9.10 Magic Implements

PIC

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. A short staff only requires one hand, but it is not suitable as a weapon. A long staff functions like a quarterstaff weapon. It can have two magic properties instead of one, and you can freely mix weapon properties and implement properties. However, it must be held in two hands to grant its benefits.

Table 9.17: Implements

Name

Type

Description

Rank (Cost)

Page

Contracting Staff

Staff

Allows reshaping areas to become smaller

1 (4 gp)

here

Merciful Staff

Staff

Converts damage to subdual damage

1 (4 gp)

here

Pinhole Staff

Staff

Allows excluding a single square from an area

1 (4 gp)

here

Reaching Staff

Staff

Can exert to use abilities from a short distance away

1 (4 gp)

here

Staff of Agonizing Fear

Staff

Fear effects also penalize Fortitude

1 (4 gp)

here

Staff of Radiance

Staff

Increases light radius

1 (4 gp)

here

Staff of Silence

Staff

Can exert to cast spells without verbal components

1 (4 gp)

here

Staff of Stillness

Staff

Can exert to cast spells without somatic components

1 (4 gp)

here

Spell Wand, 1st

Wand

Grants knowledge of a rank 1 spell

1 (4 gp)

here

Radiant Rod

Rod

Can deal 1d6+1d8 damage

2 (20 gp)

here

Rod of Flame

Rod

Deals 1d6+1d8 damage in a cone

2 (20 gp)

here

Rod of Translocation

Rod

Can teleport up to 30 feet

2 (20 gp)

here

Distant Staff

Staff

Can exert to double range

2 (20 gp)

here

Extending Staff

Staff

Grants +15 foot range

2 (20 gp)

here

Freezing Staff

Staff

+1 damage, is chilled

2 (20 gp)

here

Splitting Staff

Staff

Can exert to add an extra target

2 (20 gp)

here

Staff of Giants

Staff

Increases maximum size or weight with abilities

2 (20 gp)

here

Staff of Shared Healing

Staff

Heals you when you heal allies

2 (20 gp)

here

Widening Staff

Staff

Can exert to double area

2 (20 gp)

here

Spell Wand, 2nd

Wand

Grants knowledge of a rank 2 spell

2 (20 gp)

here

Bloodfrenzy Staff

Staff

Grants +2 accuracy when you injure a foe

3 (100 gp)

here

Brutish Staff

Staff

Grants +2 damage if you have 3 Str

3 (100 gp)

here

Composite Staff, 1st

Staff

Has two rank 1 properties

3 (100 gp)

here

Educated Staff

Staff

Grants +2 damage if you have 3 Int

3 (100 gp)

here

Flaming Staff

Staff

Is burning and ignites

3 (100 gp)

here

Perceptive Staff

Staff

Grants +1 accuracy if you have 3 Per

3 (100 gp)

here

Shattered Staff

Staff

Grants +1d6 damage and -2 accuracy

3 (100 gp)

here

Staff of Elision

Staff

Allows excluding something from an area

3 (100 gp)

here

Staff of Silence+

Staff

Can cast spells without verbal components

3 (100 gp)

here

Staff of Stillness+

Staff

Can cast spells without somatic components

3 (100 gp)

here

Spell Wand, 3rd

Wand

Grants knowledge of a rank 3 spell

3 (100 gp)

here

Radiant Rod+

Rod

Can deal 3d10 damage

4 (500 gp)

here

Rod of Flame+

Rod

Deals 3d10 damage in a cone

4 (500 gp)

here

Rod of Translocation+

Rod

Can teleport up to 60 feet

4 (500 gp)

here

Arcing Staff

Staff

Is charged and chains

4 (500 gp)

here

Composite Staff, 2nd

Staff

Has two rank 2 or lower properties

4 (500 gp)

here

Contracting Staff+

Staff

Allows reshaping areas to become multiple smaller areas

4 (500 gp)

here

Freezing Staff+

Staff

+2 damage, is chilled

4 (500 gp)

