Usable by all classes. Magical staves are frequently iron- or brass-shod, but are not easily distinguished from the common quarterstaff borne by travelers and peasants. By default, any magical staff can be used as +0 magical weapon (see the weapon list). A mage can cast with a staff in hand, unlike with a rod or wand.
Staves include several different kinds of items. Some staves are magical weapons that can generally be used by all classes of characters. Their attacks are resolved in the melee phase, as for any other melee weapon. Typically, combat powers do not require a burnout roll. Some staves are the foci of mages. Such a staff is used during casting to modify the spell in some way. Typically, the staff reduces the cost of a spell modifier. All foci have burnout rolls; if the focus burns out, the concurrent spellcasting is interrupted. Only one focus can be used per spell. Finally, some staves are spell repositories, and behave similarly to rods and wands. Such projector staves take effect during the item phase.
For purposes of computing level-dependent effects and for level-vs-level battles, staves are treated as level 8. Staves typically have low burnouts; for PrinceCon, 5-10% is suggested, but burnout should always be stated in the item list. Increasing the burnout to 25% generally reduces the level by one; a burnout of 50% or greater reduces the level by two. Cursed staves usually do not have burnouts; focus and projector staves always have burnouts. When a magical staff burns out, all powers are lost and the staff turns to dust.
Level variable. See the item group for generic magical weapon powers.
Level 4 C. This staff combines the functions of a Staff of Healing and a Snake Staff. The powers of this item are limited in the same manner as the powers of the respective staves, but if a burnout occurs on any power, the staff turns to dust.
Level 3 C. This staff is consecrated to a particular religion, and can only be used by clerics of that religion. The staff functions as, and is recognizable as, a duly consecrated holy symbol. If a cleric of a different religion grasps it, he suffers damage as specified in the Holy Symbols section (2D6 per round). The user can send out a message which is telepathically received by all followers of the religion within 10". Each message requires a burnout roll, suggested at 10%. A message can be up to twenty-five words in length. The message cannot be overheard; background noise and Silence prayers do not affect the transmission. Messages are also received by any other creatures that are appropriate to the religion (such as animals for a nature religion). When the staff burns out it turns to dust. The religion of the staff must be specified in the item list.
Level 4 M. This staff enables a mage to cast the spell Conjure Elemental. The elemental conjured is only 8 HD instead of the usual 12 HD for the mage spell. The elemental must be controlled by the user in the same fashion as any conjured elemental. Burnout destroys the staff.
Level 1 M. Cursed-14. This item appears as one of the useful staff foci, but whenever a mage attempts to use it, it sticks in his hands, and can only be removed via a Remove Curse as versus a 14th level. The mage can cast as normal, but all spells count as +1/2 level higher than usual for spell point costs. (This effectively prevents the user from casting his highest level spells.)
Level 3 M. Burnout 10%. This focus staff is useful in casting spells of a particular element or theme. Whenever a mage uses this staff in casting a spell of the appropriate type, he can add one level of Extra Effect or Extra Damage. The element or theme must be specified in the item list. The sets of spells below are the default lists for the named elements; however, a GM may specify any reasonable set of related spells in the item description.
Level 3 M. Cursed-16. This staff appears to be one type of Staff of "Element". The first time the possessor attempts to use the staff, he falls under a related curse. Thereafter he can only get rid of the staff with a successful Remove Curse as versus a 16th level. The staff has no effect as a focus. The default names and the related curses for a number of staves are listed below; as always, a GM should specify all details for a False Staff in his item list.
