Starting at 2nd level, a druid can transform into any Small or Medium animal once per day per druid level. To take on the form of any creature, the druid must be familiar with it. Druids start familiar with common animals native to the area where they trained as a druid.
Transformation Mechanics:
Physical Stats (STR, DEX, CON) are replaced by those of the chosen animal.
Reflex and Fortitude Saves: Use the druid's base save bonus along with the animal's Dexterity and Constitution modifiers.
Mental Stats (INT, WIS, CHA), Hit Points, and Base Attack Bonus remain those of the druid.
Will Saves: These remain unchanged, using the druid’s Wisdom ability score and base save bonus.
Abilities: The druid gains all physical abilities and sensory capabilities of the animal (including flying, swimming, natural weapons, darkvision, blindsight, etc.).
Transformation: Using Wild Shape is a standard action and does not provoke attacks of opportunity.
Duration: The transformation has an unlimited duration, allowing the druid to remain in animal form indefinitely until choosing to revert to their original form.
Communication: The druid loses the ability to speak while in animal form but can communicate naturally with other animals of the same type as the new form.
*The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.
Equipment: All gear and items in the possession of the druid at the time of transformation meld into the new form and cease to function, though they can still be detected by spells like detect magic.
Reversion on Death: If a druid dies while in animal form, they automatically revert to their original form. This reversion does not occur if the druid is merely unconscious.
Form Expansion:
At 5th level, the druid can also transform into Large or Tiny animals, or Small elementals.
At 8th level, additions include Huge animals or Diminutive animals, Medium elementals, or Small plant creatures.
At 10th level, transformations can include Large elementals, and Large plant creatures.
At 12th level, the ability expands to include Huge elementals, and Huge plant creatures.
At 20th level, the druid can use Wild Shape at will, reflecting their ultimate mastery over the ability to transform.
Learning New Forms:
*The Druid must have access to the appropriate Size and Type of Creature to attempt learning its form.
Observation and Study: A druid can learn the form of a new animal by observing it in its natural environment for a total of at least 24 hours. This observation doesn’t need to be continuous, but it must be conducted within a range that allows detailed study of the creature’s behavior and physical characteristics.
Knowledge Check: After completing the observation period, the druid must make a Knowledge check. The DC for this check depends on the rarity and complexity of the creature:
Common: DC 10 + CR of Creature
Uncommon: DC 15 + CR of Creature
Rare or Exotic: DC 20 + CR of Creature
Very Rare or Highly Magical: DC 25 or higher + CR of Creature
Success and Failure:
Success: The druid becomes familiar with the creature and can transform into it using Wild Shape.
Failure: The druid must spend another 12 hours observing the animal before attempting another Knowledge (Nature) check.
Special Note on Identity: Some druids may choose to live in their animal form for extended periods, so much so that they might begin to forget their true nature as a druid. This can lead to profound existential journeys or crises, depending on individual experiences and the duration of their transformation.
These rules are designed to encourage tactical movement.
Moving at half speed through threatened spaces does not provoke Attacks of Opportunity, unless otherwise specified.
Applies only to movement-related AoOs.
Movement must be declared at half speed (rounded down to the nearest 5 feet).
A creature may use Acrobatics to move at full speed through threatened spaces without provoking AoOs, per standard rules.
A failed check still provokes as normal.
The Combat Reflexes feat is updated as follows:
Grants 1 additional AoO per +2 Dexterity modifier (rounded down).
(e.g., Dex 18 = +4 mod = 2 AoOs total per round)
You may make Attacks of Opportunity against targets using Cautious Movement.
These AoOs suffer a –4 penalty to the attack roll.
As a swift action, you may use Disengage to escape a single threatening opponent safely.
Choose one creature currently threatening you.
For the remainder of your turn, the first 5 feet of movement away from that creature does not provoke an AoO.
This action still consumes your move action to move.
You may not use Disengage in combination with Cautious Movement.
Changes and additions to the base rules involving how armor works in combat. To benefit from any of these effects, you must be proficient with the armor used.
