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The Genius Guide to Rune Staves and Wyrd Wands (PFRPG) PDF

****( ) (based on 4 ratings)

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Welcome to the first Genius Guide product to present a whole new class of magic items, the titular rune staves and wyrd wands. In many ways this book is an offshoot of our Loot 4 Less line of magic item books, the main difference being the items presented in Rune Staves and Wyrd Wands aren’t restricted to a 25,000 gp limit. Indeed, rules included here can be used to create items with a cost as low as 1,500 gp, or as high as 150,000 gp.

Fans of the Loot 4 Less line of supplements presenting low-cost magic items will be pleased to see a number of elements from those books (such as the Behind the Counter sidebars on pricing) have been continued in this product, so sit back, read, and enjoy a whole new take on wands and staves!

What Are Rune Staves and Wyrd Wands?

Both rune staves and wyrd wands are examples of a new kind of magic item: the magic implement. Defined broadly, magic implements are handheld devices that assist spellcasters with their casting in much the same way magic weapons assist characters in combat. Wyrd wands give casters enhancement bonuses to caster level checks, attack rolls, damage rolls, and possibly one other area, while rune staves can grant bonuses to a wide range of spell-related effects. Both are assumed to have arcane writing built into them (called "wyrds" or "runes," depending on which implement they are scribed on) that allow them to enhance every spell cast by their wielders, rather than being spells-in-a-can that take over when a spellcaster is out of other options.

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Product Discussion (51)
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Paizo Employee Modules Overlord

Our new weekly product is up!

Both rune staves and wyrd wands are examples of a new kind of magic item: the magic implement. Defined broadly, magic implements are handheld devices that assist spellcasters with their casting in much the same way magic weapons assist characters in combat. Wyrd wands give casters enhancement bonuses to caster level checks, attack rolls, damage rolls, and possibly one other area, while rune staves can grant bonuses to a wide range of spell-related effects. Both are assumed to have arcane writing built into them (called "wyrds" or "runes," depending on which implement they are scribed on) that allow them to enhance every spell cast by their wielders, rather than being spells-in-a-can that take over when a spellcaster is out of other options.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

/looks left
/looks right
/quietly adds to shopping cart.
/moves to checkout.

Dark Archive

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Bleep! .... *sighs, adds to shopping cart and goes to checkout.*


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Dark_Mistress wrote:
Bleep! .... *sighs, adds to shopping cart and goes to checkout.*

you know, another 5 reviews 'should' get you Favored Reviewer status, and free copies of all future products...

/hides from owen.

Dark Archive

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I am reading it now. I just read the section on adding to damage dice. I get why you did what you did. But while I know it is a bit late, I was reading it and thought of something I like a bit more. Why not just allow the bonus damage to be applied where the caster wants and even breaking it up?

So a fireball would work the same but say a Magic Missile. you could apply all the bonus damage to one missile or spread it out. So if you had a +3 bonus you could do. +3 to one MM, or +2 to one MM and +1 to another MM, or +1 to three MM. Anyways a late night rambling thought as I read it.

Paizo Employee Modules Overlord

Dark_Mistress wrote:

I am reading it now. I just read the section on adding to damage dice. I get why you did what you did. But while I know it is a bit late, I was reading it and thought of something I like a bit more. Why not just allow the bonus damage to be applied where the caster wants and even breaking it up?

So a fireball would work the same but say a Magic Missile. you could apply all the bonus damage to one missile or spread it out. So if you had a +3 bonus you could do. +3 to one MM, or +2 to one MM and +1 to another MM, or +1 to three MM. Anyways a late night rambling thought as I read it.

That would certainly work just as well for balance, and I heartily encourage it as a house rule for groups that like the idea. In playtest, we found giving spellcasters that many options with every spell cast slowed down game-play too much, and annoyed all non-spellcasting players. So we went this route, which sped things up significantly.

Dark Archive

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Yeah i could see that and I thought about it.

Dark Archive

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Dark_Mistress wrote:

I am reading it now. I just read the section on adding to damage dice. I get why you did what you did. But while I know it is a bit late, I was reading it and thought of something I like a bit more. Why not just allow the bonus damage to be applied where the caster wants and even breaking it up?

