Staves

New Staves

Ghost Staff

Aura moderate Death; CL 10th
Slot none; Price 50,000 gp; Weight 5 lbs.
Description
This +3 death staff also contains the Project Spirit advanced Death talent.
Construction Requirements
Craft Staff, Death Sphere, Project Spirit; Cost 25,000 gp

Hidden Blade

Aura moderate, Illusion; CL 10th
Slot none; Price 49,000 gp; Weight 5 lbs.
Description
This +3 glamered longsword also functions as a +3 illusion staff.
Construction Requirements
Craft Magical Weapons and Armor, Craft Staff, Craft Rod, Illusion Sphere, masterwork longsword; Cost 24,500 gp


New Staff Special Abilities

The following special abilities can be applied to sphere staves.

Abjuring

While wielding this staff, the caster may spend a spell point as an immediate action to grant spell resistance to himself and all friendly creatures within 30 ft. against a single spell or sphere ability. The resistance then ends. The value of this spell resistance is equal to the Protection caster level of the wielder + 10.

Construction Requirements: Craft Staff, Protection sphere; Price +3 bonus

Aggressive

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

The bearer and all allies within 30 ft. gain an insight bonus to initiative equal to the staff’s enhancement bonus.

Moderate enchantment; CL 8th; Craft Staff, War sphere; Price +1 bonus

Alerting

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

Whenever you roll initiative, you may spend a spell point to allow allies within 30 ft. to use your initiative count (if it is higher than their own). You still act before them, and others use their original initiative order to settle the tie.

Strong enchantment; CL 15th; Craft Staff, War sphere; Price +3 bonus

Attendant

This enchantment can be applied to any handheld magic item, including weapons, shields, or staves.

An attendant item springs to hand when you send for it. As a swift action you can call for an attendant item, and if it is within 50 ft it attempts to leaps to your hand. If it is currently held by another creature or trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. You must possess an attendant item for at least 24 hours before you can use this function.

Faint transmutation; CL: 5th; Craft Wondrous Item, Telekinesis Sphere, Call to Hand; Price: +1,000 gp

Capacitance

You may cast sphere effects into this staff, storing them for a short time before discharging them simultaneously. This casting spends any spell points required at the time it is performed. You may cast sphere effects into the staff with total spell point cost not exceeding the staff’s enhancement bonus and total caster level not exceed three times your caster level (use the highest caster level for the effects stored if you have multiple caster levels). Once an effect is cast into the staff, it dissipates harmlessly after 1 minute. All stored effects may be released as a 1 round action, choosing targets for each stored effect individually within the parameters of that effect.

Faint time; Craft Staff, Time sphere; Price +2 bonus

Carved

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

This staff has been enchanted to conduct primal energies through channels engraved in it. The caster may use a swift action to move any totem they own within long range so that it is centered at their current location.

Moderate enchantment; CL 6th; Craft Staff, War sphere; Price +1 bonus

Equitable

This ability can only be applied to a staff that grants a bonus to the Life sphere.

This staff can be used to remove a condition that the bearer can not normally restore, provided a basic Life talent exists that can perform the function. The staff may be used this way a maximum number of times per day equal to the caster level bonus it grants. The bearer must still pay the spell point cost of the ability.

Moderate enchantment; CL 6th; Craft Staff, Life sphere; Price +1 bonus

Flinging

This special ability can only be placed on a staff of the telekinesis sphere.

When you use a lifted object as a Bludgeon, it gains your staff’s enhancement bonus as an enhancement bonus to attack and damage.

Faint transmutation; CL: 5th; Craft Staff, Telekinesis Sphere; Price: +1 Bonus

Girding

This Protection staff gives its wielder a circumstance bonus to AC equal to its enhancement bonus while it is being held.

Construction Requirements: Craft Staff, Protection sphere; Price +2 bonus

Magic Talent

Any caster wielding the staff gains access to a magic talent contained within the staff. If this talent is a (form) Conjuration talent, it may be applied to any companion the caster summons, but no more than one creature at any given time. To contain an advanced talent, a staff needs a minimum caster level equal to that talent’s prerequisite caster level, and must contain all of that talent’s prerequisite talents. A staff may gain this special quality multiple times.

Cost: +2 bonus

Prerequisite: The crafter must have access to the magic talent to be included, either on their own or through another caster. The talent must belong to the staff’s base sphere. A caster wielding the wand counts as possessing that magic talent when meeting the prerequisites for creating other magic items.

