Let's make some Personal Staves


Advice


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I've put together a list of spells organized by trait for people who want to make personal staves.

Personal Staff Spell Traits

I thought it would be fun for people to post their designs for personal staves so that others can use them as models. I'll start with one of my own designs.


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Gisher's Staff of Arcane Force (Force Trait)
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5th Level Staff
Cantrip: shield
1st: floating disk
1st: magic missile

7th Level Staff
2nd: magic missile
2nd: telekinetic maneuver

9th Level Staff
3rd: magic missile
3rd: telekinetic maneuver

11th Level Staff
4th: magic missile
4th: resilient sphere

13th Level Staff
5th: blink charge
5th: forceful hand

15th Level Staff
6th: magic missile
6th: wall of force

17th Level Staff
7th: force cage
7th: forceful hand

19th Level Staff
8th: magic missile
8th: forceful hand


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Nice entertaining thread Gisher.

Have to say that I am surprised cause I though of a similar progression, though I don't like walls and wouldn't have put telekinetic maneuver in a staff.

but I'm impressed lvl 11, 13, 17,19 are some of the same I thought about for an arcane spellcaster staff.

Brofist.


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HumbleGamer wrote:

Nice entertaining thread Gisher.

Have to say that I am surprised cause I though of a similar progression, though I don't like walls and wouldn't have put telekinetic maneuver in a staff.

but I'm impressed lvl 11, 13, 17,19 are some of the same I thought about for an arcane spellcaster staff.

Brofist.

It's pretty cool that we matched so closely! I'm hoping people will post alternate versions of staves for the same traits so we can see different design approaches.


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Gisher wrote:
HumbleGamer wrote:

Nice entertaining thread Gisher.

Have to say that I am surprised cause I though of a similar progression, though I don't like walls and wouldn't have put telekinetic maneuver in a staff.

but I'm impressed lvl 11, 13, 17,19 are some of the same I thought about for an arcane spellcaster staff.

Brofist.

It's pretty cool that we matched so closely! I'm hoping people will post alternate versions of staves for the same traits so we can see different design approaches.

I am sure we will.

The more, the merrier, after all.

But I have the feel that the combo forceful hand + magic missle is something which is going to be really appreciated.


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Soft and Wet (Water Trait)
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5th Level Staff
Cantrip: Spout
1st: mud pit
1st: create water

7th Level Staff
2nd: obscuring mist
2nd: quench

9th Level Staff
3rd: aqueous orb
3rd: wall of water

11th Level Staff
4th: solid fog
4th: Hydraulic Push

13th Level Staff
5th: control water
5th: geyser

15th Level Staff
6th: crashing wave
6th: Elemental confluence

17th Level Staff
7th: frigid flurry
7th: wall of ice

19th Level Staff
8th: geyser
8th: frigid flurry

Fixed the force part that I copy and pasted lol


Kyrone wrote:


19th Level Staff
8th: magic missile
8th: forceful hand

I knew it!

We are family ;)


That's a cool design, Kyrone! I hadn't realized how many battlefield control options Water gives you.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

For those who are interested in participating, here are the rules for Personal Staves.

Going through the list, you can't really make that many staves. Most traits don't even have enough spells in one tradition to fill out the staff's slots!


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You are still missing the shadow trait as I mentioned before


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Ravingdork wrote:

For those who are interested in participating, here are the rules for Personal Staves.

Going through the list, you can't really make that many staves. Most traits don't even have enough spells in one tradition to fill out the staff's slots!

You just need enough lower level ones to heighten into your gaps.


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Xenocrat wrote:
Ravingdork wrote:

For those who are interested in participating, here are the rules for Personal Staves.

Going through the list, you can't really make that many staves. Most traits don't even have enough spells in one tradition to fill out the staff's slots!

You just need enough lower level ones to heighten into your gaps.