So a fireball would work the same but say a Magic Missile. you could apply all the bonus damage to one missile or spread it out. So if you had a +3 bonus you could do. +3 to one MM, or +2 to one MM and +1 to another MM, or +1 to three MM. Anyways a late night rambling thought as I read it.

When there have been abilities like that in 3.5 releases, it was always limited to a single missile or ray or whatnot, ala the Warmage's Warmage Edge ability in Complete Arcane. As Owen said, it can annoy non-caster players if you have an ability you can reorganize with every round. (Or annoy your caster players if you're a 3.5 Fighter who switches up Power Attack amounts every round, necessitating a total recalculation of their attack matrix.)

Paizo Employee Modules Overlord

Kvantum wrote:
(Or annoy your caster players if you're a 3.5 Fighter who switches up Power Attack amounts every round, necessitating a total recalculation of their attack matrix.)

That's an interesting point. In 3.5 games I played if the Power Attackers wanted a wide range of options they ended up making a chart, but I can understand not everyone would play it that way.

In any case I don't want to discourage anyone from modifying the material I produce, I just want to explain why I made the decisions I did, so they can make well-informed changes. :)

Dark Archive

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Owen K. C. Stephens wrote:
Kvantum wrote:
(Or annoy your caster players if you're a 3.5 Fighter who switches up Power Attack amounts every round, necessitating a total recalculation of their attack matrix.)
That's an interesting point. In 3.5 games I played if the Power Attackers wanted a wide range of options they ended up making a chart, but I can understand not everyone would play it that way.

In the Epic level Age of Worms game I DM'd, the party's half-silver dragon kobold paladin/fighter/pious templar/vassal of bahamut (*sigh*) had to have a friggin' spreadsheet to figure his attacks. Divine Favor, Power Attack, Smite Evil, Inspire Courage from the bard... there were several things to take into account. (If that game hadn't been an absolute blast because of the players, it might have put me off high level gaming forever.)

Grand Lodge

Kvantum wrote:
Owen K. C. Stephens wrote:
Kvantum wrote:
(Or annoy your caster players if you're a 3.5 Fighter who switches up Power Attack amounts every round, necessitating a total recalculation of their attack matrix.)
That's an interesting point. In 3.5 games I played if the Power Attackers wanted a wide range of options they ended up making a chart, but I can understand not everyone would play it that way.
In the Epic level Age of Worms game I DM'd, the party's half-silver dragon kobold paladin/fighter/pious templar/vassal of bahamut (*sigh*) had to have a friggin' spreadsheet to figure his attacks. Divine Favor, Power Attack, Smite Evil, Inspire Courage from the bard... there were several things to take into account. (If that game hadn't been an absolute blast because of the players, it might have put me off high level gaming forever.)

mmm I think you just struck the cord on the problem with high level play... too many options... too much math... too much crunching and not enough playing...

Dark Archive

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Krome wrote:
mmm I think you just struck the cord on the problem with high level play... too many options... too much math... too much crunching and not enough playing...

Do what I do, buy shock collars for your players, when they take to long. Give them a little shock to remind them to decided faster. After a few game sessions of this you will be surprised how quickly your players make decisions. :)

Dark Archive

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Reviewed, here and at ENworld as always.

The Exchange

Dark_Mistress wrote:
Krome wrote:
mmm I think you just struck the cord on the problem with high level play... too many options... too much math... too much crunching and not enough playing...
Do what I do, buy shock collars for your players, when they take to long. Give them a little shock to remind them to decided faster. After a few game sessions of this you will be surprised how quickly your players make decisions. :)

I like this idea...


i love this idea, its very clearly taken from the success of Diablo2 magic items which buffed general spellcasting and is similar to schooled wizards buffs. It encourages themed characters with attachment and meaning to their items much the same way a fighter drools over his +2 Burning Longsword, and helps maintain the mythos of a staff empowering a caster rather than being a battery anyone can fire off spells from. There is still room for the tradtitional rules and makes quite an intersting mix of a staff with charges of enlarged fireball and a static 1d6 boost to fire damage to all their fire spells. Sounds pretty neat to me. Theres more to it than that tho, replacing elemental dmg and additional spells on command are other examples of the versatility of this system.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Awesome.

