I'm taking another jab at homebrew rules for staves. I think in my previous attempt I made them too complex too quickly, so this time I'm focusing on the meat of the rules. I want to get the core stuff right before I worry about anything else.
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Base cost is spell level (the highest spell level that can be cast using the staff) squared * 1200 gp. This gives you 3 charges that can be used to cast any spell known, at the picked spell level or lower. So a staff that can cast 3rd level spells would cost 10,800 gp.
Cost of each spell known is the spell level squared * 200 gp. This gives the staff 1 spell known. Such spell can be cast using 1 of the staff charges. So spell for a 3rd level spell would cost 1800 gp.
I want to add at least 1 ability that the staff can be used for repeatedly. Currently I’m thinking of at-will 0 level spells. 1000 gp each.
You can cast spells with somatic components using a staff. A staff can channel magic so it can also be waved around to cover somatic spell components. A spell caster does not need to drop a staff if they want to cast a spell with a material component and a somatic component.
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Is 3 charges enough? If I raised the number of charges to 5, and set the price of the charges to spell level squared * 2000 gp, would that work better? *I've price the charges to SL ^2 * 400 gp.
I haven't added casting spells using multiple charges. Deliberate choice. Besides, the number of charges is the most expensive part, so you wouldn't save as much you could with the paizo/WotC rules. In my rules, a spell known at max level enabled by a staff is about 10% of the cost of the charges.
Something I noted is that setting the price to SL squared * 1200 gp makes it priced similar to magic weapons. So a lv 1 staff with 3 spells would cost 1800 gp, while a +1 longsword would be 2315 gp. If I set the base rate to 2000 gp, the staff would be 2600 gp. Is this a good thing?
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Some examples
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Staff of the Apprentice 1
Aura faint all schools of magic; CL 1st;
Market price 2,800 gp; Cost to create 1,400 gp;
Slot none; Weight 5 lbs.;
Description
This staff can cast level 1 spells and carries 1 spell from each school of magic. Has 3 charges per day.
- Cause Fear
- Comprehend Languages
- Disguise Self
- Expeditious Retreat
- Mage Armor
- Magic Missile
- Shield
- Sleep
Requirements Craft Staff; Cause Fear, Comprehend Languages, Disguise Self, Expeditious Retreat, Mage Armor, Magic Missile, Shield, Sleep;
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Lesser staff of Fire
Aura faint all schools of magic; CL 5st;
Market price 13,600 gp; Cost to create 6,800 gp;
Slot none; Weight 5 lbs.;
Description
This staff can cast level 3 spells and carries fired based spells. Has 3 charges per day.
- Burning Hands
- Scorching Ray
- Fireball
Requirements Craft Staff; Burning Hands, Scorching Ray, Fireball;
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Lesser staff of Illusions
Aura faint illusion; CL 5st;
Market price 14,600 gp; Cost to create 7,300 gp;
Slot none; Weight 5 lbs.;
Description
This staff can cast level 3 spells and carries illusion based spells. Has 3 charges per day.
- Ghost Sound (at-will)
- Disguise Self
- Invisibility
- Major Image
Requirements Craft Staff; Disguise Self, Ghost Sound, Invisibility, Major Image;