Name |
Weight |
Cost |
Effect |
Staff of Darkness |
5.0 |
0 |
Darkens all squares within 3 squares of the character, plus the entire room if he or she is currently in one; blinds the character for 3+1d5 turns, unless he or she has blindness resistance. |
Staff of Summoning |
5.0 |
0 |
Summons up to 4 monsters that are generated at the current dungeon level. |
Staff of Haste Monsters |
5.0 |
0 |
Hastes all monsters within line of sight. |
Staff of Slowness |
5.0 |
0 |
Slows the character (-10 to speed) for 15+1d30 turns; this duration is cumulative with other temporary slowing enchantments. |
Staff of Treasure Location |
5.0 |
200 |
Detects all treasure in the immediate area. |
Staff of Object Location |
5.0 |
200 |
Detects all objects in the immediate area. |
Staff of Detect Invisible |
5.0 |
200 |
Detects all invisible monsters in the immediate area. |
Staff of Light |
5.0 |
250 |
Lights up an area with a radius of 2 squares, and if the character is currently inside of a room this lights up the entire room as well. This inflicts 2d8 damage on any light-sensitive creatures within the affected area. |
Staff of Cure Light Wounds |
5.0 |
350 |
Cures 1d8 points of damage. |
Staff of Trap Location |
5.0 |
350 |
Detects all traps in the immediate area. |
Staff of Door/Stair Location |
5.0 |
350 |
Detects all secret doors and stairs in the immediate area. |
Staff of Detect Evil |
5.0 |
350 |
Detects all evil monsters in the immediate area. |
Staff of Earthquakes |
5.0 |
350 |
Causes an earthquake centered on the character that has a 10-square radius; this randomly places new walls and floor space. Monsters can be caught by a newly created wall; this does not affect monsters that can bore through rock or pass through walls, but otherwise monsters take 4d8 damage if they can evade the falling rock, and 200 damage if they cannot. |
Staff of Perceptions |
5.0 |
400 |
Identifies an object. (The spell may be aborted without using up a charge.) |
Staff of Remove Curse |
5.0 |
500 |
Removes normal curses from among equipped items. Heavily or permanently cursed items are not affected by this. |
Staff of Sleep Monsters |
5.0 |
700 |
Attempts to put to sleep all monsters within line of sight. Uniques are unaffected. |
Staff of Enlightenment |
5.0 |
750 |
Magically maps the immediate area. |
Staff of Slow Monsters |
5.0 |
800 |
Attempts to slow down all monsters within line of sight. Uniques are unaffected. |
Staff of Starlight |
5.0 |
800 |
Fires a line of light in all eight cardinal directions; light-sensitive monsters caught in one of the lines take 6d8 damage. |
Staff of Curing |
5.0 |
1000 |
Cures all stunning, heals all cuts, neutralizes poison, and cures blindness and confusion. |
Staff of Speed |
5.0 |
1000 |
Hastes the character (+10 to speed) for 15+1d30 turns (or 5 turns if a temporary haste spell of any kind is already in effect); this duration is cumulative with other temporary hasting enchantments. |
Staff of Dispel Evil |
5.0 |
1200 |
nflicts 1d60 on all evil monsters within line of sight. |
Staff of Teleportation |
5.0 |
2000 |
Teleports the character randomly with a maximum range of 100 squares. |
Staff of Probing |
5.0 |
2000 |
Probes all monsters within line of sight, giving information both on the current hit points of the monsters and many of its characteristics and abilities (excluding its melee, spellcasting, and breath attacks). |
Staff of *Destruction* |
5.0 |
2500 |
Destroys a circular area centered at the character with a radius of 15 squares, randomly placing new walls and floor space (stairs are immune). All monsters and objects (excluding artifacts) are removed from the affected area. This effect will also cause blindness lasting for 10+1d10 turns unless the character has resistance to either blindness or light. |
Staff of Genocide |
5.0 |
3500 |
Removes all monsters represented by a chosen symbol from the level. 1d4 damage is inflicted on the character for every monster removed. Unique monsters are immune to the magic. |
Staff of Power |
5.0 |
4000 |
Inflicts 1d120 damage on all monsters within line of sight. |
Staff of the Magi |
5.0 |
4500 |
Restores both intelligence and mana points to maximum if either or both are currently below maximum. |
Staff of Holiness |
5.0 |
4500 |
Inflicts 1d120 damage on all evil monsters within line of sight, cures 50 points of damage, cures all stunning, heals all cuts, neutralizes poison, removes fear, and also invokes a protection from evil spell (same effect and duration as the scroll and the priest spell). |
Staff of Healing |
5.0 |
5000 |
Cures 300 points of damage, cures all stunning, and heals all cuts. |