Question, though: the "Behind the Counter" box indicates Lorebound is a +1 ability, but the text says it is +2. Which is correct?

Also, why not give the enhancement bonus to attack rolls, too? It wouldn't be useful for a lot of spells (area spells, magic missile), but there are plenty of other spells that the extra attack would be useful for.

I think this will make the spellcasters very happy. They'll make those 1d3 damage zero level spells a lot more handy as "don't want to waste a real spell, so I shoot at it with my crossbow" replacements. 1d3+5+1d6 fire is quite decent for a ranged touch attack you can make all day!

PS: I hope you do a Loot 4 Less expansion, with some +1/2 abilities and flat-cost abilities & such.


I found this an awesome addition to my roleplaying arsenal, and I can think of a few ways to expand on it, mainly in school powers.

But I have one question about the abilities that changes an energys type, like blazing. When a character has a feat, ability or power that gives him a bonus to damage on a specific energy type uses a wand that changes it into another kind of energy, what happens? Does he still get the bonus, since he *did* cast a spell with that descriptor, or does the wand/staffs power negate it?

For example if a 10th level sorcerer with the Draconic bloodline (red dragon) casts a Fireball spell, he'd do an additional 10 points of damage (10d6+10). But if he at the same time used a wyrd wand with the arcing power, the fireball would do electricity damage. Would he then still get the bonus from his bloodline arcana?

Paizo Employee Modules Overlord

Tim Malmstrom wrote:
I found this an awesome addition to my roleplaying arsenal, and I can think of a few ways to expand on it, mainly in school powers.

Glad you're getting good use out of it!

Tim Malmstrom wrote:

But I have one question about the abilities that changes an energys type, like blazing. When a character has a feat, ability or power that gives him a bonus to damage on a specific energy type uses a wand that changes it into another kind of energy, what happens? Does he still get the bonus, since he *did* cast a spell with that descriptor, or does the wand/staffs power negate it?

For example if a 10th level sorcerer with the Draconic bloodline (red dragon) casts a Fireball spell, he'd do an additional 10 points of damage (10d6+10). But if he at the same time used a wyrd wand with the arcing power, the fireball would do electricity damage. Would he then still get the bonus from his bloodline arcana?

You get bonuses for the damage type you actually deal. So in the example you gave, no bonus damage.


Owen K. C. Stephens wrote:
Glad you're getting good use out of it!

Oh hells yes. This has just the kind of harry Potter vibe I always wished wands and staffs had from the beginning.

Owen K. C. Stephens wrote:

Tim Malmstrom wrote:

But I have one question about the abilities that changes an energys type, like blazing. When a character has a feat, ability or power that gives him a bonus to damage on a specific energy type uses a wand that changes it into another kind of energy, what happens? Does he still get the bonus, since he *did* cast a spell with that descriptor, or does the wand/staffs power negate it?

For example if a 10th level sorcerer with the Draconic bloodline (red dragon) casts a Fireball spell, he'd do an additional 10 points of damage (10d6+10). But if he at the same time used a wyrd wand with the arcing power, the fireball would do electricity damage. Would he then still get the bonus from his bloodline arcana?

You get bonuses for the damage type you actually deal. So in the example you gave, no bonus damage.

Thanks for clearing that up.

Another idea that came to mind is something back from Forgotten Realms (3.5E). They had a system where you could add certain crystals to a wand to increase the DC for specific kinds of spells, with a bonus varying from between +1 to +2. Think that could be worked into this somehow?


Tim Malmstrom wrote:
Another idea that came to mind is something back from Forgotten Realms (3.5E). They had a system where you could add certain crystals to a wand to increase the DC for specific kinds of spells, with a bonus varying from between +1 to +2. Think that could be worked into this somehow?

