Another thing about staff... [Archive] - Wizards Community

Post/Author/DateTimePost
Ronsard101

10-18-04, 12:23 PM
Another thing about staff...

Before the release of 3.5, I was confused with the way Staff works.
At that time, I posted a question about the charges in staff on this board.

Most peoples had answered that the amount of charges in a staff is "by day". Exemple, a staff with fireball 1 charge, fire shield 1 charge, and fire anything else 2 charge, will be able to cast those 4 spell EACH day and will always be fully charged (in this case 4 charges) each morning.

But when I read the new 3.5 DMG, it seams that staff has 50 charges and it cost the number of charges indicated with the spell to cast it. And when all the 50 charges are used, the staff is useless. Is that the way staff works?

Thank's for your help
Ronsard
kSquared

10-18-04, 12:30 PM
That's right. 50 charges total, and each of the listed powers consumes the number of stated charges. Here's a (fictitious) example:

Staff of the Sauceror: Crafted from ancient mystic noodles and baked in sauces long forgotten, this staff is approximately six feet long. It allows use of the following spells:

Grease (1 charge)
Entangle (1 charge)
Summon Spaghetti Elemental (2 charges)
Tortellini Tornado (3 charges)


If you started with a brand new staff of the sauceror, then cast four tortellini tornados (12 charges) and three entangles (3 charges), you'd be left with 35 charges. When it or any other staff reached zero charges, you'd be left with a useless stick (although a tasty stick, in this case).
Ronsard101

10-18-04, 01:01 PM
:rofl:
I think I could actually put this staff in my game!

Seriously, the only thing that bugs me is the price of staff. it's a lot of money for an expandable item. Is it worth it?
Kyuketsukiouji

10-18-04, 01:19 PM
Yes, it's worth it, expecially with the changes to caster level made with staves in 3.5

A staff is like having extra spells per day. Since it has charges, it will eventually run out, but running out of spells can be fatal, while running out of charges is a lot less serious.

Eventually, if you find yourself using the same spells over and over again, you might want to make a rod with Use per Day, but that gets expensive.

Staves are a good middle ground between wands, that are limited to 1 spell of level 4 or less, and use per day items that cost a lot.
kSquared

10-18-04, 02:00 PM
Don't forget that staffs use your feats and ability scores to determine spell DCs. When you cast from a staff, you get to apply all the yummy bonuses you'd otherwise normally get.
gnimish

10-18-04, 02:51 PM
Staves are fine, as long as your DM gives you plenty of cash to work with. Otherwise, the materials costs for building the darned things are simply too high to make it worthwhile.