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

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

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Great concept, but not enough content for the price

***( )( )

This pdf is 7 pages long, 2/3 of a page front cover, 1 page editorial & SRD, leaving 5 1/3 pages of content for you. So..what are these staves?

Essentially, this pdf introduces a general new kind of magic item class and offers staves and wands as examples for this class called magical implements. Essentially, magical implements add extra punch to spells you cast when wielded in one hand while casting, adding e.g. +1d6 damage plus 1 per plus of the wyrd wand. This excessive damage is added after applying metamagic effects from any source. A cost table as well as a sidebox dealing with a more purist approach are also included in the rules-section.

Excessive information is given on how to create more wands/staves and price them accordingly. 23 qualities for wands and staves are given and, if you desire to do so, the whole system is completely compatible with the crafting system and thus is easily implemented and expanded upon, offering you the choice to add the qualities to regular staves.

From the rather elemental-focused qualities that add to their respective element's damage or substitute an elemental quality, there are also supportive qualities that grant additional attribute bonuses to an ally you buff, prevent the spending of a spell the enemy has saved against to a wand that enables you to use subdual damage with your spells, a nice slew of abilities is presented.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to the 3-column standard and artwork is nothing to write home about. The pdf has no bookmarks. I really enjoy the well-crafted new class of items, as I consider the iconic usage of a staff while casting to be vastly superior to the arcane-ammo approach of the regular game. However, this pdf has one major problem: It's too short. There simply are not enough qualities to make the staves truly imaginative and if you want to implement these tools, you only have the barest minimum of options available. This pdf would have greatly benefitted from having 2-4 additional pages (which is not too much for the price point) with SOME kind of different information. While I e.g. get the need for elemental staves and wands, I think that due to them being mechanically identical and using even the same means of construction, some space could have been cleared in favor of a general elemental staff. 3 staves that substitute energy, 3 that deal added elemental damage and sacred/profane staves that enhance aligned spells mean that 5 of the 25 spells are minor cut-copy-paste variations of the same quality, further thinning out the content we get. In the end, additional content would have made this a 5-star file - as written, though, it just does not offer enough content to stand up to similarly-priced magic item books like NNW's books on Orbs and Staves. My final verdict will thus be 3 stars due to not offering enough content.

Endzeitgeist out.


The start of something big

****( )

The Genius Guide to: Rune Staves and Wyrd Wands
7 page PDF, 961 kb, $2.99

1 page cover & introduction
5 pages content
1 page credits and OGL

General:
The production values, editing, grammar, and spelling are all quite good. Not perfect, but the number of errors are low and on par with other professional publications.

The sidebars and discussions of why some things work as they do are welcome and helpful. IF anyone chooses to modify the rules, knowing why some elements are presented as they are helps when making changes. The comparisons with standard staves and wands are especially helpful.

Mechanics:
The concept of the magical implement appears in D&D 4E already, and is a somewhat similar in function there. The exection here is better suited to D%D 3.5 and to Pathfinder. Users of the varians from Unearthed Arcana for Magic Effect Rating and "Players Roll all the Dice" may be especially interested in how this ties to those options (which, essentially, were a preview of what was coming in D&D 4E).

The pricing and costs are modeled on those for enhancing weapons and armor, in that there is a base price based on the total enhancement bonus, there is a maximum of +5 on the enhancement bonus itself, additional effects are priced based on equivalent enhancement bonus value, and the overall effective total for an item is up to +10 total. Anyone used to working with the Magic Weapon or Magic Armor tables in the Core Rulebook should have no problems with this.

The mix of abilities is a bit light, and could use some fleshing out. That is probably a good element for an expanded, print edition, or in a compilation. THe mix presented here is a good starter set, and enterprising GMs will be able to create additional ones with no more difficulty than creating new weapon abilities. One gap, however, is diversity. While damage-dealing spells are covered well, other types are less well represented. Damaging spells, particularly those based on elemental effects, have multiple options, while other spell types have only one.

The most notable thing missing, however, is a discussion of how the implement's enhancement bonus combines (or is not combinable) with a weapon enhancement bonus. For that matter, there is no discussion of how the Arcane Bond with an item might be used. A Wizard with a staff as his arcane bond item would be interested (probably eager) to add some of these effects as well as weapon enhancements. The pricing sidebar talks around the issue, even mentioning adding the Holy weapon power to an implement.. but avoids the next likely topic of mixing weapon enhancements with implement enhancements in the same item. This may be because, as noted in the brief mention of the Holy staff implement, the pricing pushes out beyond the Loot for Less boundaries, but it seems a significant omission not to address the combination more completely.

