3.5 Edition Staff-Crafters' contest: submit now! [Archive] - Wizards Community

Post/Author/DateTimePost
Luminous Crayon

07-17-03, 03:40 PM
Now that 3.5 is available, I decided to restart the staff contest thread, this time using the altered rules for staves presented in 3.5. For those not familiar with the changes, staves are now restricted to a minumum caster level of 8. However, spellcasters can now use their own spellcasting stat and caster levels for spells they cast from staves, increasing spell effectiveness and save DCs for staff spells. Finally, staves are a viable vessel for offensive spells that require saves, since the DCs match the DCs for spells you cast "by hand." More into on staves and the costs to create them can be found on pages 243 and 287 of the 3.5 DMG.

Myself (and probably a few other posters in this thread) will rate the new staves on a 1-10 scale, based on factors such as power, versatility, style, affordability, sub-thaumic balance, awesomitude, and just about anything else that occurs to us. The price and caster level limits are gone, mainly because I have yet to see what the minimum caster level of 8 will do to the prices of staves. For those who posted on the other staff-crafting thread, please feel free to re-submit updated versions of your staves, as long as they have been made to comply with 3.5 rules.

Quiet workspaces, alphabetized bins of assorted spell components, various tools, and a wide array of various types of lumber can be found through the door to the left. Lemonade will be provided by our hosts. Now get creative and have fun!

(A link to the pre-3.5 Build-A-Staff Contest thread:
*Dimension Door* (http://boards1.wizards.com/showthread.php?s=&threadid=56994) )

My ratings of others' work:

Elxethan's Staff of Utility: by Wizard
Very nice work. The work of a wizard as an all-purpose problem solver and Swiss Army knife for the party is a low-glory role, but a vital one. This is an excellent tool to enhance that ability, and is nicely affordable (even though I'd like to see an expanded version that trades its higher cost for more spells and versatility.)

Staff of Perfection: by Seeker95
I like this one a lot. Maybe it's just the fact that this staff places all the attention away from itself and onto the characters, or the strong theme of the staff, or it's ability to let virtually anyone do virtually anything better, but this staff is bucketloads of awesome. Subtly delicious. Seeker, you deserve a raise. What am I paying you now, anyway?

Ishkel's Staff of Deadly Rays: by Amarin
Most mages wouldn't use this one; they'd pass it over in favor of more reliable spells, spells that don't miss. However, for your specific target audience, it doesn't get much better than this. Note that a pure Rogue with a high modifier in UMD would be able to get more use out of this staff than anyone, due to higher sneak attack damage. The thought makes me wince in pain on behalf of every BBEG I've ever devised.

Nyzimm's Staff of Terror: by cwslyclgh
Very creepy tool in the hands of an evil mage. I give it high marks, primarily for the description. I like to know how things look in-game, and I really got a sense of creepy dread while reading that description; maybe it's the "shudder of fear" effect.

Staff of Irresistable Conjuration: by FireLance
Take that, you magic-resistant foes! This staff seems to pack a variety of useful spells into one item, making it a versatile tool for a number of situations. Sadly, I can't seem to figure out what underlying theme (if any) you based your spell choices on (besides the "none of these spells allow SR" theme,) and the end result seems a little thematically disjointed.

Staff of Cloudy Doom: by FireLance
One thing I really like about the 3.5 staff rules is the ability to have great offensive staves without worrying about low save DCs. This staff is definitely an effective tool for dealing with hostile crowds. I give it +2 points for subthaumic balance.

Staff of the Elders' Might: by law
Refer upward to my comments on Seeker95's Staff of Perfection. It's a great concept, but I'm not going to write out two reviews of vitually identical items.

Staff of the Fast Mage: by law
Neat concept. Again, a staff that draws attention away from itself, and toward the ones that use it. I'm not familiar with Kaupaer's Skittish Nerves, so I don't really understand what it does, unfortunately.

full set of Wu-Jen elemental staves: by law
I'd love to be able to critique these properly, but I'm not familiar with Oriental Adventures. For what it's worth, I like the concept, though.

Staff of Storms: by cwslyclgh
I believe this is the first time I've seen a staff with a 3-charge power. I like the strong theme, and the way the staff features a variety of diverse powers within the context of the theme. A good, solid entry. Well done.

Staff of Health: by Owain_Abjurer
I'll have to second the approval of the "Arcane envy" phenomenon; it was one of the driving forces of my first arcane caster, a necromancer obsessed with bringing back his dead family. Back on the topic of this item, however, I like it. It's an unusual theme for an arcane caster, handled creatively. I'd probably swap out the summon monster ability for a bear's endurance, but that's just my own personal distaste towards summons talking.

Staff of Emulation: by widow
This one makes me dizzy... all that XP cost! This one wins the versatility prize, to be sure, eclipsing even the Staff of Shadows posted on the other thread. But... so expensive!

Staff of the Knight: by Firebolt
I really, really like this one. I don't know about everyone else, but I don't see a huge amount of melee mages, and this concept is hard to pull off. It's well done, though, and makes great use of some of the more commonly-overlooked low level spells. I like the backstory a lot, as well as the mental image I have of Dorian Caerwyn riding into battle garbed in enchanted armor...

Staff of the Firebolt: by law
A great, economical source of firepower (pardon the pun.) Like the already-posted Staff of Deadly Rays, I can already tell the Arcane Tricksters will have a field day with this one.

Staff of Suffering: by Talchar
Talchar, are you an Avatar of Pure Evil, by any chance? I can easily see this staff in the hands of a depraved druid, ravaging the countryside like a terrible plague, gone without a trace before he can be stopped. I may use this in my current game.

Staff of Construction: by Paul S
I like this; a staff specifically designed as a tool, rather than a weapon. Part of me wants to put hard-hats on the construction mages I envision using these staves. I like the way the entire construction process is written out in detail; you've obviously put a great deal of thought into this one. You should be congratulated.

Chill Staff: by law
For some unknown reason, I find the concept of a mage using Polar Ray to help folks escape the heat a little amusing. I like this staff, though. Go, cold!

Staff of All Spells: by tarkin
This one wins a Versatility Award. Limited Wish in a staff.... so bloody expensive, yet it's hard to argue with the effectiveness. Not to mention that I've always been fond of Illusionists.

Hero's Staff: by law
As I've said before, regarding the "attribute buff" staves, I like the idea of humble magic. This staff puts the focus on others, making them more effective and heroic. That's always a good thing. Ding, good prize!

Staff of Symbols: by law
Sweet cracker sandwich, that's an expensive piece of equipment! As I don't play Epic, I'm unsure of what to say about this one. Strong theme, strong powers... I'd hate to make an enemy of this one's posessor...

Staff of Energy Beams: by law
Law, you certainly seem to like the themed-spell staves. I like the extra spells this one comes with. Are they originals?

Staff of Debilitation: by Juddson S. Ivines (a.k.a. RavenDark)
I'm always looking for nice trinkets to give the Baddies I create for my games. I think this one will make a fine addition to the arsenal of a certain fiendish Duke, perhaps a gift from the overlords of Baator whom he serves... Subtle, powerful, and... debilitating.. I congratulate you, sir.

Staves of Remembrance: by Juddson S. Ivines (a.k.a. RavenDark)
For the spellcaster who desires that extra staying-power. Utterly versatile, as well, since both spells depend on the ones that were prepared anyway. I like it.

The Emichae Staff: by NestroEmichae
Certainly a potent item. The idea of a power that uses 25 charges is rather amusing to me. Unfortunately, the cost is still going to be an obstacle to most users. Nice work, nevertheless.

The Death Staff: by law
For the necromancer in all of us. Not a major tool for versatility, but it does its job well. Good prize.

Myrddin's Staff of Wandering: by cwslyclgh
There aren't enough Bard staves on this thread; unless I miscount, this is only the second one. The Staff of Wandering has a style that Fugace really doesn't; the spell in Fugace have less of an underlying theme. This really is an excellent traveler's companion. All in all, one of my favorites on the entire thread so far, although I can't really articulate the reasons why.

Staff of the Greenwood: by cwslyclgh
There seem to be relatively few Druid staves here as well. I like this one. Wizards seem to be getting most of the "destroy everything in sight" staves, and it's nice to see Druids being able to dish a little damage, too.

Staff of Orbs: by NestroEmichae
A good, solid damage-dealing staff for the mid-level mage. If it were my creation, I'd probably get rid of one or two of the orb spells to save money, but that's just because I'm a tightwad with DnD funds. Aesthetically, having all five spells present gives the staff an undeniable symmetry. Me gusta.

Nod's Staves: by SnarkHunter
I like the "matched pair" mechanism of these two staves, and the idea that they strengthen each other in some way. I like the divinations, which I feel are far more useful than they're giving credit for being. I also like the unusual selection of spells in the Staff of Eradication, which can destroy enemies with other methods besides the more common nukes. Also, this Nod seems like my kind of guy. I like his style. +42 extra points.

A catalogue of my own work:
Mindgrip
The Tyrant's Scepter
Uari's Battle Spear
Fugace
Staff of Ire
Staff of the Guardian
Gnarled Root
law

07-17-03, 04:14 PM
K it will take me at least 2 more weeks before I get my new DMG until then all I will do is rate what you people post.

Heres my rating scale I will be using.

1-3 Not worth it
4-5 Almost
6-7 good
8-9 Worth it
10 Perfect

0 I made does not count

to get your points times the score bye 10.

(if any one want to use this scale please do)

Other wise when I do I will post more of my own staffs. (I will do ratings every 5 or 10 staffs).
Luminous Crayon

07-17-03, 04:20 PM
Mindgrip

Mindgrip is a staff created by the elven wizardess Kyrin Vorn, whose philosophy of nonviolence earned her the enmity of Queen Serena when she refused to mass-produce enchanted weapons for the Queen's empire-building war against the Northshores continent. The infuriated elven Queen sent an entire contingent of soldiers to capture the disobedient mage, but Vorn, true to form, used the powers of the Mindgrip staff to avoid killing yet again, slipping away into exile before the soldiers could shake off their enchantments and resume pursuit.

Mindgrip is a five-foot long cylinder of banded wood, tied with two leather strips, each two inches from one of the two ends of the staff. Suspended between the two leather strips is a netlike lattice of leather laces that fits snugly over the body of the staff.

Mindgrip allows the use of the following spells: Hold Person, Mass (2 charges)
Hold Monster (1 charge)
Caster level: 13th Prerequisites: Craft Staff, hold person, mass; hold monster; Market Price: 70,000 gp. (cost to create 35,000 gp and 2800 xp).
cwslyclgh

07-17-03, 08:27 PM
I am assuming that this contest doesn't have the maximum GP limit of your previous one?
kalniel

07-17-03, 09:56 PM
Originally posted by Luminous Crayon
The price and caster level limits are gone, mainly because I have yet to see what the minimum caster level of 8 will do to the prices of staves.

I'd take that as pre-confirmation of your question :p
cwslyclgh

07-17-03, 10:10 PM
missed that :embarrass
Luminous Crayon

07-18-03, 08:45 AM
Originally posted by cwslyclgh
I am assuming that this contest doesn't have the maximum GP limit of your previous one?

I had considered dividing the field into several different entry levels, with varying restrictions on price and caster level, but it seemed like more trouble than it was worth. This time, just go for it. Go Epic, if you really must, but I won't be able to evaluate those properly.
Wizard

07-18-03, 11:48 AM
Elxethan's Staff of Utility:

The great wizard Elxethan created this staff when he became tired of constantly crafting items and potions for his friends. The fact that he was unassociated with a roguish character motivated him as well.

telekinesis (2 charges) 8*5*750*1/2=16875

teleport (2 charges)8*5*750*1/2*3/4=12656.25

spider climb (1 charge)8*1*750*1/2=3000

fly (1 charge)8*3*750*1/2=9000

41531 gp, 25 cp
Cost to create:20765.625 gp + 1662 XP
Wizard

07-18-03, 11:49 AM
Elxethan was known to carry around a wand of detect secret doors as well.
Seeker95

07-19-03, 09:49 AM
This finely carved staff of teak (and occasionally oak) wood is charged with but one purpose -- bringing the benficiaries of its magics that much closer to peak performance and perfection. It does this through the various stat-boosting spells, each of which is available from the staff.

The following spells are available from the staff of perfection:
Str: Bull's Strength
Dex: Cat's Grace
Int: Fox's Cunning
Wis: Owl's Wisdom
Con: Bear's Endurance
Cha: Eagle's Splendor

Each spell uses 1 charge and lasts 8 minutes (more if the weilder has a higher caster level). This staff has 50 charges.

