Imbued Staff for Wizards & Sorcerers
As an alternative to a creature as a familiar, a Mage may instead imbue a non-magical staff with his/her personal energy. This requires 24 hours and a 500 gp gem that is mounted on the staffs finial. During this time, the caster chooses one 0th level spell that the Staff will be able to generate 1/day. At the end of the process, the Staff is linked to the Master and is treated as a magic item.
If the Staff is destroyed, the Master looses 500 XP per Mage level (Fort ½, DC 15). The Staff cannot be replaced for 1 year and 1 day.
The Staff may be futher enchanted with Craft Staff, but the creation cost is +20% due to the difficulty of combining the two types of magic.
Hit Special
Level Hardness Points Abilities
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1-2 5 15 Light, 3/day on the staff only. May be dismissed as a
Free Action.
One 0th level spell (chosen when the staff is imbued),
1/day.
May be used to deliver Touch Spells as a Touch attack
or as a normal attack which also does melee damage.
3-4 5 15 When wielded by the Master, treated as a +1/+1
Quarterstaff (i.e., both ends are magical).
5-6 5 15 Remote Viewing: the Master may use Clairvoyance on the
Staff at will (duration of Concentration). When this
effect is in use, the staff glows with the brightness
of a candle.
7-8 10 20
9-10 10 20 Vital Transfer: the Master may forego natural healing
to cause the Staff to heal instead (Character level)
hp for one night. A Heal check does not increase this
amount.
11-12 10 20 When wielded by the Master, treated as a +3/+3
Quarterstaff (i.e., both ends are magical).
13-14 15 25 Perfect Location: by spending a Full Round action, the
Master knows the distance and direction to the Staff
15-16 15 25 Mighty Weapon: when wielded by the Master, both ends
of the Staff gain one of the following (chosen when
15th level is achieved): Bane, Defending, Flaming,
Frost, Merciful, Shock, or Thundering.
17-18 15 25 Return: the Master may summon the Staff to his/her
hand as a Standard Action. This is a teleportation
effect.
19-20 20 30 When wielded by the Master, treated as a +3/+3
Quarterstaff (i.e., both ends are magical).
The following Feats can be used with the Imbued Staff:
Enchant Staff [Item Creation]
Prerequisites: Caster level 5th, ability to Imbue a Staff
Choose a spell you can cast that is no higher than one level below the highest you can cast. Your Imbued Staff grants you (and only you) ability to cast this spell as a Spell-like ability once per day when held.
Requires a 24 hour ritual that consumes 100 gp per spell level.
This feat may be taken multiple times. Each time a new spell is added.
Imbued Defense [Item Creation]
Prerequisites: Caster level 1st, ability to Imbue a Staff
When defensively casting a spell while holding your Imbued Staff, receive your Wisdom modifier as a bonus to your AC (in addition to your Dexterity modifier) until your next Action.
Requires a 12 hour ritual that consumes 500 gp.
Imbued Strength [Item Creation]
Prerequisites: Caster level 3rd, ability to Imbue a Staff
When attacking with your Imbued Staff, add your Wisdom modifier to the damage instead of your Strength modifier.
Requires a 12 hour ritual that consumes 500 gp.
Invest Spell [Item Creation]
Prerequisites: Caster level 9th, ability to Imbue a Staff
Choose a spell you can cast that is no higher than two levels below the highest you can cast. Your Imbued Staff grants you (and only you) ability to cast this spell as a Spell-like ability three times per day when held. You permanently loose a spell slot of the same level as the invested spell.
Requires a 24 hour ritual that consumes 250 gp per spell level.
This feat may be taken multiple times. Each time a new spell is added.
Recharge Staff [Item Creation]
Prerequisites: Caster level 12th, Craft Staff, ability to Imbue a Staff
If you have used Craft Staff to add spell charges to your Imbued Staff, you may expend prepared spell/unused spell slots to add charges back into your Imbued Staff. For each 5 Spell levels expended, the Staff regains one charge (max 50 charges).