TEXT: 1
  K
  razy Kragnar is a trickster, merchant, dealmaker, 
  survivor, and, of course, goblin. As a master 
  trader, his career has a long and colorful 
  history, much of which should not be repeated in polite 
  company. Kragnar first came to prominence when he 
  began a line of used chariot yards (the merchandise for 
  which is detailed in The Genius Guide to Loot 4 Less Volume 
  7: Krazy Kragnar’s Used Chariots). When angry dwarves 
  shut down that operation, he turned to a new business 
  plan with Krazy Kragnar’s Surplus Alchemy Shop. When 
  that entirely legitimate business burned to the ground 
  (and the local human guards and fire wardens made 
  no effort to save it), canny Kragnar turned back to his 
  roots and began working in semilegal magic items at 
  a Goblin Market (as detailed in Krazy Kragnar’s Black 
  Market Magic Items).
  In the course of running a successful shop in a 
  Goblin Market, Kragnar was regularly dealing with 
  cheats, thieves, adventurers, and insane folk in almost 
  equal measure. One of the more common insane 
  people was Garious the Grogomancer, a failed wizard 
  who had fallen on extremely hard times. Once a true 
  master of arcane arts, Garious had been kicked out 
  of the prestigious Meiramazal Academy Arcane for 
  creating an explosion during a demonstration of a new 
  way to make magic staves. Having fallen to the bottom 
  of the social ladder, he lurked in the Goblin Market 
  of Refuge, offering (and sometimes succeeding) to 
  cast spells for wine, to extend his days-long binges of 
  inebriation.
   
  No one, Kragnar included, took Garious seriously. 
  When the “Grogomancer” came to the merchant 
  goblin—claiming to have recreated his alternate magic 
  creation ritual, and in the process made a “tige vierge” 
  (a magic staff that could have any spell impressed 
  upon it and then recast)—Kragnar was certain it was 
  part of a complex con game. But a good con game can 
  
  2
  be an asset as well so Kragnar allowed Garious 
  to demonstrate. When the demonstration went 
  well, and Kragnar could find no sign of deceit, 
  the goblin had Garious set up a shop to make 
  another tige vierge under supervision. When 
  that worked, Kragnar set up a new shop. Well 
  outside the slums surrounding the Goblin 
  Market, Krazy Kragnar’s Magic Staff Emporium 
  offers a wide range of “stock” magic staves, as 
  well as custom orders returned in half the time of 
  any competitor. Unlike previous shops owned 
  or run by Kragnar, the Magic Staff Emporium 
  is a high-end establishment that caters to high-
  end clients. In selling only magic staves it keeps 
  its client list exclusive, but in doing so quickly 
  it attracts dwarf gesith mages from the far-off 
  Rune Peaks, tormentor battle-cursers from 
  Ankhara, secretive shadow-bedreven from the 
  Cairnwood, and adventurous archmages of all 
  stripes. The prices at the Magic Staff Emporium 
  might be a little higher, but when you need a 
  staff of healing by the end of the week, you’re 
  willing to pay a premium.
  Magic StaveS
  Magic staves are among the most sought 
  after magic items for many spellcasters. 
  Unfortunately, their relatively high cost and 
  creation requirements tend to put most magic 
  staves out of reach for lower level spellcasters. 
  This is a shame, because a wizard and his staff 
  is one of the most iconic images in fantasy.
  Lesser, standard, 
  and Greater staves
  Krazy Kragnar’s Magic Staff Emporium 
  introduces the concept of lesser, standard 
  and greater versions of staves. This not only 
  allows lower level spellcasters the chance 
  to acquire a magic staff, it also allows 
  spellcasters the opportunity to increase the 
  power of a given staff so that it scales in 
  power along with the spellcaster.
   
  Having three versions of each staff also 
  gives GMs the flexibility to choose a specific 
  staff that best fits a given adventure, NPC, 
  and so on, and then use the version of the 
  staff that most closely matches the desired 
  power level.
  Each new staff is presented in three versions: 
  a lesser version, a standard version and a 
  greater version. Each of these versions can 
  be treated as a unique, individual item. 
  However, one could also upgrade a lesser 
  version of a staff to a standard version, and 
  upgrade a standard version of a staff to the 
  greater version. Doing so requires paying 
  the difference between the weaker staff’s 
  creation cost and the more powerful staff’s 
  creation cost, and it takes 1 day of work 
  for every 500 gp (or fraction thereof) of the 
  difference in costs. Upgrading a magic staff 
  is easier than creating one from scratch, and 
  the item maker gains a +5 circumstance bonus 
  to any skill check required to successfully 
  create the more powerful staff. This allows 
  a spellcaster that acquires one version of a 
  staff to, over time, invest in improving his 
  staff as he grows in power.
  recharGinG MaGicaL staves
  According to the Pathfinder Roleplaying 
  Game core rules, magic staves hold a 
  maximum of 10 charges. When a staff runs 
  out of charges, it cannot be used until it is 
  recharged. Each morning, when a spellcaster 
  prepares spells or regains spell slots, he can 
  also imbue one staff with a portion of his 
  power as long as one or more of the spells 
  cast by the staff is on his spell list and he is 
  capable of casting at least one of the spells. 
  A staff normally cannot gain more than one 
  charge per day and a caster cannot imbue 
  more than one staff per day.
  However, the standard and greater 
  versions of a few staves presented here 
  introduce specific methods of recharging 
  that can increase this amount. If a staff 
  describes a method that “recharges at 
  double the normal rate,” this means that a 
  spellcaster who follows these instructions 
  while otherwise adhering to all the normal 
  rules for recharging staves can impart two 
  charges into his staff for that day instead of 
  one. The special conditions listed with the 
  staff in question must be carefully met to 
  receive the double recharge benefit.
  If no such double recharge method is 
  listed, the staff can be recharged only on a 
  one-for-one basis as detailed in the Pathfinder 
  RPG core rules.
  
