The staff sucks


Homebrew and House Rules

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The problem is that different games proceed at different speeds. APs, for example, may proceed almost nonstop... or give players a break of weeks or months between certain events. Establishing a universal guideline isn't as easy as it might sound. I really do think it's best to handle it on a case-by-case basis, rather than saying there are 'expected' amounts of downtime.


Drahliana Moonrunner wrote:
Alex Trebek's Stunt Double wrote:


And it doesn't matter that it's caster-level-1 as Staves reflect the caster level of the person who use them. So a Staff of Magic Missile should only cost 400gp. And as a spell trigger item it doesn't provoke to use it. This is a nice thing to drop for players as it grows with their caster level and they will probably end the day with at least one spell unused so that can keep the staff topped up.

You seem to be ignoring the universal rule that states that staves are always at a minimum of Caster level 8.

Uhhh

"what I said in the exact same comment you are quoting me from" wrote:

There is only one small little houserule you need to make this work:

" The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells."

You just have to delete that rule. That's all the homebrew you need.

With that rule, everything costs 8x more for what is a completely redundant purpose if you are 8th level or higher. A Staff at CL1 or CL2 would probably be appreciated anyway.

We are still in homebrew forum, right?


You'd also have to delete the line for 2nd and 3rd spells, as every staff is supposed to have at a minimum 2, and usually 3, spells. I think every official staff has at least 3 spells.

If it's just one spell, what you have is an oversized wand.


Ravingdork wrote:
Alex Trebek's Stunt Double wrote:
Uhh 1-3 every day and even if they have a relevant spell slot unused to recharge it, in 5 days. Factoring in things like running out of relevant spells slots to charge it then it's really easy to end up only 6 charges left, which makes 4 days of downtime quite relevant.

Note that I said 1-3 charges per adventure, not per day. I would think it a relatively rare occasion where you would need to spam a spell from a staff several times in a single encounter, or even in a single day. Even if you ended up in a scenario where the spell in the staff was exactly the one you needed to spam in order to win the encounter, would you not be glad to have had the ability to spam it in order to save the day?

Whether or not you have downtime becomes moot if you die today.

I don't know what you mean by a discrete "adventure" but if it's like the Staffs I suggested then it's definitely going to be up to three uses per day. That's kinda the whole appeal of a staff is how you can be a lot more liberal with spell usage, it's really handy not just for the Wizard but for the teammates, they often depend on doing things knowing that the party caster can do the thing they knew they could do before.

The spam is much more for the general involvement in the game, always able to get a shot in as you're crawling your way through the dungeon, rather than the epic final battle where the higher level or special spells are generally deployed. So the idea is as they are advancing into the dungeon the Wizard may have a STAFF OF ELEMENTAL HARM which gives a nice repertoire of ranged, cone and melee touch attacks in different elements and he can draw on any of them only needing to keep track of the charges and not even having to worry about provoking as it's a spell trigger. This is a nice way to go through a scrappy skirmish without worrying that you're blowing all your best spells.

If I were them, I'd have as my primary prepared spells:
-Dazzling blade (great buff for allies or self)
-Vanish (good in both offence and defence, move around without being seen)
-Obscuring Mist (Excellent defence mechanism as almost nothing can see through smoke, plus it helps allies)
-Liberating Command (your party will love you and you better prepare it as no scroll/staff/wand can cast it so quickly)
-Wave Shield (assuming GM blocks Windy Escape)

And a bag full of situational scrolls like Grease, Glue Seal, Gravity Bow, Mud ball, Color Spray, etc

As you can see, those prepared slots are primarily not going to drive the adventure forwards, they are more responsive, contingencies. A staff which gives you effectively 10 spells slots as a spontaneous caster with three good general attack spells is really nice. But if you're mainly using such a low level Staff you've going to burn through the charges real damn quick.

I guess you could have an interplanar traveller who occasionally pops through a wormhole to make Lucrative Business Deals with the party, it may offer a timeshare system of trading a Staff they have for an identical staff which is fully charged, the idea is that the Interplanar Capitalist has a stockpile of Staves and Minions and has them working on a production line of staves coming in, being charged, and coming back out.


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Das Bier wrote:

If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work.

This is the text that affects adventuring, end stop. It doesn't matter how many hours you have free. You only get 4, and end up with 2. A ring of sustenance, sleep times, and lesser Restoration are not mentioned as exceptions to this rule.

"Can devote" does not mean the same thing as "is limited to."

You are conflating the "only" in the second clause to the first clause in that sentence. Nowhere does it say that an adventuring crafter cannot dedicate additional time. In fact the two sentences immediately following the sentence you're hanging your entire argument on, in isolation from the rest of the section, state additional conditions: "This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks."

So, if an adventuring crafter can dedicate an uninterrupted 4-hour block to crafting, in addition to the 4 hours of piecemeal crafting in between other activity during the day, there is absolutely nothing in RAW that prevents them from doing so.

Grand Lodge

I am not arguing just stating time facts.

8-10 Hour adventuring day.
4 hours of craft
8 hours sleep (to get spells back)

your looking at 20-22hours of your day tied up, this does include washroom breaks (they go despite not role playing it, although I did in a modern game once). Eating.

Lets not forget that casters need 8 hours of sleep PLUS an hour or slightly less to regain spells.


Or with a ring of sustenance only 2 hours, or desna's star which makes it only 6.

So

10 hours adventuring ( which includes meals and bathroom breaks, this also is possibly force marching for 2 hours if this is travel)

8 hours crafting

2 hours sleep

1 hour spell prep

Total 21 hours granting 8 hours of crafting progress.

Or

10 hours adventuring ( including crafting while adventuring at 4 to 2)

4 hours crafting

6 hours sleep

1 hour spell prep

Total 21 hours granting 6 hours crafting progress.


Or, 15 minute adventuring day, lesser restoration for no sleep at all, 1 hour spell prep. Gee, enough time to craft?

Guess what? Still 4 hours of crafting while adventuring. The rules don't CARE if you are on the road traveling, dungeon delving, mapping, scouting, whatever. They don't care if you scare up 'extra time' somewhere. You get what the rules give you.