Caster Level: 8; Prerequisites: Create Staff, each of the six spells; Market Price: 22,500gp.

Note: Fully 25% of these staves are made by clerics. Because of the absence of Cat's Grace and Fox's Cunning from the cleric list, the staff does not contain these spells. This reduces the market price to 16,500.
Amarin

07-19-03, 04:22 PM
This is my first attempt at staff creation with the new rules, but I think everything is in order.


Ishkel's Staff or the Staff of Deadly Rays

This staff is carved out of ebony or jet and capped with platinum. Careful observation will reveal that hymns to Olidammara are carved into the wood.
The first of these staves was created by the infamous Arcane Trickster Ishkel several centuries ago. Rumored to have lifted items from Olidammara himself Ishkel used this staff to make life difficult for both Angels and Demon princes. Some followers of Olidammara believe that Ishkel is not dead but was chosen by Olidammara as his proxy and is causing mischief across the various planes to this day.
This staff is effective in the hands of a pure spellcaster, but is used to best effect in the hands of a rogue/spellcaster or an Arcane Trickster like Ishkel who can sneak attack with the stave's spells.

Caster level is 15th unless the user's is higher.
The staff contains the following spells.

Polar Ray (2 charges) 8th level 22,500gp
Ray of Exhaustion (2 charges) heightened to 6th level 12,656.25gp
Enervation (1 charge) 4th level 11,250gp
Scorching Ray (1 charge) 2nd level 5,625gp
Ray of Enfeeblement (1 charge) 1rst level 2,812.5gp

Total cost to create 54,843.75 gp and 13,711xp

Note: as Enervation, Scorching Ray and Ray of Enfeeblement dont' allow saves if you hit I left them at their original levels to save money.
All you need is a good Dex and a decent aim and you too can make life interesting in the name of the Laughing Rogue.:D
law

07-19-03, 08:57 PM
Luminous Crayon since you have the new DMG and T&B can you look up how they are priced just a yes ot know ancer is all I need ;) . Other wise I will be posting my staffs again and make some new ones.:D
Wizard

07-20-03, 12:27 AM
I have the books. Same as before: 100% of the highest-cost power + 75% of the next most expensive, +50% of all the rest. Minimum CL 8, all spells must be the same CL.
Luminous Crayon

07-22-03, 04:32 PM
The Tyrant's Scepter

No one ever discovered the name of the mysterious man who swept across the entire Northshores continent in the year 331. All that is known is that he terrified the citizenry with the powers of the long, iron scepter he carried with him, using it to transform anyone who so much as passed him in the road or spoke a single word to him. The silent, cruel mage left the area after a two-month reign of terror, but many spellcasters with dreams of dominion have created their own staves in mimicry of the terrible scepter.

The Tyrant's Scepter allows the use of the following spells: Flesh to Stone (2 charges)
Baleful Polymorph (2 charges)
Feeblemind (2 charges)
Caster level: 11th Prerequisites: Craft Staff, baleful polymorph, flesh to stone, feeblemind; Market Price: 50,000 gp. (cost to create 25,000 gp and 2000 xp).
Israfel666

07-22-03, 04:46 PM
If I correctly understood the new rules, there is no reason now to craft a staff with a caster level higher than the minimum required, isn't it? Since you can't make a staff with a caster level higher than yours, you'd better save money and still enjoy the higher caster level advantage. Of course, if you crafted the staff as a gift for a lesser spellcaster you could have a reason, but that's an extreme exception...
Luminous Crayon

07-22-03, 04:51 PM
Originally posted by Israfel666
If I correctly understood the new rules, there is no reason now to craft a staff with a caster level higher than the minimum required, isn't it? Since you can't make a staff with a caster level higher than yours, you'd better save money and still enjoy the higher caster level advantage. Of course, if you crafted the staff as a gift for a lesser spellcaster you could have a reason, but that's an extreme exception...

As far as I can see, you're right. Although I haven't discounted the possibility that there is some reason I just haven't thought of yet.
Azure Knight

07-22-03, 06:10 PM
Remember that the minimum caster level is 8 and (here's the problem) all caster levels must be the same. So if you put Meteor Swarm and Magic Missile on the same staff, then Meteor Swarm's minimum caster level would be 17th. But since all caster levels have to be the same, you'd need to load the Magic Missle at caster level 17 as well.

Which just means that putting low level spells on staves is usually not worth it, but hey, that's what wands are for.
cwslyclgh

07-22-03, 06:27 PM
well I will submit the 3.5 modified version of Nyzimm's Staff of Terror, located >>>HERE<<< (http://boards1.wizards.com/showthread.php?s=&threadid=65099)

Wes
FireLance

07-22-03, 10:40 PM
Staff of Irresistable Conjuration

This staff is a plain and sturdy oaken staff. It was the first of two staves created by the conjurer Tharkel Kencarrick for his friend Leiallia the planewalker, who desired a weapon that would be effective against the many spell resistant foes she encountered in her travels.

The Staff of Irresistable Conjuration allows the use of the following spells (all which do not allow spell resistance):

- Evard's Black Tentacles (1 charge)
- Glitterdust (1 charge)
- Melf's Acid Arrow (1 charge)
- Web (1 charge)

Caster level: 8th; Prerequisites: Craft Staff, Evard's Black Tentacles, Glitterdust, Melf's Acid Arrow, Web; Market Price: 45,000 gp. (cost to create 22,500 gp and 1,800 xp).
FireLance

07-22-03, 10:52 PM
Staff of Cloudy Doom

This staff is made of light-coloured beechwood. It was the second of two staves created by the conjurer Tharkel Kencarrick for his friend Leiallia the planewalker, who desired a weapon that would be effective against the many spell resistant foes she encountered in her travels.

The Staff of Cloudy Doom allows the use of the following spells (all which do not allow spell resistance):

- Incendiary Cloud (2 charges)
- Acid Fog (2 charges)
- Cloudkill (2 charges)
- Solid Fog (1 charge)
- Stinking Cloud (1 charge)

Caster level: 15th; Prerequisites: Craft Staff, Acid Fog, Cloudkill, Incendiary Cloud, Solid Fog, Stinking Cloud; Market Price: 149,063 gp. (cost to create 74,532 gp and 5,963 xp).
Owain_Abjurer

07-23-03, 12:23 AM
&nbsp;&nbsp;Sorry to quickly derail the thread... but one more quick comment to the minimum caster level of staves: A staff that is set at caster level 8 will be easier to dispel (based on caster level of the staff) and will have poor saves (based on caster level when left unattended). A couple more minor reasons to grant a higher caster level to your staff. Back to the contest! (Which I am enjoying reading entries for.)
law

07-23-03, 11:33 AM
heres mine that does not need mush updateing (Hopeong to get the new DMG sometime next week).

Staff of the Elders Might: This wooden staff was made by a old wizard that wanted to feal as thow he did not age as much as he has, but could also improve his ability to use his mental sences. Thus he found some good strong wood for strength, jade to have the toughness of the earth, and copper to think like lightening. He then put a bundel of eagle and owl feathers ona rope full of cat hares and went to put them into his staff. When he was done he had a wooden staff with a cap of copper with a feather tassle as well as a line of copper on one side. Thus his staff was made. He never realy got to use it as a dragon came and pludered the place where he lived but by using his noted many other wizards have made there own if not better copy of the staff. This staff allows the use of the following spells:
- Bull’s Strength (2 Charges)
- Cat’s Grace (2 Charges)
- Endurence (2 Charges)
- Eagle’s Splender (1 Charge)
- Fox’s Cunning (1 Charge)
- Owl’s Wisdom (1 Charge)

Caster level: 10th , Prerequisites: Craft Staff, Bull’s Strength, Cat’s Grace, Endurence, Eagle’s Splender, Fox’s Cunning, Owl’s Wisdom; Market Price: 40,000 gp.
law

07-23-03, 11:44 AM
Heres number two.

Staff of the Fast Mage: This staff was made bye a wizard that wanted to get most of the fighting that he did over with faster. After much testing and working he got it right so he thinks. He did not think that other people would get the plans for his staff, they did after one fight a wizard found the plans in an old box that this wizard had in hiden for safe keeping. Thus when he started the fight he did not know that they were three wizards with the staff that he made the plans for. This staff gives its bearer a +2 luck nonus on initiative checks made while carrying the staff, this luck bonus stops working when all the charges in the staff have ben used up. This staff allows the use of the following spells:
- Hast (2 Charges)
- Kaupaer's Skittish Nerves (1 Charge)

Caster level: 10th , Prerequisites: Craft Staff, Craft Wondrous Item, Hast, Kaupaer's Skittich Nerves; Market Price: 36,000 gp.

So you know Kauper's Skittish Nerves is in MoF.



Last ill repost my wujen staffs. Since the way to price the staff is very close to whats in T&B I will make some new staffs after I post the Wujen ones.
law

07-23-03, 11:54 AM
Wu Jen Staff of Fire: This wood staff colored red with copper ends has flames etched into it, this staff allows the use of the following spells:
- Fire Shuriken (1 Charge)
- Fire Ball (10d6, DC 14) (2 Charges)
- Wall of Fire (2 Charges, DC 16)

Caster level: 10th; Prerequisites: Craft Staff, Fire Shuriken, Fire Ball, Wall of Fire; Market Price: 30,000 gp.

Wu Jen Staff of Water: This wood staff colored blue with silver ends has waves etched into it, this staff allows the use of the following spells:
- Ice Blast (10d6, DC 13) (1 Charge)
- Steam Breath (10d6, DC 14) (2 Charges)
- Wall of Ice (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Ice Blast, Steam Breath, Wall of Ice; Market Price: 30,000 gp.

Wu Jen Staff of Earth: This wood staff colored brown with copper ends has Mountains etched into it, this staff allows the use of the following spells:
- Bear's Endurance (1 Charge)
- Earthbolt (10d6, DC 14) (2 Charges)
- Stoneskin (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Endurance, Earthbolt, Stoneskin; Market Price: 30,000 gp.

Wu Jen Staff of Metal: This iron staff with silver lines and copper ends, this staff allows the use of the following spells:
- Protection from Arrows (1 Charge)
- Magnetism (2 Charges)
- Poison Needles (5d4, DC 16) (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Protection from Arrows, Magnetism, Poison Needles; Market Price: 30,000 gp.

Wu Jen Staff of Wood: This wood staff colored green with a vine design on the staff, this staff allows the use of the following spells:
- Warp Wood (1 Charge)
- Thornskin (2 Charges)
- Antiplant Shell (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Warp Wood, Thornskin, Antiplant Shell; Market Price: 30,000 gp.


Only needed to update one spells name and there set.
law

07-23-03, 05:09 PM
Now that thos are up this needs a little bump. Also I plan on doing some more in just a little while.
Wizard

07-24-03, 12:52 AM
Hey Crayon, nice sig. :) (http://boards1.wizards.com/showthread.php?s=&postid=734270#post734270)
Luminous Crayon

07-24-03, 02:14 PM
Originally posted by Wizard
Hey Crayon, nice sig. :) (http://boards1.wizards.com/showthread.php?s=&postid=734270#post734270)

Why, thank you kind sir!
Luminous Crayon

07-24-03, 02:33 PM
Originally posted by Owain_Abjurer
Back to the contest! (Which I am enjoying reading entries for.)

Then why don't you post some entries of your own?
cwslyclgh

07-24-03, 06:43 PM
ok, here is a staff for the contest... the Staff of Storms.

Staff of Storms:

Some mages seek to tame the powers of nature and to this end they might craft a staff of this sort. The first of these staves is believed to have been created by Dimiilar the Storm Cloaked in the days when he sought to rid the realm of evil, before his long spiral into madness, despair and death. Since that time several mages have copied his design. Crafted of lightning scarred oak and shod in black iron, this staff allows the use of the following spells:
Chain lightning (2 charges, 11d6 initial/5d6 secondary, DC 19)
Control weather (3 charges)
Gust of wind (1 charge)
Ice storm (1 charge)
Lightning bolt (2 charges, maximized 60 points of damage, DC 14)

Strong evocation; Caster Level: 13th, prerequisites: Craft Staff, Maximize Spell, chain lightning, control weather, gust of wind, ices torm, lightning bolt, Market Price: 99,125 gp (cost to create 49,560 gp and 3,965 xp) Weight: 4 lbs.
cwslyclgh

07-24-03, 06:46 PM
I'm not familiar with Kaupaer's Skittish Nerves, so I don't really understand what it does, unfortunately it is a spell from magic of faerun, gives the target a +4 bonus to initaitve rolls
law

07-24-03, 10:40 PM
cwslyclgh Kaupaer's Skittish Nerves give a +5 bonus to init not +4 its a little better on its own then Improved Init. Together plus the power of the staff and :D for the user.
Owain_Abjurer

07-24-03, 11:36 PM
Originally posted by Luminous Crayon
Then why don't you post some entries of your own?