  3
  creatinG staves at 
  Lower LeveL
  Normally, a spellcaster cannot create a 
  staff until at least 11th level, due to the caster 
  level prerequisite listed in the Craft Staff feat. 
  The following optional feat gives spellcasters 
  as low as 8th level the chance to create the 
  lesser versions of any staff presented here. 
  Note that the Craft Lesser Staff feat allows 
  the creation of lesser versions of staves only. 
  The standard Craft Staff feat is still needed 
  to create standard or greater staves. A GM 
  could even consider allowing a PC who 
  takes the Craft Lesser Staff feat to swap it 
  out for the standard Craft Staff feat once 
  the PC reaches 11th level. (When creating 
  lesser staves beyond those presented in this 
  product, a lesser staff has a caster level of 8, 
  no more than 4 total spells, and a total price 
  of no more than 12,000 gp.)
  craft Lesser staff (iteM creation)
  You can create lesser versions of magic 
  staves.
  Prerequisite: Caster level 8th.
  Benefit: You can create the lesser version 
  of any staff whose prerequisites you meet. 
  Crafting such a staff takes 1 day for each 
  1,000 gp in its base price. To craft a lesser 
  staff, you must use up raw materials costing 
  half of its base price. A newly created staff 
  has 10 charges. See the magic item creation 
  rules for more information.
  tiGe vierGe
  One of the reasons staves are hard to 
  introduce in a campaign is that it’s very 
  difficult to predict what spells a wizard wants 
  in a staff, and realistically even big cities can’t 
  have every conceivable staff premade and 
  available for sale. Spellcasters can create their 
  own staves, or special-order staves to be made 
  for them, but the more powerful staves can 
  take upward of more than 100 days to create. 
  Even ignoring how impatient adventurers 
  tend to be, many campaigns don’t last more 
  than 100 days of game time.
  Thus the creation of the tige vierge, or 
  “blank staff.” Although the following rules 
  are complex, the concept is simple. With the 
  proper feat (see below), an artificer can take 
  the time and effort to create a staff without 
  deciding what spells the magic staff has 
  access to. Then later, spells can be added, to 
  a maximum of the value the creator assigned 
  the “blank” staff when it was created.
  A tige vierge is a magic staff that 
  has gone through most of the creation 
  process, but has not had any spells 
  bound to it yet. In essence it is just a 
  gp value worth of magic staff that 
  cannot do anything. Creating a 
  tige vierge takes exactly the same 
  time and effort as a magic staff, but 
  it costs 75% of the staff’s final price (rather 
  than the normal 50%), and it has no spells 
  as prerequisites. Since a tige vierge does not 
  have any spells bound to it yet, rather than 
  use its abilities to determine its end price, its 
  creator estimates a price for the final staff. 
  Successfully creating a tige vierge requires a DC 
  13 Spellcraft check (for the minimum caster 
  level 8 required by all staves).
  Then, at any time after it is created, spells 
  can be bound to the tige vierge by working for 
  a single 8-hour day and making a Spellcraft 
  check with the new DC, based on the staff’s 
  new spells. The value of the staff cannot exceed 
  its estimated price, and if the tige vierge’s 
  estimated price exceeds the value of the abilities 
  it is granted, yet more abilities can be added at 
  a later time.
  
  4
  For example, Garious is a 13th-level wizard 
  making a tige vierge. He decided to create a tige 
  vierge with an estimated final value of 11,000 gp. 
  This takes him 11 days, and costs 8,250 gp (75% 
  of the estimated 11,000 go final value). After his 
  11 days he makes a DC 13 Spellcraft check, and 
  if successful he has created a blank tige vierge. 
  Three days later, a customer comes into the 
  Magic Staff Emporium, urgently requiring a 
  lesser staff of binding. Garious can take a single 
  day to turn his 11,000 gp tige vierge into a 10,000 
  gp lesser staff of binding with a new Spellcraft 
  check using the normal DC for a lesser staff of 
  binding. The new staff of binding has 1,000 spare 
  for additional spells to be added if the customer 
  brings it back for Garious to upgrade at a later 
  time.
  When determining what staves are available 
  at any given Magic Staff Emporium, in addition 
  to a smattering of lesser and standard staffs 
  from the stock list of staves (given below), 
  each emporium also contains at least one tige 
  vierge with a value equal to the supporting 
  community’s base value for magic items found 
  within the settlement. (For more information 
  on the buying power of a settlement, see the 
  “Settlement Traits” section of Chapter Seven 
  of the GameMastery Guide). Such tige vierge are 
  never sold “blank,” but they do allow the shop 
  to offer custom staves finished in 1–2 days, 
  rather than the weeks it normally requires to 
  create a magic staff. The price for these staves is 
  always 125% of the tige vierge’s estimated price.
   