You are adventuring. You have 4/2 hours. They don't give you extra hours because your day suddenly has more free time. While adventuring, you are limited in what you can do. The rules do NOT give you extra hours just because you have magic, while you are adventuring.

If you want to devote extra time, being in a non-adventuring environment allows you to allocate 4 hour time slots, and secure/not secure locations determines how effective they are. But they clearly draw a line between adventuring and not adventuring, and you don't get extra hours while adventuring.

That's the difference between being in dangerous places and not.

You're attempting to read into the rules something that is not there. The rules give you exactly what they do, and that line between adventuring and not is clearly there.

So, no extra crafting while adventuring. Teleport back to town if you need to...that'll get around the problem.


I disagree with your interpretation and have never met any other person with it even on the boards.

The crafting while adventuring is an option not a requirement.

Remember any place suitable for spell prep is suitable for crafting.

However I doubt we will convince each other.

If you care I would recommend stating your case clearly in a new thread and hitting the FAQ button while asking others to do the same, if not happy gaming.


Drahliana Moonrunner wrote:
Alex Trebek's Stunt Double wrote:


And it doesn't matter that it's caster-level-1 as Staves reflect the caster level of the person who use them. So a Staff of Magic Missile should only cost 400gp. And as a spell trigger item it doesn't provoke to use it. This is a nice thing to drop for players as it grows with their caster level and they will probably end the day with at least one spell unused so that can keep the staff topped up.

You seem to be ignoring the universal rule that states that staves are always at a minimum of Caster level 8.

At the end of his previous post it said he was as a personal houserule, the post you are quoting was likely referring to that as well.


Did I miss something guys, why do we care so much about crafting staves? It's seems a totally unworkable solution to wait till level 11 and burn a feat on trying to craft hugely expensive items at only half the price. And I'd be hesitant to even let this power be in the hands of Players, it can too often end up with something really crazy such as a hodge podge of spells they are interested in but don't have any utilitarian combination. Like for example mixing general-damaging spells with powerful-debuff spells, they end up using up the charges they should have been saving for the debuff.

By level 11 you're getting about 26'000gp as they work their way through to level 12. Double it for higher point-buy. This is the point where time becomes way more valuable than money and the focus has changed so much away from trying to get lower level spells into staves. We're now into the 6th Level Spells. Money supply has increased such an order of magnitude that scrolls of haste are more economical

This is the point where the game ramps up into overdrive, imo, setting in crafting requirements is too much. No matter how little time you may be able to spend crafting the problem is that while your wealth has scaled up the amount you can craft per day has not, you're stuck far behind. You're trying to iceskate uphill. Crafting makes a lot of sense at medium-low levels where you get a lot of straightforward choices and can craft little bits of the items you want. But for the higher levels the GM should be generous and drop the magic items.

And the inherent nature of magic item pricing makes it more important to have MORE magic items than higher level magic items. Because magic items scale at a rate greater than exponential. When you go to replicating a level 2 spell the cost goes up by more than a factor of 2 but also a factor of the caster level which is higher than the spell level by a further factor. This means a Staff of Black Tentacles (just Black Tentacles, no secondary ability) costs half the wealth you'd gain at level 11, and just in time alone will take you 6 crafting cycles.

I think if you can remove the limitation of minimum caster level of Staves they are great early level drops that are handy fallbacks through most of the game (at least till level 6 or so). But Magic items scale at a rate greater than exponentially in price while wealth per level increases at a lower rate.


Alex Trebek's Stunt Double wrote:

Did I miss something guys, why do we care so much about crafting staves? It's seems a totally unworkable solution to wait till level 11 and burn a feat on trying to craft hugely expensive items at only half the price. And I'd be hesitant to even let this power be in the hands of Players, it can too often end up with something really crazy such as a hodge podge of spells they are interested in but don't have any utilitarian combination. Like for example mixing general-damaging spells with powerful-debuff spells, they end up using up the charges they should have been saving for the debuff.

By level 11 you're getting about 26'000gp as they work their way through to level 12. Double it for higher point-buy. This is the point where time becomes way more valuable than money and the focus has changed so much away from trying to get lower level spells into staves. We're now into the 6th Level Spells. Money supply has increased such an order of magnitude that scrolls of haste are more economical

This is the point where the game ramps up into overdrive, imo, setting in crafting requirements is too much. No matter how little time you may be able to spend crafting the problem is that while your wealth has scaled up the amount you can craft per day has not, you're stuck far behind. You're trying to iceskate uphill. Crafting makes a lot of sense at medium-low levels where you get a lot of straightforward choices and can craft little bits of the items you want. But for the higher levels the GM should be generous and drop the magic items.

And the inherent nature of magic item pricing makes it more important to have MORE magic items than higher level magic items. Because magic items scale at a rate greater than exponential. When you go to replicating a level 2 spell the cost goes up by more than a factor of 2 but also a factor of the caster level which is higher than the spell level by a further factor. This means a Staff of Black Tentacles (just Black Tentacles, no secondary ability) costs half the wealth you'd gain...

Crafting is a way to get what you want/need without praying to the 2d4 items off the random item charts. And a way to modify and improve your items, it also takes away the trade-in tax on magic items.

The cost of magic items does not scale at a rate "greater than exponential" - it's quadratic (sometimes linear), significantly lower than exponential.

For many spells that don't rely too much on caster level, a staff is not the way to go, the same goes for spells you want to use every single day or encounter. The price of staves is such that having a staff with just one spell is slightly more expensive than a wand. The advantage of a staff is multiple spells at lower cost per spell, spell level x caster level x 300 for second most powerful, SLxCLx200 for the rest, and here crafting can be quite good for adding utility to your staff.

Yes, a couple scroll are cheaper if you end up not using them, but I want to make a wizard that exists and does stuff in between fighting dragons and watching rogues search for traps. And staves can have unique abilities that help identify a crafter as something other than "generic elf conjurer - variant #2".

