Item: Staff of Metal (Greater)
This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- Cantrips Detect Metal
- 1st Conductive Weapon, Shielded Arm
- 2nd Magnetic Attraction, Magnetic Repulsion
- 3rd Magnetic Acceleration, Noxious Metals
- 4th Mercurial Stride, Rust Cloud
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.
Metal: Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal. These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.
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 | Price | Damage |
|---|---|---|---|---|
| Staff of Metal | 6 | Common | 250 gp | 1d4 |
| Staff of Metal (Major) | 14 | Common | 4000 gp | 1d4 |
| Accursed Staff (Greater) | 10 | Common | 900 gp | 1d4 |
| Drazmorg's Staff of All-Sight | 10 | Unique | 475 gp | 1d4 |
| Fanged Staff | 10 | Common | 925 gp | 1d4 |
| Fey Staff (Greater) | 10 | Common | 860 gp | 1d4 |
| Fluid Form Staff (Greater) | 10 | Common | 900 gp | 1d4 |
| Guardian Staff (Greater) | 10 | Common | 900 gp | 1d4 |
| Lyrakien Staff (Greater) | 10 | Common | 920 gp | 1d4 |
| Staff of Control (Greater) | 10 | Common | 900 gp | 1d4 |
| Staff of Elemental Power (Greater) | 10 | Common | 900 gp | 1d4 |
| Staff of Encroaching Shadows (Greater) | 10 | Uncommon | 900 gp | 1d4 |
| Staff of Final Rest (Greater) | 10 | Uncommon | 900 gp | 1d4 |
| Staff of Nature's Vengeance | 10 | Common | 900 gp | 1d4 |
| Staff of Phantasms (Greater) | 10 | Common | 900 gp | 1d4 |
| Staff of Protection (Greater) | 10 | Common | 900 gp | 1d4 |
| Staff of Providence (Greater) | 10 | Common | 900 gp | 1d4 |
| Staff of Summoning (Greater) | 10 | Common | 900 gp | 1d4 |
| Staff of the Dead (Greater) | 10 | Common | 900 gp | 1d4 |
| Staff of the Tempest (Greater) | 10 | Common | 900 gp | 1d4 |