  The ability to create tige vierge requires a 
  truly advanced understanding of magic staff 
  creation, represented by an additional item 
  creation feat.
  craft tiGe vierGe (iteM creation)
  You can create magic staves that have 
  not yet had specific spells bound to them.
  Prerequisites: Int 17, caster level 11th, 
  Craft Staff
  Benefit: You can craft tige vierge, as 
  detailed above.
  speLL sources
  Although most magic staff spells are 
  found in the Pathfinder Roleplaying Game 
  Core Rulebook, those marked with an asterisk 
  (*) appear in the Advanced Players Guide; 
  those with a double asterisk (**) appear in 
  Ultimate Magic.
  the staves
  Krazy Kragnar’s Magic Staff Emporium 
  almost always has at least lesser versions of 
  the following staves, and they can upgrade 
  to standard and greater versions within a 
  few days.
  Staff of Binding
  Aura moderate varied (lesser), strong varied 
  (standard and greater); CL 8th (lesser), 13th 
  (standard), 17th (greater)
  Slot none; Price 10,000 gp (lesser), 47,400 gp 
  (standard), 116,000 (greater); Weight 5 lbs.
  Description
  These staves are made from stout oak and 
  are banded with the cuffs from iron manacles 
  (with short bits of chain still dangling from 
  some). These magic items are popular with 
  prison wardens and court guards, but also 
  with slavers and pirates. Staves of this kind 
  focus on magic that paralyze and bind.
  The lesser version of this staff allows use of 
  the following spells:
  •	 Hold portal (1 charge)
  •	 Hold animal (2 charges)
  •	 Hold person (2 charges)
  •	 Hold monster (3 charges)
  tabLe: standard staves avaiLabLe at Krazy KraGnar’s 
  MaGic staff eMporiuM
  Staff
  Lesser
  Standard
  Greater
  Staff of Binding
  01–10
  01–10
  01–10
  Crystal Staff
  11–20
  11–20
  11–20
  Staff of the Four Winds
  21–30
  21–30
  21–30
  Staff of Scrying
  31–40
  31–40
  31–40
  Staff of Spiders
  41–50
  41–50
  41–50
  Stone Staff
  51–60
  51–60
  51–60
  Staff of Thorns
  61–70
  61–70
  61–70
  Staff of the White Necromancer
  71–80
  71–80
  71–80
  Staff of Winter
  81–90
  81–90
  81–90
  Umbral Staff
  91–00
  91–00
  91–00
  
  5
  The standard version of this staff 
  allows use of the following spells:
  •	 Hold animal (1 charge)
  •	 Hold monster (1 charge)
  •	 Hold portal (1 charge)
  •	 Planar binding (2 charges)
  •	 Mass hold person (3 charges)
  The greater version of this staff 
  allows use of the following spells:
  •	 Hold animal (1 charge)
  •	 Hold monster (1 charge)
  •	 Planar binding (2 charges)
  •	 Mass hold person (2 charges)
  •	 Binding (3 charges)
  •	
  Greater planar binding (3 charges)
  •	
  Mass hold monster (3 charges)
  The greater staff of binding also 
  allows its wielder to cast hold 
  portal at will, with no charge 
  cost. This attribute continues to 
  function after all the charges are 
  expended.
  Construction
  Requirements: Craft Staff, hold 
  animal, hold monster, hold person, 
  hold portal (lesser); Craft Staff, 
  hold animal, hold monster, hold 
  portal, mass hold person, planar 
  binding (standard); Craft Staff, 
  binding, greater planar binding, 
  hold animal, hold monster, hold 
  portal, mass hold monster, mass 
  hold 
  person, 
  planar 
  binding 
  (greater); Cost 5,000 gp (lesser), 
  23,700 gp (standard), 58,000 gp 
  (greater)
  Crystal Staff
  Aura moderate varied (lesser), strong varied 
  (standard and greater); CL 8th (lesser), 13th 
  (standard), 17th (greater)
  Slot none; Price 8,000 gp (lesser), 52,800 
  (standard), 102,000 gp (greater); Weight 5 lbs.
  Description
  Crafted from a single piece of solid 
  crystal with reflective facets that produce 
  a strangely hypnotic effect, these staves 
  are surprisingly light for their size and 
  composition. Each staff flickers dimly when 
  the wielder casts a spell from any source, 
  and it flashes brightly when spells are cast 
  from it. Staves of this type focus on magic 
  that deals with color and light.
  The lesser version of this staff allows use 
  of the following spells:
  •	 Color spray (1 charge)
  •	 Daze monster (1 charge)
  •	 Glitterdust (1 charge)
  •	 Hypnotic pattern (1 charge)
  The standard version of this staff allows 
  use of the following spells:
  •	 Color spray (1 charge)
  •	 Daze monster (1 charge)
  •	 Glitterdust (1 charge)
  •	 Hypnotic pattern (1 charge)
  •	 Feeblemind (2 charges)
  •	 Rainbow pattern (2 charges)
  •	 Prismatic spray (3 charges)
  The greater version of this staff allows 
  use of the following spells:
  •	 Daze monster (1 charge) 
  •	 Glitterdust (1 charge) 
  •	 Hypnotic pattern (1 charge)
  •	 Feeblemind (2 charges)
  •	 Prismatic spray (2 charges)
  •	 Prismatic wall (2 charges)
  •	 Rainbow pattern (2 charges)
  •	 Scintillating pattern (2 charges)
  •	 Prismatic sphere (3 charges)
  If a greater crystal staff is kept in constant 
  contact with natural crystal at least as large 
  as the staff itself for the entire time the 
  spellcaster prepares or regains her spells, 
  the staff can be recharged at double the 
  normal rate.
   
