9.9 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. 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.

Table 9.14: Implements

Name

Type

Description

Rank (Cost)

Page

Merciful Staff

Staff

Converts damage to subdual damage

1 (40 gp)

here

Pinhole Staff

Staff

Allows excluding a single square from an area

1 (40 gp)

here

Reaching Staff

Staff

Can exert to use abilities from a short distance away

1 (40 gp)

here

Staff of Silence

Staff

Can exert to cast spells without verbal components

1 (40 gp)

here

Staff of Stillness

Staff

Can exert to cast spells without somatic components

1 (40 gp)

here

Spell Wand, 1st

Wand

Grants knowledge of a rank 1 spell

1 (40 gp)

here

Radiant Rod

Rod

Can deal 1d6+1d8 damage

2 (200 gp)

here

Rod of Flame

Rod

Deals 1d10 damage in a cone

2 (200 gp)

here

Rod of Translocation

Rod

Can teleport up to 30 feet

2 (200 gp)

here

Baneswallow Staff

Staff

Can exert and remove a condition to gain +2 accuracy

2 (200 gp)

here

Bloodfrenzy Staff

Staff

Grants +2 accuracy when you injure a foe

2 (200 gp)

here

Contracting Staff

Staff

Allows reshaping areas to become smaller

2 (200 gp)

here

Distant Staff

Staff

Can exert to double range

2 (200 gp)

here

Extending Staff

Staff

Grants +15 foot range

2 (200 gp)

here

Hexbite Staff

Staff

Deals 3d6 damage when foes remove conditions

2 (200 gp)

here

Splitting Staff

Staff

Can exert to add an extra target

2 (200 gp)

here

Staff of Agonizing Fear

Staff

Fear effects also penalize Fortitude

2 (200 gp)

here

Staff of Stored Attunement

Staff

Change easily between two stored attunements

2 (200 gp)

here

Widening Staff

Staff

Can exert to double area

2 (200 gp)

here

Spell Wand, 2nd

Wand

Grants knowledge of a rank 2 spell

2 (200 gp)

here

Blinding Staff

Staff

Briefly blinds you and dazzled creature

3 (1,000 gp)

here

Brutish Staff

Staff

Grants +1d4 damage if you have 3 Str

3 (1,000 gp)

here

Bushwalker’s Staff

Staff

Grants +1 accuracy vs targets in undergrowth

3 (1,000 gp)

here

Educated Staff

Staff

Grants +1d4 damage if you have 3 Int

3 (1,000 gp)

here

Lightbearer’s Staff

Staff

Grants +1 accuracy in brilliant light

3 (1,000 gp)

here

Selective Staff

Staff

Allows excluding creatures from an area

3 (1,000 gp)

here

Staff of Energy Conversion

Staff

Changes energy type

3 (1,000 gp)

here

Staff of Giants

Staff

Increases maximum size category of abilities

3 (1,000 gp)

here

Staff of Hindrance

Staff

Your slowing effects last much longer

3 (1,000 gp)

here

Spell Wand, 3rd

Wand

Grants knowledge of a rank 3 spell

3 (1,000 gp)

here

Radiant Rod+

Rod

Can deal 3d10 damage

4 (5,000 gp)

here

Rod of Flame+

Rod

Deals 3d6 damage in a cone

4 (5,000 gp)

here

Rod of Translocation+

Rod

Can teleport up to 60 feet

4 (5,000 gp)

here

Contracting Staff+

Staff

Allows reshaping areas to become multiple smaller areas

4 (5,000 gp)

here

Hexbite Staff+

Staff

Deals 5d8 damage when foes remove conditions

4 (5,000 gp)

here

Interplanar Staff

Staff

Aids travel with plane shift

4 (5,000 gp)

here

Potent Staff

Staff

Grants +1d4 damage

4 (5,000 gp)

here

Reaching Staff+

Staff

Can sometimes use abilities from a short distance away

4 (5,000 gp)

here

Staff of Shared Healing

Staff

Aids travel with plane shift

4 (5,000 gp)

here

Staff of Silence+

Staff

Can cast spells without verbal components

4 (5,000 gp)

here

Staff of Stillness+

Staff

Can cast spells without verbal components

4 (5,000 gp)

here

Spell Wand, 4th

Wand

Grants knowledge of a rank 4 spell

4 (5,000 gp)

here

Baneswallow Staff+

Staff

Can remove a condition to gain +2 accuracy

5 (25,000 gp)

here

Bloodfrenzy Staff+

Staff

Grants +4 accuracy when you injure a foe

5 (25,000 gp)

here

Brutish Staff+

Staff

Grants +1d10 damage if you have 4 Str

5 (25,000 gp)

here

Educated Staff+

Staff

Grants +1d10 damage if you have 4 Int

5 (25,000 gp)

here

Extending Staff+

Staff

Grants +30 foot range

5 (25,000 gp)

here

Staff of Agonizing Fear+

Staff

Fear effects penalize all defenses

5 (25,000 gp)

here

Staff of Discordance

Staff

Makes stunned creatures briefly confused

5 (25,000 gp)

here

Staff of Stored Attunement+

Staff

Change easily between four stored attunements

5 (25,000 gp)

here

Spell Wand, 5th

Wand

Grants knowledge of a rank 5 spell

5 (25,000 gp)

here

Radiant Rod++

Rod

Can deal 7d8 damage

6 (125,000 gp)