here

Reaching Staff+

Staff

Can sometimes use abilities from a short distance away

4 (500 gp)

here

Staff of Energy Conversion

Staff

+2 damage, changes energy type

4 (500 gp)

here

Staff of Power

Staff

Empowers you

4 (500 gp)

here

Spell Wand, 4th

Wand

Grants knowledge of a rank 4 spell

4 (500 gp)

here

Bloodfrenzy Staff+

Staff

Grants +3 accuracy when you injure a foe

5 (2,500 gp)

here

Brutish Staff+

Staff

Grants +1d6 damage if you have 4 Str

5 (2,500 gp)

here

Composite Staff, 3rd

Staff

Has two rank 3 or lower properties

5 (2,500 gp)

here

Educated Staff+

Staff

Grants +1d6 damage if you have 4 Int

5 (2,500 gp)

here

Flaming Staff+

Staff

Is burning and ignites

5 (2,500 gp)

here

Selective Staff

Staff

Allows excluding creatures from an area

5 (2,500 gp)

here

Shattered Staff+

Staff

Grants +1d8 damage and -2 accuracy

5 (2,500 gp)

here

Staff of Agonizing Fear+

Staff

Fear effects penalize all defenses

5 (2,500 gp)

here

Staff of Radiance+

Staff

Grants +1 accuracy, increases light radius

5 (2,500 gp)

here

Staff of Tranquility

Staff

Can cast spells without components

5 (2,500 gp)

here

Spell Wand, 5th

Wand

Grants knowledge of a rank 5 spell

5 (2,500 gp)

here

Radiant Rod++

Rod

Can deal 7d8 damage

6 (12,500 gp)

here

Rod of Dragonflame

Rod

Deals 5d8 damage in a large cone

6 (12,500 gp)

here

Rod of Translocation++

Rod

Can teleport up to 90 feet

6 (12,500 gp)

here

Composite Staff, 4th

Staff

Has two rank 4 or lower properties

6 (12,500 gp)

here

Distant Staff+

Staff

Can sometimes double range

6 (12,500 gp)

here

Extending Staff+

Staff

Grants +30 foot range

6 (12,500 gp)

here

Freezing Staff++

Staff

+1d6 damage, is chilled

6 (12,500 gp)

here

Splitting Staff+

Staff

Can sometimes add an extra target

6 (12,500 gp)

here

Staff of Discordance

Staff

Makes stunned creatures briefly confused

6 (12,500 gp)

here

Staff of Energy Conversion+

Staff

+1d6 damage, changes energy type

6 (12,500 gp)

here

Staff of Giants+

Staff

Greatly increases maximum size or weight with abilities

6 (12,500 gp)

here

Widening Staff+

Staff

Can sometimes double area

6 (12,500 gp)

here

Spell Wand, 6th

Wand

Grants knowledge of a rank 6 spell

6 (12,500 gp)

here

Arcing Staff+

Staff

+1d4 damage, is charged and chains

7 (62,500 gp)

here

Bloodfrenzy Staff++

Staff

Grants +4 accuracy when you injure a foe

7 (62,500 gp)

here

Brutish Staff++

Staff

Grants +1d10 damage if you have 5 Str

7 (62,500 gp)

here

Composite Staff, 5th

Staff

Has two rank 5 or lower properties

7 (62,500 gp)

here

Echoing Staff

Staff

Can exert to repeat effect

7 (62,500 gp)

here

Educated Staff++

Staff

Grants +1d10 damage if you have 5 Int

7 (62,500 gp)

here

Flaming Staff++

Staff

Is burning and ignites

7 (62,500 gp)

here

Perceptive Staff+

Staff

Grants +2 accuracy if you have 5 Per

7 (62,500 gp)

here

Reaching Staff++

Staff

Can use abilities from a short distance away

7 (62,500 gp)

here

Shattered Staff++

Staff

Grants +2d6 damage and -2 accuracy

7 (62,500 gp)

here

Staff of Overwhelming Power

Staff

Empowers you, but with -1 accuracy

7 (62,500 gp)

here

Spell Wand, 7th

Wand

Grants knowledge of a rank 7 spell

7 (62,500 gp)

here

Composite Staff, 6th

Staff

Has two rank 6 or lower properties

8 (312,500 gp)

here

Arcing Staff

Rank 4 (500 gp)