  The greater crystal staff also allows its 
  wielder to cast color spray at will, with 
  no charge cost. This attribute continues 
  to function after all the charges are 
  expended.
  Construction
  Requirements Craft Staff, color spray, 
  daze monster, glitterdust, hypnotic pattern 
  (lesser); Craft Staff, color spray, daze 
  monster, feeblemind, glitterdust, hypnotic 
  pattern, prismatic spray, rainbow pattern 
  (standard); Craft Staff, color spray, 
  daze monster, feeblemind, glitterdust, 
  hypnotic pattern, prismatic sphere, 
  prismatic spray, prismatic wall, rainbow 
  pattern, scintillating pattern (greater); 
  Cost 
  4,000 
  gp 
  (lesser), 
  29,100 
  (standard), 51,000 gp (greater)
  
  6
  Staff of the Four Winds
  Aura moderate varied (lesser and standard), 
  strong varied (greater); CL 8th (lesser), 9th 
  (standard), 13th (greater)
  Slot none; Price 10,400 gp (lesser), 38,400 gp 
  (standard), 58, 400 gp (greater); Weight 5 lbs.
  Description
  Made of gently twisting ash wood, the natural 
  grain of which forms patterns similar to clouds, 
  staves of this type are engraved with spiraling 
  runes of wind and storm. These staves focus on 
  mastery of wind and air magic.
  The lesser version of this staff allows use of the 
  following spells:
  •	
  Alter winds* (1 charge)
  •	
  Feather fall (1 charge)
  •	
  Gust of wind (1 charge)
  •	
  Cloak of wind* (2 charges)
  •	
  Wind wall (2 charges)
  The standard version of this staff allows the 
  use of the following spells:
  •	
  Alter winds* (1 charge) 
  •	
  Cloak of wind* (1 charge)
  •	
  Feather fall (1 charge) 
  •	
  Gust of wind (1 charge) 
  •	
  Wind wall (1 charge)
  •	
  Air walk (2 charges)
  •	
  River of wind* (2 charges)
  •	
  Control winds (3 charges)
  •	
  Fickle winds** (3 charges)
  If a standard staff of the four winds is kept 
  outside and exposed to natural storms or rain for 
  the entire time the spellcaster prepares or regains 
  his spells, the staff can be recharged at double the 
  normal rate.
  The greater version of this staff allows the use 
  of the following spells:
  •	
  Cloak of wind* (1 charge)
  •	
  Gust of wind (1 charge) 
  •	
  Wind wall (1 charge)
  •	
  Air walk (2 charges)
  •	
  Control winds (2 charges)
  •	
  Fickle winds** (2 charges)
  •	
  River of wind* (2 charges)
  •	
  Scouring winds** (3 charges)
  •	
  Sirocco* (3 charges)
  •	
  Wind walk (3 charges)
  If a greater staff of the four winds is kept 
  outside and exposed to the open air 
  for the entire time the spellcaster 
  prepares or regains his spells, the 
  staff can be recharged at double the 
  normal rate.
   
  The greater staff of the four winds 
  also allows its wielder to cast alter 
  winds and feather fall at will, with 
  no charge cost. These attributes 
  continue to function after all the 
  charges are expended.
  Construction
  Requirements Craft Staff, alter 
  winds, cloak of winds, feather fall, 
  gust of wind, wind wall (lesser); 
  Craft Staff, alter winds, air walk, 
  cloak of winds, control winds, 
  feather fall, fickle winds, gust of 
  wind, river of wind, wind wall 
  (standard); Craft Staff, alter 
  winds, air walk, cloak of winds, 
  control winds, feather fall, fickle 
  winds, gust of wind, river of 
  wind, scouring wind, sirocco, 
  wind wall, wind walk (greater); 
  Cost 5,200 gp (lesser), 19,200 
  gp 
  (standard), 
  29,200 
  gp 
  (greater).
  Staff of Scrying
  Aura moderate divination (lesser and 
  standard), strong divination (greater); CL 
  8th (lesser), 9th (standard), 13th (greater)
  Slot none; Price 7,200 gp (lesser), 27,600 gp 
  (standard), 117,000 (greater); Weight 5 lbs.
  Description
  The staff of scrying is a graceful, highly 
  polished wooden staff, crafted from flexible 
  willow wood, bound in brass rings, and 
  topped with a crystal sphere. The crystal 
  sphere becomes filled with cloudy swirls 
  whenever the staff is used to cast a spell.
  The lesser version of this staff allows use 
  of the following spells:
  •	 Detect thoughts (2 charges)
  •	 Locate object (2 charges)
  •	 Scrying (3 charges)
  The standard version of this staff allows 
  use of the following spells:
  •	 Detect thoughts (1 charge)
  •	 Locate object (1 charge)
  •	 Scrying (1 charge)
  •	 Detect scrying (2 charges)
  •	 Locate creature (2 charges)
  •	 Prying eyes (3 charges)
  The crystal sphere built into a staff of 
  scrying (or greater staff of scrying) can be 
  removed and replaced with a crystal ball. 
  This has no affect on the function of the staff, 
  and the crystal ball continues to function 
  normally.
  The greater version of this staff allows 
  use of the following spells:
  •	 Detect thoughts (1 charge) 
  •	 Locate object (1 charge) 
  •	 Scrying (1 charge)
  