Armor reduces the damage of many physical attacks by absorbing or deflecting blows.
Light Armor: Grants DR 1/- vs Piercing & Slashing
(Only if the armor’s base AC bonus is 2 or higher)
Medium Armor: Grants DR 2/- vs Piercing & Slashing
Heavy Armor: Grants DR 3/- vs Piercing & Slashing
When armor is enhanced with a magical bonus to AC, it also increases the DR provided:
Each +1 enhancement bonus to AC increases the armor’s DR by +1.
Example: A +2 Breastplate (medium armor) grants DR 4/- vs Piercing & Slashing.
A gambeson is light armor that grants DR 3/- vs Bludgeoning damage.
It provides no DR against Piercing or Slashing.
It can be worn alone as light armor or layered under other armor.
When layered beneath armor that grants DR vs Piercing & Slashing, both DR types apply.
Certain weapons are designed to defeat armor and gain special rules against this DR system:
At their first range increment, crossbows and firearms bypass all DR granted by armor, including both base DR and enchantment-based DR.
DR from non-armor sources (e.g., class features, spells, or natural DR) is not bypassed.
Changes and additions to the Base Rules involving Shields and how they work in combat. In order to use any of these actions or benefits you must be proficient with the shield used.
Firearm attacks within the range increment where they would normally be made against the touch AC of the target, are instead made versus the targets Touch AC + Shield bonus if they have one.
When a critical hit is scored against you while you are wielding a shield, as an immediate action you can choose to give the shield the broken condition to convert the attack to a standard hit.
If the shield already has the broken condition and you activate this ability the shield is destroyed.
You must choose to do this before the damage is rolled.
A character wielding a shield may perform actions that require a free hand if they forgo all bonuses and benefits of the shield until the start of their next turn.
This includes the AC bonus and any/all enchantments and effects on or from the shield.
When two allies wielding heavy shields stand adjacent their shield bonus increases by +1.
The bonus from multiple adjacent allies with heavy shields stack.
If all characters in the shield wall take a total defense action this bonus is doubled.
This rule represents how dangerous battle can be and why sometimes it is best to avoid a conflict.
Condition: When a character is reduced to less than half their total HP, they gain a condition commonly referred to as "bloodied" and incur the following penalties.
-2 on attack rolls, saving throws, skill checks, and ability checks.
A Natural 20 on an Attack Roll, Saving throw, Skill Check, or Ability check is not an automatic success. Instead it grants an additional +10 bonus to the roll total.
A Natural 20 on a save that would normally result in half damage instead deals no damage, other effects may still apply.
A Natural 1 on a Skill Check or Ability Check is not an automatic failure.
A Natural 1 on an Attack Roll is an automatic Failure.
A Natural 1 on a save doubles the damage dealt, and the duration of effects.
Weapon Damage: The base Weapon Damage Dice is automatically the maximum value. The additional multiplier is rolled, and all other modifiers are added only once.
Example: Critical hit is confirmed with a Composite(2) Longbow x3, Damage is 8+2d8+2(STR)
Spell Damage: The base spell Damage is automatically the maximum value. Additional damage is rolled, and all other modifiers are added only once.
All Spells that make Attack Rolls can be critical and are rolled normally, and then add 50% of the rolled DMG.
Spell Critical hits must be confirmed the same as weapon critical hits.
Example: Critical hit is confirmed with a Scorching Ray, Damage is 4d6 rolled (4,6,4,2) is 16 + 8(50% of 16) = 24 DMG.
If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When an Advanced firearm misfires, it becomes jammed. While a firearm is jammed it cannot be used until a full round action is spent clearing the jam.
Characters with the Gunsmithing Feat can clear jams as a standard action.
At the start of a battle, each faction totals their individual initiatives and divides the total by the number of individuals (Rounding Up). Each faction involved in combat then rolls to determine the order in which they act. Factions act in order, counting down from the highest result to the lowest. In every round that follows, the factions act in the same order.
