Difference between revisions of "Attunement Staff (3.5e Equipment)"
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|aura=Varies Universal | |aura=Varies Universal | ||
|act=Use-activated | |act=Use-activated | ||
− | |weight= | + | |weight=5 lbs |
|summary=An empty staff | |summary=An empty staff | ||
}} | }} | ||
− | An attunement staff is essentially an empty staff, a spellcaster can imbue spell into the staff and cast them using the staff's own charge. Without any spell imbued into it it is simply a +1/+0 [[SRD:Quarterstaff|quarterstaff]]. Imbuing a spell into the staff is merely a matter of casting said spell into the staff. Once done, it is a known spell for the staff. A spell may be forgotten from the staff as a standard action. Spells cast from the staff use up a number of charges equal to 1/2 its spell level (round down, minimum 1). The number of total spell level and the maximum spell level that can be imbued to an attainment depend on it type (going from Novice to | + | An attunement staff is essentially an empty staff, a spellcaster can imbue spell into the staff and cast them using the staff's own charge. Without any spell imbued into it it is simply a +1/+0 [[SRD:Quarterstaff|quarterstaff]]. Imbuing a spell into the staff is merely a matter of casting said spell into the staff. Once done, it is a known spell for the staff. A spell may be forgotten from the staff as a standard action. Spells cast from the staff use up a number of charges equal to 1/2 its spell level (round down, minimum 1). The number of total spell level and the maximum spell level that can be imbued to an attainment depend on it type (going from Novice to Archmagi). You must still pay any XP or expensive material component from the imbued into the staff. You cannot use a [[SRD:Scrolls|scrolls]] or other magic item to imbue a spell into the staff, it must come from your actual spellcasting. |
A attunement staff of Apprentice level or higher can use a special attack, as an attack action you may make an melee touch attack with the staff. The attack use the character highest mental ability modifier to determine the attack bonus instead of it [[SRD:Strength|strength]]. The attack deal damage based it on it level plus the wielder's highest mental ability score. The attack is still available even if the staff is depleted of charges. | A attunement staff of Apprentice level or higher can use a special attack, as an attack action you may make an melee touch attack with the staff. The attack use the character highest mental ability modifier to determine the attack bonus instead of it [[SRD:Strength|strength]]. The attack deal damage based it on it level plus the wielder's highest mental ability score. The attack is still available even if the staff is depleted of charges. | ||
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! Variety !! Total<br>Spell Level !! Max<br>Spell Level !! Special Attack !! Extra Special<br>Abilities Limit !!Cost | ! Variety !! Total<br>Spell Level !! Max<br>Spell Level !! Special Attack !! Extra Special<br>Abilities Limit !!Cost | ||
|- | |- | ||
− | | Novice || 4 || 1st || — || | + | | Novice || 4 || 1st || — || 2 ||4,000 gp |
|- | |- | ||
− | | Apprentice || 8 || 3rd || 1d6 || | + | | Apprentice || 8 || 3rd || 1d6 || 3 || 9,000 gp |
|- | |- | ||
− | | Adept || 12 || 5th || 1d8 || | + | | Adept || 12 || 5th || 1d8 || 4 ||25,000 gp |
|- | |- | ||
− | | Master || 16 || 7th || 1d10 || | + | | Master || 16 || 7th || 1d10 || 5 || 49,000 gp |
|- | |- | ||
− | | Archmagi || 20 || 9th || 2d6 || | + | | Archmagi || 20 || 9th || 2d6 ||6 ||81,000 gp |
|- | |- | ||
|} | |} | ||
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'''Arcane Bolt:''' You may use the special staff attack as a ranged touch attack within 30 ft. You may take this special ability twice, increasing the range to 60 ft. on the second iteration. ''Cost: 1000 gp'' | '''Arcane Bolt:''' You may use the special staff attack as a ranged touch attack within 30 ft. You may take this special ability twice, increasing the range to 60 ft. on the second iteration. ''Cost: 1000 gp'' | ||
− | '''Combative:''' While wielding the staff you gain the [[SRD:Two-Weapon Fighting (Feat)| | + | '''Combative:''' While wielding the staff you gain the [[SRD:Two-Weapon Fighting (Feat)|Two-Weapon Fighting]] feat, even if you do not meet the prerequisites. This only work when fighting with the staff itself as a double weapon. ''Cost: 6000 gp'' |
