ArcaneStaff

Wondrous Item (varies), requires attunement by a spellcaster

This mass‑produced magical focus channels energy through a crystalline core. Every staff is forged with three defining traits: its School Core (color/type), its Intensity (the power of its bonus), and its Resonance (a quirk of the crafting process).

Spellcasting Focus:

While attuned, the staff can be used as a spellcasting focus.

You gain a bonus to casting rolls for spells of the staff’s chosen school (see Intensity).

School Core (Choose One)

Each core glows with a distinct hue tied to a school of magic. The school determines the staff’s base cost.

SchoolCore ColorBase Cost
IllusionIndigo/Grey300gp
DivinationClear/Blue400gp
AbjurationWhite600gp
EnchantmentObsidian/Black700gp
ConjurationAmber/Green900gp
TransmutationGold/Bronze1,000gp
NecromancyViolet1.200gp
EvocationCrimson/Red1,500gp

Intensity (Choose One)

The staff’s power multiplier. Add this to the base cost.

IntensityRtc BonusCost Multiplier
+1 to 1st - 4th level spells+1x1
+1 to all spells+1x2
+2 to 1st-4th level spells+2x2.5
+2 to all spells+2x4
+3 to all spells+3x8

Resonance (Roll 1d8)

Each staff carries a unique resonance. Adjust cost as noted.

DieResonanceEffectPrice Mod.
1Surge ReservoirOnce per long rest, reroll a failed spellcasting roll of this school.+30%
2Echo PulseHarmless energy flare or whispers appear when casting+0%
3Spell-SteadyAdvantage on concentration checks for this school's spells. +20%
4OverchannelAdd +1 damage or healing per spell level, take 1 damage yourself.-15%
5Aether FlowOnce per short rest, regain a 1st level spell after failed roll to cast.+30%
6DeflectionGain +1 AC vs spells of this school while wielding the staff.+20%
7Harmonic SparkOnce per long rest, cast a cantrip of this school as a free action. +10%
8Unstable CoreOn a natural 1, the spell fizzles and you take 1d6 force damage.-20%

Player’s Guide: How to Create a Staff

Choose a Core (School) → This sets your base cost.

Example: Evocation (Red) = 1,500 gp.

Choose Intensity (Bonus) → Multiply cost by intensity factor.

Example: +2 to all spells = ×4.

New subtotal: 1,500 × 4 = 6,000 gp.

Roll/Choose Resonance → Adjust cost based on effect.

Example: Overchannel (–15%).

Final price: 6,000 – 900 = 5,100 gp.

Example Builds

Staff of Illusion (+1 low‑tier, Spell‑Steady)

Base 300 ×1 = 300 gp. Resonance +20% → 360 gp.

Staff of Necromancy (+3 all spells, Surge Reservoir)

Base 1,200 ×8 = 9,600 gp. Resonance +30% → 12,500 gp.

Staff of Evocation (+2 all spells, Overchannel)

Base 1,500 ×4 = 6,000 gp. Resonance –15% → 5,100 gp.

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