The staff sucks


Homebrew and House Rules

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Das Bier wrote:


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.

But that was my point, what about before caster levels rise?

It's not enough simply to have a day's downtime for every adventure. If you had an 8 hour dungeon craw where you could be attacked at any moment so needed to keep your mage armor up then you'r going to have used 2 charges, you can then spend a whole days downtime and only gotten a charge which is worth 4 hours back. Lets just look at level 4, you can do 6 straight dungeon crawls (8 hours each) and not have to worry about needing to take a day off or sacrifice a spell slot (which would be a waste as Ravingdork pointed out, you could just as well cast Mage armour directly). With a Stave you are done in only 5 days. It gets a bit better at level 5 but still if the dungeon craw is longer than 5 hours - which it may very likely be - then you'd still need to spend 2 charges per day.

This lack of flexibility of trying to use the higher CL of duration to make up for cost makes Wand still very viable in comparison. Wand is nice as if as you are travelling the travelling is interrupted by an encounter, you can use a Wand charge or scroll of mage armour to give you protection for just the next hour but if it turns out to be nothing or just a minor skirmish before continuing the 3 hour journey to the actual dungeon or place of combat. If you'd used a Staff charge well we're now well on our way to using three charges which means 3 days of downtime to get it back.

Why worry about and 800gp Staff and downtime when you could do so much with spending a day's downtime scribing a load of scrolls.

"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."

You know what, it's okay for some magic items to be better at some things than others. Wands of Magic Missile are better than Scrolls of Magic missile. That doesn't mean scrolls are useless and therefore wands must go.

"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."

No, actually it's a really good example as how did you know to have a Staff or Wand of De Ja Vu in your hand as that's the example I used. Scrolls are for those unusual situational things, a Wand or staff you'd have out is one that would be generally useful in combat. You didn't think this through, you jsut looked for the first minor problem (move action to draw so obviously a standard action remaining to cast).

"Also, using a scroll provokes an AoO. Wands don't."

That's not a good enough of a reason to ignore 12.5gp scrolls you may only use a handfull of times for how they should be in the form of a Wand or Staff. You can stay outside of their threatened area or cast defensively if you really have to. It's only a level 1 spell.

"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."

The rules on Scroll use and scribe scroll are explicit it's just like the spell prepared for the scroll. Wands and staves multiply material costs by 50x and power components are usually material components.

"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."

Don't do this, man.

You accuse me of ignoring, you're baiting me to make counter accusations then you say I'm making it personal.

If you were to phrase it in a less personally accusatory way of "the value of caster level boosting is under-appreciated" I'd retort that this is appreciated but is more than adequately balanced by the low number of charges and extremely limited rate of recharge. It's simply borrowing precious spells slots from the future that you have to play back at a slow rate. If you use 5 charges then on 5 days in the future you either have to save a spell or waste one.

"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"

Well that should be variety enough.

Wands do not HAVE to dominate, imagine that there might be a dynamic balance between staves and wands? Staves are supposed to be Wizard's big thing, paizo's official art for Wizard is him wielding a stave.

"can be recharged for nothing every day, slowly, especially in down time."

Downtime is a heck of a thing you know, what you can do in terms of scribed scrolls is fantastic.


Ravingdork wrote:

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.

Heh, that's a completely seperate argument, Rav, especially since Mage Armor goes away in usefulness around level 13-14 when it is finally worth it to get Bracers +5. But I didn't choose the spell, I was just going with the prior example.

Which is naturally even worse when you consider CL 1 Mage armors against those at your own CL.

The only answer would be if you need to recast it and you don't have it memorized twice, and no free spell slots. It's really a bad example spell for frequent use, as you WILL memorize it every day...which is basically the same as giving a charge to the staff. As a reserve spell 'just in case', or giving the spell out in an emergency to someone else, it's not a bad choice.


Das Bier wrote:
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.

Final rest does not seem to be in the core rulebook. Disruption is.

Perhaps the PFS version should just be final rest, that reduces remains to dust(which resurrection can be used on), cannot be used on active undead, and is just a masterwork staff in combat.

Thew worst part of this is I gotta recalculate the cost. I'll need to see this Final Rest power or spell to do that. All I'm finding with Google is an Inquisitor thing that includes Disruption.

Note that spell recharging is impossible, it was replaced with the destruction of remains. That's known as a trade off.


Apologies, you were talking about custom staves and powers for your Home campaign, so I threw in one of mine.

