Wizard Staff Mechanics

My House rules on Wizard Staffs

I've adopted the wizard staff from the Dragon magazine article with the changes below. I took some of the ideas from Quintessential Wizard and mixed them in where needed, and also added a way to change the spell-like abilities that the staff can cast. I beefed up the combat bonuses of the staff a little so that the wizard's base attack + enhancement bonuses from the staff is equal to the cleric's attack progression. I made the recharge staff feat a little risky, since recharging the staff is a major boon to PCs since they can recharge a staff indefinately once they create one.

At 7th-8th level, the staff gains enhanced weapon +2, adjust the following enhanced weapon bonuses to take this additional ability into account. So at 11th level the total enhancement bonus is +3, and so on, up to a potential bonus of +5 at 19th level.

In addition to the choices listed in the ability Mighty weapon, it also has the ability to improve the enhancement bonus by +1, so the choices should read: +1 enhancement bonus, bane, defending, flaming, frost, merciful, shock or thundering.

In addition, several feats are changed as follows:

Enchant Staff [Item Creation]
After the ritual has been performed and the spell has been chosen, the wizard may choose to reinvest a different spell. The new spell must meet all the requirements as listed in the feat, and the wizard must re-perform the ritual to invest this power in the staff, requiring 24 hours and 100 gp per level of the spell to be invested. Afterwards the staff is no longer capable of casting the previous spell chosen, and now may cast the new spell selected instead.

Invest Spell [Item Creation]
This feat may be taken as written, or the following alternative may be chosen.
The imbued staff has the potential to serve as a repository for a wide range of magical energies. By holding, amplifying, and slowly releasing arcane energy, the staff can replicate the effects of arcane spells many times over the course of the day. Each morning, the staff's owner meditates over his staff, using the same process as preparing spells. However instead of preparing spells in certain slots, he can channel that energy into his staff to fuel an invested spell.
Prerequisites: Caster level 9th, ability to imbue a staff.
Benefit: You must choose a spell to invest in your staff. The spell must be one that you are able to cast, and can be of a level no higher than 2 levels below the highest-level spell you can cast. The spell being invested may be modified by metamagic feats, but the spell level is based off the adjusted level, and must meet the above requirement.
In order to power the spell like ability the wizard must expend a spell slot one level higher than the invested spell when he prepares spells that day. For 24 hours after expending the spell slot the wizard may use the invested spell as a spell-like ability three times. After 24 hours pass the spell energy invested fades away, and must be replentished before the invested spell may be used again.
Special: This feat may be taken multiple times. Its effects do not stack. Each time you take the feat, you must select a new spell to invest. The ritual for preparing the staff to receive this feat requires 24 hours, and expends 250 gp per level of the spell invested. As detailed above for the enchant staff feat, the chosen spell may be changed by performing the ritual again. However if spell that is already imbued is chosen to be imbued during the ritual, the ritual fails, and the spell does not change.

Recharge Staff[Item Creation]
The charges for a staff must be renewed by the casting of the same spell(s) that they hold. However a spell must be at minumum a 5th level spell in order to add a charge to a staff, and a staff may only regain one charge for each spell cast, no matter how many charges it costs to cast that spell using the staff. When the staff is recharged, it must make a saving throw to resist being recharged. The DC for this saving throw is equal to the saving throw DC for the spell cast. The staff's bonus is equal to 2 + one-half its caster level (round down). If the staff fails the saving throw it is recharged, if it makes the saving throw it has resisted being recharged, and burns off this excess energy with a random spell effect. You may make a Will save with a DC equal to the spell DC to control the magic energies so that they harmlessly dissipate.
Random effects may be similiar to the effects a rod of wonder, or may mimic a spell stored in the staff.
 

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AU/AE has the best implementation of the 'mage + staff' type thing, that I've come across so far.

The entire Magister class (as has already been said in this thread) is, in fact, exceedingly well crafted.

Heck, every class is well crafted. :cool:
 

technophile said:
Recharge Staff[Item Creation]
The charges for a staff must be renewed by the casting of the same spell(s) that they hold. However a spell must be at minumum a 5th level spell in order to add a charge to a staff, and a staff may only regain one charge for each spell cast, no matter how many charges it costs to cast that spell using the staff. When the staff is recharged, it must make a saving throw to resist being recharged. The DC for this saving throw is equal to the saving throw DC for the spell cast. The staff's bonus is equal to 2 + one-half its caster level (round down). If the staff fails the saving throw it is recharged, if it makes the saving throw it has resisted being recharged, and burns off this excess energy with a random spell effect. You may make a Will save with a DC equal to the spell DC to control the magic energies so that they harmlessly dissipate.
Random effects may be similiar to the effects a rod of wonder, or may mimic a spell stored in the staff.

Yikes! So to fully recharge the staff you have to cast the spell into it 50 times, and each time it has to roll a save? That means statistically it will resist the recharge at least twice while recharging. Better hope those rebound effects don't hurt too much!
 

