURA moderate evocation CL 8th WEIGHT 5 lbs.
This staff is made from polished birch, inlaid with ivory, and topped with a pristine white gemstone. The staff allows use of the following spells: • Align weapon (good only, 1 charge) • Detect evil (1 charge) • Holy smite (2 charges) • Magic circle against evil (2 charges) CONSTRUCTION REQUIREMENTS COST 14,800 GP Craft Staff, align weapon, detect evil, holy smite, magic circle against evil


LAWFUL STAFF

29,600 GP AURA moderate evocation CL 8th WEIGHT 5 lbs.
This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells: • Align weapon (lawful only, 1 charge) • Detect chaos (1 charge) • Magic circle against chaos (2 charges) • Order’s wrath (2 charges) CONSTRUCTION REQUIREMENTS COST 14,800 GP Craft Staff, align weapon, detect chaos, magic circle against chaos, order’s wrath
 


STAFF OF ABJURATION

82,000 GP AURA strong abjuration CL 13th WEIGHT 5 lbs.
Usually carved from the heartwood of an ancient oak, ash, sequoia, or other large tree, this staff allows use of the following spells: • Dispel magic (1 charge) • Resist energy (1 charge) • Shield (1 charge) • Dismissal (2 charges) • Lesser globe of invulnerability (2 charges) • Repulsion (3 charges) CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, repulsion, resist energy, shield
 


Staff of Acid

28,600 GP
AURA moderate conjuration CL 11th WEIGHT 5 lbs. This staff is made of a rust-colored metal that has been corroded by acid, with a sickly green gem at its tip. The staff allows use of the following spells: • Lesser Acid Orb (1 charge; Ultimate Magic) • Acid arrow (2 charges) • Acid fog (3 charges) CONSTRUCTION REQUIREMENTS COST 14,300 GP Craft Staff, acid arrow, acid fog, corrosive touch


STAFF OF ASPECTS

37,600 GP AURA moderate transmutation CL 9th WEIGHT 5 lbs.
This stout staff is made of ash. Four faces of animals—a bear, a falcon, a stag, and a wolf—are carved at its top. The aspect staff functions as a +1/+1 quarterstaff and allows the use of the following spells: • Aspect of the bear (1 charge; Advanced Player’s Guide) • Aspect of the falcon (1 charge; Advanced Player’s Guide) • Aspect of the stag (2 charges; Advanced Player’s Guide) • Aspect of the wolf (3 charges; Advanced Player’s Guide) CONSTRUCTION REQUIREMENTS COST 19,100 GP Craft Magic Arms and Armor, Craft Staff, aspect of the bear, aspect of the falcon, aspect of the stag, aspect of the wolf
   


STAFF OF BOLSTERING

41,600 GP AURA moderate transmutation CL 8th WEIGHT 5 lbs.
The top of this rosewood shaft narrows and then expands again, bound by a number of metal rings. It allows use of the following spells: • Bear’s endurance (1 charge) • Bull’s strength (1 charge) • Cat’s grace (1 charge) • Greater magic weapon (1 charge) CONSTRUCTION REQUIREMENTS COST 20,800 GP Craft Staff, bear’s endurance, bull’s strength, cat’s grace, greater magic weapon


STAFF OF CACKLING WRATH

56,700 GP AURA moderate varies CL 9th WEIGHT 5 lbs.
The thorns embedded in this gnarled length of wood make it rather tricky for the unwary to grasp. It allows use of the following spells: • Blindness/deafness (1 charge) • Charm person (1 charge) • Hold person (1 charge) • Inflict moderate wounds (1 charge) • Baleful polymorph (2 charges) • Bestow curse (2 charges) • Vampiric touch (2 charges) CONSTRUCTION REQUIREMENTS COST 28,350 GP Craft Staff, baleful polymorph, bestow curse, blindness/ deafness, charm person, hold person, inflict moderate wounds, vampiric touch


STAFF OF CHARMING

17,600 GP AURA moderate enchantment CL 8th WEIGHT 5 lbs.
Made of twisting wood ornately shaped and carved, this staff allows use of the following spells: • Charm person (1 charge) • Charm monster (2 charges) CONSTRUCTION REQUIREMENTS COST 8,800 GP Craft Staff, charm monster, charm person