It works out to this:

Final Rest, +1 Enhancement
Typically found on daggers, Final Rest is so named for its referral to an ancient, common ritual cast over the deceased to prevent them from rising from the dead. It is typically used to destroy corpses to prevent necromancy and for reasons of health and space.
A Final Rest weapon slowly destroys any normal deceased flesh it damages with a heavy, ghostly white flame, reducing it to inert cool white ash over a period of an hour or so for a human-sized body. If the body was undead, this becomes almost a bonfire, completely destroying the remains within minutes.
A Final Rest enhancement can be placed on a masterwork weapon, without requiring the normal +1 bonus. However, such a weapon cannot be further enhanced.
A Final Rest weapon ignores the DR of undead foes, including DR/Slash or Blud. It can strike incorporeal undead normally. An undead creature laying hold of a Final Rest weapon takes standard weapon damage every round it holds the weapon as the pale fires burn it.
A body fully destroyed by Final Rest is reduced to dust and generally unrevivable save with a Wish. However, if the caster holds the weapon used to administer Final Rest in hand, and the spirit is willing, Raise Dead and Resurrection spells can be used normally, with the burning of the body reversing and rebuilding the corpse into an intact state.
Requirements: Masterwork or +1 Weapon, Gentle Repose (reversed). Price: +1 Enhancement


That ritual can be added here.
Go to Rituals.
It is an interesting variant of the funeral that allows use of the corpse only if reversed. Nice touch that rituals can only be imbued into masterwork items that cannot be further enchanted. I'm going to add that to the ritual dagger.


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The only house rule I think staves needs is remove the restriction that you can only recharge them once per day. Just with that, you can have your staff from empty to fully charged in two days of downtime.

The house rule from Alex to remove the minimum of caster level 8 to craft them is also very nice.


Goth Guru wrote:

That ritual can be added here.

Go to Rituals.
It is an interesting variant of the funeral that allows use of the corpse only if reversed. Nice touch that rituals can only be imbued into masterwork items that cannot be further enchanted. I'm going to add that to the ritual dagger.

Am I missing something? Can't you just pile up some flammable stuff and burn any bodies you don't want being raised from the dead?


It takes a lot of wood and time to burn a body, as opposed to just throwing it in the ground. Cremating a body actually costs about the same amount as a funeral. Bones do NOT burn easily, and disposing of a couple hundred pounds of meat isn't done instantly and automatically easy.

Plus, messy.

Generally, putting someone on a pyre is going to at least leave the bones behind unless it is VERY hot. Bones can be animated.

The Ritual or a Final Rest knife makes disposal of the body clean and easy, leaving nothing behind to be desecrated, without use of foul necromancy. The knife can even be used in mass body disposal...cut each corpse, and in a day even a thousand dead are just dust. Good for getting rid of plague victims and clearing battlefields.

Silver Crusade

The easiest way to fix the staff is to change the charging rules.
Simple if you want to place one 5th level spell in your staff you expend 3 5th level spell slots and if you want to place a meta magiced spell in the staff you simply add the number of spell slots that the metamagic effect costs. example a empowered flame strike spell would cost 7 5th level spell slots to recharge. You can take as many days as needed to recharge your staff.

I would even add a feat, Fast charge: for each 3 caster levels that you have you can reduce the number of spell slots need to charge a staff by one, you cannot reduce the cost below one spell slot per charge.
This feat also works on rods.

One problem I see with certain Pazio rules is that they ae overly complex staff charging and item creation as a whole is an example of this.


Lou Diamond wrote:

The easiest way to fix the staff is to change the charging rules.

Simple if you want to place one 5th level spell in your staff you expend 3 5th level spell slots and if you want to place a meta magiced spell in the staff you simply add the number of spell slots that the metamagic effect costs. example a empowered flame strike spell would cost 7 5th level spell slots to recharge. You can take as many days as needed to recharge your staff.

I would even add a feat, Fast charge: for each 3 caster levels that you have you can reduce the number of spell slots need to charge a staff by one, you cannot reduce the cost below one spell slot per charge.
This feat also works on rods.

One problem I see with certain Pazio rules is that they ae overly complex staff charging and item creation as a whole is an example of this.

That's - actually more complicated and difficult than the current rules -


COmplex, but you could spend multiple spells to recharge quickly, which is what people want, instead of one slot to recharge slowly 1/day. ANd you could spend the slots at anytime, instead of having to prepay in the morning.


Staffs arent that bad surely?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Harleequin wrote:
Staffs arent that bad surely?

