Item: Staff of Power
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.
- 1st Enfeeble
- 2nd Everlight
- 3rd Levitate
- 4th Dispelling Globe, Paralyze
- 5th Force Barrage
- 6th Wall Of Force
- 7th Cone Of Cold, Fireball, Lightning Bolt
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.
Related Items
| Name | Level | Rarity | Price | Damage |
|---|---|---|---|---|
| Boreal Staff (Major) | 17 | Common | 13500 gp | 1d4 |
| Staff of the Dreamlands (Major) | 18 | Uncommon | 24000 gp | 1d4 |
| Boreal Staff (Greater) | 12 | Common | 2750 gp | 1d4 |
| Fiendbreaker (Heroic) | 20 | Unique | - | 1d4 |
| Purgatory Emissary's Staff | 12 | Rare | 1820 gp | 1d4 |
| Snowcaster's Staff | 12 | Rare | 1800 gp | 1d4 |
| Staff of the Dreamlands (Greater) | 12 | Uncommon | 2000 gp | 1d4 |
| Staff of the Magi | 20 | Rare | 90000 gp | 1d4 |
| Staff of the Ruling Beast | 9 | Unique | 700 gp | 1d4 |
| Boreal Staff | 8 | Common | 500 gp | 1d4 |
| Staff of the Dreamlands | 6 | Uncommon | 250 gp | 1d4 |
| Nyctessa's Staff | 4 | Unique | 90 gp | 1d4 |
| Atmospheric Staff (Major) | 16 | Uncommon | 8900 gp | 1d4 |
| Continuum Staff | 16 | Uncommon | 9500 gp | 1d4 |
| Lyrakien Staff (Major) | 16 | Common | 8600 gp | 1d4 |
| Spellstriker Staff (Major) | 16 | Common | 8500 gp | 1d4 |
| Staff of Arcane Might (Greater) | 16 | Rare | 10000 gp | 1d4 |
| Staff of Encroaching Shadows (Major) | 16 | Uncommon | 9100 gp | 1d4 |
| Staff of Final Rest (Major) | 16 | Uncommon | 9000 gp | 1d4 |
| Staff of Healing (True) | 16 | Common | 9200 gp | 1d4 |