Like magic weapons, magic implements must be wielded to gain their effects. However, while weapons are used to deal damage to enemies,
implements are used to grant or enhance magical abilities.
There are three types of implements: staffs, rods, and wands. Staffs improve your existing magical abilities. Rods grant new magical abilities, even
to those who cannot cast spells. Wands grant spellcasters the knowledge of specific spells.
Staffs are long and thin, with even short staffs measuring no less than four feet long. Rods are about three feet long, but sturdily constructed. Wands
are only about a foot long and very thin.
Somatic Components: While wielding an implement, you may gesture with it to perform somatic components. This means you do not need a
separate free hand to perform those components.
Staff Types: There are two types of staffs that you can find. Long staffs function like a quarterstaff weapon, but they require two hands to wield,
even when used to cast spells. Short staffs only require one hand, but they are not suitable for combat.
_______________________________________________________________________________________________________
You can activate this staff as a standard action. When you do, you remove one condition affecting you. If you remove a condition in this way, you
briefly gain a +2 accuracy bonus with magical ✨ abilities.
After you activate this item, you increase your fatigue level by one.
____________________________________________________
Rank 5 (25,000 gp): Activating this staff does not increase your fatigue level.
_______________________________________________________________________________________________________
Whenever you cause a creature to become dazzled(20% miss chance, no special vision) as a condition, you may activate this staff. If you do, you
and that creature are each brieflyblinded(50% miss chance, -2 Armor and Ref). After you activate this staff, you briefly cannot activate it
again.
___________________________________________________________________________________________________
Rank 6 (125,000 gp): Activating this staff no longer blinds you.
_______________________________________________________________________________________________________
Whenever you cause a creature to lose hit points with a magical ✨ ability, you briefly gain a +2 accuracy bonus
against that creature. As normal, this bonus does not stack with itself, even if you make the same creature lose hit points multiple
times.
___________________________________________________________________________________________________
Rank 5 (25,000 gp): The accuracy bonus increases to +4.
_______________________________________________________________________________________________________
If your Strength is at least 3, you deal 1d4 extra damage with magical ✨ abilities.
_______________________
Rank 5 (25,000 gp): The extra damage increases to 1d10 if your Strength is at least 4.
Rank 7 (625,000 gp): The extra damage increases to 2d10 if your Strength is at least 5.
_______________________________________________________________________________________________________
You gain a +1 accuracy bonus against targets that are in undergrowth. In addition, you can activate this staff as a standard action. When you do,
you create a Small (15 ft.) radius zone of light undergrowth that lasts briefly.
___________________________________________
Rank 7 (625,000 gp): The accuracy bonus increases to +2, and the area increases to Medium (30 ft.).
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that affects an area and does not have the Sustain or Attune tags, you can reshape its
area. The new area must be a radius, line, or 90 degree cone, and it must be able to fit entirely within the ability’s original area. For example,
you could convert a radius into a cone, or a cone into a 5 foot wide line. However, you could not convert a line into a cone or
radius..
__________________________________________________________________________________________________
Rank 4 (5,000 gp): You can create any number of new areas instead of only one. For example, you could convert a cone into a number of lines, or a
radius into multiple cones.
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability with a range listed in feet, you may activate this staff. When you do,
you double the ability’s range. In addition, you increase your fatigue level by one, and you briefly cannot activate this effect
again.
___________________________________________________________________________________________________
Rank 6 (125,000 gp): Activating the staff does not increase your fatigue level.
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that does not have the Sustain or Attune tags, you may activate this staff. When you
do, the ability takes effect again during your next action. In addition, you increase your fatigue level by one, and you briefly cannot activate this
effect again.
The echo uses the same choices for all decisions, such as targets. It still originates from you as if you had used it, so you must be in range of any
targets. You cannot use the desperate exertion ability to affect the ability used to activate this staff or its echo.
_______________________________________________________________________________________________________
If your Intelligence is at least 3, you deal 1d4 extra damage with magical ✨ abilities.
_____________________
Rank 5 (25,000 gp): The extra damage increases to 1d10 if your Intelligence is at least 4.
Rank 7 (625,000 gp): The extra damage increases to 2d10 if your Intelligence is at least 5.
_______________________________________________________________________________________________________
You gain a +15 foot bonus to the range of all of your ranged magical ✨ abilities. This does not affect abilities that do not
have a range listed in feet.
___________________________________________________________________________________
Rank 5 (25,000 gp): The bonus increases to +30 feet.
