Item: Librarian Staff (Greater)

TypeWeapon
Level12
Rarity
Common
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price1750 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)

A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.


Activate 3 (concentrate, manipulate)


Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 100 texts.


Activate Cast a Spell


Effect You expend a number of charges from the staff to cast a spell from its list.


Craft Requirements Supply one casting of all listed ranks of all listed spells.


Trait Effects

Extradimensional: This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

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.


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