A staff is a long shaft that stores several spells. Unlike wands (which can hold any spell), each staff is of a specific kind and holds a fixed set of spells. A staff has 10 charges when created and can be recharged.

Physical Description

A staff is 4 to 7 feet long and 2 to 3 inches thick, weighing about 5 pounds. Most are wood; some are bone, metal, or glass, often decorated with carvings, runes, or a gem at the tip. A staff functions as a quarterstaff and has AC 7, 10 hit points, hardness 5, and a break DC of 24.

Activation

Staves use the spell trigger activation method — casting from a staff is a standard action that does not provoke attacks of opportunity (unless the spell itself has a longer casting time). The wielder must hold the staff in at least one hand to activate it.

Using Staves

Staves scale with the wielder in ways other magic items do not:

Wielder's CL & Stats

A staff uses the wielder's ability score and relevant feats to set spell save DCs. If the wielder's caster level is higher than the staff's caster level, the wielder's CL applies — making spells harder to dispel and better at overcoming SR.

No Spell Level Cap

Unlike wands (capped at 4th level), staves can hold spells of any level. The minimum caster level for a staff is 8th.

Charges & Recharging

Each spell cast from a staff consumes one or more charges. When a staff runs out of charges it cannot be used until recharged. Staves can be recharged — unlike wands.

Recharging Rules

  • Each morning when preparing spells or regaining slots, a spellcaster may restore 1 charge to one staff.
  • The caster must have at least one of the staff's spells on their class list and be capable of casting at least one of them.
  • The caster forfeits one prepared spell or spell slot equal to the highest-level spell the staff can cast.
  • Maximum 1 charge per staff per day; a caster can only recharge 1 staff per day.

Special Qualities

Roll d% when generating a random staff:

d%Result
01–30A design, inscription, or similar feature provides a clue to the staff's function
31–100No special qualities

Random Generation

MediumMajorStaffMarket Price
01–1501–03Charming17,600 gp
16–3004–09Fire18,950 gp
31–4010–11Swarming insects22,800 gp
41–5512–13Size alteration26,150 gp
56–7514–19Healing29,600 gp
76–9020–24Frost41,400 gp
91–9525–31Illumination51,500 gp
96–10032–38Defense62,000 gp
39–45Abjuration82,000 gp
46–50Conjuration82,000 gp
51–55Divination82,000 gp
56–60Enchantment82,000 gp
61–65Evocation82,000 gp
66–70Illusion82,000 gp
71–75Necromancy82,000 gp
76–80Transmutation82,000 gp
81–85Earth and stone85,800 gp
86–90Woodlands100,400 gp
91–95Life109,400 gp
96–98Passage206,900 gp
99–100Power235,000 gp

See Also