&nbsp;&nbsp;Well, why not? I have other things I really should be working on at the moment... but making staves is much more fun. Here is one of my original 3.5 staves:

Staff of Health: Made of thick oak, and shod in mithral, this staff was designed by an arcane caster who grew envious of the healing spells of clerics. The spell summon monster VI can only be used to summon Bralani (a type of Eladrin). The staff’s original creator usually commanded them to use their cure serious wounds spell-like ability on his behalf. The staff allows use of the following spells: Vampiric touch (1 charge)
Empowered, Extended false life (1 charge)
Summon Monster VI - Bralani only (1 charge)&nbsp;&nbsp;&nbsp;&nbsp;Strong conjuration and necromancy; CL 12th; Craft Staff, Empower Spell, Extend Spell, false life, summon monster VI, vampiric touch; Price 42,825 gp.

&nbsp;&nbsp;Because of the unusual restriction to only a certain type of summoned creature with summon monster VI, I gave that particular spell a 30% discount to its market price, as per the rules on pg. 282 of the DMG for placing alignment restrictions on a magic item (similar to what I've done - but not quite the same). So, what do you think?
Seeker95

07-25-03, 07:13 AM
[Pricing deleted to reflect much appreciated correction]

Now for the opinion:
I love the staff approach, especially the "arcane jealousy" bit!

However, the Summon does not seem to fit it, even though you describe the purpose. You could save a whole lotta money by dropping a summon aaspect, and instead say, Bear's Endurance (granting temporary hit points due to Con increase).
Owain_Abjurer

07-25-03, 10:16 AM
&nbsp;&nbsp;Not to quibble or anything, but I get the following when I calculate the cost of the staff:
&nbsp;&nbsp;&nbsp;&nbsp;Summon Monster VI: 375 x 6 x 12 x 0.7 = 18,900.
&nbsp;&nbsp;&nbsp;&nbsp;Empowered, Extended False Life: 281.25 x 5 x 12 = 16,875.
&nbsp;&nbsp;&nbsp;&nbsp;Vampiric Touch: 187.5 x 3 x 12 = 6,750.
&nbsp;&nbsp;&nbsp;&nbsp;Masterwork quarterstaff: 300.
&nbsp;&nbsp;I probably should not have included the cost of the physical staff itself, and for that matter... If I was going to include the cost of the actual staff, then I forgot to include the cost for being shod in mithral. However, I do believe that my math is correct other than that. If you would like then we can round it up to an even 43,000 gp.
&nbsp;&nbsp;The caster level on the staff is 12, not 11. The reason for the level is that this staff is extracted from a game I just ran the other day for my group. The NPC crafter was a sorcerer, and therefore cannot include a 6th-level spell in a caster level 11 staff.
&nbsp;&nbsp;Also, it doesn't appear that you properly calculated the values of the secondary or tertiary spells. On the DMG pg. 287 it states "375 gp x the level of the highest-level spell x the level of the caster, plus 75% of the value of the next most costly ability." The value of the next most costly ability would use its own spell level, as demonstrated in my above calculation.
&nbsp;&nbsp;Lastly, the reason for summon monster VI being included is part of the inherent theme. The lowest-level spell in the staff, vampiric touch can "heal" by granting temporary hit points, but only from a "donor" and only then for the period of one hour. The next most powerful spell, the Empowered and Extended false life can "heal" by granting 16-30 temporary hit points for a minimum of 24 hours (more if the wielder of the staff is higher than 12th level). The last spell, and most powerful by sheer level comparison, is summon monster VI. The Bralani summoned can cast cure serious wounds twice at 6th caster level. This is true healing, and the end result of the staff. After years of experimenting, the sorcerer who created the staff can finally utilize healing magic (albeit indirectly).
&nbsp;&nbsp;Thank you very much for the constructive criticisms, however.
Seeker95

07-25-03, 10:45 AM
Ahhh...thank you for helping me fix a mistake I have been using. I have always based the 75% and 50% off the value of the original spell, without re-calculating based on secondary spell levels!


Summon Monster VI: 375 x 6 x 12 x 0.7 = 18,900.
Empowered, Extended False Life: 281.25 x 5 x 12 = 16,875.
Vampiric Touch: 187.5 x 3 x 12 = 6,750.


However, Summon Monster VI can be cast at 11th level. Unless you actively want a caster level of 12, here is the new pricing:

Summon Monster VI: 375 x 6 x 11 x 0.7 = 17,325.
Empowered, Extended False Life: 281.25 x 5 x 11 = 15,469.
Vampiric Touch: 187.5 x 3 x 11 = 6,188.

Total Market Price: 38,982 gp rounded to an easy to use 39,000 gp.

However, I am not a fan of reducing the price based on "restriction" when the restriction is exactly what you want to do! I would eliminate the "70%" element, charging full price for the summon spell.

Lastly: The summon could take 2 charges, just because, rather than based on any inherent rule. Doing this would lower the price of the staff as well. If you do this, the total market price would be 34,032 gp (34,000 gp for simplicity).
Owain_Abjurer

07-25-03, 11:10 AM
&nbsp;&nbsp;Actually, I am not a big fan of restrictions myself. In fact, this is the first of my custom magic items to use such a restriction. However, in this one instance I felt it was correct. Whether or not summong Bralani is precisely what the creator of the staff wanted it to do, he could find himself in a situation where summoning a different creature would be more appropriate... but he can't. Also, the market price derived from these calculations involves what other people would value the staff at, as well. An evil spellcaster would derive almost no value from the summon monster VI ability since summoning a Bralani is a Good spell. The evil arcane spellcaster could still do it, but too many times and he is endangering his alignment. So, I feel the restriction was appropriate.
&nbsp;&nbsp;Secondly, on the caster level 11 or 12 debate, not all staves are completely efficient. Some crafters might have specifically made them at a higher caster level for whatever reason. And, as stated earlier, in this instance the NPC crafter of the Staff of Health used in my campaign was a sorcerer. Please note that any caster must utilize spell restrictions based on his class. A wizard cannot place a suggestion spell into a staff as a 2nd-level spell just because bards get it as a level 2 spell. Nor can a sorcerer place a level 6 spell into a caster level 11 staff, since sorcerers cannot cast 6th-level spells until level 12. You would be correct, however, if this staff were crafted by a wizard. Thanks once again for taking the time to reply to my comments.
Luminous Crayon

07-25-03, 01:10 PM
Originally posted by Owain_Abjurer
summon monster VI[/I] ability since summoning a Bralani is a Good spell. The evil arcane spellcaster could still do it, but too many times and he is endangering his alignment.

That, and he might have difficulty persuading an Eladrin to do him a favor.
widow

07-25-03, 07:27 PM
This Staff is more for epic users, but it is a neat trick.

The Staff of Emulation

Created by an arcane wizard that sought to not be limited by his arcane spell casting list and to embrace all forms of magic.

Spell
Limited Wish 1 charge 20x7x375=52500gp 17,100 XP

Use this staff to duplicate any 6th level arcane or 5th level other spell (assuming it is not in restricted list). This works great with the master staff feat. Substitute any 7th level or higher spell slot of any 6 level arcane or 5th level spell. Image the effectiveness of an epic version that was quickened or persistent. Coming from the staff it is already stilled and silenced effectingly. This would be great for a sorc with his increases number of spell slots. Now if you could only build a staff that would allow you to use tenacious spell feat (selecting limited wish) so that your spells can only be temperally turned off, not dispelled.

Master staff is a neat trick to get around any spell with xp costs. Trying to figure out a staff with wish using maybe 10-15 charges per use. If you could get your character to the point that he had that many level 9 and up spell slots a day, he could get a free wish at the end of the day when he had that many slots left.
FireLance

07-25-03, 09:51 PM
Originally posted by Luminous Crayon
Staff of Irresistable Conjuration: by FireLance
Take that, you magic-resistant foes! This staff seems to pack a variety of useful spells into one item, making it a versatile tool for a number of situations. Sadly, I can't seem to figure out what underlying theme (if any) you based your spell choices on (besides the "none of these spells allow SR" theme,) and the end result seems a little thematically disjointed.

Yup, the basic theme is that none of the spells allow SR, more utilitarian than fanciful, really. But on a more whimsical note:

The Staff of the Knight

This staff was created by the wizard Dorian Caerwyn, to win the hand of Illanya the Fair. Her father the Duke had decreed that Dorian would have to defeat his most puissant knight in a joust, without the use of spells, before he would allow the lovers to marry. However, in his generosity, the Duke allowed Dorian the use of a single item of magic.

On the day of the tournament, Dorian appeared bearing a single staff. Before their eyes, he summoned a magical steed, transformed himself into an armoured knight, and handily defeated the Duke's champion. That very evening, Dorian and Illanya were wed.

The Staff of the Knight is a slim quarterstaff fashioned from darkwood. It allows use of the following spells:

- Greater Heroism (2 charges)
- Greater Magic Weapon* (1 charge)
- Phantom Steed (1 charge)
- Mage Armor* (1 charge)
- Shield* (1 charge)
- True Strike (1 charge)

* When Greater Magic Weapon is cast on the staff, a minor illusion effect makes it appear to be a lance. When Mage Armor and/or Shield is cast on the weilder, a minor illusion effect makes it appear as if the user is wearing full plate armour and/or carrying a heavy shield. This is for flavour, and has no other game effect.

Caster Level: 11th; Prerequisites: Craft Staff, Greater Heroism, Greater Magic Weapon, Mage Armor, Phantom Steed, Shield, Silent Image, True Strike; Market Price: 69,000 gp (round up from 68,743 gp);Cost to create: 34,032 gp plus 600 gp plus 80 gp and 2,723 xp.
law

07-26-03, 01:13 AM
Staff of the FireBolt: This red colored wooden staff has copper caps on both ends. It was made to be a cheap staff to sell in magic shops. What the maker of the staff did not think of was that other people then just wizards would love this cheap staff. The person that made it is now lost in time but its use is on the rise for its cost mostly. This staff allows the use of the following spells:
- Fire Dart (1 Charge)
- Scorching Ray (2 Charges)
Caster level: 8th; Prerequisites: Craft Staff, Fire Dart, Scorching Ray; Market Price: 10,500 gp.


Heres my spell thats in the staff there.

Fire Dart
Evocation (Fire)
Level: Sor/Wiz 1, Wuj 1-(Fire)
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

One fire dart shoots from your palm at your target. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d4 points of fire damage per caster level (maximum 5d4 points of fire damage).
Ivarrius

07-26-03, 11:09 AM
Originally posted by widow
This Staff is more for epic users, but it is a neat trick.

The Staff of Emulation

Created by an arcane wizard that sought to not be limited by his arcane spell casting list and to embrace all forms of magic.

Spell
Limited Wish 1 charge 20x7x375=52500gp 17,100 XP.

Thats a good Idea for a staff. Really good.
Talchar

07-26-03, 02:47 PM
Staff of Suffering


The staff is made of three linked twisting pale grey wood shafts, covered in tiny runes. Each end of the shaft is iron shod. Upon closer inspection the runes appear to of faces contorted in agony. The staff itself is covered with tiny spines. When picked up for the first time, the possessor must make a Will save (DC10) or drop the staff, due to being pricked (no Damage). If the possessor holds on to the staff, the staff immediately self identifies.

The staff is wholly evil. Any good character holding the staff immediately gains one negative level. The negative level remains as long as the staff is in hand and disappears when the weapon is no longer wielded. The negative level never results in actual level loss but cannot be overcome in any way.

Powers of the Staff of Suffering,(all cast at 13th level).

Waves of Exhaustion 2 Charges
Contagion 1 Charge
Bestow Curse 1 Charge
Touch of Idiocy 1 Charge
Ray of Enfeeblement 1 Charge

In addition the staff is a double weapon with one head being a +1 Vicious weapon, and the other end being a +1 Wounding weapon. Whenever an intelligent creature is killed using this staff a new rune in the likeness of that creature is added to the shaft.