  7
  •	 Detect scrying (1 charge)
  •	 Locate creature (1 charge)
  •	 Prying eyes (2 charges)
  •	 Symbol of scrying** (2 
  charges)
  •	 Greater scrying (3 charges)
  Whenever the wielder of a 
  greater staff of scrying attempts 
  to scry on a subject, the subject 
  is considered to be one step 
  more familiar to the wielder. 
  Very familiar subjects get a –10 
  penalty to their saving throws to 
  avoid such scrying attempts. This 
  attribute continues to function 
  after all the charges are expended.
  Construction
  Requirements Craft Staff, detect 
  thoughts, 
  locate 
  object, 
  scrying 
  (lesser); Craft Staff, detect scrying, 
  detect thoughts, locate creature, 
  locate object, prying eyes, scrying 
  (standard); 
  Craft 
  Staff, 
  detect 
  scrying, detect thoughts, greater 
  scrying, locate creature, locate object, 
  prying eyes, scrying, symbol of 
  scrying (greater); Cost 3,600 gp 
  (lesser), 13,800 gp (standard), 
  58,500 gp
  Staff of Spiders
  Aura moderate varied (lesser and standard), 
  strong varied (greater); CL 8th (lesser and 
  standard), 11th (greater)
  Slot none; Price 10,400 gp (lesser), 21,500 gp 
  (standard), 54,000 (greater); Weight 5 lbs.
  Description
  A staff of spiders is made of slightly bent 
  black wood that comes to a spindly point at 
  the bottom, and grows thicker as you move 
  upward, with three gnarled points spaced 
  evenly along its length, giving it the appearance 
  of a giant spider’s leg. Delicate, glittering web 
  patterns are traced throughout the surface of 
  the staff. Each of these staves focuses on spells 
  linked to the powers of arachnids. The head 
  of such staves is carved in the likeness a fat 
  spider, its legs bunched under it as if ready 
  to spring. When the staff is used to summon 
  spiders of any kind, the carved spider head 
  appears to leap from the staff and grow and 
  multiply as needed to match the number of 
  spiders summoned. (Destroying these spiders 
  has no effect on the staff’s functioning—when 
  the summoning spell ends or more spiders 
  are summoned, a new spider climbs from the 
  staff’s wood to perch atop it once more.)
  The lesser version of this staff allows use of 
  the following spells:
  •	
  Jump (1 charge)
  •	
  Summon swarm (spiders only) (1 charge)
  •	
  Spider climb (2 charges)
  •	
  Web (2 charges)
  The standard version of this staff allows 
  use of the following spells:
  •	
  Jump (1 charge) 
  •	
  Summon swarm (spiders only) (1 charge)
  •	
  Spider climb (1 charge)
  •	
  Web (1 charge)
  •	
  Vermin shape I** (2 charges)
  •	
  Summon 
  monster 
  II 
  (giant spider) (2 charges)
  •	
  Poison (3 charges)
  The greater version of this staff allows 
  use of the following spells:
  •	
  Jump (1 charge) 
  •	
  Summon swarm (spiders only) (1 charge)
  •	
  Web (1 charge)
  •	
  Vermin shape I** (spiders) (1 charges)
  •	
  Summon monster II (giant spider) (1 charges)
  •	
  Poison (2 charges)
  •	
  Giant vermin (spiders) (2 charges)
  •	
  Repel vermin (spiders) (2 charges)
  •	
  Vermin shape II** (spiders) (2 charges)
  •	
  Summon monster VI (1d4+1 giant 
  spiders) (3 charges)
  The wielder of a greater staff of spiders 
  gains a +2 luck bonus to all Fortitude 
  saving throws against poison from 
  spiders. The staff also allows its wielder 
  to cast spider climb at will, with no charge 
  cost. These attributes continue to function 
  after all the charges are expended.
  Construction
  Requirements Craft Staff, jump, spider 
  climb, summon swarm, web (lesser); Craft 
  Staff, jump, poison, spider climb, summon 
  monster III, summon swarm, vermin shape 
  I, web (standard); Craft Staff, giant vermin, 
  jump, poison, repel vermin, spider climb, 
  summon monster III, summon monster IV, 
  summon swarm, vermin shape I, vermin shape 
  II, web (greater); Cost 5,200 gp (lesser), 
  10,800 gp (standard), 27,000 gp (greater)
  
