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<blockquote data-quote="Sepulchrave II" data-source="post: 3179183" data-attributes="member: 4303"><p>Fair comment regarding CL - although I think it's also a valid control if we feel we need to bump the price a little. I'm also concerned that 510K is too cheap for this staff; as a discovered treaure (or an item given to a 28th-level custom-built character - much more likely), it seems too little. We could always slap a 200K surcharge on it... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>This one has always interested me. I'm assuming CL 20 for all charged functions, and minimum CL for uncharged functions - which I'm assuming are use-activated rather than command word functions. I've costed its special <em>absorption</em> feature at 250K - really, it's anybody's guess. A nonepic <em>rod of absorption</em> is 1000gp/spell level; an <em>epic rod of absorption</em> is 10,000gp/spell level, and can absorb spells metamagicked above 9th level - which would suggest that the nonepic version cannot. I'm assuming, for the sake of argument, that the <em>staff of the magi</em> cannot. </p><p></p><p>I've costed the retributive strike as a single-use, maximized, 4 x empowered 9th-level spell effect (10000gp) - which seems about right.</p><p></p><p><strong>Staff of the Magi</strong></p><p>A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact contains many spell powers and other functions. Some of its powers use charges, while others don’t. The following powers do not use charges:</p><p></p><p><em>Detect magic</em> <strong>1000</strong></p><p><em>Enlarge person</em> <strong>2000</strong></p><p><em>Hold portal</em> <strong>2000</strong></p><p><em>Light</em> <strong>1000</strong></p><p><em>Mage armor</em> <strong>2000</strong></p><p><em>Mage hand</em> <strong>1000</strong></p><p></p><p>The following powers drain 1 charge per usage:</p><p></p><p><em>Dispel magic</em> <strong>45,000</strong></p><p><em>Fireball</em> (10d6 damage) <strong>45,000</strong></p><p><em>Ice storm</em> <strong>60,000</strong></p><p><em>Invisibility</em> <strong>30,000</strong></p><p><em>Knock</em> <strong>30,000</strong></p><p><em>Lightning bolt</em> (10d6 damage) <strong>45,000</strong></p><p><em>Passwall</em> <strong>75,000</strong></p><p><em>Pyrotechnics</em> <strong>30,000</strong></p><p><em>Wall of fire</em> <strong>60,000</strong></p><p><em>Web</em> <strong>30,000</strong></p><p></p><p>These powers drain 2 charges per usage:</p><p></p><p><em>Summon monster IX</em> <strong>67,500</strong></p><p><em>Plane shift</em> <strong>52,500</strong></p><p><em>Telekinesis</em> (400 lb. maximum weight) <strong>37,500</strong></p><p></p><p>A staff of the magi gives the wielder spell resistance 23 (<strong>110,000</strong>). If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a <em>rod of absorption</em> does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster (<strong>250,000?</strong>). If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. (Thus, absorbing spells can be risky.)</p><p></p><p><em>Retributive Strike</em> (<strong>10,000?</strong>)</p><p>A staff of the magi can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 17 Reflex save reduces damage by half. </p><p></p><p>The character breaking the staff has a 50% chance (01-50 on d%) of traveling to another plane of existence, but if she does not (51-100), the explosive release of spell energy destroys her. Only specific items, including the staff of the magi and the staff of power are capable of a retributive strike.</p><p></p><p>Strong (all schools); CL 20th; Weight 5 lb.</p><p></p><p></p><p>Anyway, given my whacky analysis (I invite anyone to give a better one), it works out at <strong>703,250 gp</strong>, assuming that absorption is the primary, SR is the secondary, and everything else is a tertiary function. SR is costed fully, as it is a "different" function, which works while the staff is otherwise being used.</p><p></p><p>700K doesn't sound too bad.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3179183, member: 4303"] Fair comment regarding CL - although I think it's also a valid control if we feel we need to bump the price a little. I'm also concerned that 510K is too cheap for this staff; as a discovered treaure (or an item given to a 28th-level custom-built character - much more likely), it seems too little. We could always slap a 200K surcharge on it... :p This one has always interested me. I'm assuming CL 20 for all charged functions, and minimum CL for uncharged functions - which I'm assuming are use-activated rather than command word functions. I've costed its special [I]absorption[/I] feature at 250K - really, it's anybody's guess. A nonepic [I]rod of absorption[/I] is 1000gp/spell level; an [I]epic rod of absorption[/I] is 10,000gp/spell level, and can absorb spells metamagicked above 9th level - which would suggest that the nonepic version cannot. I'm assuming, for the sake of argument, that the [I]staff of the magi[/I] cannot. I've costed the retributive strike as a single-use, maximized, 4 x empowered 9th-level spell effect (10000gp) - which seems about right. [B]Staff of the Magi[/B] A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact contains many spell powers and other functions. Some of its powers use charges, while others don’t. The following powers do not use charges: [I]Detect magic[/I] [B]1000[/B] [I]Enlarge person[/I] [B]2000[/B] [I]Hold portal[/I] [B]2000[/B] [I]Light[/I] [B]1000[/B] [I]Mage armor[/I] [B]2000[/B] [I]Mage hand[/I] [B]1000[/B] The following powers drain 1 charge per usage: [I]Dispel magic[/I] [B]45,000[/B] [I]Fireball[/I] (10d6 damage) [B]45,000[/B] [I]Ice storm[/I] [B]60,000[/B] [I]Invisibility[/I] [B]30,000[/B] [I]Knock[/I] [B]30,000[/B] [I]Lightning bolt[/I] (10d6 damage) [B]45,000[/B] [I]Passwall[/I] [B]75,000[/B] [I]Pyrotechnics[/I] [B]30,000[/B] [I]Wall of fire[/I] [B]60,000[/B] [I]Web[/I] [B]30,000[/B] These powers drain 2 charges per usage: [I]Summon monster IX[/I] [B]67,500[/B] [I]Plane shift[/I] [B]52,500[/B] [I]Telekinesis[/I] (400 lb. maximum weight) [B]37,500[/B] A staff of the magi gives the wielder spell resistance 23 ([B]110,000[/B]). If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a [I]rod of absorption[/I] does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster ([B]250,000?[/B]). If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. (Thus, absorbing spells can be risky.) [I]Retributive Strike[/I] ([B]10,000?[/B]) A staff of the magi can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 17 Reflex save reduces damage by half. The character breaking the staff has a 50% chance (01-50 on d%) of traveling to another plane of existence, but if she does not (51-100), the explosive release of spell energy destroys her. Only specific items, including the staff of the magi and the staff of power are capable of a retributive strike. Strong (all schools); CL 20th; Weight 5 lb. Anyway, given my whacky analysis (I invite anyone to give a better one), it works out at [B]703,250 gp[/B], assuming that absorption is the primary, SR is the secondary, and everything else is a tertiary function. SR is costed fully, as it is a "different" function, which works while the staff is otherwise being used. 700K doesn't sound too bad. [/QUOTE]
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