Wizard staff house rules [Archive] - Wizards Community

Post/Author/DateTimePost
Darkuwa

03-22-06, 03:48 AM
I don't like the staff's in the DMG. In my head a staff should be like Raistlin's. It should be times per day and customised to the mage. So heres the idead:

Every wizard starts with a staff. At first level it can cast 1 0-level spell 1/day. This spell is chosen upon creation. Every time the wizard gains a level he may add a spell to the staff, but there must be atleast 2 of the rank below it already invested. You may choose a spell thats already in there and it increase to 2/day but still counts for prerequisite to get higher ones. The spell added must be known to the wizard(though it may be one of the ones he automatically gains upon leveling). If you add a spell twice use the higher cl for it.

Example:

level 1: light 1/day cl 1
level 2: light 2/day cl 2
level 3: light 2/day cl 2, magic missile 1/day cl 3
level 4: light 2/day cl 2, magic missile 1/day cl 3, true strike 1/day cl 4
level 5: light 2/day cl 2, magic missile 1/day cl 3, true strike 1/day cl 4, invisibility 1/day cl 5

So what do you guys think? Should I make it an option and take away their familiar or bonus feats if they take it?
theblindman

03-22-06, 01:44 PM
First post, woot.

Dragon magazine put together a good system for this in December (issue 338). The idea is that the staff substitutes for a familiar, and gains new abilities every two levels (things like attack bonuses, free cantrips, remote viewing, etc.). Then you can take feats that let you imbue your staff with a an additional 1/day spell., etc.

Paizo would prolly get mad at me if I wrote out the whole system, but see if that's something you can work with.
Balthanon

03-25-06, 10:46 PM
The idea is interesting, but having two extra spells per day at each spell level is likely to be too powerful. Yes, they're fixed (and lower than their highest level), but there are some spells that a wizard could easily assume they were going to cast a few times a day. (Not all caster level dependent.)

I would play around with the exact bonuses, perhaps looking at the item familiar rules in Unearthed Arcana for inspiration. They actually fit the concept that you're looking for fairly closely I think, allowing you to invest experience, spell slots, and other character abilities within the item. The ideas may need adapted slightly, particularly if you are making this a major class feature rather than a feat, but it is close.
Nivek Loneshadow

03-30-06, 10:32 AM
Or you can just play a Magister :D But thats Arcana Evolved by Monte Cook

I like the idea of trading the familiar. I'll have to look into that one. I personally don't always like a little animal I have to protect running around.

To the creator of this thread. Your idea has merit. I thought of the PrCs that improve your weapon. Something like that may be a guide as well.
Rivelstraz

03-30-06, 11:57 AM
Staff instead of a familiar is brilliant!
SiouLubb

03-30-06, 05:46 PM
I'm playing a Sorc with a mage staff (using the rules in that Dragon magazine article). Personally I've not found the staff much help yet. I've already run into one situation that I wish I'd had the familliar instead.

Still, I'm sure it will prove useful. I've attached an alchemical capsule retainer to it (from Complete Adv) with a fire capsue. Just in case.

The feats suggested in the Dragon Magazine article are not worth taking, BTW. Spend a feat for letting your staff cast a spell once a day? Why wouldn't I just spend a feat for the extra spell and cast it as many times as my Sorcerer can? Doesn't make sense.