  8
  Stone Staff
  Aura 
  moderate 
  varied 
  (lesser 
  and 
  standard), strong varied (greater); CL 8th 
  (lesser), 9th (standard), 13th (greater)
  Slot none; Price 10,400 gp (lesser), 
  33,000 (standard), 64,000 (greater); 
  Weight 5 lbs.
  Description
  Sturdy and smooth, this impressive 
  staff appears to be crafted from solid 
  marble, yet weighs little more than 
  light wood. Most stone staves are gray 
  marble with veins of gold and green, 
  but roughly 10% are pure white shot-
  through with silver, and 5% black 
  stone with veins of red crystal. The 
  appearance of a stone staff has no affect 
  on its function.
  The lesser version of this staff 
  allows use of the following spells:
  •	 Soften earth and stone (1 charge)
  •	 Stone call*(2 charges)
  •	 Stone fist* (2 charges)
  •	 Meld into stone (3 charges)
  The standard version of this staff 
  allows use of the following spells:
  •	 Meld into stone (1 charge)
  •	
  Soften earth and stone (1 charge)
  •	 Stone call*(1 charge)
  •	 Stone fist* (1 charge)
  •	 Stone shape (2 charges)
  •	 Spike stones (2 charges)
  •	 Stone skin (2 charges)
  •	 Wall of stone (3 charges)
  If a staff of stone is kept in 
  constant contact with a single, 
  unbroken natural stone at least as large as the 
  staff itself for the entire time the spellcaster 
  prepares or regains her spells, the staff can be 
  recharged at double the normal rate.
  The greater version of this staff allows use 
  of the following spells:
  •	
  Meld into stone (1 charge)
  •	
  Soften earth and stone (1 charge)
  •	
  Stone call*(1 charge)
  •	
  Stone fist* (1 charge)
  •	
  Stone shape (2 charges)
  •	
  Spike stones (2 charges)
  •	
  Stone skin (2 charges)
  •	
  Wall of stone (2 charges)
  •	
  Flesh to stone (3 charges)
  •	
  Stone to flesh (3 charges)
  •	
  Stone tell (3 charges)
  If a greater staff of stone is kept in constant 
  contact with a volume of dirt, sand, stone, or 
  similar natural earthen material at least as 
  large as the staff itself for the entire time the 
  spellcaster prepares or regains her spells, the 
  staff can be recharged at double the normal 
  rate.
  The greater stone staff can be used as a 
  weapon also, functioning as a +1 quarterstaff.
  Construction
  Requirements Craft Staff, meld into stone, 
  soften earth and stone, stone call, stone fist 
  (lesser); Craft Staff, meld into stone, soften 
  earth and stone, spike stones, stone call, stone fist, 
  stone shape, stone skin, wall of stone (standard); 
  Craft Magic Arms and Armor, Craft Staff, 
  flesh to stone, meld into stone, soften earth and 
  stone, spike stones, stone call, stone fist, stone 
  shape, stone skin, stone tell, stone to flesh, wall of 
  stone (greater); Cost 5,200 gp (lesser), 16,500 
  (standard), 32,000 gp (greater)
  Staff of Thorns
  Aura moderate varied (lesser and 
  standard), strong varied (greater); 
  CL 8th (lesser), 9th (standard), 
  13th (greater)
  Slot none; Price 8,800 gp (lesser), 
  24,800 (standard), 61,000 (greater); 
  Weight 5 lbs.
  Description
  This gnarled and twisted oak staff 
  is wrapped from head to tip by spirals 
  of carved vines, each studded with 
  numerous thorns growing along its 
  surface, many nearly the length of a 
  man’s hand. Though it would seem 
  impossible to safely grasp, the thorns 
  recede from any living creature, 
  causing the staff to be held easily.
  The lesser version of this staff 
  allows use of the following spells:
  •	 Barkskin (1 charge)
  •	 Entangle (1 charge) 
  •	 Speak with plants (2 charges)
  The standard version of this staff 
  allows use of the following spells:
  •	 Barkskin (1 charge)
  •	 Entangle (1 charge) 
  •	 Speak with plants (1 charge)
  •	 Spike growth (2 charge)
  •	 Thorn body* (2 charges)
  •	 Wall of thorns (2 charges)
  If a standard staff of thorns is in 
  forest terrain for the entire time the 
  spellcaster prepares or regains his 
  spells, the staff can be recharged at 
  double the normal rate.
  