Yeah, people seem to get stuck in a weird mindset (particularly with spells and feats) that for each level they should only choose options that become available at that level. Some ancestries and classes don't have feats that fit all builds at certain levels, but that's fine because they usually have lower level feats that can be chosen that are pretty good options. The same goes for spells that can be heightened.

You do have one or two traits that only have one or two viable spells, but most that are missing a spell at a level have something you can stick in that slot from a lower level.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Staff of Concordant Cacophony (Sonic trait)
Cantrip haunting hymn
1st echoing weapon, seashell of stolen sound
2nd shatter, sonata span
3rd concordant choir, echoing weapon
4th painful vibrations, sound burst
5th biting words, echoing weapon
6th painful vibrations, shatter
7th biting words, concordant choir
8th painful vibrations, sound burst


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While I do think the mental trait is probably one of those that fall into the "too broad" category, it does work okay if you choose a narrower theme within the trait - in this case, the staff of the leader of a heretical cult, with a focus on shaking the faith of orthodox members of the faith and filling the cultists with zeal.

Staff of the Heresiarch(Mental)
Cantrip Daze
1st Bane,Command
2nd Calm Emotions, Charitable Urge
3rd Agonizing Despair, Crisis of Faith
4th Agonizing Despair, Anathematic Reprisal
5th Command, Crisis of Faith
6th Anathematic Reprisal, Zealous Conviction
7th Crisis of Faith, Inexhaustible Cynicism
8th Canticle of Everlasting Grief, Crisis of Faith


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I want one themed on sand. But Earth will have to do for the unifying trait.

There are other spells that I would personally allow on the staff based on theme, but it isn't technically legal. Things like Summon Elemental, Endure Elements, Pillars of Sand, Control Sand, and Breath of Drought.

Sandilever
C: Scatter Scree
1: Pummeling Rubble, Shattering Gem
2: Expeditious Excavation, Elemental Zone (Earth only)
3: Shifting Sand, Shattering Gem
4: Spike Stones, Pummeling Rubble
5: Elemental Annihilation Wave, Blazing Fissure
6: Shattering Gem, Expeditious Excavation
7: Pummeling Rubble, Blazing Fissure
8: Expeditious Excavation, Earthquake
9: Elemental Annihilation Wave


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*You hear a shrill voice yell off in the distance "It's technically legal!"

FABOO'S FANTASTIC FABOULOUS FAVOURABLE FORTUNE STAFF (Fortune)

C.Wash Your Luck
1.True Strike, True Strike
2.True Strike,True Strike
3.True Strike,Perseis's Precautions
4.True Strike,Perseis's Precautions
5.True Strike,Perseis's Precautions
6.True Strike,Perseis's Precautions
7.True Target,Perseis's Precautions
8.True Target,Perseis's Precautions
9.True Target,Perseis's Precautions

Edit: This is a joke.


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Blackfingers' Obscuring Staff (Poison)

C. Puff of Poison

1.Spider Sting, Noxious Vapors

2.Imp Sting, Noxious Vapors

3.Stinking Cloud, Noxious Vapors

4.Swarming Wasp Stings, Noxious Vapors

5.Cloudkill, Wyvern Sting

6.Purple Worm Sting, Nature's Reprisal

7.Leng Sting, Flammable Fumes

8.Cloudkill, Nature's Reprisal


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These may not be legal staves but these are the first two I thought of when I read the personal staves section:

Staff of Fine Dining
1st: Purify Food and Drink, Thoughtful Gift
2nd: Create Food, Enhance Victuals
3rd: Iron Gut (H+1), Bottomless Stomach
4th: Aromatic Lure, Enhance Victuals (H+2)

Staff of Weekend at Bernie's
1st: Illusory Disguise, Unseen Servant
2nd: Gentle Repose, Telekinetic Maneuver
3rd: Nondetection, Web of Eyes
4th: Glibness, Talking Dead


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Watery Soup wrote:

These may not be legal staves but these are the first two I thought of when I read the personal staves section:

Staff of Fine Dining
1st: Purify Food and Drink, Thoughtful Gift
2nd: Create Food, Enhance Victuals
3rd: Iron Gut (H+1), Bottomless Stomach
4th: Aromatic Lure, Enhance Victuals (H+2)

Staff of Weekend at Bernie's
1st: Illusory Disguise, Unseen Servant
2nd: Gentle Repose, Telekinetic Maneuver
3rd: Nondetection, Web of Eyes
4th: Glibness, Talking Dead

I was thinking the the personal staves rules can be a good basis as a GM for making custom staves - just waive the trait rule and instead choose a strong theme just like you did.