_______________________________________________________________________________________________________
Whenever a creature removes a condition that you inflicted on it, it takes 3d6 energy damage.
_______________________________
Rank 4 (5,000 gp): The damage increases to 5d8.
Rank 6 (125,000 gp): The damage increases to 8d10.
_______________________________________________________________________________________________________
When you perform the plane shift ritual, this staff provides all fatigue levels required. It does not grant you the ability to perform the plane shift
ritual if you could not already.
_______________________________________________________________________________________________________
You gain a +1 accuracy bonus against targets that are in brilliant illumination. In addition, you can activate this staff as a standard action. When
you do, you create a Medium (30 ft.) radius zone of brilliant illumination that lasts briefly.
__________________________________
Rank 7 (625,000 gp): The accuracy bonus increases to +2, and the area increases to Huge (90 ft.).
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that deals damage, you may activate this staff. If you do, that ability deals subdual
damage.
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that affects an area and does not have the Sustain or Attune tags, you can freely
exclude a single 5-ft. square from the ability’s effect. All squares in the final area of the ability must be contiguous. You cannot create split an
ability’s area into multiple completely separate areas.
_______________________________________________________________________________________________________
You deal 1d4 extra damage with magical ✨ abilities.
_____________________________________________
Rank 6 (125,000 gp): The extra damage increases to 1d10.
_______________________________________________________________________________________________________
This rod sheds bright illumination in a Small (15 ft.) radius. You can activate it as a standard action. When you do, it fires a ray of
light at anything within Short (30 ft.) range. Make an attack against the target’s Reflex defense. Your minimum accuracy is +3.
Whether you hit or miss, bright illuminationbriefly fills a 30 foot radius around a 5 ft. wide straight line between you and the
target.
Hit: 1d6+1d8 energy damage. If this attack beats a creature’s Fortitude defense, it deals maximum damage.
______________________
Rank 4 (5,000 gp): The minimum accuracy increases to +7, and the damage increases to 3d10.
Rank 6 (125,000 gp): The minimum accuracy increases to +10, and the damage increases to 7d8.
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that does not have the Sustain or Attune tags, you may activate this staff. When you
do, choose a location within Short (30 ft.) range. The ability takes effect as if you were in the chosen location. In addition, you increase your
fatigue level by one, and you briefly cannot activate this staff again.
This affects your line of effect for the ability, but not your line of sight (since you still see from your normal location). Since an ability’s range is
measured from your location, this item can allow you to affect targets outside your normal range. For example, a cone that normally
bursts out from you would instead originate from your chosen location, potentially avoiding an obstacle between you and your
target.
__________________________________________________________________________________________________
Rank 4 (5,000 gp): Activating the staff does not increase your fatigue level.
Rank 7 (625,000 gp): The staff no longer has a brief cooldown after being activated.
_______________________________________________________________________________________________________
You can activate this rod as a standard action. When you do, make an attack vs. Reflex against everything within a Large (60 ft.) cone. Your
minimum accuracy is +10.
Hit: 5d8 fire damage.
Miss: Half damage.
_______________________________________________________________________________________________________
You can activate this rod as a standard action. When you do, make an attack vs. Reflex against everything within a Medium (30 ft.) cone. Your
minimum accuracy is +3.
Hit: 1d10 fire damage.
Miss: Half damage.
________________________________________________________________________________________
Rank 4 (5,000 gp): The minimum accuracy increases to +7 and the damage increases to 3d6.
_______________________________________________________________________________________________________
You can activate this rod as a standard action. When you do, you teleport to an unoccupied location within Short (30 ft.) range.
______
Rank 4 (5,000 gp): The range increases to Medium (60 ft.) range.
Rank 6 (125,000 gp): The range increases to Long (90 ft.) range.
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that affects an area and does not have the Sustain or Attune tags, you can activate
this staff. When you do, you choose to have the ability exclude your allies, your enemies, or both. Excluded creatures are not targets of the
ability.
_______________________________________________________________________________________________________
This wand grants you knowledge of a single rank 1 spell that does not have the Attune or Sustain tags. Each wand is associated with a specific
spell. You must have the ability to cast spells that are no more than one rank lower than the wand’s rank. In addition, your magic source must grant
access to the mystic sphere that the spell belongs to. However, you do not need to have access to the mystic sphere that the spell belongs
to.
If you can cast spells of a higher rank than the wand’s rank, the spell from the wand gains any appropriate rank upgrades. If you stop wielding this
wand, deattune from it, or otherwise lose access to its magical effects, the effects of any active spells that you know because of the wand also end,
regardless of their normal duration.