If anybody forced characters to use staves, I would agree they are terribly designed, but as it stands - staves are an option, and not a bad one certain campaign styles such as sandbox and kingdom building. They are higher level items and they shine at higher levels - and at the same time gives power beyond level for low level characters.

Staves are great resources for a caster that uses spells in her downtime, even more so for expensive spells. But I would prefer (and do houserule) staves, rings, and rods as one item creation feat - allowing crafting at the current levels.

That was more ranty than expected, but staves are awesome.


@Alex Trebek's Stunt Double - I think folks are arguing about crafting here since crafting was brought up as something else besides recharging staffs which is easier to handle if the PCs have some downtime between adventures.

@GM Rednal - I can agree that different stories might involve different timelines, but just because you had a baseline wouldn't mean that you couldn't deviate from it. In fact, it might let you know that you should account for that deviation in other ways.

On the other hand, maybe it would be easier to just provide more ways for PCs to get the magic items they want or recharge staffs and such. Maybe there's something in Unchained for this. I haven't really checked it out. If not it could be a nice variant to add to some future book. I'd expect that supercharging crafting and recharging with gold or gems might help maintain balance while adding some flexibility.

Grand Lodge

Maybe Stave's could drain magic items to re power their own limited power supplies.

Seems like a simple solution. Magic can cannibalize its own to power other things.


Covent wrote:

I disagree with your interpretation and have never met any other person with it even on the boards.

The crafting while adventuring is an option not a requirement.

Remember any place suitable for spell prep is suitable for crafting.

However I doubt we will convince each other.

If you care I would recommend stating your case clearly in a new thread and hitting the FAQ button while asking others to do the same, if not happy gaming.

Then you haven't read enough posts for a long enough period of time.

Prior to the ruling that you could craft while adventuring at 4/2, the raging discussion was that you could NOT craft while adventuring at all vs "I can because I can make time for it." and throwing out portable hole labs, Rope tricks, and similar things, in addition to Sustenance/L Restoration time manufacturing, to justify it all.

Then Paizo came out with the official rules: YOu CAN craft while adventuring, and this is exactly how much you can do...not a lot, but better then nothing.

And now you're trying to tack extra hours on again, in a case of 'give me an inch, I want the mile.'

at the very least, the prior argument was, and still works, that you can just teleport home to a safe location and craft for the rest of the day without voiding any rules. There's no issue with that rule...if you are at home in your tower and laboratory, craft away! The DM might not like you doing this, but it IS the rules.

Saying you can craft more then the rules say you can while adventuring is reading your desires into the rules. There's no exceptions made during the crafting while adventuring rules. "The Rules don't say I can't do this" is not how the rules are meant to be interpreted...that is a GM's job, 'adding' to the rules set. They DO say explicitly how much crafting you can do while adventuring, and they say how you can allocate time while NOT adventuring.

And I'll stop here, because any further arguments are going to be redundant.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Das Bier wrote:
Covent wrote:

I disagree with your interpretation and have never met any other person with it even on the boards.

The crafting while adventuring is an option not a requirement.

Remember any place suitable for spell prep is suitable for crafting.

However I doubt we will convince each other.

If you care I would recommend stating your case clearly in a new thread and hitting the FAQ button while asking others to do the same, if not happy gaming.

Then you haven't read enough posts for a long enough period of time.

Prior to the ruling that you could craft while adventuring at 4/2, the raging discussion was that you could NOT craft while adventuring at all vs "I can because I can make time for it." and throwing out portable hole labs, Rope tricks, and similar things, in addition to Sustenance/L Restoration time manufacturing, to justify it all.

Then Paizo came out with the official rules: YOu CAN craft while adventuring, and this is exactly how much you can do...not a lot, but better then nothing.

And now you're trying to tack extra hours on again, in a case of 'give me an inch, I want the mile.'

at the very least, the prior argument was, and still works, that you can just teleport home to a safe location and craft for the rest of the day without voiding any rules. There's no issue with that rule...if you are at home in your tower and laboratory, craft away! The DM might not like you doing this, but it IS the rules.

Saying you can craft more then the rules say you can while adventuring is reading your desires into the rules. There's no exceptions made during the crafting while adventuring rules. "The Rules don't say I can't do this" is not how the rules are meant to be interpreted...that is a GM's job, 'adding' to the rules set. They DO say explicitly how much crafting you can do while adventuring, and they say how you can allocate time while NOT adventuring.

And I'll stop here, because any further arguments are going to be redundant.

Except if you are in a location safe enough to prepare spells, and are crafting, then you clearly are not adventuring; so why should the adventuring rules apply during that time period?


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Raltus wrote:

Maybe Stave's could drain magic items to re power their own limited power supplies.

Seems like a simple solution. Magic can cannibalize its own to power other things.

People are confusing the intent of staves with wands. This isn't helped by the fact that many staves are dispensing spells that are not level or DC dependent, so making them as staves is just dumb.

Likewise, the lack of an arsenal of charges for the staff is underwhelming, basically ignoring the fact that the staff can be recharged for free, and is essentially useful at every level of play because it scales and never runs out of charges.

You'll never find a wand at CL 8 by default. Thus, you almost never see a wand as pricey as a staff (Level 4 spells default at 21,000, but who buys level 4 spells in a wand?). So, arguing that a wand is cheaper for spell X is a misnomer, too, because nobody buys spells at that caster level to compare.

The measure becomes "Well, with a wand I could get 50 spells at one time out of this cheap stick, vs 10 spells out of a very expensive stick" which is a real bad comparison metric. DO you really want to buy a 50 charge level 4 wand of Wall of Fire? 21k down the drain when you use it up. Ugh. You're never going to need 50 charges at one time. You MIGHT need 5...but, you know, the staff is actually cheaper by the spell, and you get other spells then Wall of Fire to use, AND you get to recharge it for nothing, capping your outlay, AND the spell scales in damage...

And yes, the crappy spell choices involved make it harder to see. Remove every spell that isn't an attack spell where save DC, SR penetration, and/or damage is not important, and staves look MUCH better.

