The first 1 + ET times you Research any topic while wearing this hat, you count as having access to a major library. When used, it cannot be used for a different topic for 12 hours.
1 Energy: Choose an Augment you know and pay the cost of the Augment, including of any Intensity and Boost you apply, to store the effect in this Quarterstaff unless there are already 1 + ET Augments stored.
1 Resolve: Choose up to 1 + ET of the stored Augments and apply their effects to an applicable effect you are using exactly as they were stored, removing them from the staff. You do not need to pay any costs of the Augments, though they do still affect the DL.
When this succeeds an attack against a creature, roll 2d12. Deal an amount of damage equal to one of the face value of your choice rolled of an Ailment matching the other face value rolled.
1 - Anosmatic.
2 - Deaf.
3 - Mute.
4 - Sickened.
5 - Trauma.
6 - Stiff.
7 - Slow.
8 - Blind.
9 - Dazzled.
10 - Clumsy.
11 - Unsteady.
12 - Weak.
A full-length, velvet garment with sleeves flaring dramatically to the wrist and a large hood that tapers to a point. It is made of velvet or cotton, pulled over the head or open in the front. It may be worn with or without a rope belt.
Worn by casters who wish to look the part, this includes the wizard robe with a rope belt, a Wyzzird hat, and poulaine. It is usually worn over other clothing.
Traps
Types not found: poisons, armor, mundane objects, materials, traps