{ "breadcrumbs": [ "Magic Items", "Personal Staves" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-1500", "markdown": "[Creating a Personal Staff](/Rules.aspx?ID=1500)\r\n\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 1.1\r\n\r\n\r\n\r\nEstablishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait ([air](/Traits.aspx?ID=5), [earth](/Traits.aspx?ID=55), [fire](/Traits.aspx?ID=72), or [water](/Traits.aspx?ID=165)), energy trait ([acid](/Traits.aspx?ID=3), [cold](/Traits.aspx?ID=27), [electricity](/Traits.aspx?ID=56), fire, [sonic](/Traits.aspx?ID=147), [positive](/Traits.aspx?ID=128), [negative](/Traits.aspx?ID=118), or [force](/Traits.aspx?ID=75)), alignment trait, the [detection](/Traits.aspx?ID=43) trait, the [light](/Traits.aspx?ID=100) trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including [incapacitation](/Traits.aspx?ID=93) and the traits for spell schools and traditions. The GM might add others to this list.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\n\n\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Creating a Personal Staff", "next_link": { "label": "Revising the Staff", "url": "/Rules.aspx?ID=1508" }, "previous_link": { "label": "Magical Tattoos", "url": "/Rules.aspx?ID=1495" }, "rarity": "common", "release_date": "2021-09-01", "resistance": {}, "search_markdown": "\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 1.1\r\n\r\nMagic Items / Personal Staves\r\n", "source": [ "Secrets of Magic" ], "source_raw": [ "Secrets of Magic pg. 166" ], "source_category": "Rulebooks", "source_markdown": "[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 1.1", "speed": {}, "text": " Creating a Personal Staff Source Secrets of Magic pg. 166 1.1 Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list. ", "type": "Rules", "url": "/Rules.aspx?ID=1500", "weakness": {} }