When a faction has not acted in combat yet its members are only flat-footed to attacks made by a faction with an initiative score greater then their own by 5 or more.
If two or more factions have the same initiative check result, the factions who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied factions should roll to determine which one of them goes before the other.
If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 25 points of damage) or more and it doesn't kill you outright, you must make a DC 10 Fortitude save. If this saving throw fails, you drop to 0 HP and are staggered regardless of your current hit points. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 25), the massive trauma rule does not apply.
If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.
*Note: Mythic Characters are immune to both of these effects;
Any character with a Base attack bonus of at least 1 and has 5 ranks or more in Use Magic Device can activate a weapon's magical enchantment like Frost or Flaming as a move action instead of as a Standard Action. This does not include Casting Spells from Wands, Scrolls, or Staves.
All Characters gain an additional +1 to any Ability Score of their choosing every other level starting at 2nd level.
All Characters get an additional +2 Background Skill Ranks to spend every level. These ranks can only be used on the following skills (Appraise, Craft, Handle Animal, Knowledges, Lore, Linguistics, Perform, Profession, or Sleight of Hand. The Total of Combined Adventure Ranks(Normal Ranks), and Background Ranks cannot be greater than the sum of the characters level in any one skill.
All characters get a bonus feat on even levels. These feats must be "General Feats". On every 4th level (4, 8, 12, etc...) characters may choose a Teamwork Feat instead of a general feat. Character must meet all prerequisites of these feats as normal to take them.
Medium Creatures gain a bonus of +10 lbs. to their base carry weight. For every size category lower divide by 2(Round Down) Minimum of 1 lbs. For every size category larger add 10 lbs.
Approximate Conversion (1 CP = $1 ), (1 SP = $10), (1 GP = $100) , (1 PP = $1000);
The Value of Gold can fluctuate based on the region, and other economic factors.
50 Coins of any denomination weights 1 lbs.
All non-magic items and service prices Remain Unchanged.
All Magic Items and service prices are divided by 10.
All Alchemical Items and service prices are divided by 10.
All Scroll prices are multiplied by 2.5 instead of 25. (Spell lvl * Caster lvl * 2.5) + ½ Spell Components Cost
All Potion prices are multiplied by 5 instead of 50. (Spell lvl * Caster lvl * 5) + ½ Spell Components Cost
All Wand prices are multiplied by 75 instead of 750. (Spell lvl * Caster lvl * 75) + ½ Spell Components Cost
All humanoid Racial Traits that grant darkvision instead grant Low-light vision.
Dark Vision can still be used by these races through magical means, but not naturally.
At the start of any session where a character being played in the current session started said session in a town they may attempt a Craft or Profession check to earn money during the downtime spent in town. (If the facilities or demand are available is at GM discretion.) Only one check is permitted per character in the session.
Choose one Craft/Profession of which you are trained and have ranks in and make a DC/12 check.
On Success: Roll (Ranks in Craft/Profession)d8 and x2 to get your earnings in GP.
On Failure: Roll (Ranks in Craft/Profession)d4 and get your losses in GP.
All Feat Rank, BAB, d6, and level requirements are halved and rounded down.
Example: Weapon Specialization, Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
The Character must still meet all the other prerequisites but only needs to be a fighter level 2 to take this feat.
Example: Battle Cry, Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.
The Character must still have a Cha 13, but only requires a BAB of +2 or Perform of 2 ranks.
Example: Channeled Shield Wall, Prerequisites: Channel energy 3d6, proficiency with a shield.
The Character must still have proficiency with a shield, but only requires a Channel energy 1d6.
Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Max Hero Point pool for any player is 1.
Upon the death all current Hero Points are lost.
*If a character is granted a hero point but already has the Max amount allowed they may instead choose one of the following alternate rewards.
Gain a +1 dodge bonus for the session.
Gain a +1 morale bonus on attack rolls for the session.
Gain the More than Luck General feat for the session.
You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
You can spend a hero point on your turn to gain an additional standard or move action this turn.