Cost to create: 62,304 , Market price= 124,608, exp cost:2492 . Prerequisites: 13th level caster, above listed spells+ enervation & Mordenkainen’s Sword, Craft staff, craft Magic Arms and Armor, creator must be evil,
Paul S

07-27-03, 03:23 AM
This staff is used by wizards in the city of Gloriand for construction work. Wizard-masons of the city use fabricate to transform the rubble of a demolished building into the walls of a new one. Major creation and fabricate can build a course of wooden molds which are then filled with gravel. Rock to Mud transforms the gravel to mud, then mud to rock changes it to a solid stone wall. Stone shape roughs out windows, doors, and stairs which are then given a fine finish by professional stonemasons, in far less time than it would take to construct the same walls by hand.

The powers of a Staff of Construction are as follows:

- Fabricate (1 charge)
- Major Creation (1 charge)
- Stone Shape (1 charge)
- Transmute Rock to Mud (1 charge)
- Transmute Mud to Rock (1 charge)

Caster Level: 10th; Prerequisites: Fabricate, Major Creation, Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud; Market Price: 114,375; Cost to create: 57,187.5 gp and 4,575 xp.
law

07-27-03, 06:28 PM
A little bump.
cwslyclgh

07-28-03, 02:44 AM
you're falling behind on the point giving Luminous Crayon ;)
Wizard

07-28-03, 02:50 AM
I haven't seen him\her for a while now...
Luminous Crayon

07-28-03, 01:31 PM
Originally posted by cwslyclgh
you're falling behind on the point giving Luminous Crayon ;)

Many apologies! My house was struck by lightning in a recent storm, and I can only get online at school or at the library until the damage is fixed. Glad to know I was missed, at least!

Anyway, to appease the masses....

Uari's Battle Spear

This potent weapon of magic helped Uari Uatyl's-daughter turn the tide of battle at Ironpass in the year DD. 63, allowing the simoc Adani tribe to repel the human invaders and reclaim their ancestral land, at least for a while. Uari, the tribe's warrior-shaman, carried the firey brand aloft into battle, renewing the strength of the tribe. Legend also says that when the battle spear came into contact with the war-mace of the human general, the mace's metal became red-hot, causing him to drop the weapon in astonishment and allowing Uari the opening to drive her spear through his heart. Unfortunately, the battle spear was lost when Uari was captured in battle several months later, and her public execution ended the land war and caused the disheartened simocs to flee into the wild mountains until the Peace Accord of DD. 119.

Uari's Battle Spear consists of a long, wooden shaft capped with an iron spearpoint that ignites in battle. The wooden haft features handgrips of wrapped leather strips, and is covered in carvings depicting the glorious victories of the simoc ancestors of the Adani tribe.

Uari's Battle Spear counts as a +1 flaming longspear and allows the use of the following spells: Bear's Endurance, Mass (2 charges)
Heat Metal, heightened to 5th level (2 charges)
Caster level: 12th Prerequisites: Craft Staff Craft Magic Arms and Armor, Heighten Spell, bear's endurance, mass; heat metal; Market Price: 60,000 gp. (cost to create 30,000 gp and 2400 xp).

Fugace (fyoo-gah-chey)

Fugace is the name given to the staff of Maestro Kukla Venstri, an Istory resident and musician of legendary skill. The staff itself, a six foot shaft of brasilwood over two inches in diameter, was hollowed out and fitted with carefully-spaced holes, and functioned as a bass recorder of incredible quality.

Ventri had a comfortable job as court composer to the King of Istory, living in style in a lavish suite in the Tower of Emeralds. When he was fired and replaced by a talented young lutist from Girian Terrace, Ventri snapped. Vowing that he would force the king to respect the power of his song, he took up his bass recorder and dashed to the base of the Tower. The haunting, disjointed tune he wove fled from dissonance to mad dissonance in a grand and complex style, and soon everyone in the area had gathered around to hear what would be the final opus of the mad musician. They were so captivated by the song that they failed to notice that the vibrations were shaking the Tower of Emeralds apart. When a chunk of masonry fell and broke the Captain of the Guard's left arm, snapping him out of the music-induced trance, he put a crossbow bolt through Maestro Kukla Ventri's throat, stopping the destrucive flow of air through the savage instrument.

Fugace can be used as a masterwork-quality recorder, and allows the use of the following spells: Charm Monster, Mass (2 charges)
Sympathetic Vibration (2 charges)
Caster level: 16th Prerequisites: Craft Staff, charm monster, mass; sympathetic vibration; Market Price: 63,000 gp. (cost to create 31,500 gp and 2520 xp).
Luminous Crayon

07-29-03, 01:19 PM
For the clerics in the audience:

The Staff of Ire

According to the chronicles of Bentric the Maimed, the archpriest of Kath the Wanderer returned from walkabout to find the young alcolytes of the temple engaged in carnal activities with young women while within the holy place. The wrath of his deity surged through him, and as the elderly archpriest raised his walking stick to strike them, shouting that they must prepare to meet their god, the alcolytes seemed diminished in strength before him as the archpriest grew to enormous size and power. And behold, the alcolytes fled from the temple which they had desecrated, as their elder archpriest smote wrath upon them with a hail of blows.

The Staff of Ire allows the use of the following spells: Righteous might (2 charges)
Divine powerl (1 charge)
Caster level: 12th Prerequisites: Craft Staff, righteous might, divine power; Market Price: 24,000 gp. (cost to create 12,000 gp and 960 xp).
law

07-29-03, 02:04 PM
cwslyclgh how did you find the price for the three charge power on that staff.

Divided the cost bye three (unlike the two charges which use half or you divid that cost bye two). Since I like that idea and might use it.:D
cwslyclgh

07-29-03, 02:12 PM
I used Sean K Reynolds "Staff-Maker" which can be found on his website. as a side note many of the staff's in the 3.5 SRD have 3 charge powers. (and yes IIRC it is simply divided by 3, as 2 charges is divided by 2)
law

07-29-03, 02:18 PM
Thanks as I like to keep the price of my staffs down as low as I can. Ill be posting another one of mine in a moment any way.
law

07-29-03, 02:21 PM
Chill Staff: This staff was made to give that little touch of winter to thos people that live in places that don’t feal cold that often. If the maker of the staff new that the spell he picked did more damage and had mostly combat uses he might have picked weeker spells. The staff seams to be made of ice and is cold to the touch. This staff allows the use of the following spells:
- Chill Touch (1 Charge)
- Cone of Cold (2 Charges)
- Polor Ray (2 Charges)
Caster level: 16th; Prerequisites: Craft Staff, Chill Touch, Cone of Cold, Polor Ray; Market Price: 58,000 gp.
tarkin

07-29-03, 02:29 PM
This staff was created by an Illusionist that was forbidden to take spells from the Evocation and Conjuration schools. It is obviously a powerull item.

Staff of All Spells. This staff is very versatile:

2 Charges: Shades, at 17th level
1 charges: Shadow Evocation, Greater, at 17th level
3 Charge: Limited Wish at 17th level.


Strong illusion; CL 17th; Craft Staff, Shades, Greater Shadow Evocation, Limited Wish,

Price: (375*7*17 +300*50*5)/3+ (375*8*17)*3/4 + (375 * 9 * 17 )/2*1/2 + 300 (staff)= 92768.75

Rounded down to 92,750 gp.
law

07-29-03, 02:51 PM
seeing as the highest amount of charges there is 4 (last staff) I would say 5 charges max for the spell. (which should not be often).
law

07-29-03, 04:05 PM
Hero’s Staff: This staff made bye a mag that wanted even the common man to be a hero. This staff has images of heros (differinf from world to world) all over it and has a copper cap on on end. This staff allows the use of the fallowing spells:
- False Life (1 Charge)
- Magic Weapon, Greater (1 Charge)
- True Strike (2 Charges)
- Stoneskin (2 Charges)
- Heroism, Greater (2 Charges)
- Foresight (3 Charges)
Caster Level: 18th; Prerequisites: Craft Staff, False Life, Magic Weapon Greater, True Strike, Stoneskin, Heroism Greater, Foresight; Market Price: 104,650 gp.
law

07-29-03, 06:30 PM
Staff of Symbol’s: The person that made this staff was one of the best casters of his time. Finding that he always used the symbol spells he went to put them in one staff. Now as he found that all the spells where strong he went to great lengths to make it so it will work when he needed so he got every thing that each charge would need and made the staff. This staff is made of steal with a big glass ball on top. The ball has all the material component’s for all the spells and as the spells get used the user can see these component’s become less and less. This staff allows the use of the following spells:
- Symbol of Pain (1 Charge)
- Symbol of Sleep (1 Charge)
- Symbol of Fear (1 Charge)
- Symbol of Persuasion (1 Charge)
- Symbol of Stunning (2 Charges)
- Symbol of Weakness (2 Charges)
- Symbol of Death (3 Charges)
- Symbol of Insanity (3 Charges)
Caster level: 16th; Prerequisites: Craft Staff, Craft Epic Staff, Symbol of Pain, Symbol of Sleep, Symbol of Fear, Symbol of Persuasion, Symbol of Stunning, Symbol of Weakness, Symbol of Death, Symbol of Insanity; Market Price: 1,652,000 (252,000 from staff + 1,400,000 from Material Components).
Talchar

07-30-03, 09:12 PM
Talchar, are you an Avatar of Pure Evil, by any chance?

I am not pure...The rest I'll take the 5th :D
law

07-31-03, 11:09 AM
Bump.
law

08-03-03, 12:17 AM
Staff of Energy Beams: Made bye a strong Evoker it was to hold all his favorite energy spells. He liked it so much he started making and selling them to other people. Now hes even stronger and richer then he was then. Where he is now only he knows. This staff allows the use of the fallowing spells:
- Greater Acid Beam (3 Charges)
- Greater Cold Beam (3 Charges)
- Greater Electricity Beam (3 Charges)
- Greater Fire Beam (3 Charges)
- Greater Sonic Beam (3 Charges)
- Lesser Acid Beam (1 Charge)
- Lesser Cold Beam (1 Charge)
- Lesser Electricity Beam (1 Charge)
- Lesser Fire Beam (1 Charge)
- Lesser Sonic Beam (1 Charge)
Moderate evocation; CL 10th; Craft Staff, Greater Acid Beam, Greater Cold Beam, Greater Electricity Beam, Greater Fire Beam, Greater Sonic Beam, Lesser Acid Beam, Lesser Cold Beam,Lesser Electricity Beam, Lesser Fire Beam, Lesser Sonic Beam; Price 128,250 gp.


Heres the spells that are in the staff for easy use.

Greater Acid Beam
Evocation [Acid]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of acid energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of acid damage per caster level (max 20d6 Acid Damage).

Greater Cold Beam
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of cold energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of cold damage per caster level (max 20d6 Cold Damage).

Greater Electricity Beam
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of electricity energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of electricity damage for caster level (max 20d6 Damage).

Greater Fire Beam
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of fire energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of fire damage per caster level (max 20d6 Fire Damage).

Greater Sonic Beam
Evocation [Sonic]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of sonic energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of sonic damage per caster level (max 20d6 Sonic Damage).

Lesser Acid Beam
Evocation [Acid]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of acid energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of acid damage (max 10d6 points of Acid Damage).

Lesser Cold Beam
Evocation [Cold]
Level: Sor/Wiz 3
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of cold energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of cold damage (max 10d6 points of Cold Damage).

Lesser Electricity Beam
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of electricity energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d8/2 levels of electricity damage (max 10d8 points of Electricity Damage).

Lesser Fire Beam
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of fire energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of fire damage (max 10d6 points of Fire Damage).

Lesser Sonic Beam
Evocation [Sonic]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of sonic energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of sonic damage (max 10d6 points of Sonic Damage).
Juddson S. Ivines

08-03-03, 12:03 PM
I would like to enter this contest if it is not too late. I have four staves to show to you wonderful artisans (five if you count my Staff of Debilitation twice).




Staff of Debilitation
The Staff of Debilitation is a powerful staff created by Nailo Darkshadow, a shadow adept and lich of great power. Few beyond Nailo and his apprentices know of the methods used to create such a potent magical item, although it is rumored that one of his apprentices sells the secrets of the staff’s creation on the black markets of Skullport beneath the metropolitan city of Waterdeep.

