Cleric's Staff +3 (STAF19)
|

|
Cleric's Staff + 3 This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric.
THACO: +3
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 5500
|
|
Martial Staff +3 (STAF08)
|

|
Martial Staff + 3 This humble staff radiates powerful magic, and was likely the simple-seeming weapon of a traveling mage or cleric. It would certainly prove more than ample for dealing with most threats encountered on the road.
THACO: +3
Damage: 1D6 + 3
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 5500
|
|
Quarter Staff +2 (STAF18)
|

|
Quarter Staff +2 The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.
THACO: +2 bonus
Damage: 1D6 + 2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 2500
|
|
Quarter Staff +3 (ENSTAFF)
|

|
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.
|
Value: 0
|
|
Quarterstaff (SAHSTAFF) (STAF01) or (STAF03) or (STAF04)
|

|
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.
Damage: 1D6
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength
|
Value: 0
|
|
Quarterstaff +1 (STAF02)
|

|
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties.
Damage: 1D6 + 1
THACO: +1
Damage type: crushing
Weight: 4
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 500
|
|
Rod of Terror (RODS05)
|

|
Rod of Terror When activated this rod may be used as a staff +3. Any creature hit by the rod must make a saving throw vs. spells or flee in terror, fearing the wielder as if he or she were a flesh eating demon from the Abyss. There is a drawback to using this rod however. Each time the rod is used there is a 20% chance that the wielder loses one point of Charisma permanently.
Combat Abilities: Target must make a saving throw vs. spells (+4 bonus) or flee in terror (lasts four rounds)
THAC0: +3 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
|
Value: 5500
|
|
Shaman's Staff (MISC5T)
|

|
This is a Staff of Goodberries that belonged to the Kobold Shaman in the sewers below the slums.
Abilities Create Goodberries once per day
Damage: 1D6
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
|
Value: 0
|
|
Staff (MISC9O)
|

|
This is a long staff made of thick, sturdy oak. It is crawling with a strange, black radiance and feels quite warm and tingly to the touch. Small runes of arcane origin have been carved in various places at both ends.
Damage: 1D6
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: 2-handed
|
Value: 0
|
|
Staff Mace (STAF06)
|

|
This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for priests or druids, though that does not preclude use by most others.
THACO: +2 bonus
Damage: 2D4 + 2
Weight: 4
Speed Factor: 2
Damage type: Bludgeon
Proficiency Type: Quarterstaff
Type: 1-handed
Requires: 5 Strength
Not Usable By: Monks
|
Value: 1500
|
|
Staff Spear +2 (STAF07)
|

|
If examined, this quarterstaff has an aura of alteration, and a long sharp spearhead extends from its upper end on command. Likely made by a wizard or priest hoping to increase their melee abilities, it can be used by anyone capable of handling a staff.
THACO: +2 bonus
Damage: 1D8 + 3
Damage type: Piercing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: two handed
Requires: 5 Strength
Not Usable By: Monk
|
Value: 4000
|
|
Staff of Air +2 (STAF15)
|

|
Staff of Air This staff seems to draw from eleven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder, and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges.
Combat Abilities: If an air elemental is hit it must save vs. spells or be destroyed
Abilities: (cost 1 charge) Summon an 8hd Air Elemental, Duration: 1 hour
Sleep Cloud Range: 40 feet, Duration: 3 rounds
THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 2500
|
|
Staff of Arundel (WASTAFF) - Bonus CD
|

|
Staff of Arundel This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an arch druid that lived in the city of Kuldahar before he was killed by the demon Belhifet.
Location: Joluv in the Copper Coronet
Equipped Abilities: +10% Resistance to fire and cold Wielder memorizes one extra fifth and one extra sixth level spell
THACO: +3 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 3
Speed Factor: 0
Type: 2-handed
Requires: 9 Dexterity
Usable By: Druids
|
Value: 20000
|
|
Staff of Command (STAF09)
|

|
Staff of Command The staff allows the user to dominate another creature, each use draining one charge. This item is of the kind used by nefarious people seeking to sway others to follow their ways.
Abilities (one charge): Domination
THAC0: +2 bonus
Damage: 1D6 +2 D
amage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Not Usable by: Monk
|
Value: 2500
|
|
Staff of Curing (STAF10)
|

|
Staff of Curing Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned. It is not to be taken for granted however, as the enchantment, though useful, is fleeting. It must be used with all due care.
Abilities (one charge): Cure: 3 - 18 +3 hit points, Disease and Poison
Armor Class: +2 bonus
THAC0: +1 bonus
Damage: 1D6 +1
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Not Usable By: Thief Fighter Mage
|
Value: 2500
|
|
Staff of Earth +2 (STAF16)
|

