Staff of Commanding🔗
Grants the power to control animals, humans, and plants.
Commanding Animals🔗
- Affects: 1d6 normal animals or 1 giant animal (but not magical or intelligent animals).
- Resisting: No saving throw is allowed.
- Visual range: The character can only control animals that they can see.
- Concentration: Control is broken if the staff user moves or attacks.
- When concentration ends: The referee should make a reaction roll with a -1 penalty (see Encounters to determine the animals’ behavior.
- Usage frequency: This staff power may be used up to once per turn.
Commanding Humans🔗
- Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
- Resisting: The subject may save versus spells (with a -2 penalty) to resist.
- Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
- Charmed individuals: Regard the character as a trusted friend, and will come to their defense. They will obey the character’s commands, as long as these are not obviously harmful and do not contradict the subject’s alignment.
- Duration: The charm lasts indefinitely but ends if canceled by the staff's wielder or when dispelled.
Commanding Plants🔗
- Affects: All plants (including plant monsters) in a 10’ square area.
- Range: The area may be up to 60’ distant.
- Commands: Affected plants may be commanded to move around as the character wishes.
- Concentration: The effect lasts as long as the staff's wielder concentrates.