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General Tabletop Discussion
*Pathfinder & Starfinder
New Wizard concept: make staff
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<blockquote data-quote="ichabod" data-source="post: 354943" data-attributes="member: 1257"><p><strong>My Rules</strong></p><p></p><p>Keep in mind that I think this is slightly overpowered. However, there are other restrictions on magic in my game, so I was trying to do a little balancing. Also, I didn't come up with the idea originally, I just came up with the rules based on someone else's idea.</p><p></p><p>Wizards in Dome of Heaven are the same, however they do not have the ability to summon a familiar. Instead, they start play with a wizard's staff. A wizard's staff is a magic item linked to the wizard who created it. Each wizard's staff confers one metamagic feat upon it's owner, and may be used as a quarterstaff in melee. While made of normal wood, it's hardness increases by one for every two caster levels the wizard has. At fourth level and every four caster levels thereafter, the wizard may choose one ability for his staff to manifest:</p><p></p><p>Feat Storing: The wizard may charge their staff with any metamagic feat they know that gives a 10% spell failure. They do this by expending a spell slot of first level. They may then cast a spell using that feat without the spell failure. This dissipates the feat, which must then be restored. This ability may be taken multiple times, each time adding 10% to the maximum spell failure of the feat. Storing higher feats requires using a spell slot of a level equal to the feat's failure chance divided by 10.</p><p></p><p>Enhancement Bonus: The wizard's staff is treated as a +1 weapon for all purposes. This ability may be taken multiple times, each time adding +1 to the staff's enhancement bonus</p><p>Force Calming: Spells cast by the wizard have a 5% lower spell failure.</p><p>Reach: The wizard may cast touch spells through his staff, allowing him to target anyone within 10 ft. with such spells.</p><p></p><p>Spell Storing: The wizard may charge their staff with a first level spell by casting the spell "into" the staff, and may then later cast as if from a wand. Once cast, the spell must be restored to be cast again from the staff. This ability may be taken multiple times, each time increasing the maximum level of spell that can be stored in the staff by one.</p><p></p><p>Special Ability: This ability may only be taken if the enhancement bonus ability has been taken. The staff is considered to have any one magical special ability that has a market price modifier of a +1 bonus.</p><p></p><p>Targeting: The wizard may cast spells through his staff with better aim, giving a +2 to the DC of reflex saves from his spells and +2 to ranged touch attacks.</p></blockquote><p></p>
[QUOTE="ichabod, post: 354943, member: 1257"] [b]My Rules[/b] Keep in mind that I think this is slightly overpowered. However, there are other restrictions on magic in my game, so I was trying to do a little balancing. Also, I didn't come up with the idea originally, I just came up with the rules based on someone else's idea. Wizards in Dome of Heaven are the same, however they do not have the ability to summon a familiar. Instead, they start play with a wizard's staff. A wizard's staff is a magic item linked to the wizard who created it. Each wizard's staff confers one metamagic feat upon it's owner, and may be used as a quarterstaff in melee. While made of normal wood, it's hardness increases by one for every two caster levels the wizard has. At fourth level and every four caster levels thereafter, the wizard may choose one ability for his staff to manifest: Feat Storing: The wizard may charge their staff with any metamagic feat they know that gives a 10% spell failure. They do this by expending a spell slot of first level. They may then cast a spell using that feat without the spell failure. This dissipates the feat, which must then be restored. This ability may be taken multiple times, each time adding 10% to the maximum spell failure of the feat. Storing higher feats requires using a spell slot of a level equal to the feat's failure chance divided by 10. Enhancement Bonus: The wizard's staff is treated as a +1 weapon for all purposes. This ability may be taken multiple times, each time adding +1 to the staff's enhancement bonus Force Calming: Spells cast by the wizard have a 5% lower spell failure. Reach: The wizard may cast touch spells through his staff, allowing him to target anyone within 10 ft. with such spells. Spell Storing: The wizard may charge their staff with a first level spell by casting the spell "into" the staff, and may then later cast as if from a wand. Once cast, the spell must be restored to be cast again from the staff. This ability may be taken multiple times, each time increasing the maximum level of spell that can be stored in the staff by one. Special Ability: This ability may only be taken if the enhancement bonus ability has been taken. The staff is considered to have any one magical special ability that has a market price modifier of a +1 bonus. Targeting: The wizard may cast spells through his staff with better aim, giving a +2 to the DC of reflex saves from his spells and +2 to ranged touch attacks. [/QUOTE]
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New Wizard concept: make staff
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