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One of 3 items called “War Wizard's Staff” · see the others · 0x70019E86

War Wizard's Staff

Weapon Type Quarterstaff
Damage 2.2[1d6] Bludgeon
Critical Roll (5%) 20-20 / x2
Handedness Two-handed
Proficiency Simple Weapon Proficiency
Minimum Level 16
Binding Binds to Character on Acquire
Description Primarily enchanted by the War Wizards of Cormyr for use in their spellcasting, these staves can sometimes also be found in varieties that increase the power of healing or other divine spells, likely crafted by the War Wizards for sale to clerics or churches.
Material Steel
Durability 240
Weight 4.00 lbs
Effects
  • +4 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +4 enhancement bonus to AC. Weapons with this quality gain a +4 enhancement bonus to attack and damage.
2 of these
  • Corrosion: Passive: +78 Equipment Bonus to Acid Spell Power.
  • Glaciation: Passive: +78 Equipment Bonus to Cold Spell Power.
  • Magnetism: Passive: +78 Equipment Bonus to Electric Spell Power.
  • Combustion: Passive: +78 Equipment Bonus to Fire Spell Power.
  • Resonance: Passive: +78 Equipment Bonus to Sonic Spell Power.
  • Impulse: Passive: +78 Equipment Bonus to Force Spell Power (Force Spell Power also increases physical and untyped spell damage).
  • Radiance: Passive: +78 Equipment Bonus to Light and Alignment Spell Power.
  • Devotion: Passive: +78 Equipment Bonus to Positive Spell Power.
  • Nullification: Passive: +78 Equipment Bonus to Negative Energy and Poison Spell Power.
  • Reconstruction: Passive: +78 Equipment Bonus to Repair and Rust Spell Power.
1 of these
  • Acid Lore IV: Passive: Your Acid spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Ice Lore IV: Passive: Your Cold spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Lightning Lore IV: Passive: Your Electric spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Fire Lore IV: Passive: Your Fire spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Kinetic Lore IV: Passive: Your Force, Physical, and Untyped spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Void Lore IV: Passive: Your Negative Energy and Poison spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Healing Lore IV: Passive: Your Healing spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Repair Lore IV: Passive: Your Repair and Rust spells gain a +14% Equipment Bonus to their chance to Critical Hit.
  • Sonic Lore IV: Passive: Your Sonic spells gain a +14% Equipment Bonus to their chance to Critical Hit.
1 of these
  • Spell Penetration II: Passive: +2 Equipment Bonus to Spell Penetration checks.
  • Spell Penetration II: Passive: +2 Equipment Bonus to Spell Penetration checks.
  • Spell Penetration II: Passive: +2 Equipment Bonus to Spell Penetration checks.
1 of these
  • Evocation Focus I: Passive: +1 Equipment Bonus to the DC to resist your Evocation spells.
  • Illusion Focus I: Passive: +1 Equipment Bonus to the DC to resist your Illusion spells.
  • Necromancy Focus I: Passive: +1 Equipment Bonus to the DC to resist your Necromancy spells.
  • Abjuration Focus I: Passive: +1 Equipment Bonus to the DC to resist your Abjuration spells.
  • Enchantment Focus I: Passive: +1 Equipment Bonus to the DC to resist your Enchantment spells.
  • Transmutation Focus I: Passive: +1 Equipment Bonus to the DC to resist your Transmutation spells.
  • Conjuration Focus I: Passive: +1 Equipment Bonus to the DC to resist your Conjuration spells.

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War Wizard's Staff
War Wizard's Staff
Quarterstaff
Equips to: Main Hand
Simple Weapon Proficiency
Minimum Level: 16
Binds to Character on Acquire
Base Damage Rating: 7.87
Damage: 2.2[1d6] Bludgeon
Critical Roll: (5%) 20-20 / x2
+4 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +4 enhancement bonus to AC. Weapons with this quality gain a +4 enhancement bonus to attack and damage.
Devotion: Passive: +78 Equipment Bonus to Positive Spell Power.
Nullification: Passive: +78 Equipment Bonus to Negative Energy and Poison Spell Power.
Lightning Lore IV: Passive: Your Electric spells gain a +14% Equipment Bonus to their chance to Critical Hit.
Spell Penetration II: Passive: +2 Equipment Bonus to Spell Penetration checks.
Enchantment Focus I: Passive: +1 Equipment Bonus to the DC to resist your Enchantment spells.
Durability: 240 / 240
Steel (Hardness: 26)
Primarily enchanted by the War Wizards of Cormyr for use in their spellcasting, these staves can sometimes also be found in varieties that increase the power of healing or other divine spells, likely crafted by the War Wizards for sale to clerics or churches.