Item: Spore Shephard's Staff (Major)
This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- Cantrip Puff Of Poison
- 1st Protector Tree (resembles giant mushroom, not a tree), Summon Plant Or Fungus (fungus only)
- 2nd Protector Tree (resembles giant mushroom, not a tree), Summon Plant Or Fungus (fungus only), One With Plants (giant mushroom only)
- 3rd Protector Tree (resembles giant mushroom, not a tree), Stinking Cloud, Summon Plant Or Fungus (fungus only), Wall Of Thorns (resembles wall of fungus; deals poison damage)
- 4th Protector Tree (resembles giant mushroom, not a tree), Speak With Plants (fungus only), Summon Plant Or Fungus (fungus only)
- 5th Toxic Cloud, Plant Form (resemble giant fungus instead of plant, gain fungus trait instead of plant trait; arboreal type only), Protector Tree (resembles giant mushroom, not a tree), Summon Plant Or Fungus (fungus only)
Craft Requirements Supply one casting of all listed levels of all listed spells.
Trait Effects
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 |
|---|---|---|---|
| Animal Staff | 4 | Common | 1d4 |
| Atmospheric Staff (Lesser) | 4 | Uncommon | 1d4 |
| Composer Staff | 4 | Common | 1d4 |
| Mentalist's Staff | 4 | Common | 1d4 |
| Nyctessa's Staff | 4 | Unique | 1d4 |
| Poisoner's Staff | 4 | Uncommon | 1d4 |
| Spore Shephard's Staff | 4 | Uncommon | 1d4 |
| Staff of Healing | 4 | Common | 1d4 |
| Staff of Air | 3 | Common | 1d4 |
| Staff of Earth | 3 | Common | 1d4 |
| Staff of Fire | 3 | Common | 1d4 |
| Staff of Water | 3 | Common | 1d4 |
| Accursed Staff | 6 | Common | 1d4 |
| Fluid Form Staff | 6 | Common | 1d4 |
| Guardian Staff | 6 | Common | 1d4 |
| Librarian Staff | 6 | Common | 1d4 |
| Lyrakien Staff | 6 | Common | 1d4 |
| Ringmaster's Staff | 6 | Uncommon | 1d4 |
| Staff of Control | 6 | Common | 1d4 |
| Staff of Elemental Power | 6 | Common | 1d4 |