I don't know about the official answer, but it would make me nervous. Save DCs are one of the most powerful things you can boost for a spellcaster, even with the fewer save-or-lose spells in Pathfinder. I think allowing rune saves to add to DCs would boost these items right out of reasonable into overpowered.


Dungeon Grrrl wrote:
I don't know about the official answer, but it would make me nervous. Save DCs are one of the most powerful things you can boost for a spellcaster, even with the fewer save-or-lose spells in Pathfinder. I think allowing rune saves to add to DCs would boost these items right out of reasonable into overpowered.

Well, the official rules were that the bonus only applied to the spells in the wand, and even then only to spells with a specific descriptor (or maybe school), so maybe that was a *bit* more balanced.

But the way wyrd wands work, yeah, that might be a bit much.

Still, it's essentially the same as taking the Spell Focus feat, so it's do-able via the rules. Just gotta make sure that both having the feat and taking the wyrd wand doesn't stack.


Need help fast! I'm running a game tonight and one of my players is running a wizard. While equipping him for the appropriate level, he asked could he use something from RS&WW. I said sure, let's try it out. He's wanting his character to use a staff rather than a wand, and if I understand the enhancement bonus description the damage bonus applies to a spell cast FROM the item, not by the caster himself. But a staff has multiple spells, so would this bonus come from all spells in the implement, or just one of them, chosen by me or the player?

Thanks in advance!!!

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
DungeonmasterCal wrote:

Need help fast! I'm running a game tonight and one of my players is running a wizard. While equipping him for the appropriate level, he asked could he use something from RS&WW. I said sure, let's try it out. He's wanting his character to use a staff rather than a wand, and if I understand the enhancement bonus description the damage bonus applies to a spell cast FROM the item, not by the caster himself. But a staff has multiple spells, so would this bonus come from all spells in the implement, or just one of them, chosen by me or the player?

Thanks in advance!!!

These aren't regular wands or staves. Think of them as magic weapons for wizards rather than traditional wands and staves. They can be used with any spell cast by the user. They don't have their own spells, unless the player is creating a custom item.


Thanks, Paul!


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Holy Threadnecromancy, Batman!

I just got this product today, and I love the ideas it contains. However, like other people, I noticed that it has only a few non-damage-oriented abilities.

Does anyone have non-damaging abilities they've added to their games? I'm looking for some ideas for my spell casters (who rarely use damage spells).

Also, do others agree that the Pinpoint should be +1? It seems a bit powerful. Fireball with no drawbacks? Sweet. Oracle of the Heavens using Color Spray with a wand of pinpoint? Very sweet.

Paizo Employee Modules Overlord

Cheapy wrote:
I just got this product today, and I love the ideas it contains.

Glad you're enjoying it!

Cheapy wrote:
However, like other people, I noticed that it has only a few non-damage-oriented abilities.

I never really got that objection. There are 10 abilities (alluring, beckoning, coven's, deft, lorebound, morphic, potent, reliable, viewing, warding) that don't relate to dealing damage, out of 23 total abilities. That's nearly half. And that's not counting abilities which are offensive without addressing hit points (manxome, profane, sacred) or the one designed to help heal damage (rejuvenating).

Even so, I'll be sure to include even more non-damaging abilities when the sequel comes out (hopefully soon).

Cheapy wrote:
Also, do others agree that the Pinpoint should be +1? It seems a bit powerful. Fireball with no drawbacks? Sweet. Oracle of the Heavens using Color Spray with a wand of pinpoint? Very sweet.

Keep in mind you are limited to a number of targets equal to the implement's enhancement bonus. So if you cast a fireball with a +1 pinpoint staff, you can only affect a single target. That's a trade-off (precision for fewer potential targets), rather than "[/i]fireball[/i] with no drawback." If you want to be able to pinpoint-fireball three targets at a time you'd need at least a +3 pinpoint staff, costing 24,000 gp.

And color spray isn't evocation, so pinpoint doesn't work with it at all.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I can't believe I missed the part about Evocation being necessary. It's even the third word in the description! Suddenly it's +1 nature is very reasonable.