STAFF OF CONJURATION

82,000 GP
AURA strong conjuration CL 13th WEIGHT 5 lbs. 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: • Stinking cloud (1 charge) • Summon swarm (1 charge) • Unseen servant (1 charge) • Cloudkill (2 charges) • Minor creation (2 charges) • Summon monster VI (3 charges)
CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, cloudkill, minor creation, stinking cloud, summon monster VI, summon swarm, unseen servant
 


STAFF OF CURSES

43,500 GP AURA moderate transmutation CL 9th WEIGHT 5 lbs.
This gnarled wooden staff is bedecked with broken charms and burnt fetishes that were once used to ward against bad luck, but now are in shambles. The staff allows use of the following spells: • Blindness/deafness (1 charge) • Ill omen (1 charge) • Baleful polymorph (2 charges) • Bestow curse (2 charges) In addition, the staff of curses is a +1/+1 quarterstaff, and whenever the wielder strikes a creature with the staff, he can expend one charge to cause the creature to become cursed for a number of rounds equal to the number of charges remaining in the staff. While this curse persists, the creature takes a –2 penalty on saving throws from spells cast from the staff and a –2 penalty to AC against any attacks made by the staff.
CONSTRUCTION REQUIREMENTS COST 22,050 GP Craft Magic Arms and Armor, Craft Staff, baleful polymorph, bestow curse, blindness/deafness, ill omen


STAFF OF DARK FLAME

47,000 GP AURA moderate evocation and necromancy CL 8th WEIGHT 4 lbs.
Made from bleached bones that have been fused together, the head of this staff burns with an unholy fire. This staff can be used as a +1 flaming quarterstaff (only one end of the staff bears magical enhancement), and it retains this property even if all its charges are drained. This staff can cast the following spells: • False life (1 charge) • Ray of enfeeblement (1 charge) • Scorching ray (1 charge) • Fireball (2 charges) • Animate dead (3 charges) CONSTRUCTION REQUIREMENTS COST 27,133 GP Craft Magic Arms and Armor, Craft Staff, animate dead, false life, fireball, ray of enfeeblement, scorching ray


STAFF OF DEFENSE

62,000 GP AURA strong abjuration CL 15th WEIGHT 5 lbs.
The staff of defense is a simple-looking polished wooden 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) CONSTRUCTION REQUIREMENTS COST 31,000 GP Craft Staff, shield, shield of faith, shield of law, shield other, creator must be lawful


STAFF OF DIVINATION

82,000 GP AURA strong divination CL 13th WEIGHT 5 lbs.
Made from a supple length of willow carefully selected to have a crooked, forked tip, a staff of divination 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) CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing


STAFF OF EARTH AND STONE

85,800 GP AURA moderate transmutation CL 11th WEIGHT 5 lbs.
This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells: • Move earth (1 charge) • Passwall (1 charge) CONSTRUCTION REQUIREMENTS COST 42,900 GP Craft Staff, move earth, passwall  


STAFF OF ELECTRICITY

31,900 GP AURA moderate evocation CL 11th WEIGHT 5 lbs.
This staff is made of shining silver, with a tip shaped like a lightning bolt. The staff allows use of the following spells: • Shocking grasp (1 charge) • Lightning bolt (2 charges) • Chain lightning (3 charges) CONSTRUCTION REQUIREMENTS COST 15,950 GP Craft Staff, chain lightning, lightning bolt, shocking grasp


STAFF OF ENCHANTMENT

82,000 GP AURA strong enchantment CL 13th WEIGHT 5 lbs.
Often made from applewood and topped with a clear crystal, this staff allows use of the following spells: • Hideous laughter (1 charge) • Sleep (1 charge) • Suggestion (1 charge) • Crushing despair (2 charges) • Mind fog (2 charges) • Mass suggestion (3 charges) CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, crushing despair, hideous laughter, mass suggestion, mind fog, sleep, suggestion


STAFF OF EVOCATION

82,000 GP AURA strong evocation CL 13th WEIGHT 5 lbs.
This smooth staff carved from hickory or yew allows use of the following spells: • Fireball (1 charge) • Magic missile (1 charge) • Shatter (1 charge) • Ice storm (2 charges) • Wall of force (2 charges) • Chain lightning (3 charges) CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force
   


