Staff
Bonus: +2 Quick saves and +2 Tough saves against fire
Only wizards and clerics may unlock its magic. Each charge swallows one fire whole, up to the size of a burning house, leaving it cold and out. The staff holds that fire until the bearer pours it back out elsewhere, once, at the size it was taken. 1d3 charges Charred black through to the grain and hollow end to end, the staff is filled with a slow shifting weight of ash.
Staff
Bonus: +5 Quick saves
Only wizards and clerics may unlock its magic. Each charge ends one ongoing spell or magical effect within 60 feet permanently, and the caster who laid it can never lay that effect on that target or that place again. Effects maintained by a god or its equal are only suspended, for one hour. The staff suffers no other magic to hurry its bearer. When depleted it still puts out every open flame within 30 feet at a word, and none of them relight for an hour. 1d3 charges Scorched oak capped with an iron bowl turned upside down, the charred wood beneath it never marking a hand.
Staff
Only wizards and clerics may unlock its magic. Each charge sounds one note that holds for ten minutes without breath. While it holds, no sound made inside a 100-foot radius of the staff can be heard from outside it, and every creature inside that radius hears the bearer's speech as though spoken at their shoulder. The brass tube fills with verdigris and takes no more breath when depleted. 1d3 charges Dark wood with a brass tube running its full length and a slotted mouthpiece set below the head, which sighs on its own when carried into wind.
Staff
Bonus: +3 Tough saves
Only wizards and clerics may unlock its magic. Each charge seals one room for ten minutes so that nothing may enter or leave it by teleport, gate, summoning, or passing through walls. When depleted the staff still holds up any arch or doorway it is propped in, whatever weight sits above it. 1d3 charges Dressed limestone bound in iron, short and heavy, wedge-cut at the top like the block at the crown of an arch.
Staff
Bonus: +1 Quick saves
Only wizards and clerics may unlock its magic. Each charge fills the bulb with light that fills a 40-foot radius for an hour and can be thrown to hang in the air. When depleted the bulb keeps a candle's worth of light forever. 1d4 charges Pale wood with a cracked glass bulb blown into the head, empty of anything.
Staff
Bonus: +2 Quick saves and +2 Intelligence (max 18)
Only wizards and clerics may unlock its magic. Each charge cuts a doorway through up to 10 feet of any wall, seal, hull, or barrier, including one held shut by magic and one belonging to a place that has no entrance at all. The doorway stands ten minutes and closes leaving no mark. When depleted the staff still names what lies within 10 feet on the far side of any surface it is laid against. 1d3 charges Grey stone squared along its whole length, as tall as a man and a little wider at the top than at the foot.
Staff
Bonus: +2 Quick saves
Only wizards and clerics may unlock its magic. While the staff's foot is set on the ground and the bearer keeps a hand on it, neither the staff nor the bearer can be pulled, pushed, or knocked over by anything under 1,000 pounds. Permanent. Tall ash staff banded with iron at intervals down its length, each band a day's walk apart.
Staff
Bonus: +3 Quick saves
Only wizards and clerics may unlock its magic. Each charge cuts a five-foot shaft 100 feet through earth or stone in one round, shored and stable and wide enough to walk. When depleted the staff still points out the shortest way to open air whenever it is planted and let go. 1d3 charges Banded iron, tall, with a fluted point, the flutes packed hard with pale rock dust.
Staff
Bonus: +2 Tough saves
Only wizards and clerics may unlock its magic. Each charge freezes a 20-foot span of water, mud, or bog solid enough to walk on for an hour. 1d3 charges Knotted black wood with a broad iron spike and a leather disc set above it.