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Cleric's Staff +3

Cleric's Staff +3.jpg (1415 bytes)

Description: This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric.

STATISTICS:

THAC0: +3
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: On Adratha in Adratha's Cottage  Druid Grove. Near Dace's Tomb, Asylum Dungeon. Temple of Umberlee, Brynnlaw.

Comment: A good staff.

Item Code: STAF19

 

 

Martial Staff +3
Martial Staff +3.jpg (1447 bytes)

Description: This humble staff radiates powerful magic, and was likely the simple-seeming weapon of a traveling mage or cleric. It would certainly prove more than ample for dealing with most threats encountered on the road.

STATISTICS:

THAC0: +3
Damage: 1D6 + 3
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: Merchant, Trademeet

Comment: A good staff

Item Code: STAF08

 

 

Quarter Staff +2
Quarter Staff +2.jpg (1398 bytes)

Description: The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

STATISTICS:

THAC0: +2 bonus
Damage: 1D6 + 2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: Sold by Ribald in the  Adventurers Mart, Wuakeen's Promenade

Comment: A decent staff.

Item Code: STAF18

 

 

Quarter Staff +3

Quarter Staff +3.jpg (1398 bytes)

Description: The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

STATISTICS:

THAC0: +3 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 2
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: TOB; Tankard Tree, Saradush

Comment: A good staff

Item Code: STAF24

 


Quarterstaff +1

Quarterstaff +1.jpg (1357 bytes)

Description: The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties.

STATISTICS:

Damage: 1D6 + 1
THAC0: +1
Damage type: crushing
Weight: 4
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: Several locations.

Comment:  An ok staff.

Item Code: STAF02

 

 


Rod of Smiting

Rod of Smiting.jpg (1512 bytes)

Description: This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a saving throw or be destroyed. In the hands of any other than a cleric or mage the rod becomes unusable.

STATISTICS

Combat Abilities: If a golem is struck by the rod, the golem must make a saving throw vs. death or be destroyed.
Thac0: +3 bonus
Damage: 1D8 + 3, +10 vs. Golems
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Usable By:
Mage
Cleric

Location: Drow Merchant, Ust'Natha, Underdark

Comment: Very important weapon for fighting golems!

Item Code: RODS04

 

 


Rod of Terror

Rod of Terror.jpg (1368 bytes)

Description: When activated this rod may be used as a staff +3. Any creature hit by the rod must make a saving throw vs. spells or flee in terror, fearing the wielder as if he or she were a flesh eating demon from the Abyss. There is a drawback to using this rod however. Each time the rod is used there is a 20% chance that the wielder loses one point of Charisma permanently.

STATISTICS

Combat Abilities: Target must make a saving throw vs. spells (+4 bonus) or flee in terror (lasts four rounds)
Thac0: +3 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Not Usable By:

Location: Lich's Tomb, Crooked Crane, City Gates

Comment: A very good rod, that could turn the tide of battle.

Item Code: RODS05

 

 


Serpent Shaft

Serpent Shaft.jpg (1384 bytes)

Description: Adorned with serpentine designs, this powerful quarter staff has a chance to release a lethal toxin against its opponents with every blow.

STATISTICS:

Combat Abilities:
50% chance of poisoning opponents with every successful attack. The poison lasts for 1 round, and does 2 hp of damage/second unless the target makes a save vs death.

THAC0: +2 bonus
Damage: 1D6 + 2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: Azamantes on the 5th level of Watchers Keep.

Comment: 2hp damage a second makes this the perfect anti-mage weapon. Tryen cast those spells now mageling!

Item Code: STAF23

 


Shaman's Staff

Shaman's Staff.jpg (1536 bytes)

Description: This is a Staff of Goodberries that belonged to the Kobold Shaman in the sewers below the slums.

STATISTICS

Abilities
Create Goodberries once per day
Damage: 1D6
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed

Location: Kobold Sharman, Sewers Below the Slums

Comment: Quest item to get Lilracor the talking sword.

Item Code: MISC5T

 


Staff Mace

Staff Mace.jpg (1264 bytes)

Description: This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for priests or druids, though that does not preclude use by most others.

STATISTICS:

THAC0: +2 bonus
Damage: 2D4 + 2
Weight: 4
Speed Factor: 2
Damage type: Bludgeon
Proficiency Type: Quarterstaff
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Monks

Location: Haz ( Aran Linvail sends him, when your on the Shadow Thieves side), Crypt below the Graveyard, Graveyard . Temple of Umberlee, Brynnlaw.

Comment: A very good staff/mace allowing clerics to use one hand and still have a small shield in the other. (The Reflection Shield works wonders. Tryen stop my casting now archer! Oh whats that, your arrow came back at your head? Oh I am sorry, here have a magic missile to make it better.)

Item Code: STAF06

 


Staff Spear +2

Staff Spear +2.jpg (1177 bytes)

Description:

If examined, this quarterstaff has an aura of alteration, and a long sharp spearhead extends from its upper end on command. Likely made by a wizard or priest hoping to increase their melee abilities, it can be used by anyone capable of handling a staff.

