As an alternative to a creature as a familiar, a Wizard / Sorcerer may instead imbue a non-magical staff with his/her personal energy (DR338 p58). This requires 24 hours and a 500 gp gem that is mounted on the staff’s finial. During this time, the caster chooses one 0th level spell that the Staff will be able to generate 1/day. At the end of the process, the Staff is linked to the Master and is treated as a magic item. If the Staff is destroyed, the Master looses 500 XP per Wizard / Sorcerer level (Fort½, DC 15). The Staff cannot be replaced for 1 year and 1 day.
The Staff may be futher enchanted with Craft Staff, but the creation cost is +20% due to the difficulty of combining the two types of magic (DR338 p61).
Level | Hardness | Hit Points | Special Abilities |
---|---|---|---|
1-2 | 5 | 15 | – Light, 3/day on the staff only. May be dismissed as a Free Action; – One 0th level spell (chosen when the staff is imbued), 1/day; – May be used to deliver Touch Spells as a Touch attack –or– as a normal attack which also does Quarterstaff damage. |
3-4 | 5 | 15 | – When wielded by the Master, treated as a +1 / +1 Quarterstaff (i.e., both ends are magical). |
5-6 | 5 | 15 | – Remote Viewing: the Master may use Clairvoyance (as if seeing out of the finial) on the Staff at will (duration of Concentration). When this effect is in use, the finial glows with the brightness of a candle. |
7-8 | 10 | 20 | |
9-10 | 10 | 20 | – Vital Transfer: the Master may forego natural healing to cause the Staff to heal instead (Character level) hp for one night. A Heal check does not increase this amount. |
11-12 | 10 | 20 | – When wielded by the Master, treated as a +2 / +2 Quarterstaff (i.e., both ends are magical). |
13-14 | 15 | 25 | – Perfect Location: by spending a Full Round action, the Master knows the distance and direction to the Staff |
15-16 | 15 | 25 | – Mighty Weapon: when wielded by the Master, both ends of the Staff gain one of the following (chosen when 15th level is achieved): Bane, Defending, Flaming, Frost, Merciful, Shock, or Thundering. |
17-18 | 15 | 25 | – Return: the Master may summon the Staff to his/her hand as a Standard Action. This is a teleportation effect. |
19-20 | 20 | 30 | – When wielded by the Master, treated as a +3 / +3 Quarterstaff (i.e., both ends are magical). |
The following Feats can be used with the Imbued Staff:
Name | Source | Prerequisite | Description |
Enchant Staff [Item Creation] | (DR338 p60) | Caster level 5th, ability to Imbue a Staff | Choose a spell you can cast that is no higher than one level below the highest you can cast. Your Imbued Staff grants you (and only you) ability to cast this spell as a Spell-like ability once per day when held. Requires a 24 hour ritual that consumes 100 gp per spell level. This feat may be taken multiple times. Each time a new spell is added. |
Imbued Defense [Item Creation] | (DR338 p60) | Caster level 1st, ability to Imbue a Staff | When defensively casting a spell while holding your Imbued Staff, receive your Wisdom modifier as a bonus to your AC (in addition to your Dexterity modifier) until your next Action. Requires a 12 hour ritual that consumes 500 gp. |
Imbued Strength [Item Creation] | (DR338 p60) | Caster level 3rd, ability to Imbue a Staff | When attacking with your Imbued Staff, add your Wisdom modifier to the damage instead of your Strength modifier. Requires a 12 hour ritual that consumes 500 gp. |
Invest Spell [Item Creation] | (DR338 p60) | Caster level 9th, ability to Imbue a Staff | Choose a spell you can cast that is no higher than two levels below the highest you can cast. Your Imbued Staff grants you (and only you) ability to cast this spell as a Spell-like ability three times per day when held. You permanently lose a spell slot of the same level as the invested spell. Requires a 24 hour ritual that consumes 250 gp per spell level. This feat may be taken multiple times. Each time a new spell is added. |
Recharge Staff [Item Creation] | (DR338 p60) | Caster level 12th, Craft Staff, ability to Imbue a Staff | If you have used Craft Staff to add spell charges to your Imbued Staff, you may expend prepared spell unused spell slots to add charges back into your Imbued Staff. For each 5 Spell levels expended, the Staff regains one charge (max 50 charges). |