STAFF OF FIRE

18,950 GP AURA moderate evocation CL 8th WEIGHT 5 lbs.
Crafted from bronzewood with brass bindings, this staff allows use of the following spells: • Burning hands (1 charge) • Fireball (2 charges) • Wall of fire (3 charges) CONSTRUCTION REQUIREMENTS COST 9,475 GP Craft Staff, burning hands, fireball, wall of fire


STAFF OF FROST

41,400 GP AURA moderate evocation CL 10th WEIGHT 5 lbs.
Tipped on either end with a glistening diamond, this runecovered staff allows use of the following spells: • Ice storm (1 charge) • Wall of ice (2 charges) • Cone of cold (3 charges) CONSTRUCTION REQUIREMENTS COST 20,700 GP Craft Staff, cone of cold, ice storm, wall of ice

STAFF OF HEALING

29,600 GP AURA moderate conjuration CL 8th WEIGHT 5 lbs.
This white ash staff is decorated with inlaid silver runes. It allows use of the following spells: • Cure serious wounds (1 charge) • Lesser restoration (1 charge) • Remove blindness/deafness (2 charges) • Remove disease (3 charges) CONSTRUCTION REQUIREMENTS COST 14,800 GP Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease


STAFF OF HEAVEN AND EARTH

54,000 GP AURA moderate transmutation CL 9th WEIGHT 5 lbs.
Topped by a swirling cloudy stone and wrapped with black iron filigree, this staff allows use of the following spells: • Gust of wind (1 charge) • Stone shape (1 charge) • Air walk (2 charges) • Control winds (2 charges) • Spike stones (2 charges) CONSTRUCTION REQUIREMENTS COST 27,000 GP Craft staff, air walk, control winds, gust of wind, spike stones, stone shape


STAFF OF HOARDING

55,866 GP AURA moderate varies CL 11th WEIGHT 5 lbs.
This gorgeous teak shaft has many gold and silver coins hammered into it. It allows use of the following spells: • Identify (1 charge) • Locate object (1 charge) • Magic aura (1 charge) • Secret chest (2 charges) • Legend lore (3 charges) CONSTRUCTION REQUIREMENTS COST 30,016 GP Craft Staff, identify, legend lore, locate object, magic aura, secret chest


STAFF OF HUNGRY SHADOWS

69,300 GP AURA strong varies CL 13th WEIGHT 5 lbs.
This staff is made of scorched and twisted wood and is set with a crystal sphere filled with swirling smoke. It allows the use of the following spells: • Darkness (1 charge) • Ray of enfeeblement (1 charge) • Vampiric touch (1 charge) • Enervation (2 charges) • Summon shadow (as summon monster V but summons 1 shadow, 2 charges) • Call devourer (as planar binding but calls 1 devourer, 3 charges) CONSTRUCTION REQUIREMENTS COST 34,650 GP Craft Staff, darkness, enervation, planar binding, ray of enfeeblement, summon monster V, vampiric touch


STAFF OF ILLUMINATION

51,500 GP AURA strong evocation CL 15th WEIGHT 5 lbs.
This staff is usually sheathed in a layer of silver and decorated with gold and amber sunbursts. A staff of illumination allows use of the following spells: • Dancing lights (1 charge) • Flare (1 charge) • Daylight (2 charges) • Sunburst (3 charges) CONSTRUCTION REQUIREMENTS COST 25,750 GP Craft Staff, dancing lights, daylight, flare, sunburst


STAFF OF ILLUSION

82,000 GP AURA strong illusion CL 13th WEIGHT 5 lbs.
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) • Major image (1 charge) • Mirror image (1 charge) • Persistent image (2 charges) • Rainbow pattern (2 charges) • Mislead (3 charges) CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, disguise self, major image, mirror image, mislead, persistent image, rainbow pattern