STATISTICS:

THAC0: +2 bonus
Damage: 1D8 + 3
Damage type: Piercing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: two handed
Requires: 5 Strength
Not Usable By:
Monk

Location: Xzar, Docks District.

Comment: A good staff/spear.

Item Code: STAF07

 


Staff of Air +2

Staff of Air +2.jpg (1368 bytes)

Description: This staff seems to draw from eleven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder, and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges.

STATISTICS

Combat Abilities: If an air elemental is hit it must save vs. spells or be destroyed
Abilities: (cost 1 charge)
Summon an 8hd Air Elemental
Duration: 1 hour

Sleep Cloud
Range: 40 feet
Duration: 3 rounds

THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location:  Master of Thralls, Planar Prison.

Comment: A very good staff with summoning abilities, and if he turns hostile there's a good chance you will kill him first hit.

Item Code: STAF15

 


Staff of Arundel

Staff of Arundel.jpg (1583 bytes)

Description: This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an arch druid that lived in the city of Kuldahar before he was killed by the demon Belhifet.

STATISTICS:

Equipped Abilities:
+10% Resistance to fire and cold
Wielder memorizes one extra fifth and one extra sixth level spell

THAC0: +3 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 0
Type: 2-handed
Requires: 9 Dexterity
Usable By:
Druids

Location: Joluv (Bonus merchant), Copper Coronet, Slums District.

Comment: A good staff.

Item Code: WASTUFF

 


Staff of Command

Staff of Command.jpg (1331 bytes)

Description: The staff allows the user to dominate another creature, each use draining one charge. This item is of the kind used by nefarious people seeking to sway others to follow their ways.

STATISTICS

Abilities (one charge): Domination

THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Not Usable by:
Monk

Location: Mind flayer dungeon, Underdark   

Comment: A decent staff.

Item Code: STAF09

 


Staff of Curing

Staff of Curing.jpg (1350 bytes)

Description: Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned. It is not to be taken for granted however, as the enchantment, though useful, is fleeting. It must be used with all due care.

STATISTICS

Abilities (one charge):
Cure: 3 - 18 +3 hit points, Disease and Poison

AC: +2 bonus
THAC0: +1 bonus
Damage: 1D6 +1
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Thief
Fighter
Mage

Location: Tomb to the south in Graveyard District.

Comment: A good staff with bonus AC and a nice spell ability let down by lack of a bite.

Item Code: STAF10

 


Staff of Earth +2

Staff of Earth +2.jpg (1345 bytes)

Description: Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect. It can summon an Earth Elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them. It can also free a person from the earth by casting Stone to Flesh. Some abilities are limited by charges.

STATISTICS

Combat Abilities: If an earth elemental is hit it must save vs. spells or be destroyed
Abilities: (one charge)
Summon an 8 hit dice Earth Elemental
Duration: 1 hour
Stone to Flesh
Revert effects of a petrification attack

THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: Drow Merchant, Ust'Natha, Underdark.

Comment: A very good staff, with summoning abilities and the chance of instant death to Earth Elementals.

Item Code: STAF16

 


Staff of Fire +2

Staff of Fire +2.jpg (1753 bytes)

Description: This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire it can erupt in a Fire Shield that damages attackers, it can summon a Fire Elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however.

STATISTICS

Combat Abilities: If a fire elemental is hit it must save vs. spells or be destroyed
Abilities: (one charge)
Summon an 8 hit dice Fire Elemental
Duration: 1 hour
Fire Shield (Red)
A protective shield that surrounds the wielder of the staff as per the 4th level wizard spell Fire Shield (Red).

THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: Centre of the fire room, on the Lower Level of the Planar Sphere.

Comment: A very good staff, with summoning abilities and the chance of instant death to Fire Elementals.

Item Code: STAF17

 


Staff of Power

Staff of Power.jpg (1357 bytes)

Description: A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge).

STATISTICS

Saving Throws: +2 bonus
Armor Class: +2 bonus
Abilities (one charge):

Globe of Invulnerability
Duration: 1 round/level
Range: User
Area: 5-foot-radius sphere
Grants immunity to 1st to 4th level spells.

Lightning Bolt of Paralyzation
Damage: 10d6
Range: 140 yards
Saving throw: for half damage
Also stuns (no save) the target for 5 rounds

THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Usable By
Mages

Location: Made by Apprenti (Requires mage with Planar Sphere as the strong hold)

Comment: A very powerful staff, with lots spell abilities.

Item Code: STAF12

 


Staff of Rynn +4

Staff of Rynn +4.jpg (1415 bytes)

Description: There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the Village Square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmary had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon.

STATISTICS:

THAC0: +4 bonus
Damage: 1D6 + 4
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Location: Sold by Ribald in the Adventurers Mart, Wuakeen's Promenade.

Comment: A very good staff

Item Code: STAF20

 


Staff of Striking

Staff of Striking.jpg (1480 bytes)

Description: Staffs of Striking are made by the Gold Elves of Drelagara on Evermeet. The staffs have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races but these powerful melee weapons do surface occasionally in Faerun. However, each attack made with the staff uses a charge, hence causing it to consume itself when no charges remain.