  9
  The greater version of this staff allows 
  use of the following spells:
  •	 Barkskin (1 charge)
  •	 Entangle (1 charge) 
  •	 Speak with plants (1 charge)
  •	 Spike growth (1 charge)
  •	 Thorn body* (1 charges)
  •	 Live oak (2 charges)
  •	 Wall of thorns (2 charges)
  •	 Changestaff (3 charges)
  If a greater staff of thorns is in forest terrain 
  or kept in contact with a living plant at 
  least as large as itself for the entire time the 
  spellcaster prepares or regains his spells, the 
  staff can be recharged at double the normal 
  rate.
  The greater staff of thorns can be used as a 
  weapon also, functioning as a +1 quarterstaff, 
  though it deals piercing damage (rather 
  than bludgeoning damage). This attribute 
  continues to function after all the charges 
  are expended.
  Construction
  Requirements Craft Staff, barkskin, entangle, 
  speak with plants (lesser); Craft Staff, barkskin, 
  entangle, speak with plants, spike growth, thorn 
  body, wall of thorns (standard); Craft Magic 
  Arms and Armor, Craft Staff, barkskin, 
  entangle, speak with plants, spike growth, thorn 
  body, wall of thorns (greater); Cost 4,400 gp 
  (lesser), 12,400 gp (standard), 30,100 gp 
  (greater)
  Umbral Staff
  Aura moderate varied (lesser and standard), 
  strong varied (greater); CL 8th (lesser), 9th 
  (standard), 15th (greater)
  Slot none; Price 10,400 gp (lesser), 28,000 gp 
  (standard), 76,000 gp (greater); Weight 3 lbs.
  Description
  Made of raw, unfinished limbs of 
  darkwood, these staves are covered in runes 
  of shadow and the void. Their markings are 
  considered bad luck by many cultures, and 
  thus most such staves have tightly wrapped 
  grips of silk or fine leather to allow their 
  wielders to avoid directly touching the 
  staves’ markings. Staves of this type focus 
  on spells of blackness and the night.
  The lesser version of this staff allows use 
  of the following spells:
  •	 Cloak of shade* (1 charge)
  •	 Shadow weapon** (1 charge)
  •	 Darkness (2 charges)
  •	 Darkvision (2 charges)
  •	 Protective penumbra** (2 charges)
  The standard version of this staff allows 
  use of the following spells:
  •	 Cloak of shade* (1 charge)
  •	 Darkness (1 charge)
  •	 Darkvision (1 charge)
  •	 Protective penumbra** (1 charge)
  •	 Shadow weapon** (1 charge)
  •	 Deeper darkness (2 charges)
  •	 Greater darkvision (3 charges)
  •	 Shadow conjuration (3 charges)
  •	 Shadow step** (3 charges)
  The greater version of this staff allows use 
  of the following spells:
  •	 Cloak of shade* (1 charge)
  •	 Darkvision (1 charge)
  •	
  Protective penumbra** (1 charge)
  •	
  Deeper darkness (1 charges)
  •	
  Greater darkvision (2 charges)
  •	
  Shadow conjuration (2 charges)
  •	
  Shadow evocation (2 charges)
  •	 Shadow step** (2 charges)
  •	 Greater shadow conjuration 
  (3 charges)
  •	
  Greater shadow evocation (3 charges)
  The greater umbral staff also allows 
  its wielder to cast darkness and shadow 
  weapon at will, with no charge 
  cost. These attributes continue to 
  function after all the charges are 
  expended.
  Construction
  Requirements Craft Staff, cloak of 
  shade, darkness, darkvision, protective 
  penumbra, shadow weapon (lesser); 
  Craft Staff, cloak of shade, darkness, 
  darkvision, deeper darkness, greater 
  darkvision, 
  protective 
  penumbra, 
  shadow 
  conjuration, 
  shadow 
  step, 
  shadow weapon (standard); Craft Staff, 
  cloak of shade, darkness, darkvision, 
  deeper darkness, greater darkvision, 
  greater shadow conjuration, greater 
  shadow evocation, shadow conjuration, 
  shadow evocation, shadow step, protective 
  penumbra, shadow conjuration, shadow 
  step, shadow weapon (greater); Cost 
  5,200 gp (lesser), 14,000 gp (standard), 
  38,000 gp (greater)
  
