Staff of the techno-magi. Balanced / broken / suggestions?


Homebrew and House Rules

Scarab Sages

I'm dabbling with a variant staff of the magi with a more tech feel for Numeria and I'd like to get some feedback on what I have please.

Aura strong (all schools) CL 20th
Slot none; Price —; Weight 5 lbs.
Description
This adamantine staff laced with wires and coils was crafted by a powerful mage in Numeria to allow safer exploration of the mysterious objects there. The staff is covered in nmumerous flickering gems and has occasional surges of electricity crackle over it creating a tingling sensation for anyone who holds it. Sages believe it was an unsuccessful venture as both mage and staff were lost on an expedition. The staff’s powers (and the equivalent staff of the magi powers they replace) are:

Detect Radiation (detect magic, 0 charges)
Radiation Ward (enlarge person, 0 charges)
Plasma Blast (fireball, functions as fireball but deals fire and energy damage 1
charge)
Plasma Ray (knock, functions as scorching ray but deals fire and energy damage, 1
charge)
Rebuke Technology (lightning bolt, 1 charge)
fly (passwall, 1 charge)
wall of iron (wall of fire, 1 charge)
teleport (passwall, 2 charges)
Wooden Phalanx (monster summoning IX, 2 charges)

The staff otherwise has the normal powers and abilities of a staff of the magi. If it is broken in a retributive strike, the bearer has a 25% chance to be held in stasis somewhere (as imprisonment, no saving throw), a 25% chance to be transported to a random planet, and a 50% chance to be utterly destroyed.
Destruction
This item can be destroyed in the same manner as a normal staff of the magi.

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