Decastave
- SchoolEvocation
- ComponentsV, S, M
- Range0
- AreaThe caster (PFtM) Special (EM)
- Casting time2
- Duration1 round/level (PFtM) 1 round + 1 round per level (EM)
- SaveNone
Pages From the Mages
The material component of this spell is a small piece of wood. When the spell is cast, the wood vanishes and is replaced by a 10-foot-long pole of magical force, 2 inches in diameter. The pole can be wielded only by the wizard and will cease to exist if it leaves his hands. The pole will also cease to exist if cut by metal (requires a hit against Armor Class 0).
The pole cannot be shortened from its 10-foot length or bent. Other creatures may grasp the pole, but only if their total Strength exceeds 18 can they hamper its use or rip it out of the mage's hands (causing it to dissolve).
The decastave can be wielded as a weapon, inflicting 1d6 points of damage per successful attack. The wizard suffers normal nonproficiency penalties if he does not have weapon proficiency with staves. The decastave is treated as a magical weapon with no pluses for striking creatures that are immune to normal weapons.
Once per use of the spell the caster can use the decastave can be used to drain a target of 1d4 hit points. This is done in addition to the decastave's normal damage. The caster must determine before rolling to hit whether he will use this power. The drained hit points are channeled into the decastave's wielder, to heal damage only. If the caster is uninjured, then the drained hit points are lost.
Encyclopedia Magica
Definition: By means of a piece of wood and the gestures and phrases of casting, a magic-user can create a temporary 10-foot stave of force with this spell. The material component is instantly consumed, and from the caster's forefinger a 2- inch-radius, 10-foot-long, faintly glowing beam of force springs into being. It moves as the finger is pointed, and lasts as long as the caster wills (or until the spell expires, whichever occurs first), or until the spellcaster casts another spell.
The decastave cannot be cut—any metal which passes through it will cause it to harmlessly wink out of existence—or bent, but will support any weight. It also cannot be shortened; if it strikes an obstacle, the caster must move it, or the obstacle, or will it out of existence, to proceed. It cannot be removed from the end of the caster's finger, although the caster (and other creatures) can grasp it. The staff can be used as a weapon, for Id6 damage, by sweeping it from side to side, or jabbing it forwards, by movements of the caster's guiding finger. Normal attack rolls apply—it is considered a magical weapon with no pluses. Note that no shock or blow felt by the magical staff is felt by the finger.
A creature grasping the staff must exert a total of 18 Strength to hamper its movements. Once only, if the caster wishes, a decastave can be used to rob a target of 1 d4 hit points and transfer them to the wielder of the staff. The target must be touched by the end of the staff (attack roll required) and the caster must will the staff to drain energy. It will vanish in a pulse of force, draining 1d4 hp (no saving throw) and transferring them instantly to the caster. If the caster is uninjured, excess hp are lost after one turn. Any damage incurred by the caster during that time is first taken from these phantom hit points; if the caster is at less than full hp at the end of the turn and phantom hit points remain, all remaining points are absorbed at that time as healing, any excess being lost.
The excess hit points can never be transferred to any other creature. Phantom hit points do not confer any higher level or Hit Die saving throw bonuses on the caster.
Sources: Pages From the Mages · Encyclopedia Magica