1st-level: Comprehend languages, cure light wounds, remove fear, roar, shield of faith, speak with animals.
2nd-level: Augury, cure moderate wounds, delay poison, heroism, lesser restoration, summon swarm.
3rd-level: Cure serious wounds, dispel magic, remove curse, remove disease, serpent ward, thorn shield.
4th-level: Control water, cure critical wounds, divination, greater magic weapon, non-detection, restoration. 5th-level: Animal growth, atonement, commune with nature, greater heroism, spell resistance, true seeing. 6th-level: Banishment, find the path, geas/quest, greater dispel magic, heal, transport via plants. 7th-level: Control weather, greater restoration, holy word, plane shift, regenerate, wind walk. 8th-level: Anti-magic field, control plants, discern location, greater spell immunity, mass cure critical wounds, whirlwind.
9th-level: Foresight, second soul, shape change, spiritual projection, starfall, touch of life.
Description: These ancient writings are preserved arcane scrolls of great power. Often written on black cloth using a demon-ichor ink, these are powerful but dangerous versions of spells.
Powers: Spells written on fel scrolls are treated as spells of the normal level, but the user gains a +4 bonus on caster level checks to overcome spell resistance, and the spells' DCs increase by +2. However, because of its demonic nature, casting a spell from such a scroll requires a Will save with a DC of 18 + the spell's level (in addition to whatever other rolls might be necessary); if this roll fails, a spell mishap occurs (see above). In all other regards (cost, caster level), fel scrolls act as normal scrolls. Creating a fel scroll follows the same rules as creating other scrolls, save that the creator must be evil.
A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.
Physical Description: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal or even glass (these are extremely exotic). Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures). The spell from the staff is cast as though the wielder were casting it directly (it uses her caster level and any applicable feats and class features).
Special Qualities: Roll d%. A 01-30 result indicates that something (a design, inscription or the like) provides some clue to the staff's function, and 31-100 indicates no special qualities.
In the hands of a skilled spellcaster, a staff can be one of the world's most powerful magic items. These items grow in power as their wielder improves. Plus, in a pinch,
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