Wizard Staff Mechanics

In Monte Cook's Arcana Unearthed, the magister class (AU's wizard equivalent) gets the magister's staff ability at 1st level. It serves as a focus for his spells, but is generally more of a flavour-tool, and can even be a hindrance at times.

Magisters also get some flavourful abilities as they advance in levels, and I realy like the flavour of those, so I'm seriously considering adapting and splitting them between wizards and sorcerers the next time I run a campaign.

Regards.
 

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EdL said:
Perhaps I'm just being dense here, but if you're going to replace the familiar with a staff, why not give the staff the familiar's abilities? Or, at least, some of them. (Obviously, some won't make sense, but those can be replaced.) Familiars give the caster something (bat = +3 Listen checks, etc.), have different types of wood do the same. For the various communication bonuses (empatic link, speak with master, speak with animal type) give the caster a free language. And so on.


On the contrary...
Lets take some inpsiration from psionics!

If you're gonna go this far, lets make the staff an intelligent item.

I'm wondering just how diffrent or similar you want things to be?

You can simply replace the familar with an intelligent item that does all the things a familar does (except move of course).

But, I doubt thats the direction you're wanting to go.
 

Not gonna read the whole thread so sorry if this has already been mentioned. In Dave Arneson's Blackmoor for 3rd edition, ALL wizards get a staff that serves as a focus for their spell-casting. As long as a wizard has a staff they don't need any material components for their spells that don't have a gp value. They also store their memorized spells in their staff which makes it vital for them to carry around. It also provides them some extra versatility but I don't remember exactly how the mechanic works. Anyway, it might be worth checking out. I played a little bit of a Blackmoor campaign as a wizard and was fairly pleased with it.
 

A small contribution

A few years ago a utilized the following in one of my campaigns.

Academy Trained Wizards

The Academy Wizards are trained to harness the arcane energies that they wield and focus them through an item. These items are bound through a ritual during the wizards apprenticeship. While mainly martial in aspect (rods, staves, or cudgels) any item can be chosen during the ritual.

Game Mechanics
If a wizard does not have his focus when he casts a spell (0 level spells are excluded) must make a Concentration roll for a DC check of 15 + Spell Level. Failure indicates an arcane backlash that causes 1d4 non-lethal damage/spell level and places the wizard in a stunned condition for a number of rounds equal to the cast spell level attempted (creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any)).

An Academy Wizard can focus his arcane energy for his offense and defense as well. The wizard can sacrifice memorized spells to imbue his focus with martial prowess that aids in

Each spell sacrificed for this purpose has the following effects:

Duration: 2 rounds/lvl

Lvl 1 Spell - adds 1d4 to the damage of the weapon and a +1 AC Focus bonus. If the item focus is non-martial then the wizards fists do an additional 1d4 lethal damage and he still receives the +1 AC Focus bonus.

Lvl 2 Spell - adds a +1 Focus bonus to this attack roll, 2d4 to the damage of the weapon and a +1 AC Focus Bonus.

That's as far as I got but you can see that a progression could continue and other effects could:

- result in a stunned result to the target
- knockback
- cleave-type attack

Later,

Greg Volz
Natural Twenty Gaming
www.naturaltwenty.com
 

How about something simple for a wizard who chooses to take an attuned staff instead of a familiar:

- The wizards's staff enables the wizard to cast spells as if he had the Eschew Materials feat when the staff is carried. (Simple, reasonable, but probably not an equal trade with the familiar.)

or

- The wizard's staff enables the wizard to cast spells using metamagic feats without having to increase the casting time of the metamagic spell. (A much better trade, though perhaps a bit overpowered.)

or

- The wizard's staff reduces the level adjustment by one of spells cast using the metamagic feat (also a better trade, but again possible overpowered.)

or

- The wizard's staff substitutes for a spellbook. The arcane runes carved along the staff hold the wizard's known spells , and the wizard prepares spells by grasping and concentrating upon the staff. (Good flavor, no mechanical difference -- use this and keep the familiar.)

or

- At each level the familiar would gain a new ability, the staff can be used to affect spells of a certain level with a metamagic feat (enlarged, empowered, widened, stilled) as a free action.

or

- The wizard's staff gives the wizard the Spell Mastery feat for free. At each level at which the familiar would gain a new ability, the wizard may add an aditional spell to his Spell Mastery list. (Probably a good trade, and flavorful without being overpowering).

Or a combination of the above. I'd probably combine the first, third, and last in trade for the familiar ability.
 

