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FXITEMS - STAFFS, TATTOOS AND WANDSQuick-Find TablesStaffsA staff is a 4- to 7-foot-long, ornately wrought shaft of wood enhanced to cast a number of different (though often related) spells or psionic powers. Most staffs easily double as walking sticks or cudgels. A staff has a Defense of 7, hardness 5, 10 hit points, and a break DC of 24. A staff of divine spells can be used only by a divine spellcaster, and a staff of arcane spells can be used only by an arcane spellcaster. Only creatures with psionic abilities can use a staff of psionic powers. Using a staff is an attack action and does not provoke attacks of opportunity. A staff has 50 charges when new. Purchase DC: Unless noted otherwise, a staff’s purchase DC is 24 + the staff’s caster level or manifester level + the total levels of the spells stored in the staff. For a used staff with 25 charges, reduce the purchase DC by 2. Examples of staffs include the following: Staff of Fire: The staff has three uses, each identical to the corresponding arcane spell. Each time the staff is used, it depletes a certain number of charges.
Type: Staff (magic); Caster Level: 9th (arcane); Purchase DC: 43; Weight: 5 lb. Staff of Illumination: The staff has three uses, each identical to the corresponding divine spell. Each time the staff is used, it depletes a certain number of charges.
Type: Staff (magic); Caster Level: 9th (divine); Purchase DC: 41; Weight: 5 lb. Staff of the Mind’s Eye: This staff has three uses, each identical to the corresponding psionic power. Each time the staff is used, it depletes a certain number of charges.
Type: Staff (psionic); Manifester Level: 9th; Purchase DC: 40; Weight: 5 lb. TattoosTattoos are single-use “items” containing a spell-like or psionic effect that affects only the bearer. They can be drawn or imprinted just about anywhere on the body; however, the bearer of a magic or psionic tattoo must touch it (and speak a command word) to activate its power, so tattoos are normally placed in easy-to-reach places. Magic and psionic tattoos are permanent until activated or dispelled. Activating a tattoo is an attack action, requires the utterance of a command word, and does not provoke attacks of opportunity. Purchase DC: A tattoo’s purchase DC is 15 + the tattoo’s caster level or manifester level + spell level or power level unless noted otherwise. The purchase DC includes the cost of drawing or imprinting the tattoo on the body. Examples of tattoos include the following: Tattoo of Body Adjustment: This tattoo has one of three effects, which the bearer chooses at the time of activation:
Type: Tattoo (psionic); Manifester Level: 3rd; Purchase DC: 20; Weight: —. Tattoo of Natural Armor: This tattoo, when activated, covers the bearer’s skin in hard ridges that provide a +4 natural armor bonus to Defense. The effect lasts 7 minutes. Type: Tattoo (psionic); Manifester Level: 7th; Purchase DC: 26; Weight: —. Tattoo of Spider Climb: The bearer can climb and travel on vertical surfaces and ceilings for 30 minutes. The bearer gains a climb speed of 20 feet and need not make Climb checks to scale a surface. The bearer cannot take run actions for the duration of the effect. Type: Tattoo (magic); Caster Level: 3rd; Purchase DC: 19; Weight: —. WandsA wand is a short stick imbued with the power to cast a specific spell 50 times. The spell must be 4th level or lower, and the wand cannot be recharged. A typical wand has a Defense of 7, hardness 5, 5 hit points, and a break DC of 16. A divine spell wand can be used only by divine spellcasters, while an arcane spell wand can be used only by arcane spellcasters. Using a wand is an attack action and does not provoke attacks of opportunity. A wand has 50 charges when new. Purchase DC: Unless noted otherwise, a wand’s purchase DC is 24 + the wand’s caster level + the level of the spell stored in the wand. The purchase DC is for a fully charged wand. For a used wand with 25 charges, reduce the purchase DC by 2. Sample wands include the following: Wand of Animate Dead: This wand allows its user to cast animate dead. Type; Wand (magic); Caster Level: 5th (divine); Purchase DC: 32; Weight: 1 lb. Wand of Knock: A single charge from the wand opens as many as two locked, barred, stuck, or magically held mechanisms within 30 feet of each other (including locked doors and containers). Type; Wand (magic); Caster Level: 3rd (arcane); Purchase DC: 28; Weight: 1 lb. Wand of Web: This wand allows its user to cast web. Type; Wand (magic); Caster Level: 3rd (arcane); Purchase DC: 28; Weight: 1 lb. |