'''Detect Magic:''' The user can use [[SRD:Read Magic|''read magic'']] and [[SRD:Detect Magic|''detect magic'']] as supernatural ability at will. ''Cost: 500 gp'' | '''Detect Magic:''' The user can use [[SRD:Read Magic|''read magic'']] and [[SRD:Detect Magic|''detect magic'']] as supernatural ability at will. ''Cost: 500 gp'' | ||
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'''Extra Capacity:''' Increase the total spell level of the staff by 1, you may take this special ability up to 3 times. ''Cost: 500 gp (1st), 1000 gp (2nd), 5000 gp (3rd)'' | '''Extra Capacity:''' Increase the total spell level of the staff by 1, you may take this special ability up to 3 times. ''Cost: 500 gp (1st), 1000 gp (2nd), 5000 gp (3rd)'' | ||
− | '''Metamagic Catalyst:''' You | + | '''Metamagic Catalyst:''' You choose a [Metamagic] feat (chosen when this ability is taken, you must be be able to qualify for it prerequisites), this feat may only be used on spell cast from the staff. The spell level is adjusted (so the number of charge used on casting). The modified spell level must be lower than the maximum spell level of your staff. ''Cost: 6000 gp'' |
− | '''Security:''' Your staff gain the punitive [[Secure (3.5e Equipment)|secure]] enhancement, except each round it will use a spell of your choosing (using | + | '''Security:''' Your staff gain the punitive [[Secure (3.5e Equipment)|secure]] enhancement, except each round it will use a spell of your choosing (using charges as appropriate) on the wrongdoer. At your option it may use the spell special attack instead of a spell. ''Cost: 3000 gp'' |
+ | |||
+ | '''Staff of Power:''' This special ability may only be added to a master or archmagi staff, it add the spell [[SRD:Telekinesis|''telekinesis'']] (for a master staff) or [[Improved Telekinesis (3.5e Spell)|''improved telekinesis'']] (for an archmagi staff) as spell known by the staff with a charge cost of 0 (making both at will). ''Cost: 12,000 gp'' | ||
'''Powerful Light:''' You may have your staff shine as per the [[SRD:Light|''light'']] spell, you may also use [[SRD:Dancing Lights|''dancing lights'']] and [[Obedient Light (3.5e Spell)|''obedient light'']] as supernatural spell at will. ''Cost: 300 gp'' | '''Powerful Light:''' You may have your staff shine as per the [[SRD:Light|''light'']] spell, you may also use [[SRD:Dancing Lights|''dancing lights'']] and [[Obedient Light (3.5e Spell)|''obedient light'']] as supernatural spell at will. ''Cost: 300 gp'' | ||
− | + | Prerequisites: [[SRD:Craft Staff|Craft Staff]], [[SRD:Limited Wish|''limited wish'']], [[SRD:Caster Level|caster level]] equal to staff twice max spell level to a minimum of 8th.<br/> | |
− | Prerequisites: [[SRD:Craft Staff|Craft Staff]], [[SRD:Limited Wish|''limited wish'']], [[SRD:Caster Level|caster level]] equal to staff twice max spell level to a minimum of 8th.<br /> | ||
Cost to Create: 2,000 gp, 160 EXP, 4 days. (Novice), 4500 gp, 360 EXP, 9 days. (Apprentice), 12,500 gp, 1000 EXP, 25 days. (Adept), 24,500 gp, 1,960 EXP, 98 days. (Master), 40,500 gp, 3,240 EXP, 81 days. (Archmagi).</onlyinclude> | Cost to Create: 2,000 gp, 160 EXP, 4 days. (Novice), 4500 gp, 360 EXP, 9 days. (Apprentice), 12,500 gp, 1000 EXP, 25 days. (Adept), 24,500 gp, 1,960 EXP, 98 days. (Master), 40,500 gp, 3,240 EXP, 81 days. (Archmagi).</onlyinclude> | ||
Latest revision as of 06:18, 27 January 2017
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Attunement Staff[edit]
Price: | Varies |
---|---|
Body Slot: | Held |
Caster Level: | Varies |
Aura: | Varies Universal |
Activation: | Use-activated |
Weight: | 5 lbs |
An attunement staff is essentially an empty staff, a spellcaster can imbue spell into the staff and cast them using the staff's own charge. Without any spell imbued into it it is simply a +1/+0 quarterstaff. Imbuing a spell into the staff is merely a matter of casting said spell into the staff. Once done, it is a known spell for the staff. A spell may be forgotten from the staff as a standard action. Spells cast from the staff use up a number of charges equal to 1/2 its spell level (round down, minimum 1). The number of total spell level and the maximum spell level that can be imbued to an attainment depend on it type (going from Novice to Archmagi). You must still pay any XP or expensive material component from the imbued into the staff. You cannot use a scrolls or other magic item to imbue a spell into the staff, it must come from your actual spellcasting.
