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So, across all the staves and all their levels, there are a lot of differences between things like their numbers of charges, their spell selections, and associated powers. The 2 staves that made me notice this first are these:
2x level 3 staves of the same price: Staff of healing and staff of fire.
Staff of fire has:
1 charge,
1x cantrip,
1x level 1,
you can touch something flammable with the tip of the staff to set it on fire
Staff of healing has:
3 charges,
1x cantrip,
1x level 1,
and your heal spells heal for 1 more.
Worse yet, these changes are propagated forward as you get higher level versions of these staves.
Level 7:
Staff of fire:
4 charges,
1x cantrip
1x level 1
2x level 2
2x level 3
bonus unchanged
staff of healing:
5 chanrges,
1x cantrip
1x level 1
3x level 2
2x level 3
Heal spells heal for +2 more
You can also see differences between things like evocation vs enchantment
level 9
enchantement:
6 charges
1x cantrip
2x level 1
2x level 2
1x level 3
4x level 4
Evocation
6 charges
1x cantrip
2x level 1
2x level 2
2x level 3
2x level 4
To resolve this, I made a staff calculator that normalizes power and cost across all levels, but there are issues with it i'll go over
https://docs.google.com/spreadsheets/d/18Jt_Wkf4-t92fbuXtMdY_mZRgKjlr_7-d94 N7XW44U4/edit#gid=706154509
You can technically ditch all level 1 and cantrip spells from a high level staff to fit in an additional level 7 spells or something
you can make a utility staff that just has a big pile of level 1 spells to choose from (which seems neat but could be busted?)
I imagine if paizo cleans up staff crafting rules internally we should see more consistency on release, but i wanted to bring it up so paizo and others could see and review it.