Staff of the Runemaster
d20 / Pathfinder 1e

This is a 5' long staff, 2" in diameter, and topped with a clear, prismatic crystal (gemstone is of unknown origins). Along the shaft are 3-5 empty jewel settings, inlaid with silver. The bottom of the staff is shod with gold, and unscrews to reveal a compartment containing 2d4 small jewels (1" diameter) of various types. Each jewel has a rune carved into its face, the carving inlaid with gold or other precious metals. When one of these runestones is placed in one of the settings on the shaft, the setting magically grasps the gem. The gem can be released from the setting by touching the gem and uttering the "release" command word.

At least one of the runestones found with the staff will be a special rune (see below).

When equipped to one of the jewel settings, each runestone can be activated to perform its specified function, when the staff is held and the rune's command word is spoken. The function of each runestone is determined by the DM when found, which can be any spell or effect. All spells and effects are treated as if cast by a 9th level caster, or the minimum level required to cast such a spell, if it is higher.

Unlike other staves, the true power of this staff resides in the runestones themselves. Each runestone holds a maximum of 2 charges, or the number needed to power the spell, whichever is higher. Each rune replenishes itself at a rate of 1 charge every 6 hours. Activating a runestone consumes a number of charges equal to ½ the spell's level (rounded up).

Finding More Runes

Whenever the user of the staff comes across treasure which contains at least one magic item and one or more cut gemstones, the staff will react if any of the gems are actually a runestone. There is a 5% chance that one of the gems are instead a runestone. The following table lists the spell level of the runstone based on the gem's base value. The table also lists the value of the runestone. Remove other magic items from your treasure accordingly.

Spell
Level
Gem
Value
Runestone
Value
  Spell
Level
Gem
Value
Runestone
Value
1 100 500 6 1100 10500
2 300 1500 7 1300 14000
3 500 3000 8 1500 18000
4 700 5000 9 1700 22500
5 900 7500      

Special Runes

When a runestone is found, there is a 1-in-20 chance it will be a "Special" rune. When activated, these types of runes modify the behavior of spells cast by other runes equipped to the staff. Special runes hold a maximum of 3 charges, and replenish at a rate of 1 charge per 6 hours. The types of runes include, but are not limited to, the following:

Enhancement Rune Increases the caster level of a spell cast from the staff.
Requires 1 charge per caster level increased.
Conservation Rune Reduces the cost of a spell cast by another rune on the staff by 1 charge. Cannot reduce the cost below 1 charge.
Requires 1 charge per use.
Transmogrify Rune Converts an elemental spell cast from the staff (fire, air/electricity, water/frost, or earth/acid) to another element.
Requires 2 charges per use.
Requires 3 charges if converting the spell's element to its opposed element (i.e. converting fire to frost).
Metamagic Rune (d20 systems) Applies the effects of the rune's specified Metamagic feat to a spell cast from the staff.
Requires a number of charges equal to the spell level increase of the Metamagic feat.
Combine Rune* Combines the spells of two other runes into a single spell.
Requires 3 charges per use.

* Combined Spells
When two spells are combined, as per the Combine rune, the following rules apply:

  • The DC and spell level becomes the higher of the two source spells.
  • The Range and Area-of-Effect of the two source spells operate independently.
  • Targets which are affected by both spells, and are immune / resistant to the effects of one of the source spells (but not both spells), have their immunity / resistance reduced by half against that effect.
  • The DM may rule if two spells are incompatible, and thus cannot be combined.