Andorax
2012-03-15, 10:43 AM
I've been looking over the Scepter (Lost Empires of Faerun) and been doing some thinking on the topic of spell-storage devices in general.
For those of you unfamiliar, the Scepter is very similar to the Staff...perhaps a predecessor:
- About the size of a rod.
- Minimum CL of 6 (subject to the minimum level to make
- Can hold up to 7th level spells.
- Always has 2 spells in it.
- Spells L1-4 always cost 1 charge.
- Spells L5-7 always cost 2 charges.
- Does NOT gain the staff's caster level and ability score boosts.
The only advantages it holds over a staff are:
- Craft Scepter is available at 9th level.
- The second spell is at half price (staffs price the second at 3/4, third and thereafter at 1/2).
- It's physically smaller and more portable.
I ran a bunch of numbers, and specifically compared it to the existing two-spell staffs in the DMG. It didn't turn out well for Scepters. The rigid charge structure and lack of the CL/DC boosts makes the Scepter an unlikely choice in most cases...though a Scepter of Earth and Stone does make sense.
So, to the actual question at hand. Put yourself in the role of a player in my campaign with an interest in spell-storing item creation. How would you react to the following two house rules?
1) Craft Wand, Craft Scepter and Craft Staff are rolled together into a single Craft Spellstick feat (pre-requisite of CL 5).
The feat gives you the ability to craft Wands immediately, Scepters once your CL reaches 9, and Staffs when your CL reaches 12.
Anything that has a pre-requisite of Craft Wand or Craft Staff has a pre-requisite of Craft Spellstick.
Anything that has a pre-requisite of multiple crafting feats still counts Craft Spellstick as only one such feat.
Anything else that refers specifically to wands or to staffs still only applies to those types of items only (dual wand wielders can still only dual wield wands, not scepters or staffs).
Essentially, you don't gain any earlier utility or access, but you no longer have to shell out three different feats to be able to make whichever variety of spell-storing stick you prefer.
2) All staffs are required to have a minimum of 3 spells. Existing two-spell staffs will either be eliminated (charming, life) or become scepters (earth and stone, swarming insects), and repriced accordingly.
For those of you unfamiliar, the Scepter is very similar to the Staff...perhaps a predecessor:
- About the size of a rod.
- Minimum CL of 6 (subject to the minimum level to make
- Can hold up to 7th level spells.
- Always has 2 spells in it.
- Spells L1-4 always cost 1 charge.
- Spells L5-7 always cost 2 charges.
- Does NOT gain the staff's caster level and ability score boosts.
The only advantages it holds over a staff are:
- Craft Scepter is available at 9th level.
- The second spell is at half price (staffs price the second at 3/4, third and thereafter at 1/2).
- It's physically smaller and more portable.
I ran a bunch of numbers, and specifically compared it to the existing two-spell staffs in the DMG. It didn't turn out well for Scepters. The rigid charge structure and lack of the CL/DC boosts makes the Scepter an unlikely choice in most cases...though a Scepter of Earth and Stone does make sense.
So, to the actual question at hand. Put yourself in the role of a player in my campaign with an interest in spell-storing item creation. How would you react to the following two house rules?
1) Craft Wand, Craft Scepter and Craft Staff are rolled together into a single Craft Spellstick feat (pre-requisite of CL 5).
The feat gives you the ability to craft Wands immediately, Scepters once your CL reaches 9, and Staffs when your CL reaches 12.
Anything that has a pre-requisite of Craft Wand or Craft Staff has a pre-requisite of Craft Spellstick.
Anything that has a pre-requisite of multiple crafting feats still counts Craft Spellstick as only one such feat.
Anything else that refers specifically to wands or to staffs still only applies to those types of items only (dual wand wielders can still only dual wield wands, not scepters or staffs).
Essentially, you don't gain any earlier utility or access, but you no longer have to shell out three different feats to be able to make whichever variety of spell-storing stick you prefer.
2) All staffs are required to have a minimum of 3 spells. Existing two-spell staffs will either be eliminated (charming, life) or become scepters (earth and stone, swarming insects), and repriced accordingly.