Wednesday, August 8, 2007

Kaballite Staff

Nonlegacy Game Statistics: Masterwork/+1 quarterstaff; Cost 2600 gp.
Omen: As a swift (mental) action you cause the crystal or gem of the staff shed bright illumination in a 5-foot radius and shadowy illumination for 5 feet beyond that. Both the illuminations increase up to 20 feet when the lesser legacy is unlocked and up to 60 feet when the greater legacy is unlocked.

History

The Lands of the Kabal are located north of Toris Kelt's mountain range. These lands are a desert waste and were the first to have fallen to Bascaron's deadly gaze. It was hundreds of years before anyone sought out to inhabit these lands, and to this day it has no true cities or villages. Lands of the Kabal now draw wizards from all over, each erecting a tower for his or her own purposes. A loose consensus of wizards governs these lands. There is no true formal code of law. The only laws that can be agreed upon are "no wizard shall enter a tower without permission" and "no wizard shall directly or indirectly interfere with the research of an other wizard".

Legacy Rituals

Three rituals are required to unlock all the abilities of the Kaballite Staff.

Attunement: You must replace the staff's crystal with a with another crystal or gem with a value of least 2,500 gp. An arcane mark must be placed upon the crystal or gem to complete this ritual. Cost 4,000 gp. Feat Granted: Least Legacy (Kaballite Staff).
Arcane Might: You must single handily defeat another arcane caster in a duel. Cost 13,500 gp. Feat Granted: Lesser Legacy (Kaballite Staff).

Kaballite Staff Wielder Requirements
Ability to cast 2nd-level arcane spells
Knowledge (arcana) 4 ranks


Wielder
Level

Save
Penalty
Caster
Level
Penalty

Spell Slot
Loss


Abilities
5th


magic missile 3/day
6th-1
1st
Luck bonus +1
7th
-1
battering ram 3/day
8th

2nd
-
9th


Levitate 3/day
10th

3rd
Masterwork/+1 magebane quarterstaff
11th


chain missiles 3/day
12th

4th
-
13th
-2

Heightened lightning bolt 2/day
14th

5th
-
15th-2


Heightened fireball 2/day
16th

6th
Luck bonus +2
17th


globe of invulnerability 1/day
18th

7th
cone of cold 1/day
19th


hold monster 1/day
20th

8th
wall of force 1/day

Magic Missle (Sp): At 5th level, you can use magic missile as the spell three times per day.
Luck Bonus: At 6th level, you gain a +1 luck bonus saves and to Armor Class. At 16th level. this bonus improves to +2.
Battering Ram (Sp): At 7th level, you can use battering ram as the spell three times per day.
Levitate (Sp): At 9th level, you can use levitate as the spell three times per day.
Lightning Bolt (Sp): At 13th level, you can use lightning bolt as the spell (heightened to 5th level) two times per day.
Fireball (Sp): At 15th level, you can use fireball as the spell (heightened to 5th level) two times per day.
Globe of Invulnerability (Sp): At 17th level, you can use globe of invulnerability as the spell once per day.
Cone of Cold (Sp): At 18th level, you can use cone of cold as the spell once per day.
Hold Monster (Sp): At 19th level, you can use hold monster as the spell once per day.
Wall of Force (Sp): At 20th level, you can use wall of force as the spell once per day, but only to create a 10-foot-diameter hemisphere around yourself.

1 comment:

Christopher said...

Worship the Staff!
Is it not nifty?