
Schreckstoff |

Heal and Harm are opposites so I expexted there to be a staff of Harming in the same vein as there is a staff of healing.
This is borne from my obsession with staff nexus wizard recently where I wanted to combine channel smite with a staff of harming and a ton of charges. Which I don't even know whether it works because you need to expend a spell for channel smite.
But I digress it'd be nice to have some guidelines on how to create magic staffs both to make crafting more interesting for players and to be able to tailor loot more to what the players enjoy doing.

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I mean..it looks pretty straight forward to me by looking at the current examples.
*highest level spell is equal to the item level divided by two minus 1 (i.e. level 6 staff has a max of level 2 spells, item level 12 > level 5 spells)
*generally has 1 cantrip and two spells of each level
*they tend to have a theme (i.e. staff of fire, illumunation, evocation, etc..)

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Looking at the published staves, they seem as though they follow a formula
So I just change the spells for a new theme and voila!
Instead of a Greater Staff of Fire (Item 8), just pick a cantrip, a 1st level spell, 2 second level spells and a 3rd level spell (to replace the fire spells), and now you have a greater staff of air, water, or earth.
Want a Greater Staff of Harm, take the Greater Staff of Healing and change the spells:
Staff Of Harm (Greater) [Item 8]
A staff of harm grants an item bonus to the Hit Point damage you inflict anytime you cast the harm spell using your own spell slots or using charges from the staff.
Cantrip: Chill Touch
1st Level: Harm
2nd Level: Harm, Death Knell, Deafness
3rd level: Harm, Blindness
I figure if they use a formula, just change the spells (subject to GM approval as to theme) and keep the same Item Level, and rename the staff.
I'm sure there may be some problematic staves, but the GM should approve all changes.