Meditation

When casting a spell or sphere effect to which the staff’s enhancement bonus applies, the wielder adds twice the staff’s enhancement bonus as an enhancement bonus to concentration checks relating to that spell or sphere effect.

Construction Requirements: Craft Staff, Mind sphere, the Powerful Charm talent; Price: +2000 gp

Mesmerism

While wielding a staff with this benefit, a caster with access to the Mind sphere gains access to a gaze attack capable of affecting creatures within close range.

At first this gaze attack does nothing apart from making others who meet your gaze feel unsettled (an effect that those with the Subtlety talent may suppress if they choose). This effect can be suppressed or resumed as a free action. The gaze attack’s effect can shift to be that of any lesser or greater charm from the Mind sphere that the staff’s wielder possesses as a talent; shifting the gaze to a lesser charm can be done indefinitely (though it doesn’t change the fact that a creature can only be affected by any given caster’s lesser charms once per day).

Shifting the gaze attack to a greater charm costs 1 spell point, and the effect lasts for 1 round per point of casting ability modifier (at which point the wielder must either pay another spell point, shift to a different ability, or end the ability as a free action).

Construction Requirements: Craft Staff, Mind sphere, the Group Charm talent, the Project Thoughts talent; Price: +3 bonus

Second Sphere

The staff provides an enhancement bonus to a sphere other than its base sphere, chosen when this special quality is gained. This benefit may be taken up to 5 times. The effects stack.

Cost: +1 bonus

Prerequisite: The crafter must have access to the sphere to be enhanced, either on their own or through another caster.

Sunset

This special ability may only be placed on a staff of the Light sphere. When the wielder of a staff with this property causes one of their glow effects to shed bright light by concentrating on it, they may choose for that bright light to persist one round after they stop concentrating on it.

If the wielder of this staff also possesses the Lingering Glow talent, the effects stack, allowing bright light to persist for three rounds after they stop concentrating on it.

Faint evocation; CL: 4th; Craft Staff, Light sphere, Lingering Glow; Price: +1 Bonus

Sustaining

This special ability can only be placed on a staff of the telekinesis sphere.

You may delegate a telekinetic effect to a sustaining staff. This effect works like the Sustained Force use of telekinesis, except that you do not need to spend a spell point, and your staff may only sustain a single effect at a time. If you delegate concentration to your staff while it is already sustaining a telekinetic effect, the previous effect ceases and all lifted objects are released.

Moderate transmutation; CL: 8th; Craft Staff, Telekinesis Sphere; Price: +2 Bonus

Vital

This ability can only be applied to a staff that grants a bonus to the Life sphere.

The bearer of this staff and all creatures within 60 ft. receive a bonus to their saving throws equal to its enhancement bonus against the Death sphere, negative energy, and death effects. The bearer of this staff gain the benefits of the Counterspell feat, which may only be used to counter or dispel Death sphere abilities. Those wielding the staff may add the staves enhancement bonus to their magic skill bonus when using the staff this way.

Weak enchantment; CL 4th; Craft Staff, Life sphere, Counterspell; Price +2 bonus

Watchful

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

With this staff, you may rally an ally (but not yourself) as a free action once per round. You may take this action even when it is not your turn, but not while you are unable to use immediate actions. You must pay the normal spell point costs required by the rally.

Moderate enchantment; CL 10th; Craft Staff, War sphere; Price +2 bonus

Wellspring

This ability can only be applied to a staff that grants a bonus to the Life sphere.

When the bearer of this staff uses a cure effect, they may tap into the reserve of this staff and add extra points to the cure. A maximum of 20 hit points per +1 caster level bonus of the staff per day can be provided by the staff, and can be delivered in any combination of cure effects. These extra hit points return over night.

Moderate enchantment; CL 8th; Craft Staff, Life sphere, Fount of Life; Price +1 bonus


Spheres of Power by Drop Dead Studios
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Spheres
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Other Spheres
Blood Fallen Fey
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Rituals Spellcrafting Traits
Wild Magic
Feats
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Necrosis Protokinesis Proxy Racial
Ritual Sphere-Focused Squadron Surreal
Teamwork Wild Magic
Get the Core Rulebook
Get the Expanded Options Get the Wild Magic
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Dark Apocrypha Destruction Apocrypha Light Apocrypha Nature (Air) Package
Nature (Earth) Apocrypha Nature (Fire) Apocrypha Nature (M/P/W) Apocrypha Nature (Spirit) Apocrypha
Other Spheres Products
Archetypes of Power The Blood Sphere The Wraith Class Woodfaring Adventures
Worlds of Power
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.