The comparison between Haste wands and scrolls is particularly apt. Scrolls are TWICE the cost of wands. But laying out nearly 6.8k gold for 50 haste spells is, like, ouch. Easier to eat the cost one at a time, despite the fact that the wand is half the price of a scroll per spell. Well, staves are even cheaper then wands, per spell. But you don't see it because of the higher CL and most of the game being played at low levels where the cost numbers are smaller. You also argue against needing staves of higher level spells vs scrolls, because you don't cast them at much...until you are at higher levels, where they are the first spells you cast, all the time!

The reason staves have only ten charges is balance issues, pure and simple. Nobody wants to have a caster running around with +25-50 of his most powerful spells on tap. You could do it in 3e, because staves couldn't be recharged, and initially, had fixed caster levels. When those spells scale, AND can be recharged? You simply can't do it.
The original staff creation rules was simply making wands with multiple spells more cheaply, and they still weren't gold efficient because you still only had 50 charges. By makign them rechargeable, Paizo had to limit the capacity so as not to overpower the game.

They should have made better spell combo staves, however. :/


I think what people want out of staves is cheaper Pages of Spell Knowledge, because that is basically what they are.

However, Pages are 'free to recharge', and staves are not, and 'per spell' are cheaper in price, ignoring the +1/day uses accumulating to +10 if not used.

:P


DonDuckie wrote:
The cost of magic items does not scale at a rate "greater than exponential" - it's quadratic (sometimes linear), significantly lower than exponential.

I mean greater than cubic growth, informal use of "exponential" it's not going up by literally F(x) = 2 ^x

I mean something replicating a level 2 spell costs much more than simply double the cost of something replicating a level 1 spell.

"Crafting is a way to get what you want/need without praying to the 2d4 items off the random item charts."

Even if the GM is going to be cruel with random drops or standard drops rather than dropping things based on their own judgement, it's a bit much that they'd also stop you ever being able to buy what you want.

"For many spells that don't rely too much on caster level, a staff is not the way to go"

That's actually ideal, if you look at it this way: Staves are still relatively expensive, too expensive to get one of every spell you really that's so caster level sensitive. But the few that are caster level sensitive, like in my STAFF OF ELEMENTAL HARM, those are a great go to for a battle mage.

"The price of staves is such that having a staff with just one spell is slightly more expensive than a wand."

Except for those spells where you really need the high CL like Ray of Enfeeblement or Snowball/Shocking-grasp/burning-hands. A 1st level wand is cheap with CL1, but when you just try increasing the CL, it gets too damn expensive.

"Yes, a couple scroll are cheaper if you end up not using them, but I want to make a wizard that exists and does stuff in between fighting dragons and watching rogues search for traps."

Oh yes, definitely, and you can. I'm just pointing out it makes sense for spells like Shocking Grasp to be in a Staff and spells like Grease in a scroll. Things like Crafter's Fortune don't necessarily compete with that.

PS: When I GM, I don't have traps that only one class can find. That's as poorly balanced as having enemies that only one party-member can do anything about. Everyone has something to do, all the time.

"They are higher level items and they shine at higher levels - and at the same time gives power beyond level for low level characters."

I disagree, the main feature of a Staff is it reflected the ability and caster level and so on of the person who uses it, that makes it something far more relevant as cheap and early on that has synergy with a character as they grow in their abilities. If it's disproportionately for high level spells then the minimum caster level is usually enough.

"Staves are great resources for a caster that uses spells in her downtime, even more so for expensive spells."

How do staves help with that?


Alex Trebek's Stunt Double wrote:

"Staves are great resources for a caster that uses spells in her downtime, even more so for expensive spells."

How do staves help with that?

From the PRD (emphasis mine):

Quote:


Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th.

Two points here - one answers your question - the other corrects some odd info earlier in this thread.

First: Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff.

Note that this doesn't say 'and must supply material component' - so if you create a staff of stoneskin and true seeing you can recharge it without using more money. Same thing with raise dead or resurrection, or restoration, or any other spell that has a high cost. Including limited wish if you wanted.

Second: The minimum caster level of a staff is 8th.

You can't use 1st level CL for cheapo staves of first level spells - at least not if you are going by the rules. If you are ditching the rules - and by all means do so - I suggest looking at the 1st and 2nd edition DMG for staves that are interesting and appropriate - and having more 'at will' powers that don't use a charge (thus making the staff a utility item for a wizard - there was a reason for a staff in those days just for light and detect magic at will!).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ckorik wrote:
Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells.

Wait, you have to do that at the start of the day rather than the end of the day? I was thinking I could just cast a prepared spell into it that I hadn't used that day. This makes staves a bit more limited than I had in mind.


There are 2 problems with Staves:

Customs Staves, which are the only one that works aren't available to everyone. Some DM might don't allow them, and that's it.

Considering that putting another spell on the Staff increases its price to stupid prices, you end up having to craft 1 Staff for each Spell, which can create problems on your action economy during combat.

If you Craft the Staff yourself, as a Wizard, honestly, you're just better of getting Staff Like Wand, Craft Wands and be happy.

And, of course, the recharge thing. If you're wasting 20k for something that you MIGHT use... well, I'd rather spend it on something that I will use.

Yes, you can have 10 Extra Spells in 1 adventure, but recharging staves during adventuring kinda sucks.
If I can make my own Staves, maybe getting something like Communal Stoneskin might be worth it.


Yeah, the fact that you're giving up a spell per day to recharge the staff is another reason why it might be nice to have some days off, especially if the function of the staff you want to use burns more than one charge.


Ckorik wrote:


Two points here - one answers your question - the other corrects some odd info earlier in this thread.

First: Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff.

Note that this doesn't say 'and must supply material component' - so if you create a staff of stoneskin and true seeing you can recharge it without using more money. Same thing with...

Ah so it's not to help other downtime activities, it's that you have spell slots going otherwise unused and staves can use them.

The problem is trying to get this to system to work out as cost effective as the spells that start demanding high material costs are often such high level the staff is going to itself be inherently expensive. For a Staff of Stoneskin you'd need to use it 90 times to break even not to mention the consequences to wealth per level.

