9.10 Magic Implements
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.
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Name |
Type |
Description |
Rank (Cost) |
Page |
|
Staff |
Allows reshaping areas to become smaller |
1 (4 gp) | ||
|
Staff |
Converts damage to subdual damage |
1 (4 gp) | ||
|
Staff |
Allows excluding a single square from an area |
1 (4 gp) | ||
|
Staff |
Can exert to use abilities from a short distance away |
1 (4 gp) | ||
|
Staff |
Fear effects also penalize Fortitude |
1 (4 gp) | ||
|
Staff |
Increases light radius |
1 (4 gp) | ||
|
Staff |
Can exert to cast spells without verbal components |
1 (4 gp) | ||
|
Staff |
Can exert to cast spells without somatic components |
1 (4 gp) | ||
|
Wand |
Grants knowledge of a rank 1 spell |
1 (4 gp) | ||
|
Rod |
Can deal 1d6+1d8 damage |
2 (20 gp) | ||
|
Rod |
Deals 1d6+1d8 damage in a cone |
2 (20 gp) | ||
|
Rod |
Can teleport up to 30 feet |
2 (20 gp) | ||
|
Staff |
Can exert to double range |
2 (20 gp) | ||
|
Staff |
Grants +15 foot range |
2 (20 gp) | ||
|
Staff |
+1 damage, is chilled |
2 (20 gp) | ||
|
Staff |
Can exert to add an extra target |
2 (20 gp) | ||
|
Staff |
Increases maximum size or weight with abilities |
2 (20 gp) | ||
|
Staff |
Heals you when you heal allies |
2 (20 gp) | ||
|
Staff |
Can exert to double area |
2 (20 gp) | ||
|
Wand |
Grants knowledge of a rank 2 spell |
2 (20 gp) | ||
|
Staff |
Grants +2 accuracy when you injure a foe |
3 (100 gp) | ||
|
Staff |
Grants +2 damage if you have 3 Str |
3 (100 gp) | ||
|
Staff |
Has two rank 1 properties |
3 (100 gp) | ||
|
Staff |
Grants +2 damage if you have 3 Int |
3 (100 gp) | ||
|
Staff |
Is burning and ignites |
3 (100 gp) | ||
|
Staff |
Grants +1 accuracy if you have 3 Per |
3 (100 gp) | ||
|
Staff |
Grants +1d6 damage and -2 accuracy |
3 (100 gp) | ||
|
Staff |
Allows excluding something from an area |
3 (100 gp) | ||
|
Staff |
Can cast spells without verbal components |
3 (100 gp) | ||
|
Staff |
Can cast spells without somatic components |
3 (100 gp) | ||
|
Wand |
Grants knowledge of a rank 3 spell |
3 (100 gp) | ||
|
Rod |
Can deal 3d10 damage |
4 (500 gp) | ||
|
Rod |
Deals 3d10 damage in a cone |
4 (500 gp) | ||
|
Rod |
Can teleport up to 60 feet |
4 (500 gp) | ||
|
Staff |
Is charged and chains |
4 (500 gp) | ||
|
Staff |
Has two rank 2 or lower properties |
4 (500 gp) | ||
|
Staff |
Allows reshaping areas to become multiple smaller areas |
4 (500 gp) | ||
|
Staff |
+2 damage, is chilled |
4 (500 gp) | ||
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|
Staff |
Can sometimes use abilities from a short distance away |
4 (500 gp) | ||
|
Staff |
+2 damage, changes energy type |
4 (500 gp) | ||
|
Staff |
Empowers you |
4 (500 gp) | ||
|
Wand |
Grants knowledge of a rank 4 spell |
4 (500 gp) | ||
|
Staff |
Grants +3 accuracy when you injure a foe |
5 (2,500 gp) | ||
|
Staff |
Grants +1d6 damage if you have 4 Str |
5 (2,500 gp) | ||
|
Staff |
Has two rank 3 or lower properties |
5 (2,500 gp) | ||
|
Staff |
Grants +1d6 damage if you have 4 Int |
5 (2,500 gp) | ||
|
Staff |
Is burning and ignites |
5 (2,500 gp) | ||
|
Staff |
Allows excluding creatures from an area |
5 (2,500 gp) | ||
|
Staff |
Grants +1d8 damage and -2 accuracy |
5 (2,500 gp) | ||
|
Staff |
Fear effects penalize all defenses |
5 (2,500 gp) | ||
|
Staff |
Grants +1 accuracy, increases light radius |
5 (2,500 gp) | ||
|
Staff |
Can cast spells without components |
5 (2,500 gp) | ||
|
Wand |
Grants knowledge of a rank 5 spell |
5 (2,500 gp) | ||
|
Rod |
Can deal 7d8 damage |
6 (12,500 gp) | ||
|
Rod |
Deals 5d8 damage in a large cone |
6 (12,500 gp) | ||
|
Rod |
Can teleport up to 90 feet |
6 (12,500 gp) | ||
|
Staff |
Has two rank 4 or lower properties |
6 (12,500 gp) | ||
|
Staff |
Can sometimes double range |
6 (12,500 gp) | ||
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|
Staff |
Grants +30 foot range |
6 (12,500 gp) | ||
|
Staff |
+1d6 damage, is chilled |
6 (12,500 gp) | ||
|
Staff |
Can sometimes add an extra target |
6 (12,500 gp) | ||
|
Staff |
Makes stunned creatures briefly confused |