Staff – bone or wood

Attune, Fire

_______________________________________________________________________________________________________

This staff constantly crackles with electricity. You can suppress or resume this charge as a free action. While the staff is charged:

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Rank 7 (62,500 gp): While the staff is charged, your damaging magical ✨ abilities also deal 1d4 extra damage.

Bloodfrenzy Staff

Rank 3 (100 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

Whenever you injure a creature 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 injure the same creature multiple times.

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Rank 5 (2,500 gp): The accuracy bonus increases to +3.

Rank 7 (62,500 gp): The accuracy bonus increases to +4.

Brutish Staff

Rank 3 (100 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

If your Strength is at least 3, you deal 2 extra damage with damaging magical ✨ abilities.

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Rank 5 (2,500 gp): The extra damage increases to 1d6 if your Strength is at least 4.

Rank 7 (62,500 gp): The extra damage increases to 1d10 if your Strength is at least 5.

Composite Staff, 1st

Rank 3 (100 gp)

Staff – bone or wood

Attune (deep)

_______________________________________________________________________________________________________

This staff has two different rank 1 magic implement properties. Each property must not already require a deep attunement.

Composite Staff, 2nd

Rank 4 (500 gp)

Staff – bone or wood

Attune (deep)

_______________________________________________________________________________________________________

This staff has two different magic implement properties that are rank 2 or lower. Each property must not already require a deep attunement.

Composite Staff, 3rd

Rank 5 (2,500 gp)

Staff – bone or wood

Attune (deep)

_______________________________________________________________________________________________________

This staff has two different magic implement properties that are rank 2 or lower. Each property must not already require a deep attunement.

Composite Staff, 4th

Rank 6 (12,500 gp)

Staff – bone or wood

Attune (deep)

_______________________________________________________________________________________________________

This staff has two different magic implement properties that are rank 4 or lower. Each property must not already require a deep attunement. You cannot choose a composite staff as your legacy item (see Legacy Items).

Composite Staff, 5th

Rank 7 (62,500 gp)

Staff – bone or wood

Attune (deep)

_______________________________________________________________________________________________________

This staff has two different magic implement properties that are rank 5 or lower. Each property must not already require a deep attunement. You cannot choose a composite staff as your legacy item (see Legacy Items).

Composite Staff, 6th

Rank 8 (312,500 gp)

Staff – bone or wood

Attune (deep)

_______________________________________________________________________________________________________

This staff has two different magic implement properties that are rank 6 or lower. Each property must not already require a deep attunement. You cannot choose a composite staff as your legacy item (see Legacy Items).

Contracting Staff

Rank 1 (4 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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. This cannot change the ability’s point of origin.

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Rank 4 (500 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.

Distant Staff

Rank 2 (20 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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 (12,500 gp): Activating the staff does not increase your fatigue level.

Echoing Staff

Rank 7 (62,500 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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 repeats during your next action. In addition, you increase your fatigue level by one, and you briefly cannot activate this effect again.

Educated Staff

Rank 3 (100 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

If your Intelligence is at least 3, you deal 2 extra damage with damaging magical ✨ abilities.

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Rank 5 (2,500 gp): The extra damage increases to 1d6 if your Intelligence is at least 4.

Rank 7 (62,500 gp): The extra damage increases to 1d10 if your Intelligence is at least 5.

Extending Staff

Rank 2 (20 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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 6 (12,500 gp): The bonus increases to +30 feet.

Flaming Staff

Rank 3 (100 gp)

Staff – bone or wood

Attune, Fire

_______________________________________________________________________________________________________

This staff constantly burns. You can suppress or resume this fire as a free action. While the staff is burning:

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Rank 5 (2,500 gp): The damage increases to 1d10.

