Enchanted Weapons (Staves):

 

 

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Croaking Staff:

 

This staff calls and controls frogs to serve the wielder.

 

Note:

There are various types of Croaking Staves, some of which do the following:

 

Call and control common frogs.

Call and control giant frogs.

See through the eyes of a group of frogs

etc.

 

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Flurry Staff:

 

Has a chance to cause a "Flurry of Staves", causing additional damage for all the staves that successfully strike.

 

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Clusters to sort out from the old school gaming system (many of these weapons are already installed into the current system):

 

 

Animationist’s:

Bard’s:

Broken:
Appears to be a broken wooden staff. If parried, this staff’s enchantments have a chance to cause the offending weapon to be broken.

Conjurer’s:

Disguise:
User can disguise him/herself.

Divinationist’s:

Doomsayer’s:
Staff of prophecy.

Dragon’s:
Luck, Fire, Water, Frost, Air, Elemental (air, earth, fire and water), Wish.

Druid’s:

Element:
Air, Earth, Fire, Water.

Elleisure’s:
Time, Stasis, Time-out, Time-skip and Rondevu (grrr can't spell it)

Empath:

Enchanter:

Entertainer’s:
1. Enhances abilities as an entertainer and bard (if one or the other).
2. Animated weapon.
3. Staff is alive. conscious awareness. Can speak through telepathy.
4. Shape-shift 1/moon for 72 hours.
5.

Fate:

Gemshard:
Created of random gemvein. Each gem type does something different.

Granite-Wood:
x1, x2, x3, x4, x5 damage on maximum strike.

Healer’s:

Hollowman’s:
Storing staff. +1 attack / turn. Can also store rolled up scrolls in its top to be cast directly from the staff itself.

Illusionist’s:

Immunity:

Jester’s:
1. Chaos.
2. Acrobatic Mastery (staff must accept the wielder first. If it does, the Acrobatic Mastery is a permanent gift).
3. Chaotic Illusion.
4. Charm Delusion.
5. Aggravation.

Light Weaver’s:

Locust Magician’s:

Krukked:
x2 damage on a maximum strike.

Magician’s:

Mind:

Monk’s:
Shintar:
Vekkarian:

Mutant’s:

Mystic’s:

Necromancer’s:

Protection:

Psychic’s:

Resistance:

Rotted:
1. Reveal Undead.
2. Repels Undead out to 30 spaces.
3. 1-D10 random necromancer spells.
4. 6-60 spell-points.

Shaman’s:

Shard:
max. strike = 1-4 +1 splinters with shoot into foe. Damage = 3-D30 each. Roll for shards to strike random area of opponent. also check for sudden death and annihilation strike for each shard. Max. shards that will split off from staff per moon = 12. Staff will regenerate all shards back at the beginning of each and every full moon.

Shielding:

Shifter’s:
Shape-shift.

Spiritualist’s:

Soul:
Eyes upon staff invisible until they slowly and slightly open at random times. Staff has powers. Caster/holder can tap into power, yet risky (not dangerous -- just risky).

Spell:
The staff of spells has ten runes magically carved into it. If read certain spells will come to life and be cast. Roll on "Scrolls" in this book to find out what the type of magic the 10 spells will be. The staff will contain all the spells of that type of magic. Not mixed, different types of magic. See: "Spell-casting, Resting Period for:" in the Basic Rules Book.

Splintered:
Necromancer staff that leaves shards of wormwood within target struck. Pieces of wood writhe causing agony and pain.

Staff of Mourning:
Necromancer only. Causes emotional surge of great loss and despair. Avoid “faith” or attack self for 1-D4 turns.

Staff of Secrets:
Once per moon the staff will have a chance to bring to life a secret for the holder -- whether it is buried treasure, a secret in the wilderness, untapped self-powers unknown, plans, etc. It can be anything simple or great. This staff is of the most jealous nature and will not tolerate another weapon upon its master’s person. It will simply become intangible and refuse to be wielded.

Staff of the Eye:
Vision abilities.
Stone: Same as a Draxxen blade, yet blunt weapon.
Summoner: Summoner’s staff that helps with summoning (i.e., +1 to +30 added to success chance to summon).
Summons: All casters: This staff has items within it that are magically summoned upon request. Treat this staff as a Storing Cloak, yet can only hold 5-50 items that must be randomly rolled up in the “Non-Magical Items” of the Treasure Book.

Supernaturalist’s:

Time-Shift: 5 minutes back (60 turns).

Tracer:

Tuskan Staff:
1. +40 over defender’s roll = avoid stun for foe (duration: 1 turn -- only defend).
2. Luck regeneration at 1 point / turn.
3. spell-points regeneration at 1 point / turn during a battle or life or death situation (but wielder suffers 10 points of painless damage to the head per 1 spell-points recovery (damage-points will only recede down to ½ health. Then cease, and spell-points recovery will cease also.

Undead Slayer: x3 damage.

Wayfarer’s:
The holder of this ORACLE STAFF will be blessed with the following:
1. Appearance will be that of a common, weathered traveler of no fortune.
2. Prayer will be directly heard by his or her Jahtha once per moon and will have a 50% chance of being directly answered.
3. Staff will be blessed (discretion of the G.M.).
4. Twilight Gate: Can walk away from danger.
5. 5 random helpful spells (no offensive or defensive type) will be usable from within staff 3 times/fortnight.

Web:
Has all web spells + 3-D6 spell-points + charm spider effect. only one spider can be charmed at once. charm causes trust. staff holder also has the gift of the Arachnid Tongue while holding the staff, meaning he or she can speak to any type of pure-race spider (not mixed spider species (i.e., half spider, half humanoid, etc.).