Okay, my idea of the Staff is as of now...
Sahak´s Staff of Nine Colors
The staff is a long, slender staff made of brass. At the end of the staff, there is a small iron disc. The disc is connected at it´s centre with the rest of the staff. The connection allows the disc to rotate. This disc has eight small, glass orbs placed along it´s out edge. The disc is slightly tilted, so that there is always one orb that is located at the tip of the Staff. This orb is the "selected" orb. Each orb represents one school of magic. It takes one action to rotate the disc from one orb to the next. You only rotate the disc one orb at a time. The orbs are arranged as follows.
Abjuration - Divination - Necromancy - Transmutation - Evocation - Illusion - Conjuration - Enchantment - Abjuration
Since it takes one action to rotate the disc from one orb to another, the maximum amount of time it can take to find a specific orb is four rounds, if you want to "select" the opposite orb of the one you are using now (such as, going from illusion to divination or from abjuration to evocation).
The powers of the staff vary according to which orb is selected. Yet, the staff always grants the wearer a permanent bonus to his spellcraft checks, a bonus of +5.
Here are the powers for the different schools.
Divination
+5 to Spot / Listen checks
Caster can permanently Detect Magic
Free Spell: See Invisibility
Charge Spell: True Seeing
Illusion
+8 to Bluff / Hide / Disguise checks
Free Spell: Change Self
Charge Spell: Major Illusion (I think is the name)
Enchantment
+10 to Intimidate / Diplomacy checks
Free Spell: Charm Person
Charge Spell: Suggestion
Transmutation
Immunity to Polymorph Spells (unless wielder chooses to negate)
+2 to an ability score which is chosen once Transmutation is put in zenit. Must be Strength, Constitution or Dexterity
Free Spell: Dont Know
Charge Spell: Dont Know either
Conjuration
+5 to Knowledge (The Planes) and Knowledge (Outsiders) checks
Gains the benefit of the Augment Summoning Feat
Free Spell: Summon Monster II
Charge Spell: Summon Monster V
Evocation
All the Evocation spells cast the wielder cause one extra point of damage for each die of damage the spell normally causes.
Free Spell: Melf's Acid Arrow
Charge Spell: Cone of Cold
Necromancy
Wielder is Invisible to Undead. Any Undead wielder creates gain +1 hp / HD.
Free Spell: Ray of Enfeeblement
Charge Spell: Animate Dead
Abjuration
+2 Deflection Bonus to AC
+2 to All Dispel Magic Checks
Free Spell: Mage Armor?
Charge Spell: Not sure at all, come up with something
So, as you can see, once the wielder gets the orb chosen that he wants, he gains the benefits noted above. As soon as he begins rotating it, the benefits dissappear untill the specific orb is chosen once again. The Free Spell can be cast once every fifth round for no cost. The Charge spell... doh... costs a charge (of which the Staff has 50 to begin with). Dont know if I missed anything, I probably did (knowing myself). Anyways, hope its useful for Sahak