  10
  Staff of the 
  White Necromancer
  Aura moderate necromancy 
  (lesser and standard), strong 
  necromancy 
  (greater); 
  CL 
  8th (lesser and standard), 13th 
  (greater)
  Slot none; Price 10,400 gp (lesser), 
  20,400 gp (standard), 89,000 gp 
  (greater); Weight 5 lbs.
  Description
  These staves are formed from rune-
  covered lengths of bone, generally 
  twisted thighbones that are much too 
  long to come from anything but a 
  giant, and much too thin to support 
  the weight of any known giant race. 
  The staff is bleached to an alabaster 
  whiteness, though the runes are often 
  yellowed from age or filled with 
  silver.
  Unlike many necromantic magic 
  items, staves of the white necromancer 
  are designed specifically to aid in the 
  fight against the undead, and thus 
  are legal (if watched suspiciously) in 
  lands where other necromantic items 
  are outlawed.
  The lesser version of this staff 
  allows use of the following spells:
  •	 Detect undead (1 charge)
  •	 Hide from undead (1 charge)
  •	 Deathwatch (1 charge)
  •	 Command undead (2 charges)
  •	 False life (2 charges)
  The standard version of this staff allows 
  use of the following spells:
  •	 Command undead (1 charge)
  •	 Detect undead (1 charge)
  •	 Deathwatch (1 charge)
  •	 False life (1 charge)
  •	 Hide from undead (1 charge)
  •	 Gentle riposte (2 charges)
  •	 Halt undead (2 charges)
  •	 Speak with dead (2 charges)
  The greater version of this staff allows 
  use of the following spells:
  •	 Command undead (1 charge)
  •	 False life (1 charge)
  •	 Hide from undead (1 charge)
  •	 Gentle riposte (2 charges)
  •	 Halt undead (2 charges)
  •	 Speak with dead (2 charges)
  •	 Death ward (2 charges)
  •	 Undeath to death (3 charges)
  •	 Control undead (3 charges)
  The greater staff of white necromancy also 
  allows its wielder to cast deathwatch and 
  detect undead at will, with no charge cost. 
  These attributes continue to function after 
  all the charges are expended.
  Construction
  Requirements Craft Staff, command undead, 
  deathwatch, detect undead, hide from undead, 
  false life (lesser); Craft Staff, command undead, 
  deathwatch, detect undead, gentle riposte, halt 
  undead, hide from undead, false life, speak with 
  dead (standard); Craft Staff, command undead, 
  control undead, deathwatch, death ward, detect 
  undead, gentle riposte, halt undead, hide from 
  undead, false life, speak with dead, undeath to 
  death (greater); Cost 5,200 gp (lesser), 10,200 
  gp (standard), 44,500 gp
  Staff of Winter
  Aura moderate varied (lesser and standard), 
  strong varied (greater); CL 8th (lesser), 9th 
  (standard), 15th (greater)
  Slot none; Price 10,400 gp (lesser), 30,300 gp 
  (standard), 104,500 gp (greater); Weight 5 lbs.
  Description
  This pure white, pine staff is topped 
  with an ornately faceted crystal that appears 
  to be a shard of ice. Frost runs along its long, 
  smooth shaft, and the entire staff is cold to 
  the touch. These staves focus on magic that 
  brings forth cold, frost, and ice
  The lesser version of this staff allows use 
  of the following spells:
  •	 Endure elements (cold environment 
  only) (1 charge)
  •	 Icicle dagger** (1 charge)
  •	 Chill metal (2 charges)
  •	 Unshakable chill (2 charges)
  •	 Sleet storm (3 charges)
  The standard version of this staff allows 
  use of the following spells:
  •	 Chill metal (1 charge)
  •	 Endure elements (cold environment 
  only) (1 charge)
  •	 Icicle dagger** (1 charge)
  •	 Unshakable chill (1 charge)
  •	 Ice storm (2 charges)
  •	 Sleet storm (2 charges)
  •	 Wall of ice (2 charges)
  •	 Cone of cold (3 charges)
  •	 Icy prison** (3 charges)
  
  11
  The greater version of this staff allows 
  use of the following spells:
  •	 Chill metal (1 charge)
  •	 Unshakable chill (1 charge)
  •	 Ice storm (1 charge)
  •	 Sleet storm (1 charge)
  •	 Wall of ice (1 charge)
  •	 Cold ice strike** (2 charges)
  •	 Cone of cold (2 charges)
  •	 Freezing sphere (2 charges)
  •	 Icy prison** (2 charges)
  •	 Ice body** (3 charges)
  •	 Polar ray (3 charges)
  If a greater staff of winter is completely 
  buried in at least 1 inch of snow or is kept 
  in constant contact with naturally occurring 
  ice at least as large as the staff itself for 
  the entire time the spellcaster prepares or 
  regains her spells, the staff can be recharged 
  at double the normal rate.
  The greater staff of winter also allows 
  its wielder to cast endure elements (cold 
  environment only) and icicle dagger at 
  will, with no charge cost. These attributes 
  continue to function after all the charges are 
  expended.
  Construction
  Requirements Craft Staff, chill 
  metal, 
  endure 
  elements, 
  icicle 
  dagger, sleet storm, unshakable 
  chill (lesser); Craft Staff, chill 
  metal, cone of cold, endure elements, 
  icicle dagger, icy prison, ice storm, 
  sleet storm, unshakable chill, wall 
  of ice (standard); Craft Staff, chill 
  metal, cold ice strike, cone of cold, endure 
  elements, freezing sphere, icicle dagger, 
  icy prison, ice body, ice storm, polar ray, 
  sleet storm, unshakable chill, wall of ice 
  (greater); Cost 5,200 gp (lesser), 
  15,200 gp (standard), 53,000 gp 
  (greater)
  
  12
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
  Creations (OWC) company names and logos; the “Krazy Kragnar’s Magic Staff Emporium” name 
  and logo; “Krazy Kragnar” name, all artwork, backgrounds, and logos; all trade dress, and graphic 
  design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names 
  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
  License.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
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  to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works under 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
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  5. Representation of Authority to Contribute: If You are contributing original material as Open 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Krazy Kragnar’s Magic Staff Emporium. Copyright 2011, Super Genius Games. Author: Marc Radle
  We err on the Side of aWeSoMe!
  creditS
  Designer:
  Marc Radle
  Development and Krazy Kragnar Design:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Cover Art:
  Shaman Stockart
  Interior Art:
  Marc Radle, Kimagu
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Creative Director
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011
  Super Genius Games
  For more information about Super Genius Games and our upcoming 
  products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: @Owen_
  Stephens, Stan: @stannex, and/or Super Genius: 
  @SuperGeniusRPG, or at our Yahoo Group: http://games.groups.yahoo.
  com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. 
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license.
  
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