STAFF OF JOURNEYS

27,200 GP AURA moderate varies CL 8th WEIGHT 5 lbs.
This walking stick, which still has dark gray bark along its entire length, branches into an ornate fork at its top, decorated with wildflowers and different kinds of leaves. It allows use of the following spells: • Detect snares and pits (1 charge) • Endure elements (1 charge) • Longstrider (1 charge) • Pass without trace (1 charge) • Freedom of movement (2 charges) CONSTRUCTION REQUIREMENTS COST 13,600 GP Craft Staff, detect snares and pits, endure elements, freedom of movement, longstrider, pass without trace


STAFF OF LIFE

109,400 GP AURA moderate conjuration CL 11th WEIGHT 5 lbs.
A staff of life is made of thick polished oak shod in gold and decorated with sinuous runes of silver or ivory, which depict various cycles of life and death according to different cultures. This staff allows use of the following spells: • Heal (1 charge) • Raise dead (5 charges) CONSTRUCTION REQUIREMENTS COST 79,700 GP Craft Staff, heal, raise dead  


STAFF OF MANY RAYS

57,200 GP AURA moderate evocation and necromancy CL 11th WEIGHT 5 lbs
The elaborate swirls and delicate flecks of shining metal adorning the head of this pale wooden shaft make it seem almost as much a long mace as a staff. It allows use of the following spells: • Ray of enfeeblement (1 charge) • Ray of exhaustion (1 charge) • Scorching ray (1 charge) • Enervation (2 charges) • Disintegrate (3 charges) CONSTRUCTION REQUIREMENTS COST 28,600 GP Craft Staff, disintegrate, enervation, ray of enfeeblement, ray of exhaustion, scorching ray


STAFF OF MINOR ARCANA

8,000 GP AURA moderate abjuration and evocation CL 8th WEIGHT 5 lbs.
This gleaming staff is made of polished silver and capped with a simple gemstone. It is frequently given as a gift to apprentice spellcasters upon completing their tutelage. The staff allows use of the following spells: • Shield (1 charge) • Magic missile (2 charges) CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Staff, magic missile, shield


STAFF OF MITHRAL MIGHT

58,000 GP AURA moderate transmutation CL 11th WEIGHT 7 lbs.
This staff is made of silver, with a shimmering sphere of mithral at either end. One end features a golden snake wrapped around the staff and cradling the larger of these two mithral spheres. The staff may be used as a weapon, functioning as a +2/+2 quarterstaff. It also grants a +2 enhancement bonus to Intelligence to whoever possesses it. These two attributes continue to function after all the charges are expended. It allows the use of the following spells: • Bull’s strength (1 charge) • Enlarge person (1 charge) • Telekinesis (3 charges) • Flesh to stone (4 charges) CONSTRUCTION REQUIREMENTS COST 29,300 GP Craft Magic Arms and Armor, Craft Staff, bull’s strength, enlarge person, flesh to stone, fox’s cunning, telekinesis


STAFF OF NECROMANCY


82,000 GP AURA strong necromancy CL 13th WEIGHT 5 lbs.
This staff is made from ebony or other dark wood and carved with images of bones and skulls mingled with strange spidery runes. 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) CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue


STAFF OF OBSTACLES

52,850 GP AURA moderate varies CL 9th WEIGHT 5 lbs.
Dark and solid, this worn staff appears to be carved of rough stone, yet feels and weighs like light wood. It allows use of the following spells: • Arcane lock (1 charge) • Grease (1 charge) • Wind wall (1 charge) • Wall of fire (2 charges) • Wall of ice (2 charges) • Wall of stone (3 charges) CONSTRUCTION REQUIREMENTS COST 27,050 GP Craft Staff, arcane lock, grease, wall of fire, wall of ice, wall of stone, wind wall
 


STAFF OF PASSAGE

206,900 GP AURA strong varies CL 17th WEIGHT 5 lbs.
This potent item allows use of the following spells: • Dimension door (1 charge) • Passwall (1 charge) • Astral projection (2 charges) • Greater teleport (2 charges) • Phase door (2 charges) CONSTRUCTION REQUIREMENTS COST 115,950 GP Craft Staff, astral projection, dimension door, greater teleport, passwall, phase door