6 (12,500 gp) | ||
|
Staff |
+1d6 damage, changes energy type |
6 (12,500 gp) | ||
|
Staff |
Greatly increases maximum size or weight with abilities |
6 (12,500 gp) | ||
|
Staff |
Can sometimes double area |
6 (12,500 gp) | ||
|
Wand |
Grants knowledge of a rank 6 spell |
6 (12,500 gp) | ||
|
Staff |
+1d4 damage, is charged and chains |
7 (62,500 gp) | ||
|
Staff |
Grants +4 accuracy when you injure a foe |
7 (62,500 gp) | ||
|
Staff |
Grants +1d10 damage if you have 5 Str |
7 (62,500 gp) | ||
|
Staff |
Has two rank 5 or lower properties |
7 (62,500 gp) | ||
|
Staff |
Can exert to repeat effect |
7 (62,500 gp) | ||
|
Staff |
Grants +1d10 damage if you have 5 Int |
7 (62,500 gp) | ||
|
Staff |
Is burning and ignites |
7 (62,500 gp) | ||
|
Staff |
Grants +2 accuracy if you have 5 Per |
7 (62,500 gp) | ||
|
Staff |
Can use abilities from a short distance away |
7 (62,500 gp) | ||
|
Staff |
Grants +2d6 damage and -2 accuracy |
7 (62,500 gp) | ||
|
Staff |
Empowers you, but with -1 accuracy |
7 (62,500 gp) | ||
|
Wand |
Grants knowledge of a rank 7 spell |
7 (62,500 gp) | ||
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|
Staff |
Has two rank 6 or lower properties |
8 (312,500 gp) | ||
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| Rank 4 (500 gp) |
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This staff constantly crackles with electricity. You can suppress or resume this charge as a free action. While the staff is charged:
- All magical ✨ abilities you use have the Electricity tag.
- All targeted damaging magical ✨ abilities you use chain once. This does not affect magical abilities that do not deal damage, even if they increase the damage dealt by the target.
- It sheds light in a 5 foot radius of bright illumination.
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Rank 7 (62,500 gp): While the staff is charged, your damaging magical ✨ abilities also deal 1d4 extra damage.
| Rank 3 (100 gp) |
| Staff – bone or wood | Attune |
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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 3 (100 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 3 (100 gp) |
| Staff – bone or wood | Attune (deep) |
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This staff has two different rank 1 magic implement properties. Each property must not already require a deep attunement.
| Rank 4 (500 gp) |
| Staff – bone or wood | Attune (deep) |
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This staff has two different magic implement properties that are rank 2 or lower. Each property must not already require a deep attunement.
| Rank 5 (2,500 gp) |
| Staff – bone or wood | Attune (deep) |
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This staff has two different magic implement properties that are rank 2 or lower. Each property must not already require a deep attunement.
| Rank 6 (12,500 gp) |
| Staff – bone or wood | Attune (deep) |
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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).
| Rank 7 (62,500 gp) |
| Staff – bone or wood | Attune (deep) |
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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).
| Rank 8 (312,500 gp) |
| Staff – bone or wood | Attune (deep) |
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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).
| Rank 1 (4 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 2 (20 gp) |
| Staff – bone or wood | Attune |
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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.
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Rank 6 (12,500 gp): Activating the staff does not increase your fatigue level.
| Rank 7 (62,500 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 3 (100 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 2 (20 gp) |
| Staff – bone or wood | Attune |
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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.
