Staves
Pathfinder Core Rulebook (Second Edition), page 592
A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells and can hold more charges—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.
Casting Spells from a Staff
A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level. Casting a Spell from a staff requires holding the staff (typically in one hand) and Activating the staff by Casting the Spell, which takes the spell’s normal number of actions.
Use your spell attack roll and spell DC when Casting a Spell from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.
Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).
Casting Cantrips from a Staff
If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip’s level is heightened to the same level as cantrips you cast.
Preparing a Staff
During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the highest level of spell you’re able to cast. You don’t need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren’t used within 24 hours, they’re lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff’s spells on your spell list.
Prepared Spellcasters
A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can’t expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell.
Spontaneous Spellcasters
A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn’t change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster.
Attacking with a Staff
Staves are also staff weapons (page 280), included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities.
- Cantrip know direction
- 1st magic fang, summon animal
- 2nd animal messenger, speak with animals, summon animal
- 3rd animal form, summon animal
- 4th summon animal
- 5th animal form, moon frenzy, summon animal
- Cantrip daze
- 1st mindlink, phantom pain
- 2nd paranoia
- 3rd hypercognition, phantom pain
- 4th modify memory, telepathy
- 5th phantom pain, synaptic pulse, synesthesia
- Cantrip shield
- 1st alarm, feather fall
- 2nd dispel magic, endure elements, resist energy
- 3rd alarm, glyph of warding
- 4th dimensional anchor, dispel magic, resist energy
- 5th banishment, endure elements
- 6th dispel magic, repulsion
- Cantrip tanglefoot
- 1st summon construct, unseen servant
- 2nd obscuring mist, phantom steed, summon construct,
- 3rd stinking cloud, summon construct, summon elemental
- 4th creation, phantom steed, summon construct,
- 5th black tentacles, summon construct, summon
- 6th phantom steed, summon construct, summon
- Cantrip detect magic
- 1st true strike
- 2nd comprehend language, darkvision, see invisibility
- 3rd clairaudience, darkvision
- 4th clairvoyance, comprehend language, telepathy
- 5th prying eye, sending
- 6th telepathy, true seeing
- Cantrip daze
- 1st charm, command
- 2nd hideous laughter, touch of idiocy
- 3rd paralyze
- 4th charm, confusion, suggestion
- 5th command, crushing despair
- 6th dominate, feeblemind
- Cantrip ray of frost
- 1st magic missile, shocking grasp
- 2nd acid arrow, glitterdust
- 3rd lightning bolt, magic missile
- 4th fireball, weapon storm
- 5th cone of cold, magic missile
- 6th chain lightning, wall of force
- Cantrip produce flame
- 1st burning hands
- 2nd burning hands, flaming sphere
- 3rd flaming sphere, fireball
- 4th fire shield, fireball, wall of fire
- 5th fireball, wall of fire
- Cantrip stabilize
- 1st heal
- 2nd heal, restoration, restore senses
- 3rd heal, remove disease
- 4th heal, restoration
- 5th breath of life, heal, remove disease
- 6th heal, restoration, restore senses
- 7th heal, regenerate, remove disease
- Cantrip light
- 2nd continual flame
- 3rd continual flame, searing light
- Cantrip ghost sound
- 1st illusory disguise, illusory object
- 4th illusory creature, veil
- 5th illusory scene, veil
- 6th hallucination, mislead
- Cantrip chill touch
- 1st grim tendrils, ray of enfeeblement
- 2nd deafness, gentle repose
- 3rd blindness, vampiric touch
- 4th grim tendrils, enervation
- 5th cloudkill, gentle repose
- 6th grim tendrils, vampiric exsanguination
- 1st ray of enfeeblement
- 2nd continual flame
- 3rd levitate
- 4th globe of invulnerability, paralyze
- 5th magic missile
- 6th wall of force
- 7th cone of cold, fireball, lightning bolt
- Cantrip detect magic, light, mage hand, telekinetic
- 1st lock
- 2nd enlarge,
- 3rd dispel magic, fireball, lightning bolt
- 4th invisibility, enlarge, fireball, wall of fire, web
- 5th cone of cold, passwall, telekinetic haul
- 6th disintegrate, dispel magic, fireball, lightning bolt
- 7th cone of cold, passwall, plane shift, wall of fire
- 8th fireball, mage armor
- 9th dispel magic, meteor swarm, summon dragon
- Cantrip sigil
- 1st fleet step, jump
- 2nd enlarge, humanoid form
- 3rd feet to fins, jump
- 4th gaseous form, shape stone
- 5th humanoid transformation
- 6th baleful polymorph, dragon form, flesh to stone
- Cantrips tanglefoot
- 1st shillelagh (can target the verdant staff)
- 2nd barkskin, entangle, shape wood, tree shape
- 3rd wall of thorns
- 4th barkskin, speak with plants
- 5th plant form, wall of thorns
| Item | Category | Level | Price | Bulk | Usage |
|---|---|---|---|---|---|
| Animal Staff | Staves | 4 | 90 gp | 1 | held in 1 hand |
| Mentalist’s Staff | Staves | 4 | 90 gp | 1 | held in 1 hand |
| Staff of Abjuration | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Staff of Conjuration | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Staff of Divination | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Staff of Enchantment | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Staff of Evocation | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Staff of Fire | Staves | 3 | 60 gp | 1 | held in 1 hand |
| Staff of Healing | Staves | 4 | 90 gp | 1 | held in 1 hand |
| Staff of Illumination | Staves | 8 | 425 gp | 1 | held in 1 hand |
| Staff of Illusion | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Staff of Necromancy | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Staff of Power | Staves | 16 | 10,000 gp | 1 | held in 1 hand |
| Staff of the Magi | Staves | 20 | 90,000 gp | 1 | held in 1 hand |
| Staff of Transmutation | Staves | 6 | 230 gp | 1 | held in 1 hand |
| Verdant Staff | Staves | 6 | 225 gp | 1 | held in 1 hand |