You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
In Edrilia not everyone posses the ability to wield magic. When characters are created they roll 1d100 to determine which classes they have access too.
Example: A new character rolls 1d100 and gets 82. This character has access to all classes listed in the Divine, and Non-Magic Columns.
*Wizard: If the Wizard Class is taken from the Non-Magic category, it must be taken at character creation and the starting age of the character must be at least Middle-aged. This is to account for the many years of dedicated study taken to achieve an understanding of the Arcane.
*Cleric: If the Cleric Class is taken from the Non-Magic category, it must be taken at character creation and the starting age of the character must be at least Middle-aged. This is to account for the many years of dedicated study and prayer taken to achieve an understanding of the Divine.
The region of the campaign determines the Innate Magic Table(High or Low) used when creating a new character.
In Edrilia there is no "Common" language. All characters/creatures that have "Common" as a language instead speak the language of their homeland. Characters with High INT scores may select additional languages from this list during the normal creation process unless they are from a xenophobic species.
Normally whenever you put a rank into the linguistics skill, you learn to speak and read a new language. In the Edrilia campaign setting putting a rank into linguistics will give you a slot to learn a new language but many languages will require you to learn from someone who speaks the language or obtain a book with a translation, or some other means of learning the language. The first rank in a language provides a broken version of the language and a basic understanding, the Second rank put into the same language makes a character fluent in that language. Languages learnt at character creation are fluent unless specified by your GM.
The languages of the gods Celestial and Abyssal cannot be fully understood by mortals. All who have those languages such as clerics cannot speak it or read it in a traditional sense, instead they can intuit or gleam meaning from the fractions of the language they can perceive. It is confusing to all but the most practiced of linguists.
Languages that have multiple dialects count as a single language but you must choose one dialect as your primary, an additional dialect can be taken as another language. When speaking with someone who does not share the same dialect, you are able to communicate but take a -5 to all verbal based checks and skills from the interaction.
At the start of every session players will roll 1d4, this number will become their luck score for that session. At any point during the session a player may petition the GM to change a dice roll result by exactly the amount of their Luck Score either up or down. This petition must be made when the dice result is first revealed. A player may only use their Luck score once per session, and the dice roll must be directly related to the character using their luck score. This Luck score can be used in many creative ways but the GM has final say on whether or not it is allowed to apply to a given situation.
Examples:
The player has a 4 Luck Score this session. They roll a critical threat on an attack but miss the confirmation by 3. They petition the GM to increase the value of their confirmation to confirm the critical hit.
The player has a 1 Luck Score this session. A bandit attacks and deals 8 damage to the player who has only 7 HP. They petition the GM to decrease the Damage of the attack by 1 and become staggered rather than incapacitated.
Morale Points are similar to the classic action/hero points. Morale points are earned by the party for achieving heroic deeds and spent by the party instead of individuals.
When a morale point is spent during combat every member of the party gets an extra Standard action to spend at the beginning of their next turn.
A maximum of 1 Morale point can be spent per round and limited to 3 per encounter.
If this action is used to make an Attack, CMB, or skill check gain a +2 Morale bonus;
If this action is used as a movement gain +2 Morale bonus to AC vs AoO.
When a morale point is spent out of combat every member of the party gets one bonus of their choice from the list below.
Immediately heal for one quarter of maximum health.
Automatically succeed on assisting other checks when the target is a member of the party.
Gain a +10 to one skill check made in the next minute.
Novice Characters represent fledgling adventurers, characters with little to no real-world experience.
Novice Characters use the stats of the Base Class they have selected but do not possess any Class Abilities.
Classes with Orisons and Cantrips retain those abilities.
Racial abilities and Racial Spell-like abilities are not affected.
Proficiencies from classes are limited to Simple Weapons, Light Armor and Shields.
Example:
A novice Wizard would use all the normal stats of a Base Wizard including BAB, Saves, Skills, and retain the use of Cantrips. This novice Wizard would not have any level 1 Spells or Class abilities including Arcane Bond, Arcane School, Scribe Scroll, or Ritual Caster.