STAFF OF PERFORMANCE

48,800 GP AURA moderate varies CL 8th WEIGHT 5 lbs.
Soon after falling into the hands of a new owner, this piece of finely varnished cedar develops ornamental brass keys, strings, or other decorations that make it look like a stylized version of its owner’s favorite type of musical instrument. It allows use of the following spells: • Calm emotions (1 charge) • Glibness (1 charge) • Hypnotic pattern (1 charge) • Pyrotechnics (1 charge) • Enthrall (2 charges) • Major image (2 charges) • Sculpt sound (2 charges) CONSTRUCTION REQUIREMENTS COST 24,400 GP Craft Staff, calm emotions, enthrall, glibness, hypnotic pattern, major image, pyrotechnics, sculpt sound


STAFF OF POWER

235,000 GP AURA strong varies CL 15th WEIGHT 5 lbs.
A staff of power is a potent magic item with varied offensive and defensive abilities, carved from magically hardened wood. It is usually topped with a glistening gem or orb that burns from within with a flickering red light. The staff allows the use of the following spells: • Continual flame (1 charge) • Fireball (heightened to 5th level, 1 charge) • Levitate (1 charge) • Lightning bolt (heightened to 5th level, 1 charge) • Magic missile (1 charge) • Ray of enfeeblement (heightened to 5th level, 1 charge) • Cone of cold (2 charges) • Globe of invulnerability (2 charges) • Hold monster (2 charges) • Wall of force (in a 10-ft.-diameter hemisphere around the caster only, 2 charges) The wielder of a staff of power gains a +2 luck bonus to AC and on saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (a free action), the staff deals double damage (×3 on a critical hit) for 1 round.
A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot spread. All creatures and objects within 2 squares of the broken staff take an amount of damage equal to 20 × the number of charges in the staff, those 3 or 4 squares away take an amount of damage equal to 15 × the number of charges, and those 5 or 6 squares away take an amount of damage equal to 10 × the number of charges. All those affected can make DC 17 Reflex saves to reduce the damage by half.
The character breaking the staff has a 50% chance of traveling to another plane of existence (01–50 on a d%), but if she does not, the explosive release of spell energy instantly destroys her. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.
CONSTRUCTION REQUIREMENTS COST 117,500 GP Craft Magic Arms and Armor, Craft Staff, cone of cold, continual flame, heightened fireball, globe of invulnerability, hold monster, levitate, heightened lightning bolt, magic missile, heightened ray of enfeeblement, wall of force


STAFF OF RADIANCE

23,200 GP AURA moderate evocation CL 8th WEIGHT 5 lbs.
This silver-tipped willow staff constantly emits light, as if from a light spell—the radiance is emitted from the staff’s metallic end and flickers as if with flame. The staff’s wielder can deactivate or activate this glowing light as a swift action. In addition, a staff of radiance allows use of the following spells: • Glitterdust (1 charge) • Daylight (2 charges) • Searing light (2 charges) CONSTRUCTION REQUIREMENTS COST 11,600 GP Craft Staff, daylight, glitterdust, light, searing light

STAFF OF REVELATIONS

51,008 GP AURA moderate divination CL 9th WEIGHT 5 lbs.
The forked top of this walnut shaft resembles a combination of a dowsing rod and the curled horns of a beast, and a delicate gemstone hovers between its enfolding arms. The staff allows use of the following spells: • Augury (1 charge) • Speak with dead (1 charge) • Divination (2 charges) • Commune (3 charges) CONSTRUCTION REQUIREMENTS COST 30,608 GP Craft Staff, augury, commune, divination, speak with dead
 

STAFF OF SHRIEKING

36,000 GP AURA moderate evocation CL 10th WEIGHT 5 lbs.
Holes in this metal shaft cause it to emit an eerie moan when swung through the air. It allows use of the following spells: • Shatter (1 charge) • Sound burst (1 charge) • Shout (2 charges) CONSTRUCTION REQUIREMENTS COST 18,000 GP Craft Staff, shatter, shout, sound burst


STAFF OF SIZE ALTERATION

26,150 GP AURA moderate transmutation CL 8th WEIGHT 5 lbs.
This staff of dark wood is stouter and sturdier than most magical staves, with a gnarled and twisted knot of wood at the top end. It allows use of the following spells: • Enlarge person (1 charge) • Reduce person (1 charge) • Shrink item (2 charges) • Mass enlarge person (3 charges) • Mass reduce person (3 charges) CONSTRUCTION REQUIREMENTS COST 13,075 GP Craft Staff, enlarge person, mass enlarge person, mass reduce person, reduce person, shrink item


