Strolen\s Citadel content. 
Items
Wand/Staff/ Arcane
Magical

3.5

5 Votes

13xp

ID:4465
Hits:1476
Comments: 6
Ideas: 0
Rating:3.5
Condition: Normal

Submitted:
October 21, 2007, 9:30 pm
Updated:
October 24, 2007, 12:40 am





Staff of Stasis and Launching
By: Pieh

"First, he pointed that giant metal rod at me and out came a glass vial, it exploded next to me! Next thing you know, out comes a friggin’ bear! Then, as if that wasn’t bad enough, he sticks it in the ground. It expands and he walks into it to get a snack!" - Xzud, Experimental Arms Dealer.

Full Item Description
This is a 10ft long lightweight metal pole that looks as if it could be used as your typical 10ft pole. About 4ft up from the ground are 3 silver glyphs.

When the bottom of the staff is touching solid ground and the top glyph is pressed the metal shaft will expend to become 6ft across on all sides and a door appears. You can enter the 10ft high, 6ft wide chamber and place objects inside on a shelf. It can hold up to 10 shoe-sized objects (that can be launched later, keep reading) and 1 5-6ft tall creature at a time. Then, when the glyph (top) is pressed again the staff goes back to normal and all items inside are effectively in temporal stasis, frozen in time.

When the middle glyph is pressed: The living creature is expelled from the staff in minute form, and grows to full size and exits stasis in a few second.

When the staff is pointed at an area and the bottom glyph is pressed: The Staff will emit a puff of scalding steam and launch one of the shoe-sized objects at that area. Common items include Flasks of Acid or Heavy Metal Balls.

History
Forgie the Master of Techno-Magicka Studies in Govenheim created this staff along with many other weapons of technological terror. Some consider them insane blasphemies. Others view them as potent tools, made to be used by the strong. But not many exist because the path of the Techno-Magius is too difficult for most. It requires incredible amounts of dedication and study that most of today’s youth just cant handle. Besides, Forgie likes being one of the few who can effectively make a cannon…

Magic Properties Summary
1.) Press the staff firmly against the ground to make the first glyph glow. Press the glowing glyph, and stand back, to expand the staff into a cylindrical storage chamber. Then you may freely insert an incapacitated creature or place items along the shelf.

2.) To release the creature you must level the staff and point where you want the creature to be summoned. Then press the middle glyph. The creature will be end up full size, awake, and possibly confused and angry about 30ft away from you.

3.) To launch an item you must point the staff in any direction and press the bottom glyph. This will cause the first item (starting on the left) to be launched out of the staff with a puff of scalding steam. The item will fly through the air with the force to propel it approximately 100ft or until it hits something solid.



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Comments ( 6 )
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Voted Cheka Man
2007-10-22 10:31 AM
Only voted
 Pieh

2007-10-23 11:57 PM
Link: [4465#31623|text]
0xp
Updated: clarified a bit about putting items in
Voted Maggot

2007-10-24 12:03 AM
Link: [4465#31624|text]
0xp
This idea is just crazy! It's the kind of thing that you'd use only if you really wanted the PC's to start questioning either their eyesight or sanity. But it still makes sense in terms of how it functions. I like this for the sheer hilarity it would bring into any game.
Voted valadaar

2007-10-24 07:08 PM
Link: [4465#31654|text]
0xp
Heh, and is a prefect fit with Steampunk and/or tinker gnomes!
Voted Scrasamax

2007-10-27 11:46 AM
Link: [4465#31743|text]
0xp
Normally I would give a submission like this a 3.0, and say stuff about gnomes being incorrigible tinkers and their wacky inventions. In this case I must make exception given how long i laughed at the situation in the summary because it fits perfectly and therefor award +1 bonus point.
Voted Michael Jotne Slayer

2007-12-06 07:31 PM
Link: [4465#32875|text]
0xp
Haha, I concur with Scrasamax's opinion on this.
Cheka Man

2008-09-30 03:48 PM
Link: [4465#67572|text]
0xp
Crazy but fun. Never fire it when it faces the wrong way.

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Perhaps those that practice elemental magic begin to take on characteristics associated with their chosen element. For instance, an earth elementalist might be prone to agoraphobia, while air and possibly fire elementalists might have problems with claustrophobia. Water elementalists might always seek the path of least resistance. A fire elementalist might have a cat's opinion of water. This could also apply to physical differences. Fire elementalists might have a freakishly high metabolism and a permanently high body temperature. Water elementalists would probably never get dehydrated, but might slow down a lot when it's cold. Etc, etc.
By: Ria Hawk | UpVote