Staff of Debilitation: This gnarled black staff is 5 feet long, has a face carved into a large ugly wooden knob at the top, and is made of magically blackened wood. The face twists and screams in agony whenever the staff is gripped tightly. The staff is treated as a shadow weave magic item and thus has an effective caster level of 16 for overcoming spell resistance and cannot be wielded safely except by those who use the shadow weave. The staff allows the use of the following spells:

· Ray of Enfeeblement (Maximized & Empowered) (1 charge)
· Touch of Idiocy (Maximized & Empowered) (2 charges)

Strong varied, CL 15th; Craft Staff, Ray of Enfeeblement, Touch of Idiocy, creator must be able to use shadow weave magic and have access to the Empower and Maximize metamagic feats; Price 53,000 gp; Cost 26,500 + 2,120 XP.

Note: If a normal weave-user tries to activate a spell from this staff they immediately suffer from 1d4 wisdom damage for each attempt.

THE NON-FORGOTTEN REALMS VERSION:

Staff of Debilitation: This gnarled black staff is 5 feet long, has a face carved into a large ugly wooden knob at the top, and is made of magically blackened wood. The face twists and screams in agony whenever the staff is gripped tightly. The staff bestows one negative level on any nonevil character wielding it. The negative level persists as long as the staff is held and dissapears when it is dropped or stowed. The staff allows the use of the following spells:

· Ray of Enfeeblement (Maximized & Empowered) (1 charge)
· Touch of Idiocy (Maximized & Empowered) (2 charges)

Strong varied; CL 15th; Craft Staff, Ray of Enfeeblement, Touch of Idiocy, creator must be evil and have access to the Empower and Maximize metamagic feats; Price 53,000 gp; Cost 26,500 + 2,120 XP.

Note: This staff also bestows intense pain onto the subjects of its spells. This has no statistical effect on characters per say, but helps explain its evilness.




Staves of Remembrance
The Staves of Remembrance are powerful staves created by the Hill Elders from the Elven fortress home of Evereska. Those few wizards gifted with one of their staves were well known for their ability to seemingly never run out of spells. Eventually however, the secret to the Elder’s unique design started to leak out of their land as Elven adventurers with a gift for the Art (arcane spellcasting) left home for fame and fortune.

Staff of Minor Remembrance: This gnarled ornate staff is 4 feet long and has a clear crystal sphere situated at its top. It allows the use of the following spells:

· Rary’s Mnemonic Enhancer (2 charges)
· Mordenkainen’s Lucubration (2 charges)

Moderate transmutation; CL 11th; Craft Staff, Mordenkainen’s Lucubration, Rary’s Mnemonic Enhancer, creator must be an Elven wizard; Price 20,000 gp; Cost 10,000 + 800 XP.




Staff of Moderate Remembrance: This gnarled ornate staff is 5 and a ½ feet long and has an opaque crystal sphere situated at its top. It allows the use of the following spells:

· Rary’s Mnemonic Enhancer (1 charge)
· Mordenkainen’s Lucubration (2 charges)

Moderate transmutation; CL 11th; Craft Staff, Mordenkainen’s Lucubration, Rary’s Mnemonic Enhancer, creator must be an Elven wizard; Price 30,000 gp; Cost 15,000 + 1200 XP.




Staff of Major Remembrance: This gnarled ornate darkwood staff is 7 feet long and has a reflective crystal sphere situated at its top. It allows the use of the following spells:

· Rary’s Mnemonic Enhancer (1 charge)
· Mordenkainen’s Lucubration (1 charge)

Moderate transmutation; CL 11th; Craft Staff, Mordenkainen’s Lucubration, Rary’s Mnemonic Enhancer, creator must be an Elven wizard; Price 40,000 gp; Cost 20,000 + 1,600 XP.
Luminous Crayon

08-03-03, 05:38 PM
Originally posted by Juddson S. Ivines
I would like to enter this contest if it is not too late. I have four staves to show to you wonderful artisans (five if you count my Staff of Debilitation twice).

It's never too late. Technically, there isn't really even a contest, as there all judging is subjective and arbitrary, and there won't be a winner (unless you count me, who wins a huge collection of staff stats to use in my own campaign.)

To all entrants:
Back soon to update the ratings in the first post. I promise!
Luminous Crayon

08-07-03, 05:01 PM
The Staff of the Guardian

"Call upon my name, and my power will protect you. I will be a beacon in the darkness, a river in the desert, and a harbor in the tempest. I will place a barrier before you to ward away trouble; I will gird you with iron and place my shield on your arm."
-Fehn the Guardian to his servant, Kavren of Seventh Shore

When Kavren embarked on his grand quest to defend the tiny island of Seventh Shore from a contingent of devils, he was a mere fisherman, hindered by a twisted leg. Somehow, by the grace of Fehn, Kavern was able to find the gate connecting the Material Plane and Baator, and close it before Hell's forces could pass through.

Although Kavren lived to serve the Guardian for more than 80 years after the event, only his brother Stiv knew the secret of his power. Stiv had been the only witness to the encounter between Fehn and Kavren, while the brothers were embarked on an ordinary day's fishing. The above text comes from Stiv's recollection of the events, which he had always believed to be a strange dream caused by heat exhaustion. That the Guardian himself would bless his lame younger brother's walking-cane was almost too preposterous to believe.

The Staff of the Guardian allows the use of the following spells: Magic Vestment (1 charge)
Shield of Faith (1 charge)
Wind Wall (1 charge)
Death Ward (2 charges)
Spell Resistance (2 charges)
Caster level: 12th Prerequisites: Craft Staff, magic vestment, shield of faith, wind wall, death ward, spell resistance; Market Price: 63,000 gp. (cost to create 31,500 gp and 2520 xp).

Please note that I've also updated the reviews in the initil post. Enjoy!
NestroEmichae

08-07-03, 06:04 PM
An interesting staff I cam up with:

The Emichae Staff

Background: The Emichae family started having the patriarchs and matriarchs use staffs after they became rich from dominating the magic trade everywhere they could. These staffs, long thought to be a single item despite the multiple accounts of one being destroyed, have helped the family pull off any plan that needed force to succeed. However, not even these staffs could prevent the destruction of their homeworld and the family being scattered across the multiverse. It has been noted that these staffs have the spells that the Emichaes tended to use the most in them. All spells are cast as though by a 20th-level wizard.

Spells (Charges used)

Delayed Blast Fireball (1)
Greater Invisibility (1)
Finger of Death (1)
Darkvision (1)
Disintegrate (1)
Greater Teleport (1)
Wish (25)

Market Cost: 240875 gp. Caster Level: 20th. Requirements: Craft staff, Delayed Blast Fireball, Greater Invisibility, Finger of Death, Darkvision, Disintegrate, Greater Teleport, Wish*.

*Price assumes this spell only needs its experience costs and not anything else.
law

08-07-03, 10:17 PM
Death Staff: This black staff has a long finger on one end. It was made bye a mad wizard to help kill his opponents before they could do him in. They did it any way and gave the plains for the staff for good money. This staff allows the use of the following spells.
- Circle of Death (1 Charge)
- Finger of Death (2 Charges)
- Death Bolt (3 Charges)
Strong necromancy; CL 18th; Craft Staff, Circle of Death, Finger of Death, Death Bolt; Price 135,750 gp + 25,000 gp for material comonents (160,750 gp total).

Ill post my spell (yes all the spells I post here I made)

Death Bolt
Necromancy [Death]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A black bolt comes out of your outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 4d6 points of damage +1 points per caster level (+25 max). Of course they all might die from damage even if they succeed at their saving throws.
cwslyclgh

08-08-03, 05:44 PM
Myrddin’s staff of wandering

This staff of polished yew wood is short and stout, like a typical walking staff, the top is lovingly carved into the form of a songbird’s head, and the bottom has a small silver cap to protect it against repeated impacts against the road. Created by Myrrdin Maelwyn, the famed bard who was known to have traveled the world on foot, this staff was designed to help him with his journeys with every thing from mending his cloak to speeding his travels, to not becoming lost and providing shelter in the wilds. Myrrdin is rumored to have developed a secret method of recharging his staff, but it is more likely that he just made nearly identical new staves to replace those that wore out.

Since the grand bards disappearance more then a century past, several staves with owners claiming them to have been to have been his have surfaced, and it is possible that an unscrupulous bard is making these “Authentic” staves and passing them off as Myrddin’s, and thus charging more for them they would normaly be worth. (The market price below doesn’t take into account the added value of having once been the prize possession of one of the world most famous and beloved people).

Myrddin’s staff of wandering allows the use of the following spells:

Dimension Door (2 charges)
Expeditious Retreat (1 charge)
Find the Path (2 charges)
Know Direction (1 charge)
Leomund’s Tiny Hut (1 charge)
Mending (1 charge)
Shadow Walk (2 charges)
Whispering Wind (1 charge)

Caster Level: 16th; Prerequisites: Craft Staff, dimension door, expeditious retreat, find the path, know direction, Leomund’s tiny hut, mending, shadow walk, whispering wind; Market Price: 114,000 gp Weight: 3 lbs
cwslyclgh

08-13-03, 03:40 PM
bump
cwslyclgh

08-14-03, 03:09 AM
Staff of the Greenwood

Unshaped by metal, this slender staff of ash always appears to be alive, and small leaves and sprigs are constantly growing on it. Crafted by the druids of the great forest the staff of the greenwood is meant to help in protection of their woodland home.

The staff of the greenwood allows the use of the following spells:

Call Lightning Storm (2 charges)
Ice Storm (1 charge)
Wall of Thorns (1 charge)
Wind Wall (1 charge)

Caster level: 9th Prerequisites: Craft Wondrous staff, call lightning storm, ice storm, wall of thorns, wind wall; Market Price: 72,500 gp; weight: 4 lbs.
cwslyclgh

08-15-03, 05:22 PM
hmmm... well I guess this thread is beyond saving... sigh.
NestroEmichae

08-15-03, 05:30 PM
Don't take that attitude. I've been busy working on upgrading games to match my current 3.25 setup. Hell, that and an arguement on here have not left me much time for crafting staffs. I'll have one in my next post.
NestroEmichae

08-15-03, 07:15 PM
Staff of Orbs

A staff of orbs appears to be a polished oak staff with five orbs on it. Four of the orbs appear to be made of pure elemental energy, covering the following elements: Acid, fire, cold, and electricity. The fifth orb is a white sphere, polished, that emits a loud roar every day.

The spells the staff contains are as follows:

Acid Orb
Cold Orb
Electric Orb
Fire Orb
Sonic Orb

(All from Tome and Blood.)

Market price: 78,000 gp

Please let me know if the price is correct.
cwslyclgh

08-15-03, 07:41 PM
at caster level 8 (the minumum for a staff) the market price should be 78,000 gp provided each spell is a 1 charge power. if each spell uses 2 charges then the 39,000 is correct.
SnarkHunter

08-15-03, 08:36 PM
The man known as Nod was mystery in his own time, and when he passed on he was legend. Centuries later his deeds still stain the earth. A man of both good and evil when it suited him, little can be said of what drove him to noble heights and scurrilous depths. But there are two aspects of his legend that all the tales agree upon. First that he never backed down from battle, and further that he never lost. His words on the matter, or on any other matter, are few, “The finest thing in all the world is to know your enemy better then he can ever know himself, his resources and his flaws. When you know this of him, his eradication is inevitable but infinitely more satisfying.”

Erudition: The first staff of the warlock Nod. It is crafted of wraught iron but its head has been covered with a substance like quick silver it is ever changing, reflecting and distorting the world around it. It allows the use of the following spells.
• Arcane Sight, Greater (2 charges)
• Dispel Magic, Greater (1 charge)
• Moment of Prescience (3 charges)
• Scrying, Greater (2 charges)
Caster Level: 15th; Prerequisites: Craft Staff, Market Price: 120,000 gp.

Eradication: The second staff of the warlock Nod. Also crafted of wraught iron the head of this staff is a spherical orb emblazoned with a fiery red hand. The orb itself changes color, slowely or with great haste as reflects the mood of its weilder. It allows the use of the following spells.
• Clenched fist (3 charges)
• Power word, Blind (2 charges)
• Prismatic spray (2 charges)
• Scorching Ray, maximized (1 charge)
Caster Level: 15th; Prerequisites: Craft Staff, Market Price: 107343.75 gp.

I was trying to think of a combined effect for when one person has both staves...but I can't get it right.

Lemme know what you think.
law

09-23-03, 04:29 PM
SnarkHunter they look good to me.
Luminous Crayon

09-23-03, 07:13 PM
Originally posted by SnarkHunter
I was trying to think of a combined effect for when one person has both staves...but I can't get it right.

Lemme know what you think.