Rank 7 (62,500 gp): The damage increases to 2d8.

Freezing Staff

Rank 2 (20 gp)

Staff – bone or wood

Attune, Fire

_______________________________________________________________________________________________________

This staff is bitterly cold to the touch. You can suppress or resume this chill as a free action. While the staff is chilled:

_______________________________________________________________________________________________________

Rank 4 (500 gp): The extra damage increases to 2.

Rank 6 (12,500 gp): The extra damage increases to 1d6.

Merciful Staff

Rank 1 (4 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

Whenever you use a magical ✨ ability that deals damage, you may activate this staff. If you do, that ability deals subdual damage.

Perceptive Staff

Rank 3 (100 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

If your Perception is at least 3, you gain a +1 enhancement bonus to accuracy.

_______________________________________________________________________________________________________

Rank 7 (62,500 gp): The accuracy bonus increases to +2 if your Perception is at least 5.

Pinhole Staff

Rank 1 (4 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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.

Radiant Rod

Rank 2 (20 gp)

Rod – bone, metal, or wood

Attune, Visual

_______________________________________________________________________________________________________

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 illumination briefly fills a 30 foot radius around a 5 ft. wide straight line between you and the target.

Hit: 1d6+1d8 damage. If this attack beats a creature’s Fortitude defense, it deals maximum damage.

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Rank 4 (500 gp): The minimum accuracy increases to +7, and the damage increases to 3d10.

Rank 6 (12,500 gp): The minimum accuracy increases to +10, and the damage increases to 7d8.

Reaching Staff

Rank 1 (4 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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 to act as a targeting proxy. This means the ability determines its targets as if you were in that location, which can allow you to affect targets outside your normal range. In addition, you increase your fatigue level by one, and you briefly cannot activate this staff again.

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Rank 4 (500 gp): Activating the staff does not increase your fatigue level.

Rank 7 (62,500 gp): The staff no longer has a brief cooldown after being activated.

Rod of Dragonflame

Rank 6 (12,500 gp)

Rod – bone, metal, or wood

Attune, Fire

_______________________________________________________________________________________________________

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 damage.

Miss: Half damage.

Rod of Flame

Rank 2 (20 gp)

Rod – bone, metal, or wood

Attune, Fire

_______________________________________________________________________________________________________

You can activate this rod as a standard action. When you do, make an attack vs. Reflex against everything within a Small (15 ft.) cone. Your minimum accuracy is +3.

Hit: 1d6+1d8 damage.

Miss: Half damage.

_______________________________________________________________________________________________________

Rank 4 (500 gp): The minimum accuracy increases to +7 and the damage increases to 3d10.

Rod of Translocation

Rank 2 (20 gp)

Rod – bone, metal, or wood

Attune

_______________________________________________________________________________________________________

You can activate this rod as a standard action. When you do, you teleport to an unoccupied location within Short (30 ft.) range.

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Rank 4 (500 gp): The range increases to Medium (60 ft.) range.

Rank 6 (12,500 gp): The range increases to Long (90 ft.) range.

Selective Staff

Rank 5 (2,500 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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 everything that is neither an ally nor an enemy. Excluded creatures and objects are not targets of the ability.

Shattered Staff

Rank 3 (100 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

All damaging magical ✨ abilities you use deal 1d6 extra damage, but have a -2 accuracy penalty.

_______________________________________________________________________________________________________

Rank 5 (2,500 gp): The extra damage increases to 1d8.

Rank 7 (62,500 gp): The extra damage increases to 2d6.

Spell Wand, 1st

Rank 1 (4 gp)

Wand – bone or wood

Attune

_______________________________________________________________________________________________________

This wand grants you knowledge of a single rank 1 spell. 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 (minimum 1). 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.

Spell Wand, 2nd

Rank 2 (20 gp)

Wand – bone or wood

Attune

_______________________________________________________________________________________________________

This item functions like a spell wand, except that it grants knowledge of a single rank 2 spell.

