Charge staff info from help file
No saving throw
|
Spell duration: 10 rounds
|
|
Type of spell: Neutral
|
Affecting stats: int/wis
|
Cast type: runes
|
Spell point cost: 38 -
|
Spell words: '# !('
|
The one item every druid requires, is his or her staff. Through this staff, their druidic power is channeled and brought forth into this world. Without their staff, they are unable to channel their power effectively. The staff therefore must be imbued with some of the power of the caster in order to effectively draw the power of nature from the environment. Constant use of the staff, causes it to lose charge. This requires the druid to charge the staff at regular occasions or risk losing much or all of his power at a time when he may need it most.
Usage:
cast charge staff at amount <number>
or
cast charge staff at amount all
Use sensecharge staff to see the charge on your staff. It will say, "The sigla on your Staff of Druids glows softly, shedding an XXX light." The staff charge light progression goes:
- eerie green
- eerie yellow
- eerie cyan
- eerie blue
- eerie magenta
- eerie red
- bright green
- ...
- bright red
Overcharging is a bad thing, stop when you get to bright red. If you overcharge some of the build up magic will be lost.
|
|
List of things that enhance or grant access to this spell:
|
<analytics uacct="UA-3466433-3" ></analytics>
Staff get charged