My first thought is that having the Staff of Erudition in hand gives a bonus to caster level checks against spell resistance for spells from the Staff of Eradication. Seems to fit Nod's mode of operations: knowing the enemy's weakness helps you destroy them. Unfortunately I haven't the foggiest idea how to price that.

In other news, good to see the ol' thread still kicking around! Maybe I'll cook up another staff or three to post here in the next couple of days.
Luminous Crayon

09-23-03, 08:18 PM
Gnarled Root

Jos Rubygleam became a legend in his own time. The first famous gnomish cleric of Corshall, the Orphan Prince, Jos was one of the most respected and feared priests in all of Northshores. Like all of Corshall's clerics, Jos himself was an orphan, surviving his infant abandonment to protect some from the icy grip of untimely death and deliver others to an unforseen grave. Jos' methods were unconventional even for those of his order, however, and many considered the excitable gnome to be almost as insane as his deity.

Some have supposed that Rubygleam's gnarled staff is a focus of a portion of his power, but Jos never answers questions about it. Isolated clerics have attempted to copy the crooked staff, based upon their best estimations of its powers. As such, replicas fashioned by different craftsmen have widely varying sets of powers.

The Gnarled Root allows the use of the following spells: Cloak of Chaos (2 charges)
Air Walk (1 charge)
Animate Objects (2 charges)
Caster level: 15th Prerequisites: Craft Staff, Cloak of Chaos, Air Walk, Animate Objects; Market Price: 90,000 gp. (cost to create 45,000 gp and 3600 xp)
Andorax

10-10-03, 07:16 PM
Well, this thread seems to have quieted for some time, but I saw a reference to it from elsewhere, and thought I'd join in the fun.

I'll make my first post here an "old standby".

Staff of Thunder and Lightning

A long, thin shaft of blackened wood, proportedly the charred heartwood of a lightning-struck oak, the Staff of Thunder and Lightning is fairly narrow, but not as lightweight as one might presume. The wood is extremely dense and hard. While borne, a minor static charge seems to always surround the bearer, as well as a faint, distant rumble...as if of thunder many miles away.

The Staff of Thunder and Lightning allows the use of the folowing spells:

Shout (1 charge)
Lightning Bolt (1 charge)
Chain Lightning (2 charges)
Shout, Greater (3 charges)

Additionally, the Staff of Thunder and Lightning is considered a +1 Shock/+1 Thundering Quarterstaff, and continues to function as-such even when drained of all its charges.

Caster level: 15th Prerequisites: Craft Staff, Craft Arms and Armor, Blindness/Deafness, Chain Lightning, Lightning Bolt, Shout, Shout: Greater; Market Price: 106250 gp. (cost to create 53125 gp and 4250 xp)
Andorax

10-14-03, 12:44 PM
Apprentice's Staff

When one considers the might and power contained within a staff, one rarely considers that there are fairly modest purposes to which one could be set as well. Created for a dual purpose...both as a basic test of the crafter's own abilities, and as a tool to see if others have the talent and can, themselves, invoke the powers of magic, the Apprentice's Staff has a handfull of the most basic precepts of magic.

Typically, someone who is believed to have ability in magic would be given this plain, unshod staff. Some believe it to be a trick, and that no magic could possably lie within such a simple length of wood. Those that trust in both the item, and in their own abilities, proceed with the test.

Light a corridor wreathed in darkness.

Open the door at the end that you cannot touch.

Find an item of magic from amongst the piles within.

Bring that item to you without crossing the threshold.

The Apprentice's Staff allows the use of the following spells:

Light (1 charge)
Open/Close (1 charge)
Detect Magic (1 charge)
Mage Hand (1 charge)

Caster level: 8th Prerequisites: Craft Staff, Detect Magic, Light, Mage Hand, Open/Close; Market Price: 8250 gp. (cost to create 4125 gp and 330 xp)
Andorax

10-14-03, 06:36 PM
Staff of Utter Darkness

Resources used: Book of Vile Darkness

Crafted within a cave deep within the earth by a mad priest of the inexplicable Xammux, the Staff of Utter Darkness is crafted from Darkwood taken from the core of a Darkwood tree that has grown through the application of evil magics, and has never known light. The Staff of Utter Darkness seems to absorb light...it is difficult to look at, distracting and distrubing the eye, and impossible to discern what markings if any, reside upon its form.

The Staff of Utter Darkness allows the use of the following spells:

Darkness (1 charge)
Deeper Darkness (2 charges)
Damning Darkness* (2 charges)
Utterdark* (3 charges)

* These spells appear in the Book of Vile Darkness.

Additionally, the Staff of Utter Darkness is a +1/+1 Quarterstaff which, upon a successful hit, will permanently blind the target (Will save DC 14 to resist).

Caster level: 15th Prerequisites: Craft Staff, Craft Arms and Armor, Blindness/Deafness, Damning Darkness, Darkness, Deeper Darkness, Utterdark; Market Price: 125600 gp. (cost to create 62800 gp and 5024 xp).

(For those of you not owning the Book of Vile Darkness, Market Price without Daming Darkness and Utterdark: 90000 gp, Cost to create 45000 gp and 3600 xp).
Andorax

10-14-03, 06:53 PM
Staff of Emotion

Resources used: Song and Silence

Created by a wily bard who had no particular desire to be hunted or accused of using arcane means to influence his crouds, the Staff of Emotion is very oddly shaped indeed. The bottom portion is curved, and several holes appear on either side of the scrolled and fluted cap. Typically, the Staff of Emotion has other pieces of wood affixed to it, for it forms a proper spine for a mandolin, and it's abilities do not suffer in the least for being strung and played.

The Staff of Emotion lacks command words. Instead, it is activated by the bearer playing (or, in a pinch, whistling) a certain series of notes for each of the spells contained within. Properly employed, it is unlikely that an observer would even be able to tell that an item is being activated.

The Staff of Emotion allows the use of the following spells:

Calm Emotions, Disguised (1 charge)
Rage, Disguised (1 charge)
Crushing Despair, Disguised (2 charges)
Fear, Disguised (2 charges)
Good Hope, Disguised (2 charges)


Caster level: 11th Prerequisites: Bardic music ability, Craft Staff, Disguise Spell, 12+ ranks in Perform, Calm Emotions, Crushing Despair, Fear, Good Hope, Rage; Market Price: 61900 gp. (cost to create 30950 gp and 2476 xp).

* This metamagic feat appears in Song and Silence.

(For those of you not owning Song and Silence, the staff still functions as described, but lacks the Disguise Spell benefit and is thus as obvious as any other staff activation. Caster Level: 8th; Market Price without Disguise Spell: 32250 gp, Cost to create 16125 gp and 1290 xp).
Frank_Vinneti

10-20-03, 03:30 PM
Staff of Many Things
Created by the mage Ebrham who believed in “the right tool for the right job”, and wanted to make a single tool to handle any job. The Staff is made of ebony, and looks like a normal walking stick.

Ebrham's interest in creating this staff was not fighting - although it may used in combat situation, so much as utility. The wielder of the Staff of Many Things only has to concentrate to use one of the staff power. Burning Hands (1 charge)
Detect Magic (at will)
Flare (1 charge)
Fly (2 charges)
Globe of Invulnerability (2 charges)
Grease (1 charge)
Greater Teleport (3 charges)
Gust of Wind (2 charges)
Light (At will)
Mage’s Faithful Hound (2 charges)
Prestidigitation (At will)
Resist Energy (1 charge)
Silent Image (1 charge)
See Invisibility (1 charges)
Tiny Hut (2 charges)Strong enchantment; CL 13th; Craft Staff, burning hands, detect magic, flare, fly, glove of invulnerability, grease, greater teleport, gust of wind, light, mage’s faithful hound, prestidigitation, resist energy, silent image, see invisibility, tiny hut; Price 160,875 gp; Cost: 80,438 gp + 6,435 XP.

------------------------

Staff of Swords
This 6 feet tall oak wood staff is really a +2 quarterstaff. However, don’t judge a book by its cover. The Staff of Sword can transform itself in a +3 keen greatsword at the will of the wielder, as a full round action that does not provoke an attack of opportunity. The Staff of Swords was crafted long ago by the mage Ferland Jergah for his fellow warrior Brutus.

The Staff also has the following powers: Bull’s Strength (1/week)
True Strike (1/day)Strong enchantment; CL 15th; Craft Staff, bull’s strength, true strike, limited wish; Price 54,225 gp; Cost: 27,113 gp + 2,469 XP.

Note: Weapon’s price and Limited Wish’s XP Cost are included in the Price and Cost.
Raven Dark

10-20-03, 11:44 PM
I submit the following staff for the contest.

Staff of the Druid

The Staff of the Druid is a very unusual weapon. It is exclusive to the druidic order, which jealously guards its secrets. The druids have worked hard at bestowing a special defensive property in the staff that prevents non-druids from making use of its powers or even from determining that it could ever be anything more than just an ordinary “walking stick.” The staff’s original creator designed it as a powerful offensive weapon a druid could use to drive off unnatural beasts or fight off uncaring woodsmen from their groves. Since the staff’s incarnation, however, many druids have been saved by its magic in a number of other endeavors and the secrets of its creation have since become well known to powerful druids. Any druid who intentionally spreads the secrets of this staff’s creation to a non-druid loses all of their powers just as if they had taught the secret druidic language to a non-druid.

Staff of the Druid: This gnarled darkwood staff is 5½ feet long, has a large knob of wood on each end, and is tougher than most iron poles. Unlike normal magical staves, it has AC 7, 70 hit points, hardness 15, and weighs 2½ pounds. The staff allows the use of the following spells:

· Shillelagh (1 charge) (see below)
· Spellstaff (2 charges) (see below)
· Changestaff (3 charges) (see below)

The staff is also a +5 quarterstaff, and its wielder may use it any way she could normally use a quarterstaff or staff. However, the spells shown above can only target this particular staff. In addition, the +5 magical enhancement bonus transfers to all the natural attacks made by the staff while it is in its treant form just as if greater magic fang had been cast upon it. The treant-staff can also make use of any spell stored in the staff once as a spell-like ability (however, it does not do so unless commanded by its wielder). After all the charges are used up from the staff, it remains a +5 quarterstaff with the above-mentioned benefits when it is the target of a changestaff or spellstaff spell. If anyone other than a druid touches a Staff of the Druid, the staff loses all of its powers; it effectively becomes a masterwork quarterstaff just as if its effects had been temporarily negated by a dispel magic spell. Once touched by a non-druid, the lost magic does not return until the hands of a druid once again grasp its shaft (this does not have a negative effect on the treant-staff, however).

Strong transmutation; CL 15th; Craft Staff, Craft Magic Arms and Armor, Changestaff, Shillelagh, Spellstaff, Creator must be a druid of at least caster level 15; Price 150,000 gp; Cost 75,000 + 6,000 XP; Weight 2½ lbs.
Seeker95

10-25-03, 07:09 PM
:bump:
johniemi

01-05-04, 06:30 AM
Can staves hold quickened spells? (or any other spells modified by metamagic) If so, I have a good idea for a staff...

-John
Andorax

01-05-04, 11:43 AM
Indeed they can...there's precident for it in WotC's own published works. Just treat it as a spell of the modified level in terms of cost and minimum caster level.

A Quickened Fireball, for example, would be counted as a 7th level spell, and have to have at least a caster level of 13th.

Which reminds me of another of my ideas:

Staff of Assault

A simple ashwood staff, capped in silver, the Staff of Assault is studded with numerous silver arrow-shaped markings up and down it's sides.

The Staff of Assault functions as an Alchemical Silver weapon due to the extensive embedding throughout. Additionally, the Staff of Assault allows the use of the following spells:

Magic Missile (1 charge)
Magic Missile, Empowered (2 charges)
Magic Missile, Quickened (3 charges)


Caster level: 9th Prerequisites: Craft Staff, Craft Arms and Armor, Empower Spell, Quicken Spell Magic Missile; Market Price: 23000 gp. (cost to create 11900 gp and 890 xp)
Seeker95

01-05-04, 11:59 AM
Originally posted by Andorax
Staff of Assault
Magic Missile (1 charge)
Magic Missile, Empowered (2 charges)
Magic Missile, Quickened (3 charges)
Quickened spells in scrolls, staves or wands are ineffective. Activating these items is a standard action. A quickened spell in a staff would still take a standard action to activate. Consider making your three charge version one that is maximized instead.
Vorpal Warhammer

01-05-04, 12:22 PM
Staff of Strip-mining

The dwarven community has seen a great resurgence in the use of magic in the past few years. This staff is a perfect example of dwarven ingenuity mixed with powerful druidic magic. The staff itself is made of darkwood with a flat shovel-like attachment capping one end. This purely ornamental adamantine shovel head is often etched with maps of the surrounding mine network. When gripped with the shovel head pointed toward the earth, it allows the use of the following spells:

Move Earth (2 charges)
Stone Shape (1 charge)
Soften Earth & Stone (1 charge)


Caster Level: 11th
Market Price: 51,562.50
Creation Price: 25,781.25 + 2,063 xp
Andorax

01-05-04, 01:12 PM
Seeker95, I would presume that a Quickened spell within a staff could thus be activated as with the casting of a Quickened spell...as a free action.