400 x 4 (stoneskin level) x7 (mininum CL ofr Stoneskin) = 11200gp craft, 22400gp buy

On the other hand, you'd only incur the hit on your wealth-per-level of the 250gp of diamond dust for each casting which would be removed from counting against your wealth per level as soon as you used it. I wouldn't waste my time trying to get a staff of Stoneskin, at 7th level Wizard I can afford a few bags of 250gp Stoneskin for the few occasions i'd actually need it. Also, Stoneskin can be extremely redundant with Wave Shield (or Windy Escape), as a Wizard you shouldn't be even visible or recognisable as a threat that much, then use Wave Shield for that. Also Protection from Arrows for ranged attacks that are too far away and well hidden to see coming.

I personally don't think players should have to go cap in hand and gouge out their wealth per level to bring their PC back to life, that's so obviously favouring them to just make a new disposable character. If they truly have been heroic adventurers there should be a 9th level Cleric somewhere who will cast Raise Dead on them and restoration as well. Top it off with Dragon's blood (see dragoncrafting) to remove the final negative level.

Liberty's Edge

Wave shield and windy escape are both personal spells, and stone skin is a creature touched spell. So a wizard could easily use wave shield or windy escape for themselves and still want stone skin for their allies. DR 10/adamantine is pretty good, even in high levels. And at 10 min/level, it can last through several encounters.


Letric wrote:

Considering that putting another spell on the Staff increases its price to stupid prices, you end up having to craft 1 Staff for each Spell, which can create problems on your action economy during combat.

If you Craft the Staff yourself, as a Wizard, honestly, you're just better of getting Staff Like Wand, Craft Wands and be happy.

1) Not so, only the most powerful spell is cost x400

second most powerful is x300 (25% discount)
beyond that spells are x200 to craft (50% discount)
- so to optimize you would have a staff of 5th level spells, another for 6th level spells, 4th and below can all go in one because of the minimum caster level.

2) I love staff like wand from an economical viewpoint, but if I have to get craft staff for it, I want to craft a staff - and it will have spells with costly components or troublesome foci.

If a GM doesn't allow crafting or custom crafting or any other potential aspect of a pathfinder game, then that's not where you go for that aspect; that cannot be a problem tied to Staves as an item concept, it's a GM problem/choice.


Alex Trebek's Stunt Double wrote:
DonDuckie wrote:
The cost of magic items does not scale at a rate "greater than exponential" - it's quadratic (sometimes linear), significantly lower than exponential.

I mean greater than cubic growth, informal use of "exponential" it's not going up by literally F(x) = 2 ^x

I mean something replicating a level 2 spell costs much more than simply double the cost of something replicating a level 1 spell.

Not much better, it's also less than cubic, because it's quadratic (mostly). Usually a la:

Cost = Spell Level x Caster Level x BASECOST ~= ½CL x CL x BASECOST = ½(CL^2) x BASECOST = quadratic cost


Deighton Thrane wrote:
Wave shield and windy escape are both personal spells, and stone skin is a creature touched spell. So a wizard could easily use wave shield or windy escape for themselves and still want stone skin for their allies. DR 10/adamantine is pretty good, even in high levels. And at 10 min/level, it can last through several encounters.

Okay, that's going to confuse costs even more if the big plan with this is as a party buff. At level 7, just eat the diamond dust costs. 250gp is going to be your hovering wealth level anyway that can be eaten. AS GM, I'd want Wizard's spell slots to be used up on things like Stoneskin, especially as high level spells get both really expensive yet some can really break the game. DR10 to key party members can be great, that can lead to a fun engagement with a major boss type, rather than just Black Tentacles or Phantasmal Killer which are kind of all-or-nothing spells.


DonDuckie wrote:
Alex Trebek's Stunt Double wrote:
DonDuckie wrote:
The cost of magic items does not scale at a rate "greater than exponential" - it's quadratic (sometimes linear), significantly lower than exponential.

I mean greater than cubic growth, informal use of "exponential" it's not going up by literally F(x) = 2 ^x

I mean something replicating a level 2 spell costs much more than simply double the cost of something replicating a level 1 spell.

Not much better, it's also less than cubic, because it's quadratic (mostly). Usually a la:

Cost = Spell Level x Caster Level x BASECOST ~= ½CL x CL x BASECOST = ½(CL^2) x BASECOST = quadratic cost

I literally mixed up that cubic was power of 3 rather than power 2. Cube, square, kubrick, eh.

But the problem is still there, 2 is substantially more than half of 3. It does trend towards mere square (7th levels spell, 7 is very close to half of 13 for min Caster Level 13), but if it was just quadratic a level 2 Wand would cost 3000gp, instead it costs 4500gp, a whole 50% more. That is actually half way to what you'd expect with cubic growth. And it is this fist step up where things hurt the most. Going from a 750gp wand to a 4'500gp wand is a steep price hike. Ditto with Staves.

My advice remains, if you want to make staves viable, stick to level 1 spells and houserule away the minimum caster level requirement.


Actually, to make them viable, restrict them to level 4+ spells. That way, there's no competition with wands to speak of. Anything below 4th, just consider it a wand.


Goddity wrote:
I disagree with you. The Paizo staff are pretty good at their jobs.

Well, the Postmonster does suck. Or eat. Or something. To be honest, I'm not sure what it doesGIVE ME BACK MY POSTS TETER


Das Bier wrote:
Actually, to make them viable, restrict them to level 4+ spells. That way, there's no competition with wands to speak of. Anything below 4th, just consider it a wand.

Lets stay on topic. This is about stopping staves from sucking, not making them suck even harder.

And no, a CL1 Staff of Burning hands is very different from a CL1 Wand of Burning Hands as the former in the literal hands of someone who has caster level 5 will deal 5d4 damage while the CL1 Wand will always deal 1d4 damage. This is the whole point of staves, they go up in power with the wielder. Levelling up matters.

Wands will still have it for things where caster level is quite irrelevant, like a Wand of Color Spray.


DonDuckie wrote:
Letric wrote:

Considering that putting another spell on the Staff increases its price to stupid prices, you end up having to craft 1 Staff for each Spell, which can create problems on your action economy during combat.