| Staff | Appears as | Curse |
|---|---|---|
| Upper Air | Air | The user is attracted to the highest point available, ignoring safety and common sense (curse of Phaeton). |
| Depths | Earth | The user is blind above ground; he can see normally below ground (curse of the mole). |
| Flame | Fire | The user is uncontrollably attracted to any open flame or fire he sees. He usually does not get close enough to harm himself; instead, he stands and watches the flame in utter fascination (curse of the moth). |
| Briny Deep | Water | Every hour that the user is near a body of water, he must save versus mental or be irresistibly compelled to dive to the bottom and stay there. He gets a new save every minute to resist the compulsion. This staff does not provide the ability to breathe water. |
| Mirages | Illusion | The user sees a desired goal or a hoped-for object, and acts accordingly, until this delusion is completely refuted by facts. Similar mirages recur every D12 hours. |
| Bewilderment | Mentalism | The user is affected by the mage spell Confuse until he gets rid of the staff. |
| Summons | Summoning | There is a 50% chance each day that the user is summoned elsewhere to a battle. He vanishes for 6 melee rounds, and reappears with only a vague memory of a combat. He uses up D12 spell points while gone; there is a 50% chance that he has suffers 2D6 hit points of damage as well. The time of day at which this summoning occurs should be determined randomly each time. |
| Lost Time | Time | The user is affected by the mage spell Slow (combat variety) until he gets rid of the staff. |
Level 3 "clerics of Leo". Burnout 5%. With this staff, the user can increase the power of any of the following prayers
Level 3 C. This staff can be used at most once per day on any individual. It cures D6+1 points of damage from the recipient. The healing power has a range of 6" and no saving throw.
Level 3 C. This staff can be used at most once per day against any individual. It inflicts D6+1 points of damage on the recipient if he fails a spiritual save. This power has a range of 6".
Level 3 M. The user can cast Analyze Spell for 10% burnout and Observe Magic for 5% burnout.
Level variable M. Burnout 10%. A Staff of "Modifier" is the basic type of focus staff. Using the staff to cast a spell enables the caster to add up to X spell levels of the specified modifier to the spell for free. (The +X has nothing to do with the staff's combat bonus, which is +0 by default.) If the staff burns out, the spellcasting is interrupted. Normally, the value of X is the same as the default cost of the modifier, so in most cases the modifier can simply be used without cost. However, X may be less than the cost of the modifier (especially for such expensive modifiers as Cast in a Clerical Silence), in which case the user has to spend the spell points for the remaining levels if he wants to add the modifier. Special rules apply to many of these modifiers their related effects (such as At Range and Extra Range); all spell descriptions in the conbook should deal with any special applications. A staff of +1/2 spell level is a level 2 item, of +1 level is a level 3 item, of +1 1/2 spell levels is a level 4 item, and of +2 or greater is a level 5 item. Staves of multiple modifiers are generally one level higher than staves of a single modifier, and a staff of all modifiers is two levels higher. By default, only one magical item that allows a mage to add level modifiers to a spell can be used at a time. The list below is the set of common staves and their respective modifiers.
| Staff | Modifier(s) |
|---|---|
| Duration | Extra Duration and Lasting Duration |
| Generosity | Affects Others |
| Range | At Range and Extra Range |
| Silence | Cast in a Clerical Silence |
| Stealth | Concealment |
| Zone | Extra ZOE |
Level 3 M. This staff can provide its user with some or all of the spell points required to cast a spell. Burnout is 10% per spell point used. The user gains no new spell lists or enhanced casting ability; the staff simply supplies him with additional spell points. If the burnout is reduced to 5% per spell point used, this is a level 4 item.
Level variable C. This staff can project the specified clerical prayer in the item phase. The staff is treated as level 8 for all level-dependent purposes. By default, any cleric can use this item, whether or not the prayer is normally available to clerics of his religion. The level of the item should be roughly equal to the level of the prayer, but this depends on the exact prayer, the burnout, and any other restrictions applicable. A few of the prayers most commonly found on staves are Cause or Cure Wounds N, Silence 15'r, and assorted Detects.
Level 3 C. This staff is consecrated to a particular religion, and can be used only by clerics of that religion. (It does not, by default, do damage to clerics of other religions as do magical holy symbols.) This staff can enhance any multilevel prayer its user casts. When the cleric casts a prayer such as Bless N, Cure Wounds N, Dispel Undead N, etc., using the staff, it takes effect as if he had cast it at "N+1". For example, if the user casts De-were III with the staff, it acts as a De-were IV, whether or not he is normally capable of casting De-were IV. The religion of the staff must be specified in the item list. Typical burnout is 10%.
Level 1 C. This staff is consecrated to a particular religion, as a Priest's Staff. It functions as a Priest's Staff, except it can enhance only one particular level of multilevel prayer of that religion by one level (e.g., enhance Bless I to Bless II). Both the prayer and the religion must be specified in the item list. Typical burnout is 5-10%.