My objection about the non-damaging abilities is due to the narrowness of those abilities. For example, there's more to abjuration than armor or resistance boosts, and Warding seems to be the "abjuration ability". Or rather, 13 of the abilities *seem* to be tied to the Evocation school and Conjuration, since that's the one that primarily does elemental damage. The other schools get one ability, and that's usually only one aspect of the school. Conjuration has most if not all the +damage abilities, Beckoning, and Rejuvenation. Illusion doesn't even appear to be represented.

Perhaps a better example is that if you want to modify your blasting spells, you have ~10ish offensive options depending on how you classify some abilities, and quite a few generic options. Sure, not all will apply at once, but you get the idea. If you want to modify your Compulsion spells, all you can use is the generic options.

This just occurred to me, but perhaps some were disappointed that the abilities that apply to Blasty spells didn't offer secondary effects. For example, an ability that causes fire spells to set fire to the first target.

I think making abilities focus on different aspects of all the schools would go a long way to alleviating the charge. For example, an ability that when you use an Illusion(Shadow) on someone, they are entangled for a number of rounds equal to the enhancement / 2 (rounded up). Or an ability that modifies spells that physically modify the terrain of the battlefield into making the modifications happen violently, thus causing 1d6 damage of some type to creatures adjacent to the modifications (or in the area of the modifications).

Perhaps my view was just biased by reading the reviews before purchasing the product, some of which brought up the focus on damage.

I look forward to the second volume!


Reviewed here and sent to GMS magazine. Cheers!

Dark Archive

Owen... any chance of a second volume?

Paizo Employee Modules Overlord

Matthew Winn wrote:

Owen... any chance of a second volume?

There are chances for two sequels, actually. I have notes on a sequel that's more of the same, and a freelancer is working on a draft with more different kinds of staves.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I too would love a sequel :D I believe this was the supplement that "convinced" me on 3rd party stuff. Or at least made me go crazy for it.

edit: just checked, it was 110 Spell Variants or Genius Guide to Archer Archetypes. But this was bought within the first week!

Liberty's Edge

Matthew Winn wrote:

Owen... any chance of a second volume?

If you need some SGG magical staff goodness to tide you over while you wait, there's always Krazy Kragnar's Magic Staff Emporium :)

Dark Archive

Have it, never got around to looking at it (I have the AGP, so I've got more to read than I have time for).

Just looked at it, and yes, I do believe this will tide me over... for now...

GREEDY GAMER NEED MOAR STUFF!!!!


I cannot believe I took this long to get this. This material is awesome, and the sooner the sequel(s) arrive, the better. Two questions however - one, I didn't notice an answer regarding the lorebound ability. Is the main text or the sidebar correct for pricing (one says +1, the other +2). Also, does the enancement bonus apply to Combat Maneuver checks a spell might require (such as a shockwave or implosion enhanced Fireball from your Bullet Point?)

Paizo Employee Modules Overlord

MaverickWolf wrote:
I cannot believe I took this long to get this. This material is awesome, and the sooner the sequel(s) arrive, the better.

I'm glad you like the material! We have a third staff project coming soon (setting out a third set of staff options), then sometimes after that I expect the next Runestaves book to be done playtesting. (Because we have to check not just each ability by itself, but the price-to-benefit ratio of combinations of abilities, these take a long time to get through.)

MaverickWolf wrote:
Two questions however - one, I didn't notice an answer regarding the lorebound ability. Is the main text or the sidebar correct for pricing (one says +1, the other +2).

Whoops! I should have caught that question myself. It's +1, like in the sidebar, for the reasons given in the sidebar.

MaverickWolf wrote:
Also, does the enancement bonus apply to Combat Maneuver checks a spell might require (such as a shockwave or implosion enhanced Fireball from your Bullet Point?)

That's a really good question, and I should have been explicit in the text. Since the rules on CMB say "Add any bonuses you currently have on attack rolls due to spells, feats, and other effects," and the implement rules say "The enhancement bonus of a magic implement adds to all attack rolls made with spells cast from the wand," my RAI was that it would add. I'd argue RAW support that as well, but accept it would be possible to come to a different conclusion, so I ought to have spelled it out.