A attunement staff of Apprentice level or higher can use a special attack, as an attack action you may make an melee touch attack with the staff. The attack use the character highest mental ability modifier to determine the attack bonus instead of it strength. The attack deal damage based it on it level plus the wielder's highest mental ability score. The attack is still available even if the staff is depleted of charges.
Lower level staff can upgraded to a higher level staff, recharging 10 charges. Like stereotypical staff it has 50 charges, unlike normal staff it can be recharged by spending 1/5th of it value, restoring 10 charges. An attunement staff is only usable by the creature that first imbued spell into it (not even use magic device can bypass this restriction), in order for a new user to use the staff he must perform a 8 hours ritual which remove every spell known inside the staff.
Variety | Total Spell Level |
Max Spell Level |
Special Attack | Extra Special Abilities Limit |
Cost |
---|---|---|---|---|---|
Novice | 4 | 1st | — | 2 | 4,000 gp |
Apprentice | 8 | 3rd | 1d6 | 3 | 9,000 gp |
Adept | 12 | 5th | 1d8 | 4 | 25,000 gp |
Master | 16 | 7th | 1d10 | 5 | 49,000 gp |
Archmagi | 20 | 9th | 2d6 | 6 | 81,000 gp |
Extra Special Abilities[edit]
It is possible to add extra abilities to your attunement staff at the listed price, each staff have a limit of special ability based on their level (see above). You may only take a particular upgrade once unless noted otherwise. The special abilities of the staff even if the staff charges are depleted.
Arcane Bolt: You may use the special staff attack as a ranged touch attack within 30 ft. You may take this special ability twice, increasing the range to 60 ft. on the second iteration. Cost: 1000 gp
Combative: While wielding the staff you gain the Two-Weapon Fighting feat, even if you do not meet the prerequisites. This only work when fighting with the staff itself as a double weapon. Cost: 6000 gp
Detect Magic: The user can use read magic and detect magic as supernatural ability at will. Cost: 500 gp
Extra Capacity: Increase the total spell level of the staff by 1, you may take this special ability up to 3 times. Cost: 500 gp (1st), 1000 gp (2nd), 5000 gp (3rd)
Metamagic Catalyst: You choose a [Metamagic] feat (chosen when this ability is taken, you must be be able to qualify for it prerequisites), this feat may only be used on spell cast from the staff. The spell level is adjusted (so the number of charge used on casting). The modified spell level must be lower than the maximum spell level of your staff. Cost: 6000 gp
Security: Your staff gain the punitive secure enhancement, except each round it will use a spell of your choosing (using charges as appropriate) on the wrongdoer. At your option it may use the spell special attack instead of a spell. Cost: 3000 gp
Staff of Power: This special ability may only be added to a master or archmagi staff, it add the spell telekinesis (for a master staff) or improved telekinesis (for an archmagi staff) as spell known by the staff with a charge cost of 0 (making both at will). Cost: 12,000 gp
Powerful Light: You may have your staff shine as per the light spell, you may also use dancing lights and obedient light as supernatural spell at will. Cost: 300 gp
Prerequisites: Craft Staff, limited wish, caster level equal to staff twice max spell level to a minimum of 8th.
Cost to Create: 2,000 gp, 160 EXP, 4 days. (Novice), 4500 gp, 360 EXP, 9 days. (Apprentice), 12,500 gp, 1000 EXP, 25 days. (Adept), 24,500 gp, 1,960 EXP, 98 days. (Master), 40,500 gp, 3,240 EXP, 81 days. (Archmagi).
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