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| Rank 3 (100 gp) |
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This staff constantly burns. You can suppress or resume this fire as a free action. While the staff is burning:
- All magical ✨ abilities you use have the Fire tag.
- Whenever you hit a creature with magical ✨ ability, the creature burns. It takes 1d6 damage during your next action. This damage is doubled by critical hits and attacks that deal double damage.
- It sheds light in a 15 foot radius of bright illumination.
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| Rank 2 (20 gp) |
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This staff is bitterly cold to the touch. You can suppress or resume this chill as a free action. While the staff is chilled:
- All magical ✨ abilities you use have the Cold tag.
- All damaging magical ✨ abilities you use deal 1 extra damage.
- It sheds light in a 5 foot radius of bright illumination.
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| Rank 1 (4 gp) |
| Staff – bone or wood | Attune |
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Whenever you use a magical ✨ ability that deals damage, you may activate this staff. If you do, that ability deals subdual damage.
| Rank 3 (100 gp) |
| Staff – bone or wood | Attune |
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If your Perception is at least 3, you gain a +1 enhancement bonus to accuracy.
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Rank 7 (62,500 gp): The accuracy bonus increases to +2 if your Perception is at least 5.
| Rank 1 (4 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 2 (20 gp) |
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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.
| Rank 1 (4 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 6 (12,500 gp) |
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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.
| Rank 2 (20 gp) |
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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.
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Rank 4 (500 gp): The minimum accuracy increases to +7 and the damage increases to 3d10.
| Rank 2 (20 gp) |
| Rod – bone, metal, or wood | Attune |
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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.
| Rank 5 (2,500 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 3 (100 gp) |
| Staff – bone or wood | Attune |
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All damaging magical ✨ abilities you use deal 1d6 extra damage, but have a -2 accuracy penalty.
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| Rank 1 (4 gp) |
| Wand – bone or wood | Attune |
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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.
| Rank 2 (20 gp) |
| Wand – bone or wood | Attune |
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This item functions like a spell wand, except that it grants knowledge of a single rank 2 spell.
| Rank 3 (100 gp) |
| Wand – bone or wood | Attune |
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This item functions like a spell wand, except that it grants knowledge of a single rank 3 spell.
| Rank 4 (500 gp) |
| Wand – bone or wood | Attune |
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This item functions like a spell wand, except that it grants knowledge of a single rank 4 spell.
| Rank 5 (2,500 gp) |
| Wand – bone or wood | Attune |
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This item functions like a spell wand, except that it grants knowledge of a single rank 5 spell.
| Rank 6 (12,500 gp) |
| Wand – bone or wood | Attune |
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This item functions like a spell wand, except that it grants knowledge of a single rank 6 spell.
| Rank 7 (62,500 gp) |
| Wand – bone or wood | Attune |
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This item functions like a spell wand, except that it grants knowledge of a single rank 7 spell.
| Rank 2 (20 gp) |
| Staff – bone or wood | Attune |
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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.
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Rank 6 (12,500 gp): Activating the staff does not increase your fatigue level.
| Rank 1 (4 gp) |
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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.
| Rank 6 (12,500 gp) |
| Staff – bone or wood | Attune, Compulsion |
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Whenever you cause an enemy to be stunned (-2 defenses) as a condition, it is also briefly confused (-2 defenses, randomly attack or defend).
| Rank 3 (100 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 4 (500 gp) |
| Staff – bone or wood | Attune, Cold, Electricity, Fire |
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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 2 (20 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 7 (62,500 gp) |
| Staff – bone or wood | Attune |
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You are empowered (add rank to damage). However, you take a -1 accuracy penalty.
| Rank 4 (500 gp) |
| Staff – bone or wood | Attune (deep) |
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You are empowered (add rank to damage).
| Rank 1 (4 gp) |
| Staff – bone or wood | Attune |
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You double the radius of all light you create using magical ✨ effects.
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Rank 5 (2,500 gp): You also gain a +1 enhancement bonus to accuracy.
| Rank 2 (20 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 1 (4 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 1 (4 gp) |
| Staff – bone or wood | Attune |
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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.
| Rank 5 (2,500 gp) |
| Staff – bone or wood | Attune |
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You can cast spells without using verbal components or somatic components.
| Rank 2 (20 gp) |
| Staff – bone or wood | Attune |
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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.