|
Staff of Earth Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect. It can summon an Earth Elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them. It can also free a person from the earth by casting Stone to Flesh. Some abilities are limited by charges.
Combat Abilities: If an earth elemental is hit it must save vs. spells or be destroyed Abilities: (one charge) Summon an 8 hit dice Earth Elemental
Duration: 1 hour
Stone to Flesh Revert effects of a petrification attack
THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 15000
|
|
Staff of Fire +2 (STAF17)
|

|
Staff of Fire This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire it can erupt in a Fire Shield that damages attackers, it can summon a Fire Elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however.
Combat Abilities: If a fire elemental is hit it must save vs. spells or be destroyed Abilities: (one charge) Summon an 8 hit dice Fire Elemental Duration: 1 hour
Fire Shield (Red) A protective shield that surrounds the wielder of the staff as per the 4th level wizard spell Fire Shield (Red).
THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 2500
|
|
Staff of Power (STAF12)
|

|
Staff of Power A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge).
Saving Throws: +2 bonus
Armor Class: +2 bonus
Abilities (one charge): Globe of Invulnerability
Duration: 1 round/level
Range: User Area: 5-foot-radius sphere
Grants immunity to 1st to 4th level spells.
Lightning Bolt of Paralyzation
Damage: 10d6
Range: 140 yards
Saving throw: for half damage
Also stuns (no save) the target for 5 rounds
THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Usable By Mages
|
Value: 2500
|
|
Staff of Rynn +4 (STAF20)
|

|
Quarter Staff +4, Staff of Rynn There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the Village Square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmary had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon.
THACO: +4 bonus
Damage: 1D6 + 4
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
|
Value: 13500
|
|
Staff of Striking (STAF05)
|

|
Staffs of Striking are made by the Gold Elves of Drelagara on Evermeet. The staffs have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races but these powerful melee weapons do surface occasionally in Faerun. However, each attack made with the staff uses a charge, hence causing it to consume itself when no charges remain.
Damage: 1D6 + 9
Weight: 4
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength
|
Value: 2500
|
|
Staff of Thunder and Lightning (STAF13)
|

|
Staff of Thunder and Lightning +2 There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow may trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lighting storm to blast enemies to dust. Some abilities are limited by charges.
Abilities (one charge): Lightning Bolt
Damage: 10d6
Range: 140 yards
Saving throw: Spells for half damage
Call Lightning Lightning strike hits the target
Damage: 3d8 per strike
Melee : Thunderclap (10% chance on a successful strike)
Range: Melee
Saving Throw: Save vs. spells or be stunned for two rounds
THACO: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength
Usable By: Clerics Druids
|
Value: 2500
|
|
Staff of the High Forest (NPSTAF)
|

|
Staff of the High Forest This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring Cernd examined it one last time, and it came loose in his hands, a living staff, granted as boon from nature herself. It has grown to fit his grip, and few others may wield it.
Equipped Abilities: Regenerate 1 hit point every 12 seconds
THACO: +2 bonus
Damage: 1D6 + 2
Damage type: crushing
Weight: 3
Speed Factor: 1
Type: 2-handed
Usable By: Cernd
|
Value: 1000
|
|
Staff of the Magi (STAF11)
|

|
Staff of the Magi This type of staff is thoroughly linked of the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantment and endless study. This particular example is good in melee, grants Invisibility, and offers protection from Charms and Evil. It can also cast a Spell Trap, launch a Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage item.
Armor Class: +2 bonus
Saving Throws: +2 bonus
Equipped Abilities: Invisibility
Immunity to Charm Protection From Evil
Fireball-Lightning
Damage: combined lightning and fireball damage
Range: 150 feet
Use: Three times a day
Abilities: Trap Spell
Duration: 8 hours or until 30 spell levels have been trapped
Use: Once a day
Combat Ability (each hit): Dispel Magic
THAC0: +1 bonus (strikes as a +5 weapon)
Damage: 1D6 +1
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Usable By Mages
|
Value: 40000
|
|
Staff of the Woodlands +4 (STAF14)
|

|
Staff of the Woodlands Known only as the "Wild Man of the Wood", the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all.
Armor Class: +3 bonus
Equipped Abilities: Barkskin (AC 3)
Use Abilities (cost 1 charge)
Summon Shambling Mound Enhanced Charm Animal
Duration: 5 minutes
Saving throw: save vs. spells with a -4 penalty
THAC0: +4 bonus
Damage: 1D6 +4
Damage type: crushing
Weight: 2
Speed Factor: 1
Type: 2-handed
Requires: 5 Strength
Usable By Druids
|
Value: 7000
|
|