Celestial Staff
1d4B(1d8 two-handed)·Simple·Club·One or two-handed
Runes +2, greater striking, holy
Heavenly radiance shines from an active celestial staff , a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a +2 greater striking holy staff . While wielding a celestial staff , you gain a +1 circumstance bonus to saving throws against effects that have the unholy trait and effects created by unholy creatures. When you prepare this staff, if you're unholy, you become Drained 1 until your next daily preparations.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- •Cantrip Divine Lance
- •1st Bless, Protection
- •2nd Everlight, Inner Radiance Torrent
- •3rd Anointed Ground, Protection
- •4th Holy Cascade, Inner Radiance Torrent
- •5th Spiritual Guardian, Summon Celestial
- •6th Holy Cascade, Summon Celestial
- •7th Frigid Flurry, Howling Blizzard
Craft Requirements You're holy. Supply one casting of all listed ranks of all listed spells.
Traits
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.
You knock the target up to 10 feet away from you. This is forced movement.