_______________________________________________________________________________________________________
This item functions like a spell wand, except that it grants knowledge of a single rank 2 spell.
_______________________________________________________________________________________________________
This item functions like a spell wand, except that it grants knowledge of a single rank 3 spell.
_______________________________________________________________________________________________________
This item functions like a spell wand, except that it grants knowledge of a single rank 4 spell.
_______________________________________________________________________________________________________
This item functions like a spell wand, except that it grants knowledge of a single rank 5 spell.
_______________________________________________________________________________________________________
This item functions like a spell wand, except that it grants knowledge of a single rank 6 spell.
_______________________________________________________________________________________________________
This item functions like a spell wand, except that it grants knowledge of a single rank 7 spell.
_______________________________________________________________________________________________________
Whenever you use a targetedmagical ✨ ability with a range listed in feet, you may activate this staff. When you do,
increase the number of targets that the ability affects by one. In addition, you increase your fatigue level by one, and you briefly cannot activate
this effect again.
___________________________________________________________________________________________
Rank 6 (125,000 gp): Activating the staff does not increase your fatigue level.
_______________________________________________________________________________________________________
Creatures that are frightened(-2 Mental, -2 accuracy vs. source) or panicked(-4 Mental, cannot attack source) by you suffer a penalty to their
Fortitude defense equal to the penalty they suffer to their Mental defense.
_______________________________________________
Rank 5 (25,000 gp): The defense penalty applies to all non-Mental defenses, not just Fortitude.
_______________________________________________________________________________________________________
Whenever you cause an enemy to be stunned(-2 defenses) as a condition, it is also brieflyconfused(-2 defenses, randomly attack or
defend).
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that has a Cold, Electricity, or Fire tag, you can remove that tag. If you do, you must
add a different one of those tags to the ability. All of the attack’s effects are unchanged.
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that has a maximum size category for its targets or any objects it creates, you increase
that maximum by one size category, to a maximum of Gargantuan. This does not affect abilities that create creatures of a particular
size.
____________________________________________________________________________________________________
Rank 6 (125,000 gp): The bonus increases to two size categories, and the maximum size category increases to Colossal.
_______________________________________________________________________________________________________
Whenever you cause an enemy to be slowed(half speed, -2 Armor and Ref) as a condition, that condition must be removed an additional time
before the effect ends.
_______________________________________________________________________________________________________
Once per round, when you cause a creature other yourself to regain hit points using a magical ✨ ability, you can activate
this item. When you do, you also regain that many hit points. In addition, you increase your fatigue level by one. This ability has the Swift tag if
you use it to affect healing with a Swift ability.
_______________________________________________________________________________________________________
You can activate this staff as a free action. When you do, you briefly gain the ability to cast spells without using verbal components. In addition,
you increase your fatigue level by one.
_________________________________________________________________________
Rank 4 (5,000 gp): The staff no longer needs to be activated. You can passively cast spells without using verbal components.
_______________________________________________________________________________________________________
You can activate this staff as a free action. When you do, you briefly gain the ability to cast spells without using somatic components. In addition,
you increase your fatigue level by one.
_________________________________________________________________________
Rank 4 (5,000 gp): The staff no longer needs to be activated. You can passively cast spells without using somatic components.
_______________________________________________________________________________________________________
When you cast a targeted spell that has the Attune tag, but is not a deep attunement, you can invest the magic of the spell in this staff. If you do,
the spell does not have its normal effect. Up to two spells can be stored this way. If there are already spells invested in the staff, you can choose
which spell to replace to make room for the new spell.
You can activate this staff as a minor action. When you do, you choose one of the spells that you personally stored in the staff and gain its effects,
with yourself as the only target. As long as you are attuned to this staff, you do not have to invest an additional attunement point to gain the benefit
of a spell in this way, and this does not remove the spell from the staff’s storage. This effect lasts until you activate the staff again, which can allow
you to easily change which benefit you gain.
_____________________________________________________________________
Rank 5 (25,000 gp): You can store up to four spells in the staff.
_______________________________________________________________________________________________________
You can cast spells without using verbal components or somatic components.
_______________________________________________________________________________________________________
Whenever you use a magical ✨ ability that affects an area and does not have the Attune or Sustain tags, you may activate
this staff. When you do, you double the ability’s area. In addition, you increase your fatigue level by one, and you briefly cannot activate this effect
again.
___________________________________________________________________________________________________
Rank 6 (125,000 gp): Activating the staff does not increase your fatigue level.