Recharging a Staff


Rules Questions


If a staff holds
1) burning hands 1 charge
2 fireball 1 charge
3) Dimensional anchor 1 charge

a 6th level wizard can cast spells 1 and 2.

If he uses all three charges is he able to charge the
staff completely,
the first two spells charges,
or not at all?

Liberty's Edge

He can't recharge it.

1) Burning hands (spell level 1) 1 charge
2) Fireball (spell level 3) 1 charge
3) Dimensional anchor (spell level 4) 1 charge

To recharge that staff you need to be able to cast any of the 3 spells, but you need to consume a 4th level spell slot, so a 6th level wizard can't recharge it. You need a 7th level wizard.

The spells in the staff aren't charged separately, the 10 charges in a fully charged staff can be used for any of the spells in it, but the cost is the one specified by the number of charges used by the ability.
So Burning hands consume as much "power" as Dimensional anchor.

Staves work well if you have a lot of downtime, if you are short on downtime recharging them is a pain.


What Diego said.

Also to wit:
1) You can only add 1 charge to a staff per day.
2) You can only charge 1 staff per day.
3) A staff can only be recharged with 1 charge per day.


So then the only staff that has 9th level spells that can be recharged by a 1st level Wizard is the Staff of Magi....beautiful.


1 person marked this as a favorite.

That's something I have found annoying all things considered. I mean you in one dungeon crawl burn through all your charges. Now downtime you are a Wizard who decides just to stay home and recharge your staff. It takes Ten days to recharge it. I always thought that was C$%^ I mean seriously why shouldn't you be able to spend all your spells in one day to recharge your staff and be done with it? I get it's a game balance issue. Truthfully I don't think it's an issue I think it's said word above!


Balance reasons would be a pretty big deal. Nothing prevents a spellcaster from owning multiple staves. Should they be able to recharge all of their staves quickly and go back adventuring? 2 to 3 staves will allow you to cast plenty of spells.

Mind you, downtime isn't the best restriction for spell casters. A spell caster could easily fill their downtime with crafting magic items or doing spell research. Until their money runs out, or the fighter gets bored, a spell caster can do a lot of useful stuff during down time.

The Exchange

CRB page 491 wrote:
Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

A staff of fire has the following spells:

Burning hands (1 charge)
Fireball (2 charges)
Wall of fire (3 charges)

If a wizard starts with a fully charged staff and casts fireball from it, he has eight charges left in the staff. The next day if he wants to restore a charge to the staff he gives up a 4th level spell slot for that one day, and the staff will have nine charges. He can restore one additional charge each day in this way.

Note that in the case of a sorcerer or other spontaneous caster, she has to know at least one of those three spells AND she must be able to cast at least 4th level spells (the highest level spell is wall of fire at 4th level). She doesn't actually have to know wall of fire. She can still recharge the staff even if she only knows burning hands. But she must be able to cast 4th level spells.


Belafon wrote:
Note that in the case of a sorcerer or other spontaneous caster, she has to know at least one of those three spells AND she must be able to cast at least 4th level spells (the highest level spell is wall of fire at 4th level). She doesn't actually have to know wall of fire. She can still recharge the staff even if she only knows burning hands. But she must be able to cast 4th level spells.

Please forgive me for splitting hairs, but: No, she is not required to be able to cast 4th-level spells, she only needs to be able to expend a 4th-level spell-slot. For example, if said sorceress had her Charisma reduced to 13 for some reason, she wouldn't be able to cast 4th-level spells, but she can still expend the 4th-level spell-slot to recharge the staff.


What splits "casting a X level slot" from "being able to expend a X level slot"?


AwesomenessDog wrote:
What splits "casting a X level slot" from "being able to expend a X level slot"?

Eldritch Font Arcanist and stuff like that i guess.


AwesomenessDog wrote:
What splits "casting a X level slot" from "being able to expend a X level slot"?

As I said, casting an X level spell has additional prerequisites, like having a spellcasting ability score of 10+X. And some class archetypes or other mechanics reduce your spellcasting ability or spells known, leaving a caster with an X-level spell-slot but not X-level spells to cast.

As Lelomenia said, Eldritch Font Arcanists are one such case, although it is probably a more frequent issue for Crossblooded Sorcerers as well: On even levels (except 2 & 20) both of these have 0 Spells Known/Prepared of their highest level spell-slot.