here

Rod of Dragonflame

Rod

Deals 5d8 damage in a large cone

6 (125,000 gp)

here

Rod of Translocation++

Rod

Can teleport up to 90 feet

6 (125,000 gp)

here

Blinding Staff+

Staff

Briefly blinds dazzled creature

6 (125,000 gp)

here

Distant Staff+

Staff

Can sometimes double range

6 (125,000 gp)

here

Hexbite Staff++

Staff

Deals 8d10 damage when foes remove conditions

6 (125,000 gp)

here

Potent Staff+

Staff

Grants +1d10 damage

6 (125,000 gp)

here

Splitting Staff+

Staff

Can sometimes add an extra target

6 (125,000 gp)

here

Staff of Giants+

Staff

Greatly increases maximum size category of abilities

6 (125,000 gp)

here

Staff of Tranquility

Staff

Can cast spells without components

6 (125,000 gp)

here

Widening Staff+

Staff

Can sometimes double area

6 (125,000 gp)

here

Spell Wand, 6th

Wand

Grants knowledge of a rank 6 spell

6 (125,000 gp)

here

Brutish Staff++

Staff

Grants +2d10 damage if you have 5 Str

7 (625,000 gp)

here

Bushwalker’s Staff+

Staff

Grants +2 accuracy vs targets in undergrowth

7 (625,000 gp)

here

Echoing Staff

Staff

Can exert to repeat effect

7 (625,000 gp)

here

Educated Staff++

Staff

Grants +2d10 damage if you have 5 Int

7 (625,000 gp)

here

Lightbearer’s Staff+

Staff

Grants +2 accuracy in brilliant light

7 (625,000 gp)

here

Reaching Staff++

Staff

Can use abilities from a short distance away

7 (625,000 gp)

here

Spell Wand, 7th

Wand

Grants knowledge of a rank 7 spell

7 (625,000 gp)

here

Baneswallow Staff

Rank 2 (200 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Blinding Staff

Rank 3 (1,000 gp)

Staff – bone or wood

Visual
_______________________________________________________________________________________________________ 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 briefly blinded (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.

Bloodfrenzy Staff

Rank 2 (200 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Brutish Staff

Rank 3 (1,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Bushwalker’s Staff

Rank 3 (1,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.).

Contracting Staff

Rank 2 (200 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.. __________________________________________________________________________________________________ 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.

Distant Staff

Rank 2 (200 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 (125,000 gp): Activating the staff does not increase your fatigue level.

Echoing Staff

Rank 7 (625,000 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 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.

Educated Staff

Rank 3 (1,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Extending Staff

Rank 2 (200 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 5 (25,000 gp): The bonus increases to +30 feet.

Hexbite Staff

Rank 2 (200 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Interplanar Staff

Rank 4 (5,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Lightbearer’s Staff

Rank 3 (1,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.).

Merciful Staff

Rank 1 (40 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.

Pinhole Staff

Rank 1 (40 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.

Potent Staff

Rank 4 (5,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ You deal 1d4 extra damage with magical ✨ abilities. _____________________________________________ Rank 6 (125,000 gp): The extra damage increases to 1d10.

Radiant Rod

Rank 2 (200 gp)

Rod – bone, metal, or wood

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 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.

Reaching Staff

Rank 1 (40 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. 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.

Rod of Dragonflame

Rank 6 (125,000 gp)

Rod – bone, metal, or wood

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 fire damage. Miss: Half damage.

Rod of Flame

Rank 2 (200 gp)

Rod – bone, metal, or wood

Fire
_______________________________________________________________________________________________________ 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.

Rod of Translocation

Rank 2 (200 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. ______ 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.

Selective Staff

Rank 3 (1,000 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 both. Excluded creatures are not targets of the ability.

Spell Wand, 1st

Rank 1 (40 gp)

Wand – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Spell Wand, 2nd

Rank 2 (200 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 (1,000 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 (5,000 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 (25,000 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 (125,000 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 (625,000 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 (200 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 (125,000 gp): Activating the staff does not increase your fatigue level.

Staff of Agonizing Fear

Rank 2 (200 gp)

Staff – bone or wood

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. _______________________________________________ Rank 5 (25,000 gp): The defense penalty applies to all non-Mental defenses, not just Fortitude.

Staff of Discordance

Rank 5 (25,000 gp)

Staff – bone or wood

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 Energy Conversion

Rank 3 (1,000 gp)

Staff – bone or wood

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. All of the attack’s effects are unchanged.

Staff of Giants

Rank 3 (1,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Staff of Hindrance

Rank 3 (1,000 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Staff of Shared Healing

Rank 4 (5,000 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 (40 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. _________________________________________________________________________ Rank 4 (5,000 gp): The staff no longer needs to be activated. You can passively cast spells without using verbal components.

Staff of Stillness

Rank 1 (40 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. _________________________________________________________________________ Rank 4 (5,000 gp): The staff no longer needs to be activated. You can passively cast spells without using somatic components.

Staff of Stored Attunement

Rank 2 (200 gp)

Staff – bone or wood

Attune
_______________________________________________________________________________________________________ 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.

Staff of Tranquility

Rank 6 (125,000 gp)

Staff – bone or wood

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

Widening Staff

Rank 2 (200 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. ___________________________________________________________________________________________________ Rank 6 (125,000 gp): Activating the staff does not increase your fatigue level.