Talk:Magic Staves: Difference between revisions
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* all staves can be used as a normal melee weapon (a quarterstaff), OR they can be used to make melee touch attacks. | * all staves can be used as a normal melee weapon (a quarterstaff), OR they can be used to make melee touch attacks. | ||
:* If you use touch attacks, you don't get to add your STR modifier to the damage. | :* If you use touch attacks, you don't get to add your STR modifier to the damage. | ||
* all staves | * all staves can be enhanced and be given magic properties, up to +4 pre-epic, and +7 post-epic | ||
* most staves give the wielder access to one to three spells you can cast from the staff | * most staves give the wielder access to one to three spells you can cast from the staff | ||
* all staves have 10 charges that automatically come back after a full night's rest. | * all staves have 10 charges that automatically come back after a full night's rest. | ||
:* most of the staff's cool stuff is powered by these charges, including the spells. | :* most of the staff's cool stuff is powered by these charges, including the spells. | ||
Revision as of 18:19, 10 August 2019
Staves always have the following traits:
- all staves can be used as a normal melee weapon (a quarterstaff), OR they can be used to make melee touch attacks.
- If you use touch attacks, you don't get to add your STR modifier to the damage.
- all staves can be enhanced and be given magic properties, up to +4 pre-epic, and +7 post-epic
- most staves give the wielder access to one to three spells you can cast from the staff
- all staves have 10 charges that automatically come back after a full night's rest.
- most of the staff's cool stuff is powered by these charges, including the spells.
- Staff of Power
- Staff of One Hundred Hands
- Staff of Summoning
- Fortification Staff (wall spells)
- Upheaval Staff (pillar spells)
- Staff of the Burning Man