Mordane76 said:
This actually doesn't sound like a bad idea -- do you happen to have this on paper that we (or at least I) could take a look at?
I have my notes not with me right now, but I wil post them when I have them. But I can describe it in general terms. The benefits are spread out over the skill ranks and the power of different abilities increase when the wizard increases skill
Skill Staff/Glove/Focus Mastery (Int): This skill describes the experience of a wizard using his magic focus. Possessing this skill gives several advantages to the staff and the wizard as the magical bond between them grows. One rank is required to cast spells with material components ( I am thinking about a requirement to have at least ranks in spellevels to cast a higher level spell).
Uses
Spellbook substitution: A wizard can memorize spells using his staff as a spellbook. Each point in staff mastery allows the wizard to write 1 spellevel worth of spells in his staff. Most wizards use their staff as a backup spellbook. There is no cost attached if the wizards scribes a spell into his staff.
A feat allows to store triple the amount of spellevels
(I am thinking about increasing the spellevels to twice the amount for the general ability and the feat)
Difficult to break: The focus is considered to be a magical weapon if someone wants to break it (and only for this purpose, it does not give a bonus to attacks). The required enchantmentbonus on a weapon to break it increases with a higher skillrank.
Locate: A wizard can locate his staff after attaining a certain skillrank. The range increases with the skill rank.
Call: A wizard can call his staff back to him. This ability is attained at rank 15 or so. First the staff flies, at rank 18 or so the staff teleports back. the range is limited for this ability.
Wands: A wand can be made in two ways, as the traditional wand or as a spellgem. The spellgem is like a wand but it is attached to a wizards staff. Spellgems are 5% cheaper than wands but lose power if the staff is broken.