
Staff of Healing
Magic item, Staff
A charge-storing staff whose stored spells are a fixed set of healing powers.
From the book
This staff stores charges of five Divine Magic healing spells (Cure Insanity, Faith Healing, Sensory Restoration, Cure Paralysis and Cure Disease). By touch it mends wounds and cures sickness, paralysis, a lost sense or madness. Staves are usually wooden, 5-7 ft. long and 1-1/2 to 2 in. thick, carved with marks at the head by primitive casters or fitted with metal bands or a headpiece by civilized ones. A staff holds up to 21 charges, can be recharged, and may be enchanted +1-3 to hit.
It needs a minor magic item's materials (1,000 G.P. or more of incense, herbs and other offerings, a staff of superior quality) and a month plus a day per charge of enchanting, about 12 hours daily. Success is 99%, but missing a day spoils that week's work and missing two spoils everything. It sells for at least double its materials, plus 1,000 G.P. per week of work and 500 G.P. per storable spell.
A spoken command word fires a charge instantly, though no magic item works more than once a round; non-casters need Read Magic. Since Faith Healing is reserved for practitioners of Divine Magic, other casters may not make or wield it.
At a glance
- Item type
- Magic staff (multiple spell storing)
- Spell powers
- Cure Disease, Cure Insanity, Cure Paralysis, Faith Healing, Sensory Restoration
- Construction
- Usually wood, 5-7 ft. long, 1-1/2 to 2 in. diameter
- Charges
- Up to 21
- Offensive bonus
- May be enchanted +1-3 to hit
- Materials
- As per Minor Magic Items
- Time to complete
- 1 month + 1 day per charge
- Chance of success
- 99%
- Value
- At least 2x materials + 1,000 G.P. per week enchanting + 500 G.P. per storable spell
- Recharge
- Yes
- Who can use
- Only casters permitted the stored spells (no spells restricted to other professions)
- Restricted spells
- Faith Healing (practitioners of Divine Magic only)