If you Craft the Staff yourself, as a Wizard, honestly, you're just better of getting Staff Like Wand, Craft Wands and be happy.

1) Not so, only the most powerful spell is cost x400

second most powerful is x300 (25% discount)
beyond that spells are x200 to craft (50% discount)
- so to optimize you would have a staff of 5th level spells, another for 6th level spells, 4th and below can all go in one because of the minimum caster level.

But here you come across the biggest problem with Staves. That "discounted" spell now it's eating the charges for your highest level spell. Also recharging costs a higher level spell slot.

So the more spells you have on the staff, the easiest it's going to be drained of charges, and the hardest it will be to recharge it.
DonDuckie wrote:


2) I love staff like wand from an economical viewpoint, but if I have to get craft staff for it, I want to craft a staff - and it will have spells with costly components or troublesome foci.

I'm gonna get it on my wizard, becase I can make cheap wands and work as staves.

Craft staff? I might have to craft one for my Oracle, because he's a only healing oracle.


Alex Trebek's Stunt Double wrote:
Das Bier wrote:
Actually, to make them viable, restrict them to level 4+ spells. That way, there's no competition with wands to speak of. Anything below 4th, just consider it a wand.

Lets stay on topic. This is about stopping staves from sucking, not making them suck even harder.

And no, a CL1 Staff of Burning hands is very different from a CL1 Wand of Burning Hands as the former in the literal hands of someone who has caster level 5 will deal 5d4 damage while the CL1 Wand will always deal 1d4 damage. This is the whole point of staves, they go up in power with the wielder. Levelling up matters.

Wands will still have it for things where caster level is quite irrelevant, like a Wand of Color Spray.

But that takes a double home rule...single spell staves, to get wand costs per spell, and lowering minimum caster level to 1, to also minimize costs. This effectively makes wands worthless...have all your cheap wand goodness, and high caster level, too.

If you just relegate level 1-3 spells to wands only, wands don't compete to the cost of a staff, especially multiple spells, because level 4+ wands already have the same caster level.

It's far more balanced, and doesn't get into the low level fixed spell nonsense competition.

If we're talking scaling spells, Staves are already cheaper then wands. It's just nobody wants to spend the money on high CL wands to compare to staves.


@Letric: I don't agree about valuing the charges solely by the level of the spells contained within the staff. Yes, higher-level spells are essentially "better", but "better" does not always mean "appropriate for the situation at hand". The fact that you're "losing" uses of a higher-level spell is functionally irrelevant if the spell in question wouldn't help your group.

Personally, I like having some relatively common-use spells in a staff, ones your party is almost certainly going to need cast at some point in your adventure. You can use the staff for that, and save your normal spell slots for other things - of course, this is mainly useful if you expect to have several days of downtime between each adventure so you can recharge, which isn't that uncommon. XD

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Got to admit, I was glad I kept the one staff of storms or whatever when we found it. Almost the next fight later we needed gust of wind, which my oracle wouldn't have had otherwise.


TriOmegaZero wrote:
Got to admit, I was glad I kept the one staff of storms or whatever when we found it. Almost the next fight later we needed gust of wind, which my oracle wouldn't have had otherwise.

Would you keep it over a Page of Spell Knowledge with the same spells?


Das Bier wrote:
TriOmegaZero wrote:
Got to admit, I was glad I kept the one staff of storms or whatever when we found it. Almost the next fight later we needed gust of wind, which my oracle wouldn't have had otherwise.
Would you keep it over a Page of Spell Knowledge with the same spells?

A Page can only hold one spell. It also means using the oracle's spell slots instead of stored energy within.


Lots of interesting ideas for staves. Here's one of mine.

2: Staff of Life and Death
This Staff can cast Resurrection and Restoration. Restoration costs 4 charges while Resurrection costs 7. The drawback is that it must vaporize 200 lbs of sentient creature remains to recharge 1 charge. When the third command word is spoken and the onyx head of the staff is touched to the remains, an undead monster or animated remains must make a 20 will or fort save or be vaporized. If the remains are not immobilized, it requires a crit. to vaporize. Only continuous remains are effected, and only enough to fill the staff, so a big pile of bones might not be totally destroyed. A hand severed from a corpse can be ironically resurrected with the same staff that destroyed the corpse. These are made by sects of churches that find trophy hunting repulsive.
(400X7X13)+(300X4X13)+100,000+8,000
36400(resurrection)+15600(restoration)+100,000(Diamond Dust)+8,000(+2 disruption weapon)
Price 160000 Cost to make 130,000(Diamond dust value cannot be reduced)

If I've messed up the math somewhat, let me know.
I started this design in another topic where a player was sick of another player's grisly trophies.


Yes, Moonsinger...all of which is why I was asking. Using your own spell slots is considered a feature, not a bug...no gp expenditure for charges, and you get them all back every day.

And Spon casters have always benefited more from staves then Prepared Casters. Less Spells Known versatility, on average.

------------------
Staff of Weather (I assume this is what Toz meant).

Aura strong varies; CL 13th
Slot none; Price 84,066 gp; Weight 5 lbs.

Description
The carved surface of this solid oaken beam always depicts a scene with the opposite qualities of the current weather (rainy on dry days, dry on rainy days, and so on). It allows use of the following spells:

Fog cloud (1 charge)
Gust of wind (1 charge)
Wind wall (1 charge)
Ice storm (2 charges)
Sleet storm (2 charges)
Control weather (3 charges)

Construction Requirements
Craft Staff, control weather, fog cloud, gust of wind, ice storm, sleet storm, wind wall; Cost 42,033 gp.
----------------------
84k for basically 6 level dependent spells that you are HIGHLY unlikely to have memorized, but which can each be useful in specific circumstances.

Huh. Probably one of the better staves, really. Spells level 2, 3, 3, 4,4 and 7. 4, 9,9,16,16, and 49 k for Pages. It would be 54k for Pages for the first 5 spells, and 49k for the Control Weather ...which you need so rarely you could just buy a scroll or prep it.