Potions are powerful, but too much of a good thing can be deadly!
Every character has a limit to how much raw magical energy they can safely imbibe before it begins to negatively affect their health. This limit is represented by the Potion Toxicity Pool, which is equal to the character's Hit Dice (HD) + Constitution modifier.
Each time a character drinks a potion, the Caster Level (CL) of that potion consumes an equivalent number of points from their Potion Toxicity Pool. For example, drinking a potion with a CL of 1 consumes 1 point from the pool, while a potion with a CL of 3 consumes 3 points.
When a character’s Potion Toxicity Pool reaches zero or negative points, they become Sickened until they take a long rest. If they continue to consume potions and their Potion Toxicity Pool drops further, the negative effects worsen.
Oils applied directly to the character’s body count toward this toxicity level, but potions applied to items do not.
Taking a long rest (at least 8 hours) restores the Potion Toxicity Pool by an amount equal to the character's Constitution modifier (minimum of 1).
The following negative conditions apply when a character’s Potion Toxicity Pool reaches certain thresholds:
0 or fewer points: Sickened
No save required.
-3 or fewer points: Fatigued
Save (Fortitude DC 15) to avoid being Fatigued.
If the save fails, the character becomes Fatigued for 1d4 hours. If the save succeeds, the character remains Sickened.
-6 or fewer points: Unconscious for 1d4 hours
Save (Fortitude DC 20) to avoid becoming Unconscious.
On failure, the character falls unconscious for 1d4 hours. On success, the character remains Fatigued.
-10 or fewer points: Death
The character is killed outright.
A level 1 character with a Constitution modifier of +0 has a Potion Toxicity Pool of 1.
A level 6 character with a Constitution modifier of +2 has a Potion Toxicity Pool of 8.
Drinking a Potion of Cure Light Wounds (CL 1): Consumes 1 point from the Potion Toxicity Pool.
Drinking a Potion of Cure Moderate Wounds (CL 3): Consumes 3 points from the Potion Toxicity Pool.
When a dead target is subject to a spell or effect that would normally resurrect, a soul token must be drawn from the bag of fate to determine if the attempt is successful. If a White Token is drawn the spell or effect functions as normal. If a Black Token is drawn the spell or effect fails, the spell components are consumed as normal and an attempt can never be made again. (Spells and Effects that raise a target the round of its death, Divine intervention, and Wishes are not subject to this drawing.)
White Tokens:
+1 per level of target;
+1 per caster level of caster;
Black Tokens:
+1 at first level of target;
+1 per previous resurrection success on target;
+2 if the target died from the effects of a curse;
+2 if the target has also been the target of a spell like Rest Eternal;
+5 if the target died from the effects of a greater curse;
All arcane and divine casters gain the Ritual Casting Feat as a bonus feat when gaining their first caster level and must select their class’s class spell list. Arcane casters can also take the Ritual Casting Feat a second time and choose another class spell list. Ritual spells can be cast using the normal rules for spell casting, or as a ritual. When casting a spell as a ritual the casting time is increased by 10 minutes per level, but does not consume mana. Spells cast as a Ritual still require any spell components the normal version of the spell does. Ritual spells cannot be cast at a higher level than the base level of the spell.
To cast a spell as a ritual, the caster must posses the Ritual Casting Feat, and posses a Ritual Book with the spell.
*Wizards can cast a wizard spell from their spellbook as a ritual if that spell is on the ritual spell list and in their spellbook.
Players who provide one of the following Session recap types within 72 hours of a session, will receive a Hero Point.
A written Recap of the events of the most recent session limited to 500 Words or less.
Ctrl+Shift+C in Google Docs will give you a word count.
A quality rendering of a location visited or a scene depicting every character from the party from an event that transpired during the most recent session.
