Wizard Staff Mechanics

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In the recent What flavor are sorcerers in your campaign? thread, Jon Potter mentioned taking the familiar away from the Wizard and replacing it with a Wizard's Staff. I like the idea and I have been looking at a way to implement it. I don't have the Dragon article mentioned, and would prefer to use OGC anyway. I have considered the Item Familiar mechanics in Unearthed Arcana and have looked at the Eldritch Staff mechanics from Fantasy Flight Games's Path of Magic. I like some of the potential with the Eldritch Staff, but it seems a little heavy on the drawbacks since this would replace the Wizard's Familiar.

So I am wondering if there are other mechanics out there that somebody else is familiar with? I want the Wizard's staff to slightly augment the wizard and scale as the wizard gains experience. And yes, I know this will have other repurcussions with treasure distribution and the like. I'm OK with that. :)
 

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I much prefer the staff rules in Quintessential Wizard (by Mike Mearls). The staff rules there act more to enhance their existing spells and give them new ways to use them than be just a spell repository.
 

Hmm, to be honest I don't look at Mongoose books a whole lot. But I see you gave it a very favorable review. So maybe I need to take a look at it. Do you happen to know if that section of mechanics is OGC?

Thanks for the suggestion!
 

I'll look next time I look downstairs, but I have a hard time picturing it credibly not being OGC, seing's how its based on OGC material.
 

I think this is too simple for what you are looking for, but I offer it up anyway:

Back in 1e IMC all wizards had a staff, wand or ring which was their focus - essentially indestructible and irreplaceable, it was the material component for all spells which required material components.

My main purpose was to get rid of the 'bag of rubbish' components and simultaneously get a slight Middle-Earth feel (if you lose your focus, you can't just knock up a new one, you've got to find the old one)

Cheers
 

Okay,

It has the old bog standard "if it's based on OGC mechanics, it's open"

It has spell levels and SRD spell names, so I'd call that open.

Incidentally, DriveThruRPG is having a 20% off sale though december; if you are just looking to scavenge the mechanics, it might not be a bad option.
 

There are many things I don't like about the staff from Quintessential Wizard as written:
It requires a feat to create.
It doesn't allow you to gain anything by "capturing" another wizard's staff. You must be attuned to gain any benefits, and you can only be attuned to one staff.
All the abilities cost money to add to the staff.
It's powers do not increase as you gain levels, and the powers are static and cannot be changed.
Some of it's powers mimic feats, which is one of my pet peeves. Most feats should have to be learned, not gained by buying an item.

What I liked:
Being able to use your staff to cast a spell one or more times a day by burning spell slots is extremely cool, useful and balanced. I just wish there was a more flexible system for doing so. (The article from Dragon #338 does offer such a system, but it requires permanent sacrifice of a spell slot.)
The ability to "will" the staff into your hand from across the room.
The ability to use the equivalent of sudden metamagic feats from your staff.
Ability to have a sturdier staff. It's pitifully easy for a fighter to sunder your staff. Increasing the hardness and hitpoints means it has a better chance of survival.
The various saving throw bonuses and protection abilities of the staff are pretty cool.

What I'd like to see:
-Improving the wizard's fighting/defense abilities. It is after all, a weapon, a martial extension of the wizard's power, so why shouldn't it boost the wizard's martial abilities? It could offer bonuses to attack and AC. This might require feats, or cost money to enhance, but it should be discounted since losing the staff incurs penalties, wizards are severly lacking in combat ability, and the combat abilities of the staff only function for wizards.
-Staff's abilities improve as the wielder's caster level improves. This goes for both purchased enhancements to the staff, and the base abilities that the staff provides. As the wizard gains access to new spells, why should he be able to upgrade the staff's capabilities without creating a new one? It doesn't make sense that a wizard should have to craft a new staff because he "filled up" the powers he can invest to his original staff. Provide a system to upgrade abilities. Basic abilities granted by the staff should improve as the wielder improves his caster level. (The article from Dragon issue #338 does a good job here)
-The ability to use another wizard's staff against him. This is a classic element in fantasy books, it's the wizard's time to shine! Allow the wizard to use whatever abilities that the captured staff has to offer, either on a temporary or permanent basis.
-Some drawback or loss of abilities if the staff is lost. The Dragon article suggests an XP penalty similiar to losing a familiar if the wizard loses his staff, but that doesn't seem appropriate to me. Something like casting all spells at -1 caster level until the staff has been replaced seems more appropriate.
 
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There are some valid, interesting points there Technophile. As I said, I am looking to make the staff a suitable replacement for the Wizard's familiar. As such, I anticipate several changes for it to work as I intend to use it. The Eldritch Staff from Path of Magic is pretty nifty, but it tries to maintain balance throughout since it is intended to be used as a plug-in option. I want to make the staff a class feature rather than a plug-in, or a feat chain. So modifications will be in order. I just want a solid starting point to work from.
 

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.
 


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