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Staff of the Waterlily

Cantrip Tanglefoot
1st Create Water, Verdant Sprout
2nd Entangle, Personal Rain Cloud
3rd Wall of Water, Soothing Blossoms
4th Soothing Spring, Speak with Plants
5th Healing Well, Tree Stride
6th Barkskin, Quench
7th Soothing Spring, Verdant Sprout
8th Wall of Thorns, Healing Well

admittedly this one is a little of a stretch for a theme


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Let's get the boring obvious one out of the way.

C. Electric arc
1. Shocking grasp, horizon thunder sphere
2. Shocking grasp, horizon thunder sphere
3. Shocking grasp, lightning bolt
4. Shocking grasp, draw the lightning
5. Shocking grasp, lightning bolt
6. Shocking grasp, chain lightning
7. Shocking grasp, chain lightning
8. Shocking grasp, draw the lightning

Now I wait for more light spells to be printed to build a proper prism staff.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
gesalt wrote:

Let's get the boring obvious one out of the way.

C. Electric arc
1. Shocking grasp, horizon thunder sphere
2. Shocking grasp, horizon thunder sphere
3. Shocking grasp, lightning bolt
4. Shocking grasp, draw the lightning
5. Shocking grasp, lightning bolt
6. Shocking grasp, chain lightning
7. Shocking grasp, chain lightning
8. Shocking grasp, draw the lightning

Now I wait for more light spells to be printed to build a proper prism staff.

The Lightningrod


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Bleakwind, [Air] Stave: Evocation, Primal/Arcane/Elementalist lists
Cantrip: Gale Blast
1st, Gust of Wind x2
2nd, Elemental Zone (Air only) x2
3rd, Unseasonable Squall, Wall of Wind
4th, Elemental Gift (Air only), Elemental Zone (Air only)
5th, Unseasonable Squall, Wall of Wind
6th, Elemental Zone (Air only)
7th: Gust of Wind, Wall of Wind
8th: Whirlwind, Punishing Winds

Some of the spells appear to be missing from the OP's document, as some spells can get variable traits based on decisions made when casting: by defining those decisions, this widens the eligibility also for various spells: in particular the elemental spells which are often thse same spell with 4 or more options to choose from - whether is conjuration or transmutations.

Worth bearing in mind that some spells listed are Uncommon, but as you need to consult the DM to craft it in any case, and they fit the theme, it was a very reasonable assunptikn to include.

This exanple above is a little schizophrenic: it is mostly a battlefield control staff for a Storm Order Druid, but works I think reasonably well for a Magus, which can get access to Whirlwind if you took elementalist dedication.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
HeshKadesh wrote:

Bleakwind, [Air] Stave: Evocation, Primal/Arcane/Elementalist lists

Cantrip: Gale Blast
1st, Gust of Wind x2
2nd, Elemental Zone (Air only) x2
3rd, Unseasonable Squall, Wall of Wind
4th, Elemental Gift (Air only), Elemental Zone (Air only)
5th, Unseasonable Squall, Wall of Wind
6th, Elemental Zone (Air only)
7th: Gust of Wind, Wall of Wind
8th: Whirlwind, Punishing Winds

Some of the spells appear to be missing from the OP's document, as some spells can get variable traits based on decisions made when casting: by defining those decisions, this widens the eligibility also for various spells: in particular the elemental spells which are often thse same spell with 4 or more options to choose from - whether is conjuration or transmutations.

