Item: Atmospheric Staff
This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- Cantrip Gale Blast
- 1st Air Bubble, Gravitational Pull
- 2nd Gentle Breeze
- 3rd Gravity Well, Tempest Cloak
Craft Requirements Supply one casting of all listed ranks of all listed spells.
Trait Effects
Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air. Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Staff: This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Club: You knock the target away from you up to 10 feet. This is forced movement.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Atmospheric Staff (Greater) | 12 | Uncommon | 1d4 |
| Atmospheric Staff (Lesser) | 4 | Uncommon | 1d4 |
| Atmospheric Staff (Major) | 16 | Uncommon | 1d4 |
| Animal Staff (Greater) | 8 | Common | 1d4 |
| Boreal Staff | 8 | Common | 1d4 |
| Bounty's Light | 8 | Unique | 1d4 |
| Composer Staff (Greater) | 8 | Common | 1d4 |
| Mentalist's Staff (Greater) | 8 | Common | 1d4 |
| Poisoner's Staff (Greater) | 8 | Uncommon | 1d4 |
| Spore Shephard's Staff (Greater) | 8 | Uncommon | 1d4 |
| Staff of Air (Greater) | 8 | Common | 1d4 |
| Staff of Earth (Greater) | 8 | Common | 1d4 |
| Staff of Fire (Greater) | 8 | Common | 1d4 |
| Staff of Healing (Greater) | 8 | Common | 1d4 |
| Staff of Illumination | 8 | Common | 1d4 |
| Staff of Water (Greater) | 8 | Common | 1d4 |
| Beast Staff | 7 | Common | 1d4 |
| Spellstriker Staff | 7 | Common | 1d4 |
| Spy Staff | 7 | Uncommon | 1d4 |
| Staff of Nature's Cunning | 7 | Common | 1d4 |