Staffs

A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.

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

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

Special Qualities: Roll d%. A 01-30 result indicates that something (a design, inscription, or the like) provides some clue to the staff ‘s function, and 31-100 indicates no special qualities.

Staff Descriptions

Staffs 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 a staff if it’s higher than the caster level of the staff.

This means that staffs 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 spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target’s spell resistance.

Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th.

Medium

Major

Staff

Market Price

01-15

01-03

Staff of Charming

16,500 gp

16-30

04-09

Staff of Fire

17,750 gp

31-40

10-11

Staff of Swarming Insects

24,750 gp

41-60

12-17

Staff of Healing

27,750 gp

61-75

18-19

Staff of Size Alteration

29,000 gp

76-90

20-24

Staff of Illumination

48,250 gp

91-95

25-31

Staff of Frost

56,250 gp

96-100

32-38

Staff of Defense

58,250 gp

39-43

Staff of Abjuration

65,000 gp

44-48

Staff of Conjuration

65,000 gp

49-53

Staff of Enchantment

65,000 gp

54-58

Staff of Evocation

65,000 gp

59-63

Staff of Illusion

65,000 gp

64-68

Staff of Necromancy

65,000 gp

69-73

Staff of Transmutation

65,000 gp

74-77

Staff of Divination

73,500 gp

78-82

Staff of Earth and Stone

80,500 gp

83-87

Staff of the Woodlands

101,250 gp

88-92

Staff of Life

155,750 gp

93-97

Staff of Passage

170,500 gp

98-100

Staff of Power

211,000 gp