Presentation:
The layout is a bit jarring. The pages are laid out in landscape for 8.5x11 paper with 3 columns. The cover page, however, shows the cover occupying 2 columns and the first portion of the text in the 3rd.That gives a feeling that the pages are somewhat awkwardly linked together.

The art is good, mosty evocative of the theme. The cover's near-naked female spellcaster seems a little gratuitous, though; dark robes might have been better given that she seems to be raising the undead.

Overall:
I really like the concept and execution. The options presented are a good beginning, but need more fleshing out, and the interaction with weapon enhancements needs to be defined. This material will probably be of great interest to players with multi-class characters, in helping them make up some of the gap from lost caster levels.


Great addition to add more flavor to Staves and Wands

*****

Super Genius Guide to: Rune Staves and Wyrd Wands by Super Genius Games

This product is 7 pages long. It starts with a cover, and intro. (3 pages)
This section explains how the new staves and wands work, why they decided to do this and a side bar about how these wands don't work like normal wands and Staves and how you can make them work like normal ones. The cost shows how much they cost to make, they are limited to adding a +5 but the chart goes up to a cost of a +10 in case you want to add more features to a single wand.

Next we get into the new effects you can give these wands and staves. There is 23 listed effects. They do anything from. (3 pages)
Alluring – You add your bonus to skill checks when used against targets under the effects of “charm” type spells.
Arcing – Changes the damage type to Electric. So fireball does electric dmg instead of fire.
Frosty – ads 1d6 of cold damage when cold based spells are cast using it.

In addition to the new effects the +1-+5 bonus from the stave or wand also come into play. They add a bonus to hit(if one is required), bonus damage to first dice of damage. (examples, 5th level wiz cast fireball would be 5d6+5 if used with a +5 wand, while Magic Missile would be 3 missiles, the first one doing 1d4+1+5, while the other two do 1d4+1) and to all caster checks to over come SR or effectiveness such as with remove disease etc.

It ends with credits and OGL. (1 page)

Closing thoughts. It also has sections on how to add other effects to these wands and staves. Such as a holy staff etc. It gets into the costs and why the choices where made. The enhancements are interesting and for the most part for me this makes staves and wands a lot more interesting than before. Before they was just battery operated spell devices you pulled out now and again to cast something. Now they can effect and change how your magic works, which makes them a lot more interesting.

Now I do have one critic about the book. For damage based spells these are great. For other spells they are still nice because of the new effects. But really the bonuses don't really come into play except on the damage based spells. Except on rare cases, I would have liked to have seen the bonuses have more effect on other spells. To give people more of a reason to want a +5 wyrd wand to use with charm person for example. Yes some of the effects do indeed do this. But it always helps damage spells, regardless of the effect. I would have liked to have seen something like that added for other spells.

I thought about it, I consider saves but discarded it quickly. But perhaps you could add the bonuses to the level of the spell for determining duration? Not sure but something like that would have been nice to add. So really that is my only critic of this book. The art is fair to good, with a mix of black and white and color. The writing, layout and editing was very well done as you would expect from SGG. So what's my rating? I am giving it a 4.5 review, only thing keeping me from giving it a 5 is the one critic I mentioned. I heartily recommend this product.


I really liked this

****( )

This is a great addition to my game.

The idea of it is very cool, seems balanced after my first read over, and will make things even more interesting.

I have a wizard who has a masterwork family bow, and simple making it a +1 bane this and that seemed a waste for a wizard. So I plan to use these rules and make the bow a with the magical enhancements rather then a combat bow. Plus I am sure I will find other ways to use these a fey magical items just to add more magic top the fey in my Kingmaker campaign.

Reread it and another very cool idea is to make the item a book or tome. Still requires them to grasp it, plus I can fill is up with spells that fit the theme of the enhancements. I can totally see a Fiery Wyrd tome, filled with fireball, burning hands spells as well as enhancing those very spells when the book is in hand. So neat!


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Paizo Employee Starfinder Design Lead

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

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

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 Starfinder Design Lead

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

Yeah i could see that and I thought about it.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, 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 Starfinder Design Lead

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

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, 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

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

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.


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 Starfinder Design Lead

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, Starfinder Adventure Path, Starfinder 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!


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 Starfinder Design Lead

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.


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 Starfinder Design Lead

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.


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 Starfinder Design Lead

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.
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...


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

Paizo Employee Starfinder Design Lead

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."


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/ :)


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?

;)


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

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