Goth Guru wrote:

Lots of interesting ideas for staves. Here's one of mine.

2: Staff of Life and Death
This Staff can cast Resurrection and Restoration. Restoration costs 4 charges while Resurrection costs 7. The drawback is that it must vaporize 200 lbs of sentient creature remains to recharge 1 charge. When the third command word is spoken and the onyx head of the staff is touched to the remains, an undead monster or animated remains must make a 20 will or fort save or be vaporized. If the remains are not immobilized, it requires a crit. to vaporize. Only continuous remains are effected, and only enough to fill the staff, so a big pile of bones might not be totally destroyed. A hand severed from a corpse can be ironically resurrected with the same staff that destroyed the corpse. These are made by sects of churches that find trophy hunting repulsive.
(400X7X13)+(300X4X13)+100,000+8,000
36400(resurrection)+15600(restoration)+100,000(Diamond Dust)+8,000(+2 disruption weapon)
Price 160000 Cost to make 130,000(Diamond dust value cannot be reduced)

If I've messed up the math somewhat, let me know.
I started this design in another topic where a player was sick of another player's grisly trophies.

This would never make it in an official game because you turned the recharging into a benefit, not a cost. You effectively have unlimited charges if you have enough bodies around...and free corpse disposal akin to disintegration.

It's a neat idea, just not workable.

I just use a +1 enhancement that is VERY common, called Final Rest, that slowly burns bodies to white dust, and so makes animating the dead difficult. The dagger that destroyed the body can be used with a Raise Dead or Resurrection to bring the person back, but necromancy fails entirely, below the Wish level.

It can also be placed on a Masterwork dagger without the need to make it +1 first, so that it can be used in poorer locations most vulnerable to corpse stealing and animation.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Das Bier wrote:
Would you keep it over a Page of Spell Knowledge with the same spells?

If found in loot? Sure. And you got the right one, thanks for looking it up.


Why would you keep it over the same Pages, with Control Weather as an outlier? Inquiring minds and all. It would cost about 19k more to just have Pages instead of the staff.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I would assume I found it after a battle or successful delve, so it would have history. Getting the staff just dropped on my character's head would give less reason to keep.


If your staff doesn't live up to your expectations, maybe you need to rehire.


Alex Trebek's Stunt Double wrote:


Okay, that's going to confuse costs even more if the big plan with this is as a party buff. At level 7, just eat the diamond dust costs. 250gp is going to be your hovering wealth level anyway that can be eaten. AS GM, I'd want Wizard's spell slots to be used up on things like Stoneskin, especially as high level spells get both really expensive yet some can really break the game. DR10 to key party members can be great, that can lead to a fun engagement with a major boss type, rather than just Black Tentacles or Phantasmal Killer which are kind of all-or-nothing spells.

They have uses - I still think having a selection of useful at will spells (level 1 or 2 even) is what elevates a staff from 'meh' to 'omg must have'. Another consideration - perhaps you are going on the type of adventure where you won't be anywhere near civilization for months... or longer - you are going to another dimension that you know disallows travel back without a key you don't yet own - or something similar. The ability to use stoneskin without that 250gp bag of dust suddenly is much more beneficial.

I realize that the usefulness of staves is situational - however that could be said for a vast number of non 'big-six' magic items - that's why the 'big-six' are considered ubiquitous - because they are useful in almost all situations and conditions making the value per gold piece spent more worthwhile.


Das Bier wrote:
But that takes a double home rule...single spell staves, to get wand costs per spell, and lowering minimum caster level to 1, to also minimize costs. This effectively makes wands worthless...have all your cheap wand goodness, and high caster level, too.

Then it's another house rule. It's hardly even a second house rule as it doesn't actually say a Stave must have three spells, it just says how much lesser spells cost. Though if you still didn't want to bother with that rule change and wanted just a Staff of Magic Missile at minimum cost, stick in two relevant zero-level spells like Touch of Fatigue and Dancing Lights which would only increase the craft cost by from 400gp craft 800gp buy to 650gp craft and 1300gp buy.

Though it's obviously really handy to actually have multiple spells, something like the STAFF OF ELEMENTAL HARM I proposed gives a wide array of options of either a ranged touch attack that can stagger, a melee touch attack with great bonuses to hit, or a cone attack for when there's bunched enemies, especially good for swarms. Take one staff in your hand and open up a nice array of options.

"This effectively makes wands worthless"

What? Something else being possibly as good does NOT make wands worthless. That's not what worthless means.

Wand of mage armour remains a really time and cost effective way of getting mage armor. It's 50 hours of mage armor to be given to yourself and whoever in hour increments for 750gp.

Lots of things are competing with Wands, compare the possibility of simply preparing lots of Scrolls with Alchemical Power components. Instead of Wizard spending days in downtime recharging a Staff, he's scribing loads of Scrolls of Mage Armor with Darkwood so 12.5gp each for each offering 2 hours of mage Armor. That's 6.25gp per hour of Mage Armor compared to 15gp per hour with a Wand. Wizard can scribe 4 cheap scrolls per day compared to only re-filling one staff charge per day.

Though really that competes more with a staff from around CL4, you can be far more efficient with one off day than a staff limited to re-charging it once per day. Or you just run negative.

"If you just relegate level 1-3 spells to wands only, wands don't compete to the cost of a staff"

They should compete, who's afraid of a little competition?

Okay, let me just say that for the vast majority of spells that are caster level insensitive, GM should drop them as scrolls. You don't need 50 g*@ d&~n uses of the spell De Ja Vu for a hit to your wealth-per-level of 750gp, you're going to need a couple scrolls of that for the couple times its actually going to be useful. Even something as ubiquitous as Grease, too often it cannot be used as it's a multi-legged creature with natural weapons or the enemies are too numerous and weak to be worth wasting time on a major debuff. Also pulling out a wand to use it means you have to put it away again, when you've used a scroll you can just drop the worthless paper when done.

Wands will always have a place for that one spell you need from level 1 and will be using over and over and over till you get time to stockpile a load of scrolls or something.

