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One of 3 items called “War Wizard's Staff” · see the others · 0x70019EBB

War Wizard's Staff

Weapon Type Quarterstaff
Damage 3.8[1d6] Bludgeon
Critical Roll (5%) 20-20 / x2
Handedness Two-handed
Proficiency Simple Weapon Proficiency
Minimum Level 24
Binding Binds to Character on Acquire
Accepts Sentience Yes
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 320
Weight 4.00 lbs
Effects
  • +6 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
2 of these
  • Corrosion: Passive: +114 Equipment Bonus to Acid Spell Power.
  • Glaciation: Passive: +114 Equipment Bonus to Cold Spell Power.
  • Magnetism: Passive: +114 Equipment Bonus to Electric Spell Power.
  • Combustion: Passive: +114 Equipment Bonus to Fire Spell Power.
  • Resonance: Passive: +114 Equipment Bonus to Sonic Spell Power.
  • Impulse: Passive: +114 Equipment Bonus to Force Spell Power (Force Spell Power also increases physical and untyped spell damage).
  • Radiance: Passive: +114 Equipment Bonus to Light and Alignment Spell Power.
  • Devotion: Passive: +114 Equipment Bonus to Positive Spell Power.
  • Nullification: Passive: +114 Equipment Bonus to Negative Energy and Poison Spell Power.
  • Reconstruction: Passive: +114 Equipment Bonus to Repair and Rust Spell Power.
1 of these
  • Acid Lore VI: Passive: Your Acid spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Ice Lore VI: Passive: Your Cold spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Lightning Lore VI: Passive: Your Electric spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Fire Lore VI: Passive: Your Fire spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Kinetic Lore VI: Passive: Your Force, Physical, and Untyped spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Void Lore VI: Passive: Your Negative Energy and Poison spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Healing Lore VI: Passive: Your Healing spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Repair Lore VI: Passive: Your Repair and Rust spells gain a +16% Equipment Bonus to their chance to Critical Hit.
  • Sonic Lore VI: Passive: Your Sonic spells gain a +16% Equipment Bonus to their chance to Critical Hit.
1 of these
  • Spell Penetration III: Passive: +3 Equipment Bonus to Spell Penetration checks.
  • Spell Penetration III: Passive: +3 Equipment Bonus to Spell Penetration checks.
1 of these
  • Illusion Focus II: Passive: +2 Equipment Bonus to the DC to resist your Illusion spells.
  • Enchantment Focus II: Passive: +2 Equipment Bonus to the DC to resist your Enchantment spells.
  • Transmutation Focus II: Passive: +2 Equipment Bonus to the DC to resist your Transmutation spells.
  • Evocation Focus II: Passive: +2 Equipment Bonus to the DC to resist your Evocation spells.
  • Conjuration Focus II: Passive: +2 Equipment Bonus to the DC to resist your Conjuration spells.
  • Necromancy Focus II: Passive: +2 Equipment Bonus to the DC to resist your Necromancy spells.
  • Spell Focus I: Passive: +1 Equipment Bonus to the DC to resist all of your spells.
1 of these
  • Efficient Metamagic - Maximize II: The additional spell point cost for using the Maximize Metamagic feat is reduced by 4 SP.
  • Efficient Metamagic - Empower II: The additional spell point cost for using the Empower Metamagic feat is reduced by 2 SP.
  • Efficient Metamagic - Extend II: The additional spell point cost for using the Extend Metamagic feat is reduced by 2 SP.
  • Efficient Metamagic - Enlarge II: The additional spell point cost for using the Enlarge Metamagic feat is reduced by 2 SP.
  • Efficient Metamagic - Empower Healing II: The additional spell point cost for using the Empower Healing Metamagic feat is reduced by 2 SP.

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War Wizard's Staff
War Wizard's Staff
Quarterstaff
Accepts Sentience
Equips to: Main Hand
Simple Weapon Proficiency
Minimum Level: 24
Binds to Character on Acquire
Base Damage Rating: 13.12
Damage: 3.8[1d6] Bludgeon
Critical Roll: (5%) 20-20 / x2
+6 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
Radiance: Passive: +114 Equipment Bonus to Light and Alignment Spell Power.
Devotion: Passive: +114 Equipment Bonus to Positive Spell Power.
Acid Lore VI: Passive: Your Acid spells gain a +16% Equipment Bonus to their chance to Critical Hit.
Spell Penetration III: Passive: +3 Equipment Bonus to Spell Penetration checks.
Necromancy Focus II: Passive: +2 Equipment Bonus to the DC to resist your Necromancy spells.
Efficient Metamagic - Extend II: The additional spell point cost for using the Extend Metamagic feat is reduced by 2 SP.
Durability: 320 / 320
Steel (Hardness: 34)
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.