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Staves

Staff +2, of Summoning
No Charges:Summon Swarm
One Charge:Monster Summoning I
Two Charges:Monster Summoning II
Summon Lycanthrope
Three Charges:Conjure Elemental
Monster Summoning III
Summon Shadow
Four Charges:Monster Summoning IV
Five Charges:Monster Summoning V
Six Charges:Monster Summoning VI
Seven Charges:Monster Summoning VII

This staff is the perfect tool for a Conjurer since it summons creatures to aid its wielder if the wielder happens to be a Conjurer. If wielded by a normal wizard, it will function as a normal +2 staff and allow only 2 charges to be used at any given time. If wielded by a non-wizard, it will only function as a +2 staff. The powers of the staff are:

Staff +2, of Transmutation
One Charge:Blink-Makes the target Blink, save vs. Spells.
Slow-As per spell, save vs. Spells.
Two Charges:Polymorph Other-Save vs. Polymorph.

This staff has a +2 to attacks and damage when wielded by a Transmutter and adds a +1 to save vs. Abjuration spells. If wielded by a non-Transmutter, it will not give the protection against Alteration spells. It also has these powers:

Staff of Lightning

This Staff can function like the following wizard spells:

  • Shocking Grasp: does 1d8+12 points of damage, for one charge.
  • Lightning Strike: does 6d6 points of damage, with no chance of rebound, for 2 charges.
  • Lightning Curtain: A curtain of lightning will appear in front of the wielder. It will do 2d8+12 points of damage (3d8+12 points of damage, to anyone carrying or wearing metal) to anyone who steps through the curtain, for two charges.
  • Lightning Bolt: does 12d6 points of damage, for three charges.
  • Lightning Lash: does 12d6 points of damage, with more accuracy than a lightning bolt, for three charges.
  • Lightning Storm: A storm of lightning will appear, and anyone in a 70' diameter sphere will take 6d12 points of damage, for four charges.
  • 2 lightning bolts per round for 4 rounds
    4 lightning bolts per round for 2 rounds
    8 lightning bolts in one round
    Lightning Ring: A ring of lightning will surround the wielder and will discharge lightning bolts on one of three ways, as listed below with each bolt doing 8d6 points of damage, and the ring will protect the wielder during this time from lightning attacks for five charges.

The staff also protects the wielder from electrical attacks, until all the charges are drained. After that, the staff is useless, but it can be recharged.

Staff of Property Protection

This Staff can function like the following wizard spells:

  • Leomund's Trap: Creates a false trap, for one charge.
  • Lesser Sign of Sealing: Seals a door or container, when broken sets of a spell of the wielder's choice. The spell must be in the wielder's spellbook. This Sign can be dispelled. This function uses two charges.
  • Fire Trap: Traps a door or container that does 1d4+12 points of damage when broken. This function uses three charges.
  • Greater Sign of Sealing: Acts like the Lesser Sign, except that this effect can not be dispelled. This function uses four charges.
  • Guards and Wards: See the spell. This function uses five charges.
  • Incendiary Entrapment: This effect covers only a 10'×10' area of flooring, and does 14d4 points of damage. This effect uses six charges.

The Staff must be left in the space or near the item being protected. Once the Staff is removed, the effect, used or not, is negated.

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