Item: Staff of Power

TypeWeapon
Level16
Rarity
Rare
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price10000 gp
UsageHeld in one hand
PublicationPathfinder Core Rulebook

This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a +2 greater striking staff.

Voluntarily destroying a staff of power unleashes an incredible blast of energy. When wielding the staff, you can Interact to break it. This releases a 30-foot burst magical explosion centered on the staff. This deals 2d8 force damage per charge remaining in the staff (DC 40 Basic Reflex). You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a death effect.

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 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.

Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

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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