Talk:Magic Staves: Difference between revisions

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:* when purchasing a staff, the buyer picks 3 rods, and 1 wand, and totals the cost of all 4 to get the price of the staff.
:* when purchasing a staff, the buyer picks 3 rods, and 1 wand, and totals the cost of all 4 to get the price of the staff.


  thought: if you put the exact same rod effect in a staff twice, it can now be activated as a move action. if you put the exact same rod effect in a staff three times, it can now be activated as a swift or as part of a move action.
  thought: as written, staves are severely limited in their daily usefullness for anything but buffs, and honestly, the good buffs are also kinda bad. i'm thinking we leave staffs as currently written, but update manastones. three versions of manastone now; small, for rods, large, for staves, and huge, for 'settlement stuff'. all three sizes can be used for other stuff as we wish. ie, a small manastone may be needed to power an alchemical clock, a large manastone to power magical traps (and could be part of their 'treasure'), a huge manastone to run town wards, a golem, etc. (and part of their treasure) large manastone would be about a thousand gp, a huge about 10,000gp  staff needs large charges, cannot use a small stone. thus, you can recharge a staff to use it a lot, or let it recharge itself to use it 'some'





Revision as of 14:42, 16 September 2019

Staves always have the following traits:

  • all staves can be used as a normal melee weapon (a quarterstaff), OR they can be used to make melee touch attacks.
  • If you use touch attacks, you don't get to add your STR modifier to the damage.
  • all staves have 3 spells on them, selected at purchase, max 4th spell level, just like rods.
  • all staves have 10 charges that automatically come back after a full night's rest. Cannot be boosted or recharged with manastones.
  • 0th level spells cost no charges, 1st level spells cost 1 charge, 2nd level spells cost 2 charges, 3rd level spells cost 3 charges, and 4th level spells cost 4 charges.
  • all staves also have 1 wand effect on them, which affects the caster's spells, and/or the spells castable through the staff...
  • when purchasing a staff, the buyer picks 3 rods, and 1 wand, and totals the cost of all 4 to get the price of the staff.
thought: as written, staves are severely limited in their daily usefullness for anything but buffs, and honestly, the good buffs are also kinda bad. i'm thinking we leave staffs as currently written, but update manastones. three versions of manastone now; small, for rods, large, for staves, and huge, for 'settlement stuff'. all three sizes can be used for other stuff as we wish. ie, a small manastone may be needed to power an alchemical clock, a large manastone to power magical traps (and could be part of their 'treasure'), a huge manastone to run town wards, a golem, etc. (and part of their treasure) large manastone would be about a thousand gp, a huge about 10,000gp  staff needs large charges, cannot use a small stone. thus, you can recharge a staff to use it a lot, or let it recharge itself to use it 'some' 



  • Staff of Power
  • Staff of One Hundred Hands
  • Staff of Summoning
  • Fortification Staff (wall spells)
  • Upheaval Staff (pillar spells)
  • Staff of the Burning Man