One more possible mechanic: the Signature Staff.

The wizard may choose to select a signature staff instead of a familiar. The signature staff serves as a focus for the wizard's magic, and enables the wizard to cast certain spellls for which the wizard is renowned ... signature spells.

At first level, the wizard's staff is a masterwork quarterstaff to which the wizard is attuned (this process takes 24 hours and 100gp worth of oils, incense, and other materials for the tuning ceremony). With the staff in hand, the wizard casts all spells as if she possessed the Eschew Materials feat. In addition, the wizard may use the staff to "lose" a prepared spell slot and spontaneously cast a "signature spell" the level of that spell slot or below. This casting is a standard action which draws attacks of opportunity.

Siganture spell: At 1st level, choose one spell the wizard knows. With signature staff in hand, the wizard is able to spontaneously convert prepared spells of the level of the sacrificed spell slot or below into the signature spell. The wizard gains an additional signature spell from spells known at every odd level.

Example: Mialee chooses to focus on fire spells. At first level, she selects burning hands as her signature spell. At any time she has her staff in hand, she may choose to sacrifice one of her prepared first level spell slots to cast burning hands as a standard action. At 3rd level, she selects pyrotechnics as her next signature spell. She may then spontaneously convert any 2d-level prepared spell slot into pyrotechnics or burning hands, or any 1st level spell slot into burning hands.

In addition to the signature spell ability, the signature staff also increases in utility as the wizard increases in level:

At 5th level, and every 5 levels thereafter, it gains a +1 enhancement bonus -- it is a +1 quarterstaff at 5th level, a +2 quarterstaff at 10th level, etc. At 5th level, the wizard may also futher enhance the staff with additional weapon enhancements starting at 5th level, provided the wizard has the craft arms and armor feat (costs as per th feat). At 12th level, the wizard may imbue additional spell abilities into the signature staff as charges, provided the wizard has the craft staff feat (this mechanic functions exactly as the craft staff feat, except that when all charges in the staff are expended, the staff returns to its role as a signature staff. It may then be further charged with different spells should the wizard choose by repeating the crafting process).

The wizard knows the direction and distance to the signature staff so long as the staff is on the same plane and within 1 mile.

If the signature staff is destroyed, the magical energies associated it detonate, causing 5 points of force damage per wizard level to all within 20' of the staff, to include the wielder, if the wizard has it in hand)(Reflex save DC10 + wizard level for half damage). The wizard must make a Fortitude save (DC15) or lose 200 XP per wizard level (or half that if the saving throw is made). The wizard may then attune a new signature staff, but doign so requires not only the 24 hours and 100gp for the ceremony, but a gold piece and XP expenditure equivalent to crafting a magical quarterstaff of the same enhancement as the signature staff. The wizard may select new signature spells for each appropriate level when crafting a new signature staff.

A wizard who has a signature staff, who does not have it in hand, may not employ the Eschew Materials feat, nor spontaneously convert spell slots to signature spells. A wizard who is without the attuned signature staff for a period of more than 24 hours becomes fatigued until the staff is recovered (this does not apply if the attuned staff has been destroyed; see below).

The wizard may voluntarily choose to sacrifice the staff by breaking it, but risks the damage from the arcane detonation and suffers the XP loss as per normal. The wizard may then craft a new signature staff.

A signature staff is strengthened by the arcane energies which attune it to its wizard; it possesses hardness 10, and 20 hit points, or hit points equal to the wizards (whichever is greater).
 


Yeah.

At least, I think I did. I've read so much stuff over the years, it's hard to know if I'm being completely original or just cribbing together different things I've seen in different places. I'm sure I've seen the term "signature spell" used before, for example, but I don't remember where.
 

Olgar Shiverstone said:
Yeah.

At least, I think I did. I've read so much stuff over the years, it's hard to know if I'm being completely original or just cribbing together different things I've seen in different places. I'm sure I've seen the term "signature spell" used before, for example, but I don't remember where.

I know that Signature Spell is included in Arcana Unearthed but that version is a bit different. Regardless, those are some spiffy rules and I think they sound like fun.
 

Olgar Shiverstone said:
Yeah.

At least, I think I did. I've read so much stuff over the years, it's hard to know if I'm being completely original or just cribbing together different things I've seen in different places. I'm sure I've seen the term "signature spell" used before, for example, but I don't remember where.

Elements of Magic has a signature spell. Or at least Mythic Earth did. Still, good stuff!

Pinotage
 

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