Weapons of legacy are not just weapons, they can be any type of magic item, and a legacy staff in the hands of a wizard can be a truly heinous item. I would not let my players design their own legacy staff, but that said a legacy staff that ties into the campaign setting can be an excellent item for a PC. It's not like a traditional staff with charges, most of the powers are usable x time a day, and at the higher levels some are at will. In addition the PCs must explore the history of the world to unlock the higher level powers. That's pure genius.
Talic said:
I agree with Psion that Quintessential Wizard has some good ideas for a true wizards staff. I believe they call them an "arcane nexus," which can actually be a couple different items such as a wand or rod, but the staff has the most ability slots.

Though, like technophile said, the system isnt without its flaws. I haven't seen much out of Weapons of Legacy yet, but I thought there were items in there that had powers that scale with level. Both could be a good starting place for creating such staves if no rules currently exist.

I do like the idea of using another's staff against him too, but I'm not sure you should just be able to use its powers. It seems you should need to be somewhat attuned to it to use its specific powers. Maybe you can just draw charges from it or double the strength of your own abilities. Just a couple random thoughts on the subject.
 

It's not quite that bad. Two conditions have to be met before it backlashes. First it has to make it's save. Second you have to fail your save to control it. After that you're in trouble. It's sort of like a critical hit, it rolls high enough to resist the spell, then you make a save to see if you can avoid it.

The minimum caster level that the wizard can put this feat to use is 12th level(since he must turn his imbued staff into a magic staff which requires craft staff with the requirement of CL 12). His intelligence is probably 22+ and he has 6th level spells giving him a DC of 22. A staff of fire has a caster level of 8, giving it a saving throw bonus of +6. It has to roll 16-20 (25%) to save. We'll say his Will save is now +14 (base of 8, 3 wisdom, 3 resistance). He fails on 1-7 (35%). So the chance of failure is 8.75%. He will likely face 4 random effects when recharging the staff 50 charges.

Now if you assume you have a high save DC and only a 20 can save for the staff, and a high Will save and only a 1 will fail for the caster, you end up with a failure chance of .25%, this means the caster would have to recharge the staff 400 charges before encountering a random spell effect.

Thornir Alekeg said:
Yikes! So to fully recharge the staff you have to cast the spell into it 50 times, and each time it has to roll a save? That means statistically it will resist the recharge at least twice while recharging. Better hope those rebound effects don't hurt too much!
 

My wizard has an unbeatable staff! A 12th level cleric as the office manager, 14th level assassin as the Human Resources Officer, three 9th level rogues as executive assistants, and 7 5th level experts. Take that!
 

Talic said:
I do like the idea of using another's staff against him too, but I'm not sure you should just be able to use its powers. It seems you should need to be somewhat attuned to it to use its specific powers. Maybe you can just draw charges from it or double the strength of your own abilities. Just a couple random thoughts on the subject.

Just thinking about this...how about this:

If another wizard obtains the staff, with a Spellcraft check of 20 + the enchantment bonus of the staff (Or Rogue with Use Magic Device DC 20 + enchantment bonus) can use the powers of the staff. If spells cast from the staff target the wizard to whom the staff is attuned, the wizard suffers a penalty to his saving throw equal to the enchantment bonus of the staff.

I also really like Olgar's fatigue penalty for not having the staff for 24 hours or more.
 

technophile said:
It's not quite that bad. Two conditions have to be met before it backlashes. First it has to make it's save. Second you have to fail your save to control it. After that you're in trouble. It's sort of like a critical hit, it rolls high enough to resist the spell, then you make a save to see if you can avoid it.

The minimum caster level that the wizard can put this feat to use is 12th level(since he must turn his imbued staff into a magic staff which requires craft staff with the requirement of CL 12). His intelligence is probably 22+ and he has 6th level spells giving him a DC of 22. A staff of fire has a caster level of 8, giving it a saving throw bonus of +6. It has to roll 16-20 (25%) to save. We'll say his Will save is now +14 (base of 8, 3 wisdom, 3 resistance). He fails on 1-7 (35%). So the chance of failure is 8.75%. He will likely face 4 random effects when recharging the staff 50 charges.

Now if you assume you have a high save DC and only a 20 can save for the staff, and a high Will save and only a 1 will fail for the caster, you end up with a failure chance of .25%, this means the caster would have to recharge the staff 400 charges before encountering a random spell effect.

Doh! Time to work on my reading skills. I missed the Will save to control the energy release. :o
 


I use the magic item mechanic from AU/AE. So a staff is a big wand.
Though I like the idea of an arcane focus that Plane Sailing put forward.
I think there is a version of that in the Blackmoor setting, but a bit rules heavy.

The item familiar stuff is just too complicated, and besides, shouldn't a proper wizard have a staff AND a familiar?

Then again I AM a minimalist when it comes to rules.

Aaron.
 
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