Otherwise, why would there be examples in WotC's own published works of quickened spells within staves?

(Epic level handbook, p144, Rapid Barrage Staff).
Seeker95

01-05-04, 01:44 PM
Originally posted by Andorax
(Epic level handbook, p144, Rapid Barrage Staff). You're in the epic level handbook. The rules change dramatically and drastically for epic level play.

As a general rule, the ELH makes a very poor reference example when idscussing "the rules". It works only when the discussion is about "the epic rules".

Activating a staff is a standard action, even if the spell in the staff is quickened.
Luminous Crayon

01-05-04, 08:22 PM
Originally posted by Seeker95
Activating a staff is a standard action, even if the spell in the staff is quickened.

Hmm... Don't tell my DM that until after the oneshot runs., mmkay?
Turin

01-05-04, 09:27 PM
Not sure I agree with Seeker95 here...

DMG3.5, pg 213:
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item... unless the item description specifically states otherwise.DMG3.5, pg 243:
Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn't provoke attacks of opportunity.DMG3.5, pg282-283:
Using metamagic feats, a caster can place spells in items at a higher level than normal. For example, a caster could heighten a spell's level to increase it's effectiveness, or quicken a spell to allow it to be used as a free action...Seems to me while at no point does it explicitly state "you can put quickened spells in a staff," that the intention is for it to be so.
Seeker95

01-05-04, 11:08 PM
Turin, despite the rather extensive research you conducted, you skipped the only one that matters:

First, to remind us:
DMG3.5, pg 243:
Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn't provoke attacks of opportunity.And then the one you skipped:

3.5 DMG pg 213 Spell Trigger Activation:
Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.No qualifications. No special conditions. No exceptions.
Darklion

01-06-04, 12:13 AM
No qualifications. No special conditions. No exceptions.Actually, there is one exception: Rule 0.
Andorax

01-06-04, 10:47 AM
You're in the epic level handbook. The rules change dramatically and drastically for epic level play.


Would you care to quote me where it says this? Where it says that the ELH isn't compatable with, or applicable to, non-epic campaigns?


As a general rule, the ELH makes a very poor reference example when idscussing "the rules". It works only when the discussion is about "the epic rules".


Again, please show me where this is stated. It seems to me that there is nothing in the ELH to suggest that their example of placing quickened spells in staves, activated as a free action, is anything "special" about being Epic.

It's priced and costed out exactly as the metamagic feat demands and it's described as functioning exactly as the item would if anyone cared to apply logic, rather than quoting rules that support their stance and ignoring precident that opposes it.

If it matters to the least, there's even an example of a non-epic application of the same concept (the Staff of Mighty Force can, for 1 charge, produce a Quickened Shield...and yes, as a free action).


Yes, there's a clearly stated baseline rule. There's equally clearly stated precident for an exception, behaving exactly as you would expect. Since none of this is published works, and you've nobody forcing them on your own campaigns Seeker95, I would recommend you just let go and let us get back to coming up with creative staff ideas.
Seeker95

01-06-04, 12:05 PM
Originally posted by Andorax
Yes, there's a clearly stated baseline rule. There's equally clearly stated precident for an exception, behaving exactly as you would expect. Since none of this is published works, and you've nobody forcing them on your own campaigns Seeker95, I would recommend you just let go and let us get back to coming up with creative staff ideas. Andorax and Turin took the time and energy to "defend" an exception to the rule, but did not acknowledge the baseline rule. All I did was bring up the rule. If anyone wants to create a staff that ignores the base rules, that is fine. As Andorax stated, none of this is published works. But if you are going to make a staff that ignores the base rules, simply acknowledge that it deviates from the standard.

johniemi asked if a staff can hold quickened spells. By the base/core rules, the answer is no. And as Darklion pointed out, any DM (through rule 0) can ignore any aspect of the core rules that s/he wants to ignore. But in a public forum, discussion needs a common denominator. The core rules are our common denominator. Deviation from the core rules is possible, even in public discussion, if the deviation is acknowledged.

Andorax' staff of assault is a deviation from the core rules. That does not make it "off limits" or "wrong". It is simply an exception to the core rules.
Kyuketsukiouji

01-06-04, 04:17 PM
No qualifications. No special conditions. No exceptions.

Actually, since the rule for "Spell Trigger Activation" (p 213) comes in the book before the one for using staves (p 243), the rules for staff use, with it's "is usually a standard action" is the "qualification" you're looking for.

Besides, there's already a non-epic quickened staff: the Staff of Mighty Force.
johniemi

01-06-04, 04:41 PM
Originally posted by Kyuketsukiouji
"is usually a standard action" is the "qualification" you're looking for.

I see this as the deciding factor. Nowhere does it say that using a staff is ALWAYS a standard action. So spells can be quickened in staves, and they are cast as quickened, letting a mage cast two spells in one round with a staff... that's my opinion. Now if I could just get that staff worked out :)
Andorax

01-06-04, 05:11 PM
johniemi asked if a staff can hold quickened spells. By the base/core rules, the answer is no. And as Darklion pointed out, any DM (through rule 0) can ignore any aspect of the core rules that s/he wants to ignore. But in a public forum, discussion needs a common denominator. The core rules are our common denominator. Deviation from the core rules is possible, even in public discussion, if the deviation is acknowledged.

Andorax' staff of assault is a deviation from the core rules. That does not make it "off limits" or "wrong". It is simply an exception to the core rules.


Taken from that point of view, anything published outside of the three core books is a "deviation" from the core rules. The ELH, the Complete Warrior, the Book of Exalted Deeds...all of it.

By the core rules, a "quickened" spell from a staff cannot be cast as a free action. The precident for it appears outside of the core rules. I consider staves that follow that precident to be equally valid to the precident itself (in this case, the Epic Level Handbook).
Seeker95

01-06-04, 07:06 PM
Originally posted by Andorax
I consider staves that follow that precident to be equally valid to the precident itself (in this case, the Epic Level Handbook). No problem. Just state that you use non-core rules in making your staff. Your precedent both explains and supports your deviation from the core rules.
Vorpal Warhammer

01-07-04, 08:46 AM
Originally posted by Andorax
Taken from that point of view, anything published outside of the three core books is a "deviation" from the core rules. The ELH, the Complete Warrior, the Book of Exalted Deeds...all of it. That's exactly true. Just because you buy a book doesn't mean the DM has to allow it in his campaign. :)

Not house rules, just non-core.
Talchar

02-20-04, 12:20 PM
*** its been a while since I have seen some new staffs in the contest, so I'll add one. ****


Staff of the LoreMaster

This rare and unusual staff, is both highly prized and feared. I relies on cutting edge magical theory, but is only as good as its possessor. This staff first appeared among the ranks of the LoreMasters and over time has become nearly a badge of office. The exotic magic theory has stymied many a wizard from mastering the techniques need to make such a staff.

The staff itself, consists of multiple layers of exotic wood grain, wrapped about a thin living metal shaft, which is wrapped about a thin 5 ft long reed of amber crystal. The staff ends are shod with cold iron with mitheral engravings. Each staff, also bears the person rune of the Loremaster who created the staff.

Abilities of Staff of the LoreMaster

· Spell Vault: The LoreMaster staff can hold up to 10 spells of any level in its spell vault. The spell vault acts like a spell book, except the cost, regardless of spell level, to add a spell into the vault takes 8 hours and has a material cost of 100gp. Only spells that remain in the spell vault can be used to prepare spells for standard casting.

o Special : The Staff possessor can opt as a standard action to transfer a spell of less then or equal to 6th level from the Staff’s spell vault to the Staff’s Counter Spell ability. A spell thus transferred can not be moved back into the spell vault.

o Special : The Staff possessor can opt as a standard action to transfer a spell of less then or equal to 3rd level from the Staff’s Spell Vault to the Staff’s Spell Storing Ability. A spell thus transferred can not be moved back into the spell vault.(Note: The staff is a double weapon, so there are two spells, stored in the staff’s Spell Storing Ability)

· Counter Spell Ability: The Staff of the LoreMaster has the counter spell ability. This ability function similar to a Ring of Counter Spells. The Staff’s possessor can cast a spell of levels 1 through 6 into the Staff’s counter spell function. Any spell that would effect the caster that is the same as the counter spell contained in the staff is countered. The staff can only counter one spell per round. (Note: if the possessor has any feats relating to counter spells, that feat will work with the staff’s counter spell ability.)

· Spell Storing Ability: The Staff of the LoreMaster is double weapon. Each end of the staff acts a +1 weapon of Spell Storing.

· Staff of the LoreMaster can cast the following spells.
o Limited Wish Cost 5 Charges
o Mords Lubrication Cost 2 Charges
o Rarys Mnemonic Enhancer Cost 1 Charge
o Foxes Cunning Cost 1 Charge

· Cost to create = 52,191 gp ; Market Cost = 104,382 gp ; Exp Cost = 5088

· Spells required: limited Wish, Mords Lubrication, rarys Mnemonic Enhancer, Foxes Cunning,

· To make a LoreMasters staff, the creator must be a unspecialized wizard, with at least 12 ranks of Arcane Knowledge., and 12 Ranks in Spellcraft. Additionally, the feats Craft Staff, Craft Ring, and Craft Arms & Armor are required.

· The LoreMasters Staff has a hardness of 13, Hp 27
tarkin

02-20-04, 12:27 PM
For these other item-Staff combinations, you should clearly list what happens when the last charge is gone.

Normally, when a staff expends it's last charge, it turns to dust, but most staves with none-charged powers say they just lose all charge related abilities when the last charge is gone
Luminous Crayon

02-20-04, 12:34 PM
I'd also like to see a pricing breakdown, personally. Especially with regards to some of the more unusual abilities.
Sancus

02-20-04, 12:47 PM
Originally posted by Andorax
By the core rules, a "quickened" spell from a staff cannot be cast as a free action. The precident for it appears outside of the core rules. I consider staves that follow that precident to be equally valid to the precident itself (in this case, the Epic Level Handbook).

Incorrect.

The DMG (p. 282) gives the example of a caster heightening a spell's level to increase its effectiveness, or quickening a spell to allow it to be used as a free action, placing it within an item at the higher metamagic level.

This example has already been cited. I fail to see why people are saying that 'spell trigger activation' rules take precedence over a PLAINLY STATED AND EXPLICIT EXAMPLE.

That's just plain silly. It is absolutely clear that quickened spells in staves are a free action under the core rules. Period.
Talchar

02-23-04, 07:23 PM
+1 Staff of Spell Storing=8000
+1 Staff of Spell Storing=8000
Masterwork Double Staff = 600

Spell Functions
Limited Wish, (7x13x375)/5= 6825.00 [ +3000 exp]
Mord's Lubrication= (5x13x281.250)/2= 9140.63
Ray's Memoniv= 4x13x187.5 = 9750.00
Fox Cunning= 2x13x187.5= 4875.00

Counter Spell: Base 2000 +50% increase = 3000
Spell Vault = 2000 seemed like a good number.
Talchar

03-04-04, 08:35 PM
Staff of the LoreMaster, Cost Listing

Well I did not like my last pricing though process, so I tinkered around to come up with a more realistic pricing model . I hope this on is a tad better.

Pricing Overview: Magical staff’s have two primary functions, thus any magical abilities associated with those primary functions are not subject to the dissimilar 50% mark up. However, any magical enhancement not related to the primary functions of a magical staff are subject to the 50% base price mark up.
Primary Function One: Staff’s act as a double weapon and as such, Magical Staff’s pricing structure is per standard magic weapons.
Primary Function Two: Staff’s act as a spell arsenal, and as such are subject to the standard staff pricing rules as detailed in the DMG.

Effect of using all charges in a staff. Unless otherwise indicated, a staff, that is drained of all charges, retains it’s weapon function. If these abilities are magical in nature, the staff remains a magic weapon.