They're not "bad" as much as "highly dependent on the amount of downtime in the campaign." Also, as mentioned in my first post in this thread, they are very expensive RAW compared to their benefit.

Because of how recharging a staff works RAW in Pathfinder, they range from "I might as well just prepare/cast the spell myself" to "a way to get a few extra spell effects off now that I can replenish later." Even in campaigns with sufficient downtime, a staff is generally in the "good, but not great" category of magic items (unlike the "big six").

This is a huge change from the way 3.x handled it: In 3.x, a staff was effectively a "super wand" with the same number of charges, no 4th-level spell limit, and the ability to hold more than one spell (improving the action economy from switching between multiple wands). A 3.x staff still had fixed CL and DC, but (because of the generally higher-level spells/spell slots used) were still often more useful than a wand at higher level play. Also, they were prized for the ability to "nova" several times per day without using native spell slots (up to 50 charges available); even the restriction on recharging for most staves had some work-arounds (allowing them to be used even more often).

Compared to that, the biggest advantages of Pathfinder staves (using the CL and casting ability modifier of the wielder if higher than the minimums; the ability of all staves to be recharged without needing non-Core methods) are viewed as a "weak" to many that were used to the 3.x staves and/or are mainly involved in campaigns with non-existent or extremely limited downtime.


You will note that casting a spell from the Staff of Life and Death uses one charge per level. Variant methods of charging such as destroying remains throws out the "one charge per day" rule. PFS version will probably only allow one charging per day so make a big pile of remains before charging. That way you can resurrect someone, recharge, then restoration them.

You could just invite the whole gaming group outside, write the offending parts of the rules on slips of paper, burn them in the barbecue, then cook burgers(traditional or soy). Restrictions burned are considered dead and cremated. :)


Harleequin wrote:
Staffs arent that bad surely?

Think that the fact that low level spell still cost a lot to craft is a downside.

Up to level 4 there are a lot of spells you'd like to have on a Staff to use your CL, but prices go up fast and being low level spells most of the time it's not worth their price.
In the case of higher level spells, for example Communal Stoneskin, you still have to pay the price for 50 charges.
Now, if this is a party buff, we could argue that the cost should be divided among the party, which will lower prices, but still.

Combining spells get expensive fast. If I use a scroll, puf, it's gone, but I invested gold/time making it.
If I use a wand, its charge gone, but it did its work.
If I use a staff, I can keep using it, but suddenly to re-use that staff again I have to pay again to use it.
I pay to buy/craft, then I pay to re use. It's a one time price to get, every time price to use.

That means that with no downtime a staff is only worth 10 spells until you get 10 days of downtime.
Someone should run the math, but I think it's still cheaper to get scrolls.

Yes, CL is important, but if you're investing big gold into the Staff, it HAS to be something you have to use frequently to justify its price.


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I propose you don't need a houserule to solve the staff charging problem, but use the established rules on worldbuilding.

It should not be that unusual for a very low level NPC to be able to become an extremely weak caster, for example a 1st level wizard with an int score of only 11 which is barely enough to even prepare and cast a single 1st level spell. Ultimate Equipment actually says how much it should be to hire spellcasting which is spell level x caster level x 10gp. It would be well within the power of a GM to make a 'Staff Agency' available who organises the task of rotating staves through charging cycles.

The way the business would work is operate a rotating stock of identical types of staves coming in and going out. What each user experiences is they give a Staff of Magic Missile with no charges and for a fee they get a Staff of Magic Missile back with more charges. It's actually a different staff with identical spells but was given in

The only question is pricing, such a business model would have to balance how some staves may come in which are nearly full, others may be completely empty. Also, people may pay more or less to get the same type of staff back with either full charge or maybe they will settle for 9/10 charges.

The business would be run by a powerful interdimensional traveller who can easily travel everywhere to anyone who may want their staff exchanged for one with more charges. The traveller would also pop out in the many various places where anyone with a low level spell is to fill a charge for the standard fee of 10gp x spell level x caster level. It makes sense for a lot of craftsmen to take a level in Wizard just to get Crafter's Fortune and may consider it easy money to just spend a spell slot than spend the day crafting.

The only big question is what would the interdimensional being want as payment?

Would gold suffice? Maybe not, as a being that could track down any staff user in any conflict to trade staves and then more obscurely, anyone who could charge a staff. They could probably could get as much gold as they want. Maybe something that's outside the gold-economy since charges are outside the gold economy anyway, such a being may instead demand deeds, the more charge difference then the greater the number and magnitude of the deeds.

