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Staffan said:
Let's see what my math says.

First, let's start with the base price:
In order to get that, let's calculate the non-discounted base prices of the included spells. I'll use a caster level of 13, since we don't have any spells above 7th level in the staff.
Greater Restoration: 7*13*750/4 = 17,062.5
Heal: 6*13*750/2 = 29,250
Mass Cure Moderate Wounds: 6*13*750 = 58500

With a 25% discount for the second most expensive spell and a 50% discount for the third and following most expensive ones, we get:
58,500 + 29,250*.75 + 17,062.5*.5 = 88,968.75. Let's round that off to 89,000

This base price then gives us a couple of values:
Component cost: Base price / 2 = 44,500
Time taken: Base price / 1,000 = 89 days
Base XP cost: Base price / 25 = 3,560

In addition to these base costs, we have the following additional costs:
Masterwork staff: 600 gp
XP cost for Greater Restoration: 500 XP * 50 charges / 4 charges per use = 6,250 XP

This gives us a total cost to create of:
Gold: Component cost plus cost of MW staff = 44,500 + 600 = 45,100
XP: Base XP cost plus extra for Greater Restoration = 3,560 + 6,250 = 9,810

And finally the market price:
Base price + extra components + 5* extra XP = 89,000 + 600 + 5*6,250 = 120,850


You're forgetting that the cost to put a spell in the staff is halved for every time the number of charges is doubled. That should decrease the cost quite a bit.
 

Xath said:
You're forgetting that the cost to put a spell in the staff is halved for every time the number of charges is doubled. That should decrease the cost quite a bit.
No, that's why I wrote "6*13*750/2" and "7*13*750/4" for Heal and Greater Restoration.

However, some people may be confused by the costs listed in the DMG and SRD, and mistake the costs listed as creation costs as the base prices, and halve them again when calculating creation costs. The base price of a wand or staff is 750 * spell level * caster level (with discounts for further spells loaded into a staff), the 375 * SL * CL cost already includes the halving.
 

Evilhalfling said:
You should put 2 charges on Heal, since otherwise this might as well be a 50 ch wand of heal. If it is more charges for a heal, pc's might consider using its other abilities instead.

I have a staff in my game called the Staff of the Acloyte
Cure light wounds 2ch
sanctuary 1 ch
Bless 1 ch

its a little less than 6k. It is given to journyman priests to teach the value of the more subtle spells avalible.

Wizards have a comperable staff, with magic missle, mage armor and silent image. With Magic missle costing 2 ch but cast at 9th level.

Can you post these. They both sound like great ideas.
 

Staff of the Journeyman Clvl 9
Magic Missile 2ch
Mage Armor
Silent Image
This staff is made of the oldest of oaks, the tree must have been over 100 yrs old.
It is hand carved with magical runes, incluing symbols that repersent all the schools of magic. Frequently the command word? is carved into the staff in an achient tounge, translating into something the student needs to remember such as Humility, or Bravery
Market Value 5900 One of the first staves it is possible to make, this staff covers the basics of wizards early years. It is designed to teach journeymen wiazards the advantages of subtly while still keeping them alive in dangerous circumstances. It has the additional advantage of not counting as the wizards only staff (HR). In this case the staff must be given away, paid for only in service. If the creator is a specialist then silent image may be replaced by a spell that is neither direct attack or defense (alarm, mount, charm person, feather fall, detect evil, or detect undead)
Cost
Primary Spell: Magic Missle (375xspell levelxcaster level) 375x1x9 =3375
Takes 2 charges to activate = 1687
Secondary Spell: Mage Armor (375xspell levelxcaster levelx.75) 375x1x9x.75= 2531
Tertiary Spell: Silent Image (375xspell levelxcaster levelx.5) 375x1x9x.5= 1687
value : 5904 rounded 5900 gp, cost to create (2950gp + 236 xp)

Staff of the Acolyte Clvl 8
Cure light wounds 2ch
Sanctuary 1 ch
Bless 1 ch
A White ash staff with copper and iron inlay, this staff is carved with a single religious precept from the priests religion.
This staff is designed to teach the young adventuring clerics the advantages of subtle magics. Like the journymans staff above It has the additional advantage of not counting as the clerics only staff (HR). In this case the staff must be given away, paid for only in service.
Cost
Primary Spell: Cure Light Wounds (375xspell levelxcaster level) 375x1x8 =3000
Takes 2 charges to activate = 1500
Secondary Spell: Mage Armor (375xspell levelxcaster levelx.75) 375x1x8x.75= 2250
Tertiary Spell: Silent Image (375xspell levelxcaster levelx.5) 375x1x8x.5= 1500
value : 5250 cost to create (2625 gp + 210 xp)

Okay I admit that these were fleshed out some before I posted them, and the PCs have only heard rumors of them, but one or the other will show up in my campaign eventually.
HR - I use a verison of AU item rules, where 12th lvl casters can use either craft charged item or craft constant item to create a single staff, which can not be replaced unless it is destroyed or exausted. These two staves are an exception.