Level 3 M. Burnout 10%. This staff enables a mage to cast morphic Skylore and Patterning spells of up to 5th level. The user must be at sea to use the staff at all, riding a ship or boat at least three miles from the nearest harbor. The Skylore spell can only be cast in the wind sphere. The Patterning spell can be used only in Bind, Seal, Mend, or Grand mode (i.e., strengthening), and only upon the craft. The user can also cast the spell Detect North at its base level once per day with no burnout chance.
Level 3 C. This staff acts as a +1 weapon. Whenever it hits a target in melee, the staff can be commanded to turn into a giant constrictor that automatically and instantly entangles the target (in addition to its normal damage for the attack). The staff can remain in this giant constrictor form for at most 14 rounds. The target remains entangled until it breaks free with a strength roll as per breaking a Wizard Locked door, until the user commands the staff to release it, or until the 14 rounds pass. (Creatures of less than 8' are helpless while entwined, those from 9' to 30' are seriously hindered, and larger targets are not affected at all.) If the entangled target breaks free, the constrictor returns to its user before reverting to the staff, if possible. The snake is AC 6, HD8, moves at 2", and does no damage with its constriction. If the snake is slain, the staff is destroyed. This use of the staff has no burnout chance.
This staff can be also be used to cast the clerical prayer Sticks to Snakes. This carries a burnout chance, by default set at 10%. The staff becomes a single poisonous snake. It is AC 6, HD8, moves at 6", bites for D4 and standard poison (D6 surge, 1 point/round, additional save every 20 rounds). If the snake is killed, the staff is destroyed; otherwise, it reverts to a staff at the end of the prayer's duration.
Level 4 M. This staff enables the user to extend his spell point cost table upwards, beyond 8 points per spell, to add modifiers to spells beyond his normal ability. The user can only cast a spell if the unmodified base spell would cost him 8 points or fewer. The staff does not supply additional spell points. The half-levels beyond 8 points are 10, 13, 17, 22, 28, and 35. (For example, a level 5 mage could cast a Fireball with a +2 modifier, making it a level 5 spell, for 17 spell points.) The staff has a burnout chance, suggested at 10%; if it burns out, the concurrent spellcasting is interrupted.
Level variable M. This staff can project the specified mage spell in the item phase. The spell, including all modifiers and restrictions in effect, should be completely specified in the item list. The level of the item should be roughly the level of the spell, but this depends on the specific spell, the burnout chance, and any other applicable limitations.
Level variable M. This staff is a catchall item of powerful effects. It acts as a Staff of Striking +0 in melee. It can project a bright light in a 3" radius with no burnout chance. It also functions as a Staff of "Spell", with many spells available. Use of any spell requires a burnout check. All spells must be specified in the item description. Any burnout, either casting spells or in melee, destroys the staff. This staff is usually a level 5 item; a staff with sufficiently restricted spell levels may be level 4. The following are some suggested themes:
Level N+2. This staff is +N to hit and does 2D6+N damage. Burnout must be checked each time it hits; it cannot be used in melee as an ordinary staff. Burnout, suggested at 5-10%, destroys the staff.
Level 5 M. This staff functions as a Staff of Sorcery, enabling the user to extend his spell point cost table beyond 8 points per spell. However, with a Staff of Wizardry the user can cast spells whose unmodified base cost would be greater than 8 points. The half-levels beyond 8 points are 10, 13, 17, 22, 28, and 35.
Level 3 M. Whenever a mage uses this staff in casting a spell, he can add +1/2 spell level of any modifier for free to the spell. Each time he does this, there is a burnout chance of 10%. Burnout interrupts casting. As usual, only one such spell enhancement item can be used with any spell. The +1 spell level version of this staff is item level 5.
Level 1 M. This staff gives a +1/2 level modifier as a bonus to one particular spell. Both the spell and the modifier must be specified in the item list. Typical burnout is 5-10%. Apprentice's Staves are occasionally specified as exceptions to the restriction of one enhancement item per spell. Such exceptions are usually reasonable, but GMs are advised to be careful.
Last Modified on September 25,1995.
ammulder@princeton.edu