Sand Shaper’s Staff - Magic Staff
A magic staff for the Sand Shaper, an enemy I intend to post later this week.
Artwork is concept art from Diablo III, copyright Blizzard Entertainment.
Most magic staves give the wielder new spells, but that isn’t particularly interesting for enemies. You can just give the enemy whatever spells you want, after all. Mostly staves are just there for the players to loot.
Staves are more interesting if the new spells are actually new spells. This particular one is designed to give the wielder limited access to what is otherwise a unique, enemy-only spell. Uh... very limited access. Like once every ten days.
Aura moderate transmutation; CL 8th; Slot none (held item); Price 6,880 gp; Weight 5 lbs.
DESCRIPTION
Crafted from twisted iron with glowing runes and a sculpted demon’s head adorning its top, this staff grants Spell Focus (transmutation) as a bonus feat to any creature holding it, and can be recharged by any creature that has the slow spell on its spell list. It allows use of the following unique spell:
Zone of the Slowed Hourglass (10 charges) As a standard action, as a spell-like ability, the spellcaster can create a zone within long range with a 20-foot radius where time is slowed for all creatures and objects except itself. The edges of this zone shimmer as if sand were slowly trickling down them. The zone lasts for 1 round per 2 caster levels.
All creatures except for the spellcaster that are within this area when the spell is cast, or that enter it later, must succeed on a Will saving throw or be slowed (as the slow spell) and entangled while within the area. A creature that passes its save is only entangled. A creature makes this saving throw only once per spellcast; if it leaves and re-enters the area, it uses its previous result.
Additionally, any projectile attacks that are fired from or into the area, or that pass through it, move very slowly, and do not connect with their target until 1 round later. If the intended target is no longer in the same space after that time, the projectile automatically misses. If a different target has moved into that space, the projectile attack has a 50% chance of hitting the new target (though the attack roll must still hit the target’s AC as normal).
Treat this as a 6th-level transmutation spell. Spell resistance applies to the effect on creatures, but not to the effect on projectile attacks.
CRAFTING REQUIREMENTS
Feats Craft Staff Spells Slow Cost 3,440 gp