This is a great point of leverage the GM has, as the GM can have such a being appear and disappear, he has something the players deeply value: time.

This can be extended for non-casters with granting their lengthy crafting checks for crafting alchemical items.

What could the deeds be? A side quest? A particular act of mercy or cruelty? An offering or a symbolic gesture? GM may be able to guide the party in a more fruitful direction by this.


Alternative charging helps - there is now an item you can buy to charge any staff at 2x the speed - but that's another item you have to buy. I followed the links previously and picked up the 3pp staff books and they are great. I recommend them to anyone that wants to use a staff in their game.

Krazy Kragnar's mystical staff emporium - the feat for craft lesser staff (allowing a wizard to create a personal staff at level 8 - with rules for upgrading said staves and ideas on allowing the feat to upgrade as well - awesome).

Also I may have missed it but every staff has a thematic way to double charge the staff which fits the idea that magic is cool and requires more than wiggling fingers.

Rite publishing #30 staves - also great and gets into the idea that I like about staves - wonderous staves where each one gets an ability if the staff is broken and the wizard gets a spell or two that costs no charges to use - this part is what I think makes a staff go from 'meh' to 'awesome'.


Dragonchess Player wrote:
Harleequin wrote:
Staffs arent that bad surely?

They're not "bad" as much as "highly dependent on the amount of downtime in the campaign." Also, as mentioned in my first post in this thread, they are very expensive RAW compared to their benefit.

Because of how recharging a staff works RAW in Pathfinder, they range from "I might as well just prepare/cast the spell myself" to "a way to get a few extra spell effects off now that I can replenish later." Even in campaigns with sufficient downtime, a staff is generally in the "good, but not great" category of magic items (unlike the "big six").

This is a huge change from the way 3.x handled it: In 3.x, a staff was effectively a "super wand" with the same number of charges, no 4th-level spell limit, and the ability to hold more than one spell (improving the action economy from switching between multiple wands). A 3.x staff still had fixed CL and DC, but (because of the generally higher-level spells/spell slots used) were still often more useful than a wand at higher level play. Also, they were prized for the ability to "nova" several times per day without using native spell slots (up to 50 charges available); even the restriction on recharging for most staves had some work-arounds (allowing them to be used even more often).

Compared to that, the biggest advantages of Pathfinder staves (using the CL and casting ability modifier of the wielder if higher than the minimums; the ability of all staves to be recharged without needing non-Core methods) are viewed as a "weak" to many that were used to the 3.x staves and/or are mainly involved in campaigns with non-existent or extremely limited downtime.

Staves in 3.5 sucked as bad as they do in PF, if not more.

1) Still pricey
2) No recharging. You had to literally make the staff again to recharge it. i.e. be 11th/12th level.
3) It cost as much as multiple wands, but had a fraction of the charges. You'd be better off with multiple wands of the same spells, at least you got tons of charges out of them.

I pointed this out to SKR in a debate thread about 3e staves, and there was a resulting change was the 3.5 reduction in cost for spells past the first and most expensive staff. It made them better, but it didn't make them popular. That reduction is still there today.

The only staves that were truly awesome were the ones that could be recharged easily...i.e. the Staff of the Magi. The runner-up staff of Power was more like a big can of emergency spells you didn't ever have to want to use.

Now, Runestaves, from the compendium, started to get some traction. They were staves that used your spell slots or memorized spells to cast a fixed array of spells. In short, multiple Pages of Spell Knowledge for both classes. Very few downsides and no reason to worry about charges.

But I've never heard of 'popular staves' in 3e, either. The high cost was always a problem. And the WoTC line was that a staff HAD to have multiple spells, or you used the wand rules, and these spells had to be thematic. People just wanted to abuse the staff rules to save money by loading them up with low level spells that had nothing to do with one another...because the designed staves were naturally VERY expensive, always with multiple spells, some of which you didn't want, and always on theme, instead of what you wanted.

Staves have always been VERY low on the totem pole of desired items.

HOWEVER...I had a f/mu dual class FR character back in the day, who double specced staff and had a staff of striking. He tumbled onto the fallen mythal that could focus its power to recharge items. WHen he started spending charges from his staff to beat stuff up, he could do a lot of damage REALLY fast...

Vlod Fidemfer, former shepherd captured by drow slavers and freed by us. :) Ended up at f/7, MU/12 before all was said and done.

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