Edit: changed Clvl to 8 on staff of Acolyte in cost formulas
 
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I really like these. Lower Lvl items that could stick around with a character for a while. A few things though. You posted the wronge construction cost for the staff of the alcolyte. There is no mention of number of chrages, is it 20? I'm probebly going to use these but I might add that if given away to a younger cleric/mage they recharge for them.
 

Dareoon Dalandrove said:
I really like these. Lower Lvl items that could stick around with a character for a while. A few things though. You posted the wronge construction cost for the staff of the alcolyte. There is no mention of number of chrages, is it 20? I'm probebly going to use these but I might add that if given away to a younger cleric/mage they recharge for them.

Im glad you like them.
the caster level was typed wrong, but the math was based on 8th lvl.
by the core rules all staves have 50 ch.
I still have a problem with my staves, by the expected wealth tables these staves could be only be obtained at 6th and 7th level, and if they still had them at 9th level it would be close to half their wealth. If you did get a used staff say 25 ch or less, you could have it at 4th level. This would be a great starting magic item. Perhaps too good?

On rereading your post I see you mention that the staves auto recharge. that would kill my latest idea and add a lot of power. You might say that if given to an apprentice that you personally taught magic too (taking several years?) Then it recharges. Otherwise I can see it being abused. It is a nice idea though, fitting well with the flavor.
 

Evilhalfling said:
Im glad you like them.
the caster level was typed wrong, but the math was based on 8th lvl.
by the core rules all staves have 50 ch.
I still have a problem with my staves, by the expected wealth tables these staves could be only be obtained at 6th and 7th level, and if they still had them at 9th level it would be close to half their wealth. If you did get a used staff say 25 ch or less, you could have it at 4th level. This would be a great starting magic item. Perhaps too good?

On rereading your post I see you mention that the staves auto recharge. that would kill my latest idea and add a lot of power. You might say that if given to an apprentice that you personally taught magic too (taking several years?) Then it recharges. Otherwise I can see it being abused. It is a nice idea though, fitting well with the flavor.

That's what I ment. Giving it to an apprentice/rising star etc. Good roll playing idea for PC's that no longer need or want.

What I ment was wronge with the second staff is that you've listed Cure light wounds,
Sanctuary, and Bless as it's powers but listed the creation as:
Primary Spell: Cure Light Wounds (375xspell levelxcaster level) 375x1x8 =3000
Takes 2 charges to activate = 1500
Secondary Spell: Mage Armor (375xspell levelxcaster levelx.75) 375x1x8x.75= 2250
Tertiary Spell: Silent Image (375xspell levelxcaster levelx.5) 375x1x8x.5= 1500
value : 5250 cost to create (2625 gp + 210 xp)
 

Evilhalfling said:
Primary Spell: Magic Missle (375xspell levelxcaster level) 375x1x9 =3375
Takes 2 charges to activate = 1687
Secondary Spell: Mage Armor (375xspell levelxcaster levelx.75) 375x1x9x.75= 2531
Tertiary Spell: Silent Image (375xspell levelxcaster levelx.5) 375x1x9x.5= 1687
value : 5904 rounded 5900 gp, cost to create (2950gp + 236 xp)

Primary Spell: Cure Light Wounds (375xspell levelxcaster level) 375x1x8 =3000
Takes 2 charges to activate = 1500
Secondary Spell: Mage Armor (375xspell levelxcaster levelx.75) 375x1x8x.75= 2250
Tertiary Spell: Silent Image (375xspell levelxcaster levelx.5) 375x1x8x.5= 1500
value : 5250 cost to create (2625 gp + 210 xp)
These should have double the cost. The 375 gp constant multiplier in the DMG item creation tables and text is for creation cost, not base/market price. In other words, it is already halved, and you're halving things again to get the cost to create.
 

Staffan said:
These should have double the cost. The 375 gp constant multiplier in the DMG item creation tables and text is for creation cost, not base/market price. In other words, it is already halved, and you're halving things again to get the cost to create.

oh. Blink. Blink. *checks DMG*
DOH.
 
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