Dark Archive

A Runestaves sequel?!?!?

There is no way to properly describe this, but I just did the futurama squeal, where you hold your arms out like a boxers block, and wobble from the elbow while emitting a high pitched "EEEEEEEEEEE!". Then I ran around the room clacking my pincers screaming "Whoop whoop whoop!"

Liberty's Edge

2 people marked this as a favorite.
Owen K. C. Stephens wrote:
We have a third staff project coming soon (setting out a third set of staff options)...

Interesting!

I'd still love to try and carve out some time at some point to do a Krazy Kragnar's Magic Staff Emporium follow up :)


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Matthew Winn wrote:

A Runestaves sequel?!?!?

There is no way to properly describe this, but I just did the futurama squeal, where you hold your arms out like a boxers block, and wobble from the elbow while emitting a high pitched "EEEEEEEEEEE!". Then I ran around the room clacking my pincers screaming "Whoop whoop whoop!"

A little birdy told me you might be very interested in a certain someone's second spiritual successor to a certain PDF :)

Dark Archive

2 people marked this as a favorite.
Cheapy wrote:
Matthew Winn wrote:

A Runestaves sequel?!?!?

There is no way to properly describe this, but I just did the futurama squeal, where you hold your arms out like a boxers block, and wobble from the elbow while emitting a high pitched "EEEEEEEEEEE!". Then I ran around the room clacking my pincers screaming "Whoop whoop whoop!"

A little birdy told me you might be very interested in a certain someone's second spiritual successor to a certain PDF :)

Careful... the next step is to squirt from the inkpacks under my arm in sheer panic...


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Then I, I mean the little birdy, says no more!

Paizo Employee Modules Overlord

Matthew Winn wrote:
Careful... the next step is to squirt from the inkpacks under my arm in sheer panic...

Wow, how many race points does THAT cost?!

Dark Archive

1 person marked this as a favorite.
Owen K. C. Stephens wrote:
Matthew Winn wrote:
Careful... the next step is to squirt from the inkpacks under my arm in sheer panic...
Wow, how many race points does THAT cost?!

The lack of control reduces the cost considerably. They go off in times of any stress and are pretty locationally challenged. Any time there's threat of a crit, there's a 50% chance I'll blind a teammate I'm using for flanking. Or if the coffee pot whistle startles me. Or if I accidentally whiz on a snake. Or if I dream of rabid ferrets. Or when a really cool new product is announced that makes me giddy. Thanks to this years run of pathfinder products, my cubicle looks positively goth.

As such... this might be a zero sum as far as race points.


I'd like some clarification about contradictions in the book.

On page 2, in the how magic implement works section, it is written: "The enhancement bonus of a magic implement adds to all attack rolls made with spells cast from the wand, damage dealt by the first die of spell damage (see Bonuses to Spell Damage, below), and to all caster level checks made for spells cast while using the wand [...]".

On page 4, in the pricing magic items box text, it is written: "Since our implements only add to damage [...]".

Does the enchancement bonus apply to attack rolls, damage, caster level or just damage?

Paizo Employee Contributor; Developer, Super Genius Games

Yeah, that IS badly written.

Page 2 is correct. The section on page 4 is really talking about how rarely spellcasters make spell attack rolls and caster level checks, compared to how often fighters do (since it's a pricing question). I shouldn't have said "only." More like "usually."


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Sequel?

NOW! Me needs sequel!

NOW!

;-)

Paizo Employee Contributor

One of the things I am looking at doing with rogue Genius games is taking some of the more popular SGG books that never got follow-ups, and see how sequel books do. But it'll take some time/ :)


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

This one totally got a follow up! In spirit!

Dark Archive

Make. It. Happen.

THIS I COMMAND!

Dark Archive

Cheapy wrote:
This one totally got a follow up! In spirit!

And you should be working on a sequel to said spiritual successor, not posting on a forum. How else can I throw money at it?

;)


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

It's in the top five of my To-Do List!

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