Staff of the Master, other then Necro


Advice


The book says the Staff of the Master as 8 versions, but only shows us one of them (Necromancy). I think it is a cool staff, but what do you think the other versions would look like? Or just pick a lvl 1, a lvl2 and a lvl 3 spell from the school in question?

Grand Lodge

Pathfinder Companion Subscriber

What is the other? Before Necromancy, I mean.


The 8 Schools of Magic (as devided up in the Wizard's spell list)

Grand Lodge

Pathfinder Companion Subscriber

Oh. Other than Necromancy.

Yes, the other Staff of the Masters would likely have a 1st, 2nd, and 3rd level spell of the appropriate school.


Well, I asked James Jacobs if he could flesh out the 7 other staff's for us and he said he was way too busy.

Who's monkey tree to we have to shake to get these made up? I would dearly love to see them in PFS.

Silver Crusade

Why does it really matter? It's not like you're using the staff to cast those spells anyway, are you? If so you're wasting valuable resources.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Bigdaddyjug wrote:
Why does it really matter? It's not like you're using the staff to cast those spells anyway, are you? If so you're wasting valuable resources.

It depends on who's using it no? Not everyone is on the bandwagon of thinking that the only purpose these staves should serve is to provide a point reservoir for Arcanists to suck on.

Fact of the matter is, we're not ever going to see the other staves fleshed out for PFS use, unless someone does so for specifically for a Chronicle.

A GM who's looking to do this for their own campaign should look at how the Necromancy staff is done and pick appropriately powered spells for whatever school they're going to create it for.

Making a Universalist version of this staff would be an interesting thought experiment.


Yeah...the main use of the Staff of Masters is getting the "free" matamagic applied to a spell you cast without raising the spell level.

It's relatively easy the next non-adventuring day to refill the charges on your staff so that you cast spells with all the crazy metamagic you want!

Sczarni

5 people marked this as a favorite.

I put this list together for my campaign.

Abjuration
1 Charge: Shield
1 Charge: Resist Energy
2 Charges: Dispel Magic

Conjuration
1 Charge: Grease
1 Charge: Glitterdust
2 Charges: Summon Monster III

Divination
1 Charge: True Strike
1 Charge: Detect Thoughts
2 Charges: Clairaudience/Clairvoyance

Enchantment
1 Charge: Charm Person
1 Charge: Hideous Laughter
2 Charges: Deep Slumber

Evocation
1 Charge: Magic Missile
1 Charge: Scorching Ray
2 Charges: Lightning Bolt

Illusion
1 Charge: Color Spray
1 Charge: Blur
2 Charges: Major Image

Necromancy
1 Charge: Ray of Enfeeblement
1 Charge: Spectral Hand
2 Charges: Vampiric Touch

Transmutation
1 Charge: Enlarge Person
1 Charge: Alter Self
2 Charges: Haste

Universalist
1 Charge: Shield
1 Charge: Invisibility
2 Charges: Lightning Bolt

Scarab Sages

1 person marked this as a favorite.

Nice list I totally agree with most of them (great choice on divination BTW). I didn't like the conjuration though. None of those spells are particularly useful for metamagics, and Summon Monster III get's useless pretty quickly above about 10th level.

I'd go with:

Unseen Servant (to extend)
Acid Arrow (to maximize/dazing)
Stinking Cloud (to quicken)

This covers the "utility, direct damage, battlefield control" flavor of the school as well.


Claxon wrote:

Yeah...the main use of the Staff of Masters is getting the "free" matamagic applied to a spell you cast without raising the spell level.

It's relatively easy the next non-adventuring day to refill the charges on your staff so that you cast spells with all the crazy metamagic you want!

I think you can only recharge one point each day, so it would take ten non-adventuring days to fully recharge the staff.

Sczarni

PSusac wrote:

Nice list I totally agree with most of them (great choice on divination BTW). I didn't like the conjuration though. None of those spells are particularly useful for metamagics, and Summon Monster III get's useless pretty quickly above about 10th level.

I'd go with:

Unseen Servant (to extend)
Acid Arrow (to maximize/dazing)
Stinking Cloud (to quicken)

This covers the "utility, direct damage, battlefield control" flavor of the school as well.

The meta magic feats the staff allows you to apply are to your own spells, not the spells that the staff possesses. You can use charges of the staff to apply meta-magic feats you have taken to spells you have memorized without changing their level-slots.

That said, conjuration was actually the hardest to pick. I wanted at least one "summoning" style spell to fit with the theme and III seemed the only one that had any value at all. Grease and glitterdust are arguably the best value for their level, so the 2-Charge power being a bit less min/max seemed to work.

Scarab Sages

Yeah, I see your point.


Crellan wrote:
PSusac wrote:

Nice list I totally agree with most of them (great choice on divination BTW). I didn't like the conjuration though. None of those spells are particularly useful for metamagics, and Summon Monster III get's useless pretty quickly above about 10th level.

I'd go with:

Unseen Servant (to extend)
Acid Arrow (to maximize/dazing)
Stinking Cloud (to quicken)

This covers the "utility, direct damage, battlefield control" flavor of the school as well.

The meta magic feats the staff allows you to apply are to your own spells, not the spells that the staff possesses. You can use charges of the staff to apply meta-magic feats you have taken to spells you have memorized without changing their level-slots.

That said, conjuration was actually the hardest to pick. I wanted at least one "summoning" style spell to fit with the theme and III seemed the only one that had any value at all. Grease and glitterdust are arguably the best value for their level, so the 2-Charge power being a bit less min/max seemed to work.

Actually the Staff of the Master states quite clearly that the metamagic feats you can spend staff charges on are to modify the staff's spells NOT your own.


Gorbie wrote:
Crellan wrote:
PSusac wrote:

Nice list I totally agree with most of them (great choice on divination BTW). I didn't like the conjuration though. None of those spells are particularly useful for metamagics, and Summon Monster III get's useless pretty quickly above about 10th level.

I'd go with:

Unseen Servant (to extend)
Acid Arrow (to maximize/dazing)
Stinking Cloud (to quicken)

This covers the "utility, direct damage, battlefield control" flavor of the school as well.

The meta magic feats the staff allows you to apply are to your own spells, not the spells that the staff possesses. You can use charges of the staff to apply meta-magic feats you have taken to spells you have memorized without changing their level-slots.

That said, conjuration was actually the hardest to pick. I wanted at least one "summoning" style spell to fit with the theme and III seemed the only one that had any value at all. Grease and glitterdust are arguably the best value for their level, so the 2-Charge power being a bit less min/max seemed to work.

Actually the Staff of the Master states quite clearly that the metamagic feats you can spend staff charges on are to modify the staff's spells NOT your own.

You should look at dates before posting. 2014 was a different time, specifically a time where they were 100% correct.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Staff of the Master, other then Necro All Messageboards

Want to post a reply? Sign in.