[necromantic; aging, energy drain]
Caster Level 8
Range See description
Area of Effect See description
Duration See description
Save None
Aura Strong/Moderate
Class Requirement Cleric or druid
Encumbrance 5-lbs.
Charges 25 (2d12+1)
XP Value/GP Value 8,000 XP/35,000 g.p.
This staff can be used to age a creature or make one of it's limbs useless.
Once the staff is grasped, it imparts its abilities to the wielder as well as the number of charges remaining in the staff.
The staff functions as a +1 staff.
The weapon ignores armor defense adjustments.
The staff also provides the following functions on a successful strike. Creatures immune to ageing are immune to these functions.
Age. [melee] (immediate) The wielder can announce the power of ageing upon a successful melee attack. If a successful strike is made, the target will age 10 years (no save). For humanoids, this could change their abilities due to a change in age category. Some creatures are made more powerful when aged. This ability uses 2 charges. This ability cannot be used if any other function of the staff was previously used during the round.
Creatures with a defined Constitution score must make a System Save or die when aged. Those without a score may have the save set at a particular score or may be immune to system shock due to magical ageing (per the GM).
Wither. [melee] (immediate) The wielder can announce the power of withering upon a successful melee attack. If a successful strike is made, the target will age 10 years as per an ageing attack listed above (no save). In addition, the creature must make a save vs. Wand or one of their limbs will wither and become useless (save avoids). A creature must have definable limbs for the staff to operate this way. This function uses 3 charges. This ability cannot be used if any other function of the staff was previously used during the round.
The limb withered is determined by rolling a d6:
Head
Left leg
Right leg
Left arm
Right arm
Roll again
If the creature has more limbs or a tail, the GM will use a larger die to determine the limb, the legs and arms listed above will always be the fore-limbs. For example, a horse will require a d8 (6=left hind leg; 7=right hind leg; 8=tail).
If a creature's head is withered, it will die (unless a troll, or creature with a similar type of regenerative power).
Other effects are based on the limb withered. A biped that attempts to move and cannot use a leg must make a Dexterity save vs. Petrify or will fall prone and must crawl at 10-ft. per round. A quadruped that loses function in a single leg will move at 75% normal speed. Loss of function in an arm or similar limb means it cannot be used. Loss of function in a tail may or may not hinder movement per the GM.
Charges. Staves of this type will have 2d12+1 charges when found and each use will consume a single charge. The staff cannot be recharged and becomes mundane when the last charge is used.