This staff is of dark polished wood. It will always be just the right size for the cleric holding it. In the hands of a good cleric it heals 1d6 hit point per round or touch which ever is latest to anyone (but the cleric) who touches it. In the hands of an evil cleric it does 1d6 points of damage. In the hands of a neutral (lawful, true, or chaotic) it glows bright green - and so does the cleric, for 1d6 hours. Each function uses one charge, and it can be recharged.
This wood staff (length varies), is usually found marked with signs of chopping and sawing. The staff will always grow or shrink (in 1-3 rounds) to exactly twice the height of the person holding it. If the ends are cut off or if the staff is broken, the largest portion of the staff will regenerate fully. One end of the staff detects traps by swinging to point at the trap (range 10'). This staff does not use charges.
The Staff of the Couatl is a device much appreciated and used by good clerics, particularly those who worship the few good-aligned deities of the Central American mythos. The lawful neutral clerics of Quetzalcouatl, however, may use staves of this sort normally. A Staff of the Couatl is about 7' long, with the top 3' of the staff fashioned in the shape of a winged couatl. Such staves are usually made from precious materials such as ivory over a silver core, and are magically strengthened so they can be used in combat (as quarterstaves). This powerful staff has the following abilities:
This is a black leather-like staff, very strong, and carved with disgusting scenes and vile runes. It allows the wielder to cause fear in whomever it touches (no saving throw), inflicting 4-24 hit points of damage which can only be healed by the passage on 1 full day of time per hit point upon any creatures it touches. It may also be used to call forth a Type I demon and/or turn the holder into a Type III demon for five rounds. Each of these functions operates but once per day. The staff does not have or require charges.
This staff aids in the casting of a magic-user's spells, and makes the magic more effective if the spell is cast successfully. It must be held in the caster's left hand (or right if left-handed) throughout the casting of the spell, whether or not the magic requires a somatic component. (Any gestures requiring movement of the left hand are automatically modified by the staff if necessary.) When properly employed, the staff of spell focusing causes the target(s) of a spell to suffer a -4 penalty on the saving throw against the magic, if a saving throw is normally allowed. If the spell does not allow a saving throw, the duration of its effect is increased by 50% of the normal time. This effect does not apply to spells with a non-specific duration or to those that have a permanent duration. Each use of the staff, for either purpose, expends one charge from the item. It can be recharged. If the holder of the staff tries to enhance a spell that cannot be affected (such as hallucinatory terrain, which allows no saving throw and has a non-specific duration), the staff simply fails to function and a charge is not wasted. The staff of spell focusing can only be used in this manner by a magic-user. It can be wielded as a weapon by characters able to employ a quarterstaff, but grants no combat bonuses and has no magical properties.