STAFF OF SLUMBER

81,766 GP AURA moderate varies CL 9th WEIGHT 5 lbs.
Smoky spirals adorn the length of this staff, and have an almost hypnotic effect. The staff allows use of the following spells: • Deep slumber (1 charge) • Ray of exhaustion (1 charge) • Dream (2 charges) • Nightmare (2 charges) • Waves of fatigue (2 charges) • Symbol of sleep (3 charges) CONSTRUCTION REQUIREMENTS COST 49,216 GP Craft Staff, deep slumber, dream, nightmare, symbol of sleep, ray of exhaustion, waves of fatigue
 


STAFF OF SOULS

32,800 GP AURA moderate varies CL 8th WEIGHT 5 lbs.
This ominous staff is made of twisting wood and topped with a small skull. It allows use of the following spells: • Deathwatch (1 charge) • Detect undead (1 charge) • Gentle repose (1 charge) • Death ward (2 charges) • Speak with dead (2 charges) CONSTRUCTION REQUIREMENTS COST 16,400 GP Craft Staff, death ward, deathwatch, detect undead, gentle repose, speak with dead


STAFF OF SPEAKING

57,200 GP AURA strong enchantment CL 13th WEIGHT 5 lbs.
When the wielder of this hollow wooden staff speaks or shouts, it reverberates with the sound of her voice, lending a booming insistence to her words. It allows the use of the following spells: • Suggestion (1 charge) • Tongues (1 charge) • Denounce (2 charges; Advanced Player’s Guide) • Glibness (2 charges) • Mass suggestion (4 charges) CONSTRUCTION REQUIREMENTS COST 28,600 GP Craft Staff, denounce, glibness, mass suggestion, suggestion, tongues


STAFF OF SPIDERS

30,200 GP AURA moderate conjuration and transmutation CL 8th WEIGHT 5 lbs.
This staff is constructed from thousands of carefully prepared spiderwebs packed around a base and layered to make a shaft just as hard as oak, if not harder. A staff of spiders functions as a +1/+1 quarterstaff. It allows the use of the following spells: • Spider climb (1 charge) • Web (1 charge) • Summon spider (as summon monster III, but only summons 1d3 giant spiders; 2 charges) CONSTRUCTION REQUIREMENTS COST 15,400 GP Craft Magic Arms and Armor, Craft Staff, spider climb, summon monster III, web


STAFF OF STEALTH

39,300 GP AURA moderate illusion CL 8th WEIGHT 5 lbs.
This twisted, dark gray staff allows use of the following spells: • Disguise self (1 charge) • Invisibility (1 charge) • Nondetection (1 charge) • Greater invisibility (2 charges) CONSTRUCTION REQUIREMENTS COST 20,900 GP Craft Staff, disguise self, greater invisibility, invisibility, nondetection


STAFF OF SWARMING INSECTS

22,800 GP AURA moderate conjuration CL 9th WEIGHT 5 lbs.
Made of twisted darkwood covered with knots and nodules resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells: • Summon swarm (1 charge) • Insect plague (3 charges) CONSTRUCTION REQUIREMENTS COST 11,400 GP Craft Staff, insect plague, summon swarm
 