Worth bearing in mind that some spells listed are Uncommon, but as you need to consult the DM to craft it in any case, and they fit the theme, it was a very reasonable assunptikn to include.

This exanple above is a little schizophrenic: it is mostly a battlefield control staff for a Storm Order Druid, but works I think reasonably well for a Magus, which can get access to Whirlwind if you took elementalist dedication.

Read it as BreakWind at first. LOL.


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HeshKadesh wrote:

Bleakwind, [Air] Stave: Evocation, Primal/Arcane/Elementalist lists

Cantrip: Gale Blast
1st, Gust of Wind x2
2nd, Elemental Zone (Air only) x2
3rd, Unseasonable Squall, Wall of Wind
4th, Elemental Gift (Air only), Elemental Zone (Air only)
5th, Unseasonable Squall, Wall of Wind
6th, Elemental Zone (Air only)
7th: Gust of Wind, Wall of Wind
8th: Whirlwind, Punishing Winds

Someone correct me if I am wrong, but my understanding of staff rules is that there is no benefit to put the same spell at the same level on the staff - just like a spontaneous spellcaster's Repertoire. Sagiam's staff of True Strike above was just a joke.

Putting the same spell at a different level is useful because (also just like a spontaneous spellcaster) you can only cast a spell at the levels that it appears at.

HeshKadesh wrote:
Worth bearing in mind that some spells listed are Uncommon, but as you need to consult the DM to craft it in any case, and they fit the theme, it was a very reasonable assunptikn to include.

I also think this is reasonable. The rule for only allowing common spells is to give the GM justification for denying any requests that they don't like. It turns the negotiations around. Instead of the player expecting the spell to be available and the GM having to come up with reasons to prevent it, the player has to come up with the reasons why it should be allowed when they make the request. It changes the power dynamic.


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Tender Tendrils wrote:
You are still missing the shadow trait as I mentioned before

Agh! I thought I had fixed that. It should be there now.


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Staff of Charlie Sheen
1st: Draw Ire, Juvenile Companion
2nd: Befitting Attire, Blistering Invective
3rd: Enthrall, Threefold Aspect
4th: Favorable Review, Winning Streak


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breithauptclan wrote:
HeshKadesh wrote:

Bleakwind, [Air] Stave: Evocation, Primal/Arcane/Elementalist lists

Cantrip: Gale Blast
1st, Gust of Wind x2
2nd, Elemental Zone (Air only) x2
3rd, Unseasonable Squall, Wall of Wind
4th, Elemental Gift (Air only), Elemental Zone (Air only)
5th, Unseasonable Squall, Wall of Wind
6th, Elemental Zone (Air only)
7th: Gust of Wind, Wall of Wind
8th: Whirlwind, Punishing Winds

Someone correct me if I am wrong, but my understanding of staff rules is that there is no benefit to put the same spell at the same level on the staff - just like a spontaneous spellcaster's Repertoire. Sagiam's staff of True Strike above was just a joke.

Putting the same spell at a different level is useful because (also just like a spontaneous spellcaster) you can only cast a spell at the levels that it appears at.

No need to correct you, you're not wrong; there's no benefit to having the same spell twice on the same level. That doesn't mean you can't do it of course, and for strict RAW staves you might have to for the more sparse traits, especially at level 1.

That's not the case here though; Air Bubble's a level 1 Air spell, and Ash Cloud's a level 2 Air spell. Both are primal/arcane/elementalist and would fit on the staff.
Edit: Although I can see ash cloud not fitting the theme. In that case I'd just put Gust of Wind at level 2. No heighten effects, but keeps from being counteracted as easily.


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HeshKadesh wrote:

...

Some of the spells appear to be missing from the OP's document, as some spells can get variable traits based on decisions made when casting: by defining those decisions, this widens the eligibility also for various spells: in particular the elemental spells which are often thse same spell with 4 or more options to choose from - whether is conjuration or transmutations.
...

Thanks for pointing out that some spells have variable traits. I'll update my lists to include them the first chance that I get.

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