Except neither of those two classes get reduced to 0 spells per day with those archetypes. Arcanists always start a new spell level with 2/day (down to 1) and sorcs get 3 (down to 2).

That still doesn't tell me what allows you to actually make use of a spell slot you have but for whatever reason in the moment otherwise couldn't cast.


AwesomenessDog wrote:

Except neither of those two classes get reduced to 0 spells per day with those archetypes. Arcanists always start a new spell level with 2/day (down to 1) and sorcs get 3 (down to 2).

That still doesn't tell me what allows you to actually make use of a spell slot you have but for whatever reason in the moment otherwise couldn't cast.

those two reduce spells known,* not spell slots as some other (“Diminished Spellcasting”) archetypes do.

Anyway Theaititos’ low casting ability issue is probably the more common circumstance.

*not exactly for Eldritch Font but effectively the same issue


Don't confuse number of spell-slots with number of Spells Known/Prepared. Example: a 4th-level crossblooded sorcerer has 3 x 2nd-level spell-slots, but 0 x 2nd-level Spells Known, and thus cannot cast any 2nd-level spells but can expend 3 x 2nd-level spell-slots.

The Exchange

Has anyone else noticed that in the past year or so we** have gotten a lot worse about answering relatively simple questions from newer players with edge cases and optimization suggestions?

**(Yes, I said "We." I'm just as guilty. I wrote - then erased - a bunch of stuff about arcane batteries and staff magus.)


TheApapalypse wrote:
So then the only staff that has 9th level spells that can be recharged by a 1st level Wizard is the Staff of Magi....beautiful.

And not even, because you don't actually use the normal Recharge rules to recharge the staff of the magi.

Rather, you choose to suppress the SR 23 that the staff gives you, in order to absorb spells that target you as though you were using the absorb power of the Rod of Absorption. Those absorbed spells' spell levels become charges, but you don't know how many you gained; if it goes above 50, kiss your tweeters goodbye.


Belafon wrote:
Has anyone else noticed that in the past year or so we** have gotten a lot worse about answering relatively simple questions from newer players with edge cases and optimization suggestions?

Why? The question has quickly been answered in the very first posts to this thread. Afterwards it's a Free-for-All!


Theaitetos wrote:
Don't confuse number of spell-slots with number of Spells Known/Prepared. Example: a 4th-level crossblooded sorcerer has 3 x 2nd-level spell-slots, but 0 x 2nd-level Spells Known, and thus cannot cast any 2nd-level spells but can expend 3 x 2nd-level spell-slots.

Not gunna lie, I always ran those as spells per day loss not spells know. Classic skimming/dyslexic brain. I guess maybe it also made more sense to lose a spell per day as opposed to your only spell known.

Liberty's Edge

Belafon wrote:

Has anyone else noticed that in the past year or so we** have gotten a lot worse about answering relatively simple questions from newer players with edge cases and optimization suggestions?

**(Yes, I said "We." I'm just as guilty. I wrote - then erased - a bunch of stuff about arcane batteries and staff magus.)

Probably because we have heard the questions several times and start replying like the one asking already knows the basics.

And because the ones still playing Pathfinder 1 are grognards.

Scarab Sages

Derek Dalton wrote:
That's something I have found annoying all things considered. I mean you in one dungeon crawl burn through all your charges. Now downtime you are a Wizard who decides just to stay home and recharge your staff. It takes Ten days to recharge it. I always thought that was C$%^ I mean seriously why shouldn't you be able to spend all your spells in one day to recharge your staff and be done with it? I get it's a game balance issue. Truthfully I don't think it's an issue I think it's said word above!

I agree with the caveat your limited by your own power if you have 3 4th level slots you can recharge the staff in the example by 3 charges for my games. It'll still take time to recharge what you use but you don't have the I have 5 slots, I use 1 and restore 1 charge . . . twiddles thumbs . . . 24 hours later use 1 and restore 1 charege . . . twiddles thumbs.

Liberty's Edge

Senko wrote:
Derek Dalton wrote:
That's something I have found annoying all things considered. I mean you in one dungeon crawl burn through all your charges. Now downtime you are a Wizard who decides just to stay home and recharge your staff. It takes Ten days to recharge it. I always thought that was C$%^ I mean seriously why shouldn't you be able to spend all your spells in one day to recharge your staff and be done with it? I get it's a game balance issue. Truthfully I don't think it's an issue I think it's said word above!
I agree with the caveat your limited by your own power if you have 3 4th level slots you can recharge the staff in the example by 3 charges for my games. It'll still take time to recharge what you use but you don't have the I have 5 slots, I use 1 and restore 1 charge . . . twiddles thumbs . . . 24 hours later use 1 and restore 1 charege . . . twiddles thumbs.