STAFF OF THE HIEROPHANT

220,000 GP AURA strong varies CL 15th WEIGHT 5 lbs.
The staff of the hierophant is a powerful magic item with the ability to both heal and harm, which also gives its wielder a number of protections. The staff is crafted from platinum and topped with a glowing blue diamond. The staff allows the use of the following spells: • Bless (1 charge) • Cure moderate wounds (1 charge) • Freedom of movement (1 charge) • Hold person (heightened to 5th level, 1 charge) • Prayer (1 charge) • Searing light (1 charge) • Cure critical wounds (2 charges) • Flame strike (2 charges) • Righteous might (2 charges) • True seeing (2 charges) The wielder of a staff of the hierophant gains a +2 luck bonus to AC and on saving throws. The staff is also a +2/+2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff deals double damage (×3 on a critical hit) for 1 round.
A staff of the hierophant can be used to restore the life of a dead creature by calling upon the wielder’s deity to take the staff as a blessing. This causes the staff to vanish, but restores life to any one dead creature as if casting true resurrection. In addition, after using this effect, the wielder who triggered it receives a +2 luck bonus on all ability checks, attack rolls, saving throws, and skill checks for 1 day.
CONSTRUCTION REQUIREMENTS COST 110,000 GP Craft Magic Arms and Armor, Craft Staff, bless, cure critical wounds, cure moderate wounds, flame strike, freedom of movement, heightened hold person, prayer, righteous might, searing light, true resurrection, true seeing


STAFF OF THE MASTER

30,000 GP AURA moderate necromancy CL 8th WEIGHT 5 lbs.
Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one for each school of magic. This particular staff is for the school of necromancy. Aside from acting as a +1/+1 quarterstaff, this staff allows use of the following spells: • Ray of enfeeblement (1 charge) • Spectral hand (1 charge) • Vampiric touch (2 charges)
Additionally, the wielder can apply any metamagic feats she knows when she casts the spells above from the staff. This consumes a number of charges equal to the number of spell levels increased by the feat. She can apply no more than one metamagic feat to a spell cast from the staff in this way. Using the staff for this purpose does not increase the casting time of the spell.
CONSTRUCTION REQUIREMENTS COST 15,300 GP Craft Magic Arms and Armor, Craft Staff, ray of enfeeblement, spectral hand, vampiric touch


STAFF OF THE PLANES

63,960 GP AURA strong conjuration CL 13th WEIGHT 5 lbs.
This obsidian staff twinkles as if reflecting the star-filled sky at night. The staff allows use of the following spells. • Planar adaptation (1 charge; Advanced Player’s Guide) • Planar binding (2 charges) • Plane shift (5 charges)
If the staff of the planes is fully charged, the wielder can deliberately snap the staff, causing it do shatter into thousands of pieces but opening a gate to a plane of the wielder’s choice. This can only be used for planar travel, and the connection lasts for 1 minute, without requiring the wielder’s concentration. If used in this way, the staff cannot be repaired or restored.
CONSTRUCTION REQUIREMENTS COST 31,980 GP Craft Staff, planar adaptation, planar binding, plane shift


STAFF OF THE SCOUT

9,600 GP AURA moderate conjuration CL 8th WEIGHT 4 lbs.
This staff is carefully crafted from the branches of a tree, still intertwined as they grew and crowned with living leaves. The staff allows use of the following spells: • Know direction (1 charge) • Pass without trace (1 charge) • Summon nature’s ally I (2 charges) CONSTRUCTION REQUIREMENTS COST 4,800 GP Craft Staff, know direction, pass without trace, summon nature’s ally I


STAFF OF THE WOODLANDS

100,400 GP AURA strong varies CL 13th WEIGHT 5 lbs.
Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells: • Charm animal (1 charge) • Speak with animals (1 charge) • Barkskin (2 charges) • Summon nature’s ally VI (3 charges) • Wall of thorns (3 charges) • Animate plants (4 charges)
The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to cast pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.
CONSTRUCTION REQUIREMENTS COST 50,500 GP Craft Magic Arms and Armor, Craft Staff, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature’s ally VI, wall of thorns

STAFF OF TOXINS

34,200 GP AURA moderate varies CL 9th WEIGHT 5 lbs.
This length of hemlock-shrouded oak gives off the faintest whiff of rot and corruption. It allows use of the following spells: • Stinking cloud (1 charge) • Cloudkill (2 charges) CONSTRUCTION REQUIREMENTS COST 17,100 GP Craft Staff, cloudkill, stinking cloud


STAFF OF TRANSMUTATION

82,000 GP AURA strong transmutation CL 13th WEIGHT 5 lbs.
This staff is generally carved from or decorated with petrified wood or fossilized bone that has been etched with tiny but complex runes. It allows use of the following spells: • Alter self (1 charge) • Blink (1 charge) • Expeditious retreat (1 charge) • Baleful polymorph (2 charges) • Polymorph (2 charges) • Disintegrate (3 charges) CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph
 


