Staves and Figurines Spell List

Figurines are small statues or trinkets that contain an
imbuement.  They can be statues that are
too large to move or very small trinkets you would keep in a satchel, or
backpack.  Figurines can only hold one
imbuement, but can have an embedded gem with its imbuements.

Staves come in many lengths.
Some are as small as wands no more than 12” to 18” and some are staves
4’ to 7’ tall.

Staves and wands can hold two imbuements and an embedded Gem
or other figurine.   Staves can be imbued
with any spells.  A wand does damage as a
dagger with all melee critical hits being crush or punctures.

**Imbue Staff, Wand or**
Figurine – Follow these steps for making a magical Staff, Wand or Figurine:

Cast **‘Harden**
Staff, Wand or Figurine’ **upon the staff, wand or figurine to be**
imbued.

Cast **‘Enchant**
Staff, Wand or figurine’ **spell on the staff or wand to prepare it for**
receiving the magic imbuement.  Note the
cast time and cost.

Cast the selected **‘Imbuement spell’ or ‘target spell’** onto the staff or wand.  It will be absorbed.  Another spell caster can do this each time it
is required.

Cast **‘Bind**
Wand, Staff or figurine’ **spell onto the item. Note the cast time and cost.**

Roll a ‘success roll’ described below.  The weapon will either (1) imbue successfully
that day; (2) fail for that day and require an additional day to create; or (3)
disintegrate and cast the spell randomly.

Repeat steps 3, 4 and 5 each day for a total of
days equal to 2X the imbuement spell’s level, plus 2 days for any days where
the Weapons Artisan failed his ‘success roll’ in step 4.

**Notes:**

**a.       An Alchemist cannot imbue a staff, wand or**
figurine with a spell greater than his level.

**b.      There is a 25% base chance that each day**
when the ‘Bind Staff, Wand or Figurine’ spell is cast that item will
disintegrate or be defective.

·
**25 +**
level of spell = adjusted failure

·
**1-100**
roll + Alchemist’s Character level + Intellect Stat Bonus = success roll

·
**If the**
player’s ‘success roll’ is higher than the ‘adjusted failure’ then the ‘Imbue’
spell was successful for that day.

**If**
the ‘success roll’ is more than 20 points below the ‘adjusted failure’ then the
article disintegrates and randomly casts the spell towards a target within 30’.

 will place an aura upon the weapon making it glow or shimmer in a selected
 way, or put out a scent of flowers etc.
 The aura is aesthetic only.
  8
 is cast the figurine becomes brittle and will break easily.  Touching it will cause it to start breaking
 apart.
 Cast time: 1 minute +1 minute per level of the spell to be imbued
 upon the figurine trap.
 Cost: 8 spell points + 1 spell point per level of the target spell to
 be cast.
  9
 off, releasing the figurine’s imbued spell.
 Examples: touch, within range 10’, sound within 20’, movement within
 10’, a word, any spell being cast within 10’, presence of undead within 20’,
 etc.  They can be simple triggers or
 more complex.  If more than one
 triggered is desired this spell must be used for each trigger condition on the
 figurine.
 Cost: 9 spell points +1 spell point per level of the imbuement or
 target spell.

**Figurine Trap**
building – Follow these steps for making a figurine trap:

Cast the level 5 **‘Harden Staff, Wand or Figurine’** upon the figurine to be
imbued.

Cast **‘Figurine**
Trap’ **spell on figurine to prepare it for receiving the magic**
imbuement.  Note the cast time and cost.

Cast the selected **‘Imbuement spell’ or ‘target spell’** onto the staff or wand.  It will be absorbed.  Another spell caster can do this step.

Cast **‘Figurine**
Trigger’ **spell onto the item once for each trigger condition being set on**
the figurine.

**Notes:**

**a.       An Alchemist cannot imbue a figurine trap with**
a spell greater than 2x her level.

**b.      A figurine trap does not require the**
success roll.  Because they are a onetime
use and made of sturdier material they are simpler to make.

**c.       A figurine trap’s range is limited to the**
range of the imbuement or target spell being cast upon it.  If the Alchemist were to make the trigger
condition 30’ but the target spell has a limit of 10’ then the trigger would
likely occur before the person who triggered it was close enough to be affected
by the trap.

**Imbue a Permanent**
Figurine trap – Follow these steps for making a permanent figurine trap:

Cast **‘Harden**
Staff, Wand or Figurine’ **figurine to be imbued.**

Cast **‘Figurine**
Trap’ **spell on the figurine to prepare it for receiving the magic**
imbuement.  Note the cast time and cost.

Cast the selected **‘Imbuement spell’ or ‘target spell’** onto the staff or wand.  It will be absorbed.  Another spell caster can do this each time it
is required.

Cast **‘Figurine**
Trigger’ **spell onto the item. Note the cast time and cost.**

Roll a **‘success**
roll’ **described below.  The figurine**
will either (1) imbue successfully that day; (2) fail for that day and require
an additional day to create; or (3) disintegrate and cast the spell randomly.

Repeat steps 3, 4 and 5 each day for a total of
days equal to 2X the imbuement spell’s level, plus 2 days for any days where
the Weapons Artisan failed his ‘success roll’ in step 4.

**Notes:**

**a.       An Alchemist cannot imbue a figurine trap**
with a spell greater than his level.

**b.      A figurine trap’s range is limited to the**
range of the imbuement or target spell being cast upon it.  If the Alchemist were to make the trigger
condition 30’ but the target spell has a limit of 10’ then the trigger would
likely occur before the person who triggered it was close enough to be affected
by the trap.

**c.       There is a 25% base chance that each day**
when the ‘Bind Staff, Wand or Figurine’ spell is cast that item will
disintegrate or be defective.

·
**25 +**
level of spell = adjusted failure

·
**1-100**
roll + Alchemist’s Character level + Intellect Stat Bonus = success roll

·
**If the**
player’s ‘success roll’ is higher than the ‘adjusted failure’ then the ‘Imbue’
spell was successful for that day.

**If**
the ‘success roll’ is more than 20 points below the ‘adjusted failure’ then the
article disintegrates and randomly casts the spell towards a target within 30’.