Magical Item Compendium II-Staffs

Nyeshet said:
It could mean only 3 castings (or less) from a runestaff per day, although I tend to lean away from this reading, due to the fact that some runestaves have more than 3 spells in them.

Wizards may not be able to use a spell in a runestaff if it is not known to them (ie: in their book or known via Spell Mastery).

It's a preview with at least a few glaring mistakes (see the example about a sorcerer preparing spells... :\ ), but it sounds clear to me that you only need the spell on your class spell list, but unlike wands/staves you also need to be high level enough, just like you gained knowledge of those spells by levelling up.

The 3 castings limit is explicitly per each spell.
 

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Lord Tirian said:
- however, I'm curious... they're pretty expensive to the "Keyed Spell Items" from BoHMII (by Monte)... there they cost (Spell Level)^2 x 100 gp, but eat a slot... so unslotted: (spell level)^2 x 200 gp - that's immensely cheaper than the Runestaves. So... are the runestaves overpriced, or are the "Keyed Spell Items" are horrendously underpriced? Especially considering that the staves need attunement and can only be used 3/day...

Hmm, lets see example:
Runestaff of the Assassin
Price (Item Level): 10,000 gp (12th)
Body Slot: -- (held)
Caster Level: 12th
Aura: Strong; (DC 21) illusion
Activation: As spell used
Weight: 3 lb.
This simple, slim staff is only 4 feet long. It is fastened to a leather strap to make it easy to sling over your shoulder. It bears a small rune of a dagger on one end.
A runestaff of the assassin allows you to cast any of the following spells (each two times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
• greater invisibility
• obscuring mist
• pass without trace
• poison
Prerequisites: Craft Staff, greater invisibility, obscuring mist, pass without trace, poison.
Cost to Create: 5,000 gp, 400 XP, 10 days.

Doing the math for a Keyed Spell Item -unslotted:

4x4x200 for greater Inv. = 3.200 gp
1x1x200 for obsc. Mist = 200 gp
1x1x200 pass w.o. Trace= 200 gp
4x4x200 Posion = 3.200 gp

That makes 6.800 gp to create an unslotted Item with "endless" daily uses that does not have to be attuned.
But remember: SPELL KEYED ITEMS USE SPELLS ONE SPELL LEVEL HIGHER TO TO FUEL THEM!!!
So a spell keyed Item with Poison uses a 5th level Spell Slot!
That is a steep trade off.

Overall, i still find the Keyed Spell Item more versatile as you can chose which spells you want to be able to cast.
Furthermore, keyed spell Items provid rules for metamagiced Spells (like a maximzed fireball) and rules for keyed spell items for spells not on your spell list (i.e. a Cure spell for a Sorcerer).
I my campaign i am working with these items and I do not see them as unbalancing or too powerfull.
 
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NyeshetThis confuses me a bit. Bards have fixed lists said:
I'm pretty sure they mean with "unfixed list" that the list is not a predetermined one, like for the Dread Necromancer, Warmage and so on, because for them, they're quite useless. Additionally, having a runestaff allows bards and sorcerers to plan around their runestaff when they select spells.
Nyeshet said:
Why can't a wizard get as much use out of a runestaff as a sorcerer (ie: gains new spells known while attuned to it)
I'm pretty sure the author says that, because wizards can potentially know the spells within a runestaff, so it only gives them "on-the-fly"-conversion, but sorcerers gain this boost as well AND effectively expand their repertoire. But this maybe - of course - just my interpretation.
Tharen the Damned said:
But remember: SPELL KEYED ITEMS USE SPELLS ONE SPELL LEVEL HIGHER TO TO FUEL THEM!!!
According to the Sneak Peek, only sorcerers have to burn higher level slots:
Excerpt said:
A cleric with a keyed searing light bracelet does not need to prepare the searing light spell. Instead, he can use any of his 3rd-level spell slots to cast searing light in the same way that he could switch out a prepared 3rd-level spell to cast cure serious wounds.
And then the note on sorcerers:
Excerpt said:
Spellcasters who do not prepare spells can use keyed spell items, casting the spell keyed to the item as if it were one of their spells known. However, activating the item requires a slot one level higher than normal. So a sorcerer with a keyed fireball headband must use a 4th-level slot to cast fireball.
The idea behind this *could* be the greater use of them to sorcerers (i.e. effective expansion of known spells)... - is there anybody who has used keyed items in their games, so he has a sense of their power & balance?
 

Ahh, mea culpa!
Lord Tirian has it right. Only Spellcasters who do not prepare Spells have to use a Slot one level higher.
The Sorc. in the campaign I DM has some SKIs. One "Glasses of Darkvison", one "Headband of Togues" and if I remember correctly one "Girdle of Bulls Strength". He loves them as they have a high utility for him and I as DM have no Power Complaints.

I have no experience with unslotted ones.
 

Wow, this sounds awesome. Together with the Gems from Sneak Peak 1 this book is an absolute must for me. :cool:

I only wonder if you can use the staffs with the UMD-Skill (for my Beguiler).

Anyway I find that these Staffs make Sorcerer finally attractive again vs. Warmages, Beguilers or these Necro-Mages who not only know more spells than a Sorcerer but also have other Abilities (Skills, more HPs, Armor, etc.).
 


I've gotta agree that Bards can use them, seeing as how they add new spells for a bard every book or two. Fixed list likely was added to exclude warmages and beguilers who would just be wrong if they could use one of these babies.

Still I like them enough to add them to a current game. They may not be sold in stores but they will be there. I really like the idea of using them to add some of the more fun or situational spells to the game. What I don't want to see is the staff with knock, dispell magic, fly, invis and fireball.

Shoot with reserve feats and the right staff, it really doesn't matter what you memorize for the day. Maybe its just WotC's way of making wizards more playable for the younger generation. That seems to be the trend with kids now adays right? Wouldn't want to have to think too hard good thing I have a gadget to do it for me. Hehe boy do I sound old for a 28 yr old.
 

These are much better than staves with spell-like abilities in them. In my experience people would much rather cast their own spells with the higher DCs and caster levels. Another very cool group of items.
 

|)ar|{ said:
Maybe its just WotC's way of making wizards more playable for the younger generation. That seems to be the trend with kids now adays right? Wouldn't want to have to think too hard good thing I have a gadget to do it for me. Hehe boy do I sound old for a 28 yr old.
Playable for younger generations? Don't think so. I think there two main reasons for it:
1) Closes the gap between optimized & non-optimized wizards: A good player (regardless of age) already selects a good variety of spells, but the more casual one will not, therefore it will be of a bit less use to the "good player" than to the "casual player".
2) It's closer to "traditional fantasy". In many novels/books/stories/whatever, the staff of a mage is a powerful tool that empowers his magical prowess - not a spell-battery. And you rather seldom see mages who run out of power completely, therefore the introduction of reserve feats - they make mages a bit closer to the fantasy archetype.
 

I like them. I do not consider them overpowering at all and I would agree that such Staves might be a good "default" for staffs in the future.

Great concept. I'm a fan. Nice way to introduce spells from beyond the PhB into your campaign too - a select few at a time...
 

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