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- "markdown": "<title level=\"1\" right=\"Rules\">[Creating a Personal Staff](/Rules.aspx?ID=1500)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\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</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1501\" />\r\n\r\n<document level=\"2\" id=\"rules-1502\" />\r\n\r\n<document level=\"2\" id=\"rules-1504\" />\r\n\r\n<document level=\"2\" id=\"rules-1506\" />",
- "name": "Creating a Personal Staff",
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- "label": "Magical Tattoos",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves\r\n</additional-info>",
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- "source_markdown": "<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>",
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- "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. ",
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