Spell Wand, 3rd

Rank 3 (100 gp)

Wand – bone or wood

Attune

_______________________________________________________________________________________________________

This item functions like a spell wand, except that it grants knowledge of a single rank 3 spell.

Spell Wand, 4th

Rank 4 (500 gp)

Wand – bone or wood

Attune

_______________________________________________________________________________________________________

This item functions like a spell wand, except that it grants knowledge of a single rank 4 spell.

Spell Wand, 5th

Rank 5 (2,500 gp)

Wand – bone or wood

Attune

_______________________________________________________________________________________________________

This item functions like a spell wand, except that it grants knowledge of a single rank 5 spell.

Spell Wand, 6th

Rank 6 (12,500 gp)

Wand – bone or wood

Attune

_______________________________________________________________________________________________________

This item functions like a spell wand, except that it grants knowledge of a single rank 6 spell.

Spell Wand, 7th

Rank 7 (62,500 gp)

Wand – bone or wood

Attune

_______________________________________________________________________________________________________

This item functions like a spell wand, except that it grants knowledge of a single rank 7 spell.

Splitting Staff

Rank 2 (20 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

Whenever you use a targeted magical ✨ 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 (12,500 gp): Activating the staff does not increase your fatigue level.

Staff of Agonizing Fear

Rank 1 (4 gp)

Staff – bone or wood

Attune, Emotion

_______________________________________________________________________________________________________

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.

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Rank 5 (2,500 gp): The defense penalty applies to all non-Mental defenses, not just Fortitude.

Staff of Discordance

Rank 6 (12,500 gp)

Staff – bone or wood

Attune, Compulsion

_______________________________________________________________________________________________________

Whenever you cause an enemy to be stunned (-2 defenses) as a condition, it is also briefly confused (-2 defenses, randomly attack or defend).

Staff of Elision

Rank 3 (100 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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 up to two creatures or objects of your choice. The excluded creature or object is not a target of the ability.

Staff of Energy Conversion

Rank 4 (500 gp)

Staff – bone or wood

Attune, Cold, Electricity, Fire

_______________________________________________________________________________________________________

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, and the ability deals 2 extra damage if it deals damage. All of the attack’s effects are unchanged.

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Rank 6 (12,500 gp): The extra damage increases to 1d6.

Staff of Giants

Rank 2 (20 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

Whenever you use a magical ✨ ability that has a maximum size category or weight category for its targets or any objects it creates, you increase that maximum by one size category or weight category. This cannot increase the maximum size category or weight category above Gargantuan. This does not affect abilities that create creatures of a particular size.

If you use two Staffs of Giants, their effects stack.

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Rank 6 (12,500 gp): The bonus increases to two size or weight categories, and this effect can increase the maximum size or weight category to Colossal.

Staff of Overwhelming Power

Rank 7 (62,500 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

You are empowered (add rank to damage). However, you take a -1 accuracy penalty.

Staff of Power

Rank 4 (500 gp)

Staff – bone or wood

Attune (deep)

_______________________________________________________________________________________________________

You are empowered (add rank to damage).

Staff of Radiance

Rank 1 (4 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

You double the radius of all light you create using magical ✨ effects.

_______________________________________________________________________________________________________

Rank 5 (2,500 gp): You also gain a +1 enhancement bonus to accuracy.

Staff of Shared Healing

Rank 2 (20 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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.

Staff of Silence

Rank 1 (4 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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.

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Rank 3 (100 gp): The staff no longer needs to be activated. You can passively cast spells without using verbal components.

Staff of Stillness

Rank 1 (4 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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.

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Rank 3 (100 gp): The staff no longer needs to be activated. You can passively cast spells without using somatic components.

Staff of Tranquility

Rank 5 (2,500 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

You can cast spells without using verbal components or somatic components.

Widening Staff

Rank 2 (20 gp)

Staff – bone or wood

Attune

_______________________________________________________________________________________________________

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.

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Rank 6 (12,500 gp): Activating the staff does not increase your fatigue level.