Part 1: Weapon Pricing:

+1 Staff of Spell Storing 8000 gp
+1 Staff of Spell Storing 8000 gp
Masterwork Double Staff 600 gp

Total Weapon Cost= 16,600

Part 2: Spell Casting Ability

Limited Wish spell level 7, Caster level 13, Charge cost 5. Cost: 6825.00
Mord Lubrication spell level 5, Caster level 13, Charge cost 2. Cost: 9141.00
Rarys Mnemonic spell level 4, Caster level 13, Charge cost 1. Cost: 9750.00
Fox’s Cunning spell level 4, Caster level 13, Charge cost 1. Cost: 4875.00

Total Spell Cost = 30,591.00

Part 3: Non-Standard Enhancements

Base Spell Vault Cost = 10 spell Slots x 9th lvl max x 5= 450 gp
Component Cost= 10 spell Slots x 9th lvl max x 1.25 = 112.5 gp
Channel Costs
Counter Spell Channel= [( 6 max lvl)x (Caster level 13) x50] x .1 = 390 gp
Total Spell Vault Costs effected by the 50% cost increase for unrelated effects= 952.5
Resultant Spell Vault Cost = 952.5 x 1.5= 1429

Plus channel effects linked to primary ability
Spell Channel Lesser= (3 max lvl) x (Caster level 13) x 50 charges= 1950 gp

Total Spell Vault Cost= 1429 + 1950 = 3379 gp

Next power: Counter Spell Ability identical to a ring of counter spells. base Cost 2000 +50% mark up= 3000 gp



Total Staff Cost = 16,600 + 30,591 +3379 +3000= base cost 53,570 & exp cost = 2143 + 3000 = 5143 exp cost

Market Cost= 107,140 gp

Spell Vault Pricing Determination

Spell Vault: A spell vault is the generic name for a magic item that stores spell structure. It acts a input/output device to enable spell casting. The most mundane version of a spell vault is the basic spell book. Over time, crafty and industrious Wizard’s developed cheaper and more effective ways of storing spell structures. The most common is Bocab’s Blessed Book.

Spell Vault Caster Level and Item Applicability: Spell Vaults as described below, are always part of Staff’s or Rod’s. For any pricing calculation, use the Caster Level of the creator of the Staff or Rod to determine the spell vault cost.

Base Cost Determination: Basic Spell Vault Pricing is based on Bocab’s Blessed Book. Compare spell book creation cost to Bocab’s book. Bocab’s book contains 1000 spell levels with a material cost reduction component at a base cost of 6250.00. Compare to the cost to create a spell book with 1000 pgs. Cost = 100,000 gp + component reduction value of 25,000 (25 gp X 1000 pages) The resultant Base spell vault cost is = 5gp per spell level + 1.25 gp per spell level in component reduction costs.

Spell vaults are set up by slots. When created, a spell vault has a maximum number of spells that can be entered into the vault. One slot= one spell. In addition, there is maximum spell level that a spell slot can hold. Once a maximum level that a spell slot is chosen, all spell slots in the spell vault are limited to that maximum level. The maximum spell level is 9th.

Base spell slot cost +Component Reduction Cost = Basic Spell Vault Cost.

1] (#of spell slots)x( max spell level per slot)x5= Base spell slot cost
2] (#of spell slots)x( max spell level per slot)x1.25= Component reduction cost

The per Spell Slot costs for a Basic Spell Vault, with each slot limited to a maximum of 9th level spells is : 45gp + 11.25 gp or 56.25 gp per spell slot.

Input / Output ability of a Basic Spell Vault.

Input method: Manual Entry : The basic form of a spell vault can add spells via the standard process for adding spells to a spell book as described in the players handbook. Each spell added, takes up one slot. One spell slot can only hold one spell, reguardless of the spell slot maximum capacity. . New spells can be added if an existing spell is somehow erased by the erase spell or via a channel ability.

Output method: Standard Spell preparation. The spells contained in the Basic Spell Vault, can only be released via the standard spell preparation method. Spell vaults linked to a spell channel can release spells as defined in the spell channel. Spells released into a spell channel are erased from the spell vault and that spell slot can be used to store a new spell.

Dispel Magic & Erase Spells : A Spell Vault directly targeted by a dispel magic or greater dispel magic can only have its function suspended. No stored spells can be effected by a targeted dispel magic. A Spell Vault, targeted by a Erase spell & fails a Will save will have one spell at random erased.

Channels

Spells stored in a spell vault can be released in one or more ways. The Channel Spell Ability Costs are added to Basic Spell Vault Costs. It should be noted that the Channel Spell Ability only allows the spells in the spell vault be released in a prescribed mannor. You will still have to pay the additional cost of the channel method.

The three Spell Channel Methods that function with a Spell Vault. These costs are in addition to the DMG costs for the ability. (IE. Spell Storing Lesser Channel Cost is a +1 enhancement modifier to determine the weapon Cost)

1] Spell Storing, Greater Channel [as per Ring, Universal access, no limits on spell output.] This output method is based on the ring of spell storing and functions identically. The only difference is that spells can be erased from the Spell Vault and added to the Spell Storing function, if there are sufficient unused Spell Storing levels available. This transfer requires a standard action.

Spell Storing, Greater Channel Cost= (Max Spell Level to be cast) x (Caster Level) Level x 50 x 1.33

[ Cost determination is based on the comparision of cost of a ring of spell storing vs the cost of +1 enhance bonus at equal levels. Ring spell storing = 3000x3= 9000 vs +1 enhancement cost of 6000, thus a 33% cost increase]

2] Spell Channel, Lesser [universal access, limited level, limited output .] This output method is based on the weapon ability :Spell Storing. Identical in most respects, save that spells can be erased from the Spell Vault and added to the Spell Storing Lesser function, if there are sufficient unused Spell Storing levels available. This transfer requires a standard action.

Spell Storing Lesser Channel Cost= (3 max spell level) x (Caster Level) Level x 50 =

[ Cost determined by calculating the cost of a scroll minus the component cost of 25gp]

3] Counter Spell Channel, [universal access, limited level, limited purpose .] This output method is based on the ring of Counter Spells. Identical in most respects, save that spells can be erased from the Spell Vault and added to the Counter Spell Channel function, if Counter Spell function is ready to be recharged. This transfer requires a standard action.

Counter Spell Channel Cost= (6 max spell level) x (Caster Level) Level x 50 x (Discount Effect of .1)

[Cost determined by comparing the cost of ring of counter spells= 2000, to the cost of equal level ring of spell storing 6th level = 6000 x6= 36,000 or roughly counter spells are 5% of the cost of stored spells, I thought 5% a tad low so I doubled it to 10%]

Summary of Spell Vault Costs:

Base Cost
1] (#of spell slots)x( max spell level per slot)x5= Base spell slot cost
2] (#of spell slots)x( max spell level per slot)x1.25= Component reduction cost

Channel Costs
1)Spell Storing, Greater Channel Cost= (Max Spell Level to be cast) x (Caster Level) Level x 50 x 1.33
2)Spell Storing Lesser Channel Cost= (3 max spell level) x (Caster Level) Level x 50 =
3)Counter Spell Channel Cost= (6 max spell level) x (Caster Level) Level x 50 x (Discount Effect of .1)
keith187

04-17-04, 09:31 AM
I've never made a staff before or any magic item for that matter so I don't have any idea of the pricing so I'll just post my idea and if someone wants to price it then they can.

The Staff of the Word is a powerful staff used my a great wizard in a forgoten country long ago. Only one is said to be made but reciently fakes have been seen around. The staff is 5 and a half feen long, and made of ivory and capped with Mithril. The fake staffs have the following abilities.

Power word Blind 1 charge
Power word Stun 2 charges
Power word Kill 3 charges

The unique staff have the power to use Wail of the Banshee if it is broken similar to a retubtive strike except only the spell is activated and no damage id done.
keith187

04-17-04, 10:12 AM
Staff of Walls
This staff is primarly used to help towns and cities that are under seige by supplying them with walls for protection. These staffs were mass produced and sent all over the country of Endora even the smallest Hamlet had one of these staffs. Unfortunetly the Country of Endoras was eventually destroyed and along with it almost every one of these staffs went along with it. These staffs are all 6ft long and are made of Iron and capped with stone. They also emit light like a torch and are cold to the touch plus they can be used to attack incorpeal creatures with only a 25% miss chance.

Wall of Fire 1 Charge
Wall of Ice 1 Charge
Wall of stone 2 Charge
Wall of Force 3 Charge
Wall of Iron 3 Charge

Prisim Staff
The prisim staff was made by a Sorcerer that was obsessed with prisims. He always carried this staff with him and using the staffs power he was even able to take it places that weapons were not allowed. The Staff is a 5ft long 3in wide prisim that cannot be used to attack opponents with it has a hardness of 5 and 15 hitpoints The staff isn't over tough but it have very potient magic within it.

Prisimatic Spray 1 charge
Prismatic Wall 2 charges
Prismatic Sphere 3 charges
Prisimatic Blast 1 charge
Reduce Item At will

Prismatic Blast
Evocation
Level Sor/Wis 6
Components V, S
Casting Time 1 Standered Action
Range Close(25ft.+5ft/2 levels)
Area 10-ft.-radius spread
Duration Instantaneous
Saving Throw See text
Spell Resistance Yes

This spell functions much like prismatic spray except a small prisim like object is fired from your hand and then explodes at the desired target. Creatures in the area with 8HD or less are automaticly blinded for 2d4 rounds. Every creature in the area is randomly affected by one of the colors. Use the same table as Prismatic Spray to determin the effects of this spell excepy if you roll an 8 the target isn't struck by 2 rays but is still effected by 2 colours.

Reduce Item
Transmutation
Level Sor/Wiz 4
Components V,S
Casting Time 1 standered action
Range Touch
Target One touch magical object of up to 2cu. ft./level
Duration One hour/level
Saving Throw Will negates (object)
Spell resistence Yes (object)

This spell acts almost exactly like Shrink item except that it cannot be made permanent and it only works on magic items made by mortals.
Zardnaar

04-17-04, 06:30 PM
Spell trigger items require a standard action to activate. However even in core rules it says staves USUALLY require a standard action to activate. How the DM wants to define usually is up to him. I suppose a quickened spell staff could be an exception to the rules.

How do you decide how many charges a staff uses? Several staves here have scorching ray for example but some of the staves require 2 charges others one.
Sancus

04-17-04, 07:34 PM
You can set how many charges are used as you like, and you reduce the cost of that particular spell accordingly, relative to 1-charge use. So, a Scorching Ray that costs 2 charges per use, costs only half as much as one that costs 1 charge per use.
Zardnaar

04-18-04, 03:11 AM
Originally posted by Sancus
You can set how many charges are used as you like, and you reduce the cost of that particular spell accordingly, relative to 1-charge use. So, a Scorching Ray that costs 2 charges per use, costs only half as much as one that costs 1 charge per use.

What about the staves that use 3 or 5 charges? Do you just divide the cost by 3 or 5?
Myst

05-01-04, 02:09 PM
Originally posted by Zardnaar
What about the staves that use 3 or 5 charges? Do you just divide the cost by 3 or 5?
thats how i see it, and thats what i use when making staves.

anywho, heres some of my staves:

--staff of barrage- CL:9, market price: 27600gp
quickened magic missle- 2 charges
maximized magic missle- 1 charge
this staff is made of a unique crystal that was fashioned to be as hard as steel. a line of runes in the center of the crystal run along the length of the staff.

--staff of arcane disjunction- CL:11, market price: 38163gp
greater dispelling- 3 charges
dispel magic- 1 charge
this long staff is made out of mithral, covered in white runes, and has a tall pyramid-shaped obsidian crystal at each end.
macfry

05-03-04, 02:00 AM
Staff of Burning Light:
When the wizard Cane was wandering in the Dark Forest of Merindur, trying to find his way through the dank recesses to the Blood Wall and the more forgiving world beyond, he created this staff to help combat the light-sensitive monsters contained therein. He mounted a large bead of glass at the end and enchanted it with the ability to act as a light source whenever he so needed. The Staff of Burning Light is a masterwork quarterstaff made of darkwood with a perfectly spherical bead of glass mounted at the top end. Because of its composition, it weighs only 2 lb.

The Staff of Burning Light allows the use of the following spells:


Lightning Bolt (2 charges)
Scorching Ray (1 charge)
Magic Missile (1 charge)
Light (continuous, suppress or resume at will)


Caster Level: 8th Prerequisites: Craft Staff, Craft Wonderous Item, lightning bolt, scorching ray, magic missile, light; Market Price: 12,340 gp.