STAFF OF TRAVEL

54,400 GP AURA moderate conjuration CL 9th WEIGHT 3 lbs.
This staff appears to be nothing more than a finely made walking stick, but closer inspection reveals that it is inlaid with a fine copper tracery that makes up an intricate and incomprehensible arcane map. The staff allows use of the following spells: • Dimension door (1 charge) • Fly (1 charge) • Teleport (2 charges)
In addition to these spells, the wielder of the staff of travel receives a +10-foot enhancement bonus to his base speed.
CONSTRUCTION REQUIREMENTS COST 27,200 GP Craft Staff, dimension door, expeditious retreat, fly, teleport


STAFF OF TRICKS

8,800 GP AURA moderate illusion CL 8th WEIGHT 3 lbs.
This thin staff is made of stiff wood that has been wrapped in colorful bands of cloth and topped with a number of feathers, bells, and other decorative baubles. The staff allows use of the following spells: • Ghost sound (1 charge) • Mage hand (1 charge) • Prestidigitation (1 charge) • Silent image (2 charges) CONSTRUCTION REQUIREMENTS COST 4,400 GP Craft Staff, ghost sound, mage hand, prestidigitation, silent image


STAFF OF UNDERSTANDING

14,400 GP AURA moderate divination CL 8th WEIGHT 5 lbs.
This polished maple or oak staff is inlaid with ivory strips along its length, and runes of various languages also formed from inlaid ivory span the shaft. It allows use of the following spells: • Comprehend languages (1 charge) • Detect thoughts (2 charges) • Tongues (2 charges) CONSTRUCTION REQUIREMENTS COST 7,200 GP Craft Staff, comprehend languages, detect thoughts, tongues


STAFF OF VISION

86,666 GP AURA moderate divination CL 11th WEIGHT 5 lbs.
A clear crystal orb is affixed to the top of this length of brass and scaled skin, and a smaller, crimson orb is set into a spherical ornament near the base of the shaft. The staff allows use of the following spells: • Arcane eye (1 charge) • Arcane sight (1 charge) • See invisibility (1 charge) • Prying eyes (2 charges) • Scrying (2 charges) • True seeing (3 charges) CONSTRUCTION REQUIREMENTS COST 45,416 GP Craft Staff, arcane eye, arcane sight, prying eyes, scrying, see invisibility, true seeing

STAFF OF WEATHER

84,066 GP AURA strong varies CL 13th WEIGHT 5 lbs.
The carved surface of this solid oaken beam always depicts a scene with the opposite qualities of the current weather (rainy on dry days, dry on rainy days, and so on). It allows use of the following spells: • Fog cloud (1 charge) • Gust of wind (1 charge) • Wind wall (1 charge) • Ice storm (2 charges) • Sleet storm (2 charges) • Control weather (3 charges) CONSTRUCTION REQUIREMENTS COST 42,033 GP Craft Staff, control weather, fog cloud, gust of wind, ice storm, sleet storm, wind wall


UNHOLY STAFF

29,600 GP AURA moderate evocation CL 8th WEIGHT 5 lbs.
This twisted iron staff bears ominous stains along its length, and ends in a black skull with red gemstone eyes. The staff allows use of the following spells: • Align weapon (evil only, 1 charge) • Detect good (1 charge) • Magic circle against good (2 charges) • Unholy blight (2 charges) CONSTRUCTION REQUIREMENTS COST 14,800 GP Craft Staff, align weapon, detect good, magic circle against good, unholy blight

Wands

A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator’s caster level × 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost).
Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.
Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.   Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
The price of a wand is equal to the level of the spell × the creator’s caster level × 750 gp

Wand- "o" level - 375 gp
Wand- 1st level- 750 gp
Wand-2nd level- 4500 gp
Wand 3rd level 11250 gp

Eternal Wands:


Eternal wands can hold a spell from 1st-3rd level with a maximum caster level of 6. They are spell trigger devices with two charges that renew each day at dawn.
Price 1,000 gp (0 level), 2,000 gp (1st level), 12,000 gp (2nd level), 30,000 gp (3rd level) Weight -
Wand 4th level 21000 gp

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