STATISTICS:

Damage: 1D6 + 9
Weight: 4
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength

Location:  Merchant, Trademeet.

Comment: A very strong staff

Item Code: STAF05

 


Staff of Thunder and Lightning

Staff of Thunder and Lightning.jpg (1530 bytes)

Description: There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow may trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lighting storm to blast enemies to dust. Some abilities are limited by charges.

STATISTICS

Abilities (one charge):
Lightning Bolt
Damage: 10d6
Range: 140 yards
Saving throw: Spells for half damage

Call Lightning
Lightning strike hits the target
Damage: 3d8 per strike

Melee :
Thunderclap (10% chance on a successful strike)
Range: Melee
Saving Throw: Save vs. spells or be stunned for two rounds

THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength
Usable By:
Clerics

Location: Reward for saving the Druid Grove

Comment: A good staff with nice spell abilities.

Item Code: STAF13

 


Staff of the High Forest

Staff of the High Forest.jpg (1583 bytes)

Description: This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring Cernd examined it one last time, and it came loose in his hands, a living staff, granted as boon from nature herself. It has grown to fit his grip, and few others may wield it.

STATISTICS:

Equipped Abilities: Regenerate 1 hit point every 12 seconds

THAC0: +2 bonus
Damage: 1D6 + 2
Damage type: crushing
Weight: 3
Speed Factor: 1
Type: 2-handed

Usable By:
Cernd

Location: Found on Cernd. He is at first in a cell in  the Trademeet Prison, underneath the Mayor's House. Then he is in the Druid Gove just across from Druid Lair, above the Spore Colonies

Comment: A good staff, with regeneration ability but too weak to be very useful.

Item Code: NPSTAF

 

 

Staff of the Magi

Staff of the Magi.jpg (1393 bytes)

Description: This type of staff is thoroughly linked of the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantment and endless study. This particular example is good in melee, grants Invisibility, and offers protection from Charms and Evil. It can also cast a Spell Trap, launch a Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage item.

STATISTICS
Armor Class: +2 bonus
Saving Throws: +2 bonus
Equipped Abilities:
Invisibility
Immunity to Charm
Protection From Evil

Fireball-Lightning
Damage: combined lightning and fireball damage
Range: 150 feet
Use: Three times a day

Abilities: Trap Spell
Duration: 8 hours or until 30 spell levels have been trapped
Use: Once a day

Combat Ability (each hit): Dispel Magic
THAC0: +1 bonus (strikes as a +5 weapon)
Damage: 1D6 +1
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Usable By
Mages

Location: Found on Layene in the Twisted Rune Layer (requires Rogue Stone to enter). The entrance of which is the door (trapped) next to the entrance to an elemental lich's house  in the Bridge District.

Comment: An Extremely good staff. A must have for Mages.

Item Code: STAF11

 


Staff of the Ram +4

Staff of the Ram +4.jpg (1213 bytes)

Description: Likely created by the same unknown Archmage who is responsible for the Ring of the Ram, this Staff of Striking does not use charges and will never become useless.

STATISTICS:

Combat Abilites:
10 % Chance opponent is knocked back and stunned.

Large creatures such as a dragons or giants will not be knocked back or stunned.

THAC0: +4 bonus
Damage: 1D6 + 10
Weight: 3
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength

Location: TOB, on Saladrex Forth Floor of  Watchers Keep.

Comment: A very strong staff.

Item Code: STAF21

 


Staff of the Ram +6

Staff of the Ram +6.jpg (1213 bytes)

Description: Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, creating a weapon few opponents are able to stand against.

STATISTICS:

Combat Abilites:
15% Chance opponent is knocked back and stunned.

Large creatures such as a dragons or giants will not be knocked back or stunned.

THAC0: +6 bonus
Damage: 1D6 + 12 crushing, +1D4 piercing
Weight: 2
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength

Location: Forged by cespenar. Requires Roranach's Horn ( Second floor of Gromnir's Stronghold)

Comment: An very very powerful staff and for good reason; TOB is alot harder then SOA.

Item Code: STAF22

 


Staff of the Woodlands +4

Staff of the Woodlands +4.jpg (1408 bytes)

Description: Known only as the "Wild Man of the Wood", the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all.

STATISTICS

AC: +3 bonus
Equipped Abilities: Barkskin (AC 3)

Use Abilities (cost 1 charge)
Summon Shambling Mound

Enhanced Charm Animal
Duration: 5 minutes
Saving throw: save vs. spells with a -4 penalty

THAC0: +4 bonus
Damage: 1D6 +4
Damage type: crushing
Weight: 2
Speed Factor: 1
Type: 2-handed
Requires: 5 Strength
Usable By
Druids

Location: Reward from Rillifane for raising his Avatar and helping to destroy the invaders of Suldanesselar.

Comment: A very good staff that has AC bonus.

Item Code: STAF14

 

 

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