[enchantment/charm]
Caster Level 8
Range See description
Area of Effect See description
Duration See description
Save See description
Aura Strong/Moderate
Class Requirement Cleric, druid, magic-user or illusionist
Encumbrance 5-lbs.
Charges 25 (2d12+1)
XP Value/GP Value 5,000 XP/25,000 g.p.
Once the staff is grasped, it imparts its abilities to the wielder as well as the number of charges remaining in the staff.
When held, the wielder will gain a +35% Charisma bonus to Encounter Reaction checks with humanoids. This does not stack with any current Charisma bonus.
The abilities are as follows and some powers are only available to members of certain classes.
Mass Charm. 1/day [invocation; charm] (declared; major, 2 segments) The wielder can cast the spell, mass charm, as an invocation (caster level 8; this is an exception to the standard rule). Creatures targeted must make a Wisdom save vs. Wand or become charmed (save negates). Each use consumes 1 charge.
Suggestion. 1/day [invocation; charm, language-dependent] (declared; major, 2 segments) Range: 30-ft.; Area of Effect: One humanoid; Duration: Up to 9 hours (or until the task is complete); The wielder can cast the spell, suggestion, targeting a humanoid (creature type) only, as an invocation (caster level 8). The creature targeted must make a Wisdom save vs. Wand or become subject to the suggestion (save negates). Each use consumes 1 charge.
Dominate Mammal. [invocation] (declared; major, 2 segments; concentration, control) The wielder must select all mammals in range to target. The staff grants the wielder the ability to dominate all mammals selected up to a maximum of 30 total hit dice (no save). Lower hit dice creatures will be affected first. Enhanced hit dice round down. Domination grants the master magical control ability over the dominated and this includes mental communication. The use of this power drains 1 charge.
The target of the staff's power must be a creature with the sub-type "mammal" and must possess an Intelligence rating of Semi- or lower (an Intelligence score of 4 or lower).
Duration. The duration of the effect is 10 rounds while the wielder concentrates and will end when concentration lapses or the duration expires. At the end of the duration, the wielder can use an immediate action to extend the duration another 10 rounds by using another charge (concentration must continue or the effect ends).
If not otherwise noted, key defining characteristics of a mammal are: a.) Covered in hair or fur; b.) Warm-blooded; c.) Typically born alive (not in an egg); d.) Females produce milk for their young. Hybrid creatures are typically not considered mammals (e.g. bulettes, chimeras, gorgons, griffons, etc.).
Control Animals. [invocation] (declared; major, 2 segments; concentration, control) Range: 60-ft.; The staff allows the wielder to magically control a number of animals in range depending on size. The wielder can select the specific animals in range to control. Only creatures in range when the charge is first used can be affected.
Only creatures with the Creature Type "Animal" and (one of) the noted creature sub-type(s) can be affected. The following sub-types can be affected (only): amphibian, avian, fish, mammal, marsupial, or reptile. The number of animals affected is based on size:
Small animals: 5d4 in number
Man-sized to Large (each under 1,000 lbs.) animals: 3d4 in number
Huge animals (each over 1,000 lbs.): 1d4 in number
Saving Throw. There is no save unless the animal targeted has an Intelligence rating of Low or higher (or an Intelligence score of 5+). In this case, the animal must make a Wisdom save vs. Wand or become charmed for the duration indicated (save negates for the individual).
Duration. The duration of the effect is 10 rounds while the wielder concentrates and will end when concentration lapses or the duration expires. At the end of the duration, the wielder can use an immediate action to extend the duration another 10 rounds by using another charge (concentration must continue or the effect ends).
The magical control allows mental communication.
The magical control otherwise performs as per the charmed condition.
Control Plants. [invocation] (declared; major, 2 segments; concentration, control) Range: 90-ft.; Area of Effect: One 20-ft. by 20-ft. area.; The staff allows the wielder to magically control a plants in range. Only plants in the area of effect when the charge is first used can be affected.
Only mundane plants and creatures with the creature type Plant in range when the potion is first consumed can be affected. A creature with the sub-type of (plant) is not affected.
Saving Throw. There is no save unless a plant creature has an Intelligence rating of Low or higher (or an Intelligence score of 5+). In this case, the creature must make a Wisdom save vs. Wand or become charmed (as per the spell, charm plants) for the duration indicated (save negates for the individual).
Duration. The duration of the effect is 10 rounds while the wielder concentrates and will end when concentration lapses or the duration expires. At the end of the duration, the wielder can use an immediate action to extend the duration another 10 rounds by using another charge (concentration must continue or the effect ends).
The magical control allows mental communication.
The magical control otherwise performs as per the charmed condition.
Charges. Staves of this type will have 2d12+1 charges when found. The staff can be recharged by using an enchant an item ritual.