Because "15 minute adventuring day, burn all the charges of the staff, 1-2 days of rest, another 15 minutes adventuring day, burn all the charges of the staff" is better?


With custom Staff crafting and free infinite recharge, you're just making better and cheaper runestones/pearls of power.

Free batteries for the most powerful classes that are only limited by/require any thought to play because of daily use abilities!

Scarab Sages

Diego Rossi wrote:
Senko wrote:
Derek Dalton wrote:
That's something I have found annoying all things considered. I mean you in one dungeon crawl burn through all your charges. Now downtime you are a Wizard who decides just to stay home and recharge your staff. It takes Ten days to recharge it. I always thought that was C$%^ I mean seriously why shouldn't you be able to spend all your spells in one day to recharge your staff and be done with it? I get it's a game balance issue. Truthfully I don't think it's an issue I think it's said word above!
I agree with the caveat your limited by your own power if you have 3 4th level slots you can recharge the staff in the example by 3 charges for my games. It'll still take time to recharge what you use but you don't have the I have 5 slots, I use 1 and restore 1 charge . . . twiddles thumbs . . . 24 hours later use 1 and restore 1 charege . . . twiddles thumbs.
Because "15 minute adventuring day, burn all the charges of the staff, 1-2 days of rest, another 15 minutes adventuring day, burn all the charges of the staff" is better?

If your party's doing the 15 minute adventuring day then you throw the daily ambushes at them till they learn to conserve equipment and abilities.

Liberty's Edge

Senko wrote:
Diego Rossi wrote:
Senko wrote:
Derek Dalton wrote:
That's something I have found annoying all things considered. I mean you in one dungeon crawl burn through all your charges. Now downtime you are a Wizard who decides just to stay home and recharge your staff. It takes Ten days to recharge it. I always thought that was C$%^ I mean seriously why shouldn't you be able to spend all your spells in one day to recharge your staff and be done with it? I get it's a game balance issue. Truthfully I don't think it's an issue I think it's said word above!
I agree with the caveat your limited by your own power if you have 3 4th level slots you can recharge the staff in the example by 3 charges for my games. It'll still take time to recharge what you use but you don't have the I have 5 slots, I use 1 and restore 1 charge . . . twiddles thumbs . . . 24 hours later use 1 and restore 1 charege . . . twiddles thumbs.
Because "15 minute adventuring day, burn all the charges of the staff, 1-2 days of rest, another 15 minutes adventuring day, burn all the charges of the staff" is better?
If your party's doing the 15 minute adventuring day then you throw the daily ambushes at them till they learn to conserve equipment and abilities.

So you endorse it one way and the hider it the other?

Don't seem very functional.

I prefer to keep the official rule that doesn't endorse it.

Scarab Sages

Diego Rossi wrote:
Senko wrote:
Diego Rossi wrote:
Senko wrote:
Derek Dalton wrote:
That's something I have found annoying all things considered. I mean you in one dungeon crawl burn through all your charges. Now downtime you are a Wizard who decides just to stay home and recharge your staff. It takes Ten days to recharge it. I always thought that was C$%^ I mean seriously why shouldn't you be able to spend all your spells in one day to recharge your staff and be done with it? I get it's a game balance issue. Truthfully I don't think it's an issue I think it's said word above!
I agree with the caveat your limited by your own power if you have 3 4th level slots you can recharge the staff in the example by 3 charges for my games. It'll still take time to recharge what you use but you don't have the I have 5 slots, I use 1 and restore 1 charge . . . twiddles thumbs . . . 24 hours later use 1 and restore 1 charege . . . twiddles thumbs.
Because "15 minute adventuring day, burn all the charges of the staff, 1-2 days of rest, another 15 minutes adventuring day, burn all the charges of the staff" is better?
If your party's doing the 15 minute adventuring day then you throw the daily ambushes at them till they learn to conserve equipment and abilities.

So you endorse it one way and the hider it the other?

Don't seem very functional.

I prefer to keep the official rule that doesn't endorse it.

No its more that the groups I've been in usually don't do the blow all abilities then stop and rest approach.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Recharging a Staff All Messageboards

Want to post a reply? Sign in.