TEXT: Gregorius21778: 
  The Staff of 13 Woes
  A Weird Magic Item
  Version 1.2; written by Kai Pütz
  (c) 2020
  
  Legal & other stuff
  Created by:
   
  Kai Pütz; (c) 2020
  My blog:
  https://gregorius21778.wordpress.com/
  My other titles:
  at drivethrurpg.com
  Artwork
  Background:
  by Image Portfolio © Louis Porter, Jr. Design; used with permission. 
  Artwork:
  © 2015 Dean Spencer, used with permission. All rights reserved.
  The Staff of 13 Woes is the third in a line of Pay-What-You-Want titles that started
  with The Day of Manifest Misfortune and continued with Dread 13. All of them
  have been released for and at a Friday the 13th.  
  ...I am really not sure how long I am going to continue with this. After all, at some point I will
  end up with no neat ideas for a Friday like that.
  Anyway, this time I have still been able to shake another one out of my sleeve: a
  weird  magic  item,  with  13  useful  powers  that  all  come  with  a  chance  for  an
  unfortunate side effect. 
  Enjoy!
  
  A long staff, made from dark wood with a shaft
  about  an  inch  in  diameter.  The  lower  tip  is
  encased in a flat copper cap, at the upper one
  sticks the skull of a young ram. 
  It may be identified as a magic item through the
  regular means (of the given game world, e.g. the
  Identify spell) that holds thirteen different spells,
  that may each be cast once at 6th level, by tapping
  the ground with the copper cap of the staff three
  times in quick succession and willing the spell
  effect to manifest. 
  Those versed in lore or legends may know tales of
  a warlock of old that created and wielded that
  staff, and may be aware of some of its effects, and
  perhaps  even  have  hints  about  some  of  the
  methods of recharging it (see below). Storytellers
  may  be  sought  out  for  tales  (and  thereby,
  fragments of the lore).
  The standard procedures will not reveal that each spell
  may have a detrimental side effect on the one invoking
  it (unless avoided with a Save vs. Devices).
  The Thirteen Powers of the Staff
  Animate Dead:  as per the Magic-User spell, but
  each corpse or skeleton that is to be reanimated
  must be touched with the ram skull on top off the
  staff. 
  If the character invoking the effect fails the Save,
  the  created  Undead  will  turn  against  their
  “master” after 2d6+1 rounds.
  Command; as  per  the  Cleric  spell,  but targets
  with levels/HD over 5 or an Intelligence over 12
  only need to Save vs. Devices (not against Magic). 
  If the character that invokes the effect fails the
  Save, she will fall under the effect of a Charm in
  regard to the 13th previously unknown person he
  or she talks to from now on. 
  Cause Critical Wounds; a per the reverse of the
  Cleric spell Cure Serious Wounds, but the target of
  the spell must be touched with the staff within 13
  rounds after the invocation. Otherwise, the effect
  just fades.
  If the character that invokes the effect fails the
  Save, the 13th wound she receives from now on
  will have its damage doubled.
  Dispel Magic; as per the Magic-User spell. 
  If the character that invokes the effect fails the
  Save, she may no longer invoke any of the
  powers of the Staff of 13 Woes.
  Reduce; as per the reverse of the Magic-User
  Enlarge spell, but the target of the spell must be
  touched with the staff within 13 rounds after
  the invocation. Otherwise, the effect just fades.
  If the character that invokes the effect fails the
  Save, she will be Enlarged to thrice the own size
  after 13 turns, for 13 turns.
  Extension; as per the Magic-User spell. 
  If the character that invokes the effect fails the
  Save, she will immediately age by 13 years after
  2d6+1 rounds. 
  Faithful Hound; as per the Magic-User spell.
  If the character that invokes the effect fails the
  Save, she will be attacked by 2d6+1 suddenly
  appearing wild wolfhounds after 2d6+1 turns.
  These  wolfhounds  are  6th level  Phantasmal
  Forces, as per the same Magic-User spell.
  Forbiddance; as per the Magic-User spell. This
  is the only effect of the Staff that has no chance
  for a negative side effect.
  Hold Monster; as per the Magic-User spell.
  If the character that invokes the effect fails the
  Save, she will come under the effect of a 6th
  level Hold Person after 2d6+1 turns.
  Interposing Hand; as per the Magic-User spell.
  If the character that invokes the effect fails the
  Save, she comes under the effect of a  Ray of
  Enfeeblement after 2d6+1 turns.
  
  Lucubration; as per the Magic-User spell.
  If the character that invokes the effect fails the
  Save, she forgets a random spell (and must learn
  it anew).
  Protection*, 10´ Radius; as per the Cleric spell.
  The  character  may  decide  if  it  is  a  Protection
  against Evil or a Protection against Lawful. 
  If the character that invokes the effect fails the
  Save, she must re-roll all successful saving throws
  once for the next 13 days.
  Silence, 15´ Radius; as per the Cleric spell.
  If the character that invokes the effect fails the
  Save, she will lose the ability to speak or make any
  other sound with the own voice for 13 days.
  Why is it the Staff of Woes?
  Each  and  every  power  of  the  staff  may  be
  recharged with a special, ritualized action.
  Animate Dead: a character must use the staff in
  the desecration of 13 graves and must use the
  staff to smash the skull of each of the dead found
  in the grave. All of this must happen in one night
  of the new moon.
  Command; a  character  must  force  a  total  of
  thirteen clerics to kneel down before him and lick
  the end of the staff before she knocks them over
  the head with the tip. All of this must happen
  within one month.
  Cause  Critical  Wounds; a  character  must
  forcefully press the end of the staff into the open
  wound of thirteen different wounded men, each
  of which must thereafter life for at least another
  thirteen days.
  Dispel Magic; a character must force a total of
  thirteen Magic-Users to kneel down before her
  and lick the end of the staff before she knocks
  them over the head with the tip. All of this must
  happen within one month.
  Reduce; a  character  must  smash  thirteen
  shrunken heads with the tip of the staff. This
  must be done within one month.
  Extension; a  character  must  have  thirteen
  different characters willingly sacrifice a year of
  their life to the staff (by touching the tip with
  the palm of the left hand, and claiming loudly
  to do so). She may bribe or pay them, trick or
  fool them, but must not force them.
  Faithful Hound; a character must sacrifice a
  child no older than 13 years by throwing it into
  a pit of hungry dogs, and must have each of the
  dogs lick the ram skull afterwards.
  Forbiddance; a character with the staff must
  destroy  a  being  brought  forth  by  the
  Summoning spell. The being must not be under
  a Magic-User´s control. 
  Hold Monster; a character must use the staff
  to beat a monster to death that is bound in
  chains.  It  must  be  a  monster,  not  a  mere
  mundane beast.
  Interposing Hand; a character that carries the
  staff  must  have  thirteen  different  people
  prostrate  themselves  before  her,  all  at  the
  same time. They must not do this willingly. 
  Lucubration;  this effect will replenish itself
  after all other effects have been restored.
  Protection*, 10´ Radius; a character must use
  the staff to  desecrate 13 altars (good or evil).
  Silence, 15´ Radius; a character that keeps the
  staff must not speak for thirteen days. At the
  start  of  dawn  of  the  coming day,  she must
  press a raw, freshly removed human tongue to
  the ground with the tip of the staff, till noon.
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/The Staff of 13 Woes (LotFP).pdf