The Headband of Vast Intelligence continues to grant an enhancement bonus to Intelligence of +2, +4, or +6. This bonus is treated as a temporary ability increase for the first 24 hours the headband is worn. Unlike previous versions, this headband no longer assigns skill ranks to a specific skill directly linked to the Headband. Instead, after being worn for 24 hours, the wearer gains a number of flexible skill ranks equal to the number they would typically receive from the increased Intelligence score. These ranks can be allocated at the wearer's discretion. Additionally, instead of granting specific skill ranks in a randomly determined Knowledge skill, the headband now confers trained status in that random Knowledge skill.
In Edrilia, the Caster Level (CL) of a magic item is used to determine its availability in markets or as loot. This system applies to magic items that have a set base CL but vary in enchantment bonus (e.g., Cloaks of Resistance, Rings of Protection, or Amulets of Natural Armor).
The Caster Level (CL) for a scaling magic item is determined by:
The listed base CL in the item's description, or
Three times the enhancement bonus,
whichever is higher.
Cloak of Resistance +1:
Base CL: 5th (from description).
Bonus Scaling: 3 × 1 = 3.
Result: CL 5th (default entry-level).
Cloak of Resistance +2:
Base CL: 5th (from description).
Bonus Scaling: 3 × 2 = 6.
Result: CL 6th (bonus scaling higher).
Cloak of Resistance +3:
Base CL: 5th (from description).
Bonus Scaling: 3 × 3 = 9.
Result: CL 9th (bonus scaling higher).
Cloak of Resistance +4:
Base CL: 5th (from description).
Bonus Scaling: 3 × 4 = 12.
Result: CL 12th.
Cloak of Resistance +5:
Base CL: 5th (from description).
Bonus Scaling: 3 × 5 = 15.
Result: CL 15th.
For Item Creation:
The item remains accessible to lower-level casters for creation at the base CL, retaining the item's intended entry point (e.g., CL 5th for +1 cloak).
For Effects Like Dispel Magic:
Higher bonuses provide greater resistance to dispel attempts as the CL scales with the enhancement bonus, ensuring the item's increased power correlates to greater magical resilience.
Consistency with Existing Rules:
Follows the same logic as magic armor and shields, tying item strength to its caster level while preserving clarity for gameplay mechanics.
Magic items in Edrilia do not automatically resize to fit the wearer. Items fitted to the body (such as gloves, boots, cloaks, and armor) must be crafted or adjusted to a specific size category: Small, Medium, or Large. Certain items such as jewelry, belts, headbands, and eyewear can generally be used interchangeably between these sizes without penalty.
One Size Category Too Large or Too Small:
The wearer takes a –2 penalty on skill checks related to physical actions (e.g., Acrobatics, Climb, and Stealth) while using the item.
Armor imposes an additional –1 penalty to AC and +1 to Armor Check Penalty.
Spell failure chance for arcane spellcasters increases by 10% if applicable.
Two or More Size Categories Too Large or Small:
The item cannot be effectively worn or used.
Armor or clothing cannot be donned at all; weapons may require GM discretion.
Magical Adjustment:
A spellcaster with the appropriate Craft Wondrous Item feat can resize an item by spending 10% of the item’s base cost and 1 hour per 100 gp of the item's price. This process requires access to crafting tools and the spell mending or a similar effect.
Non-Magical Adjustment:
A skilled artisan (requiring a Craft [appropriate skill] check, DC 15 + the item’s caster level) can resize a magic item. This process costs 20% of the item’s base cost and requires 1 day of work per 200 gp of the item's price.
Note: An item can only be adjusted one size category from its original size. For example:
A Medium-sized item can be adjusted to Small or Large.
A Small-sized item can only be adjusted to Medium, not Large.
A Large-sized item can only be adjusted to Medium, not Small.
Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or refills their mana pool, they can also imbue one staff with a portion of their power so long as one or more of the spells cast by the staff is on their spell list. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo an amount of mana equal to the highest-level spell cast by the staff. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.
Example: A 1st level wizard with a staff of Minor Conjuration could imbue the staff with one charge per day by using up 1 point of mana.
Example: A 4th level wizard with a staff of fire could imbue the staff with one charge per day by using up 4 points of mana.