If there's any major wand competitor it's not going to be an 800-1300gp staff, it's going to be a stack of scrolls.

Where staves should be competitive is with those early level highly caster-level sensitive spells that have damage die or duration directly tied to caster level. Snowball/Burning-hands/shocking-grasp, that sort of combo. Or Ray of Enfeeblement + Touch of Gracelessness + Metamagic Reach Touch of Fatigue.

But they aren't competitive everywhere. Below level 5 a wand of Mage Armor is going to do you better than even a Stave of just mage Armor because you can get 50 hours of mage armor from a 750gp wand vs
10 hours of mage armor from an 800gp Stave as CL1 or lower
20 hours of mage armor from an 800gp Stave as CL2 caster in 2 hour chunks
30 hours of mage armor from an 800gp Stave as CL3 caster in 3 hour chunks
40 hours of mage armor from an 800gp Stave as CL4 caster in 4 hour chunks
50 hours of mage armor from an 800gp Stave as CL5 caster in 5 hour chunks

being short of breaking even at level 5 isn't competitive. Yeah, you can top this off with charges on off days but it's that's not getting something for nothing. Definitely for the first quarter of the game, wands are really damn good things like Mage Armor. And if you have the time and want to make your money go further, then scribing scrolls is better than that.


A staff of mage armor can be recharged for nothing.
It elevates by caster level.
So as soon as you have a higher caster level, the staff gets more and more valauble, and the wand conversely gets less and less valuable.

The staff never runs out. You can recharge it for nothing in down time, or for the price of a 1st level spell.

The idea that you will need 50 mage armors before you can recharge the stave is a very poor argument, and will basically never happen, especially as caster levels rise. You'll want the longer duration of the staff/cast spell, and the higher caster level to resist a possible dispel.

The wand effectively becomes useless. Needing to spam 10 spells in a row is extremely rare, except for CLW wands. However, the fact is I'd spam 10 magic missiles from a staff at my caster level before I'd spam ten magic missiles from a CL1 wand. Making the staff cost the same as the wand? Hah, that's not even a contest. Staves all the way.

Your scrolls example is poor, too. You have to keep drawing each scroll out, which is also an action waster. The staff is already in hand. The wand you can just transfer to your other hand if you need to...or drop it and pick it up later, if you don't think you'll need it again this combat. If you do need it again, it's already drawn.
Also, using a scroll provokes an AoO. Wands don't.

I see nowhere in the rules that you can use Alchemical Power Components for scrolls. Can you point me to that? If you can do it for scrolls, then you generally could do it for wands and staves...or other magic items, to be honest.

I think you're ignoring the value of a Staff boosting the caster level, and how important and powerful that is. The reason Staves have CL 8 default is BECAUSE of how powerful the ability is. IF staves barely cost more then wands, and scale freely...nope, huge balance issue.

The only argument you can really make is the wands are better at spamming lots and lots of low level spells. If you don't need the spell repeatedly, the staff will always be the way to go...available in an emergency, can be recast as necessary, and scales, and can be recharged for nothing every day, slowly, especially in down time.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Not sure that's a great example either, Das Bier. Why on earth would you spend a bunch of money on a staff that lets you have mage armor at your caster level each day, when you could pocket the money and just cast mage armor each day? (Whether you use the staff or not, you're still end up spending the spell slot each day.)

Better for spells that you might need multiple times in a day, or just don't want to prepare, rather than a spell that is going to last all day anyways.


Ckorik wrote:


They have uses - I still think having a selection of useful at will spells (level 1 or 2 even) is what elevates a staff from 'meh' to 'omg must have'. Another consideration - perhaps you are going on the type of adventure where you won't be anywhere near civilization for months... or longer - you are going to another dimension that you know disallows travel back without a key you don't yet own - or something similar. The ability to use stoneskin without that 250gp bag of dust suddenly is much more beneficial.

I realize that the usefulness of staves is situational - however that could be said for a vast number of non 'big-six' magic items - that's why the 'big-six' are considered ubiquitous - because they are useful in almost all situations and conditions making the value per gold piece spent more worthwhile.

I was looking through the first level Wizard/Sorcerer spells (and some cleric spells, this covers most bases) and I was surprised at how few REALLY depend on caster level, so many were instantaneous or minute to 10/minute per level. Generally a combat will last less than 10 rounds, even pre-fight buffs you can easily get out and finish the fight within 1 minute.

Only 6 spells stood out to me: Snowball, Shocking Grasp and Burning hands for how their damage die were tied to caster level up to 5th and then Ray of Enfeeblement, Touch of Gracelessness and Touch of Fatigue. And vanish which is the odd one out for now.

This pretty neatly covers all those highly

STAFF OF ELEMENTAL HARM
1800gp
Snowball, Shocking Grasp or Burning hands may be cast from the staff, each use uses 1 charge. There are 10 charges.

This is the go to blasty-staffy, I don't want players to go "meh" I want them to but fugging excited, I think it's a great thematic showcase of three spells that vary in their mode of attack. I'd also actually like players to use such a weapon as they can focus their few spell slots to more bespoke spells that can often be hard to deploy through wands or scrolls. Things like Dazzling Blade and Liberating Command are impractical to have in a scroll but great party buffs. Also with Wave Shield they can be a lot more bold with a little DR on tap if they over extend.

Now if they then start stacking their slots also with Snowball/Shock/Burn then I'm going to be mad and that staff may end up sundered.

STAFF OF CRIPPLING
1600gp

Ray of Enfeeblement, Touch of Gracelessness or Touch of Fatigue may be cast from this staff, at 1 charge each. This is the go to staff when you get deeper into the dungeon and you're being beset by creatures that are more than HP sponges, it's no good contributing to the damage chip. You've got to drag them down from wrecking your crew. The touch of fatigue isn't much but a nice little touch on top of everything else.

I'm thinking of actually making a nerfed cheaper version, where RoE and ToG take two charges, which would also reduce the cost to 900gp. Because this is supposed to be a more specialist item, not to be used on every tom-dick-and-harry who challenges them. This isn't for random cultist #76. This is for the Cave Giant that is running this dungeon.

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