Staffs
Staves are usually mighty magic items, often favored by wizards
and other serious magic users.
Staff of Eldritch Forces (-2): Because I weild a Staff of Eldritch Forces, I may call upon its powerful magics to aid me in my adventures. See the Staff of Eldritch Forces write-up for details. The staff can be disarmed or temporarily taken from me and I am unable to use its abilities until I get it back.
Impressive Looking, Strongly Magical (Arcane)
This
item
requires
Arcane
+3
or better to use.
Force Aura: Because the staff's powerful magics ward off attacks, I gain +1 to defend against all physical and magical attacks while brandishing the staff.
Focus Force: Because the staff's magics help me focus mystical energies into force effects, I gain +1 shift of effect when I successfully cast a spell that has a Force Aspect while brandishing the staff.
Disperse Force Construct: Because the staff's magics are specialized to this purpose, once per session I may remove a Force related situational Aspect (such as a Forcewall construct) from play. Alternately I may cancel an attack with a Force Aspect that targets me or something within one zone of me.
Staff Of Evocation: Because I bear a Staff of Evocation, a powerful magical staff, I gain +2 while Forcefully Arcane to project a beam of searing energy as an attack against a target within four zones of me. The staff can be disarmed or temporarily taken from me and I am unable to use its abilities until I get it back.
Staff Of Smiting: Because I bear a Staff of Smiting, a powerful magical staff, I gain +3 while Forcefully Divine to strike down a foe within my zone whose nature is anathemic to my patron deity; further if my attack inflicts a consequence I gain an additional free invoke on it. The staff can be disarmed or temporarily taken from me and I am unable to use its abilities until I get it back.
Staff of the Arcanist (-2): Because I weild a Staff of the Arcanist, I may call upon its powerful magics to aid me in my adventures. See the Staff of the Arcanist write-up for details. The staff can be disarmed or temporarily taken from me and I am unable to use its abilities until I get it back.
Impressive Looking, Strongly Magical (Arcane)
This
item
requires
Arcane
+3
or better to use.
- +1 while Arcane
- Once per session if an opposing Arcanist targets me with an Arcane spell I may choose
a new target for the spell (including the caster) against whom the spell has its
full normal effect
- While Forcefully Arcane I may overcome a Legendary (+8) difficulty to break the
staff and unleash raw magical energies that I may channel into an Arcane spell of
my choice that I immediately cast with a +10 bonus; if I do this the staff is permanently
destroyed and it will take at least two minor milestones or a significant milestone
for me to change the related Stunt to one or two other Stunts
Staff of the Crafty Raven: Because I weild a Staff of the Crafty Raven, I may call upon its powerful magics to aid me in my adventures. See the Staff of the Crafty Raven write up for details. The staff can be disarmed or temporarily taken from me and I am unable to use its abilities until I get it back.
Elegant But Harmless Looking, Faintly Magical (Abjuration, Transmutation, Illusion)
Crafty Competence: While I am being Clever, Roguish, or Arcane when I spend a Fate point to reroll
a 4dF resolution I may instead proceed as if I had rolled +1 on the reroll.
Uncanny Avoidance: Once per session if I would take a consequence I may instead draw upon the magic
of the staff to avoid the consequence. To observers it appears as if I am invulnerable
or unaffected, whichever better fits the narrative.
Staff of the Healer (-2): Because I weild a Staff of the Healer, I may call upon its powerful restorative magics to aid my allies and the injured. See the Staff of the Healer write-up for details. The staff can be disarmed or temporarily taken from me and I am unable to use its abilities until I get it back.
Stately and Comforting, Strongly Magical (Divine)
This
item
requires
Divine
+3
or better to use.
- +1 while Divine
- Once per conflict I may clear a Mild consequence pertaining to physical or mental
damage from any target other than myself in my same zone by touching them with the
staff. Alternately, I can spend a Fate point to clear a Moderate conseqence instead
- Once per session I may clear a Moderate consequence pertaining to physical or mental
damage from any target other than myself in my same zone by touching them with the
staff. Alternately, I can spend a Fate point clear a Severe consquence instead
Staff of the North: Because I have a Staff of the North, a magical staff attuned to bitter elemental cold and arctic climates, I gain +1 while Cleverly Primal to project blasts of penetrating cold and sharp chunks of ice as an attack against a target within one zone of me. Additionally, while I carry the staff I am unaffected by extreme cold, I can walk on top of snow and ice without penalty, and I gain a +1 bonus to defend against extreme heat and flames. The staff can be disarmed or temporarily taken from me and I am unable to use its abilities until I get it back.