TEXT: 1
  W
  elcome to the first Genius Guide product to 
  present a whole new class of magic items, 
  the titular rune staves and wyrd wands. In 
  many ways this book is an offshoot of our Loot 4 Less 
  line of magic item books, the main difference being the 
  items presented in Rune Staves and Wyrd Wands aren’t 
  restricted to a 25,000 gp limit. Indeed, rules included 
  here can be used to create items with a cost as low as 
  1,500 gp, or as high as 150,000 gp.
   
  Fans of the Loot 4 Less line of supplements presenting 
  low-cost magic items will be pleased to see a number 
  of elements from those books (such as the Behind the 
  Counter sidebars on pricing) have been continued in 
  this product So sit back, read, and enjoy a whole new 
  take on wands and staves!
  What are rune StaveS and 
  Wyrd WandS?
  Both rune staves and wyrd wands are examples of a 
  new kind of magic item: the magic implement. Defined 
  broadly, magic implements are handheld devices that 
  assist spellcasters with their casting in much the same 
  way magic weapons assist characters in combat. Wyrd 
  wands give casters enhancement bonuses to caster 
  level checks, attack rolls, damage rolls, and possibly 
  one other area, while rune staves can grant bonuses to 
  a wide range of spell-related effects. Both are assumed 
  to have arcane writing built into them (called ‘wyrds’ 
  or ‘runes,’ depending on which implement they are 
  scribed on) that allow them to enhance every spell cast 
  by their wielders, rather than being spells-in-a-can that 
  take over when a spellcaster is out of other options.
  
  2
  Why Magic iMpleMents?
  So, why whole new sets of wands and 
  staves? Well, given that both are iconic tools 
  for spellcasters throughout fantasy fiction, we 
  thought it was unfortunate that the Pathfinder 
  Roleplaying Game Core Rulebook makes them little 
  more than fantasy-themed pistols—in other 
  words, handheld, ammo-bearing tools able to 
  harm foes several times before being expended 
  or reloaded. Under the standard rules, a wand 
  or staff is essentially a back-up for a spellcaster 
  who has run out of spell slots for the day. This 
  makes them odd items, since they might not be 
  of much use as long as a spellcaster has plenty 
  of spell slots left, but take over when he runs 
  out.
  Looking at popular wizards in fiction, 
  wands and staves ought to serve a more general 
  function than that. A wizard with a wand 
  should receive a modest bonus to spellcasting 
  on par with the kind of bonus fighters with 
  magic weapons and armor enjoy. Redefining 
  wands and staves to act this way both makes 
  them easier to price at low cost (by simply 
  having some very small bonuses), and turns 
  them into something a spellcaster wants to have 
  in-hand all the time. Thus we introduce a new 
  category of magic items, magic implements 
  (which includes both rune staves and wyrd 
  wands), which enhances spellcasters’ abilities 
  rather than replacing them.
  The other, less obvious, benefit of our new 
  magic implements is that they make low- and 
  mid-level spellcasters potentially more different 
  and more interesting. Imagine two 5th-level 
  sorcerers, Periwinkle Hautter and Dani Gelf, 
  with exactly the same selection of spells. During 
  the course of an adventure, Periwinkle picks 
  up a +1 fiery wyrd wand, and Dani acquires 
  a +1 alluring rune staff. Not only will the 
  two characters begin to cast different spells 
  more often (to take advantage of their 
  items), but by 7th level the two characters 
  will have diverged more radically, as they 
  select spells that work best with their magic 
  implements’ themes.
  hoW Magic 
  iMpleMentS Work
  All 
  magic 
  implements 
  grants 
  enhancement bonuses, and many have 
  additional magic abilities as well. The 
  enhancement bonus of a magic implement 
  adds to all attack rolls made with spells cast 
  from the wand, damage dealt by the first die 
  of spell damage (see Bonuses to Spell Damage, 
  below), and to all caster level checks made for 
  spells cast while using the wand (including 
  those made to overcome SR, those made 
  to check the effectiveness of such spells as 
  dispel magic, remove curse, or remove disease, 
  and those made when attempting to use 
  divination spells against a target warded 
  by nondetection). Magic implements cannot 
  have greater than a +5 enhancement bonus.
  Bonuses to spell DaMage
  Adding bonus damage to spells can be 
  slightly tricky, because you have to decide 
  where the bonus damage applies. Does it add 
  to only one target, making it much less useful 
  for area effect spells? Does it add every time 
  the spell deals damage, making it great for 
  magic missile, flameblade, and similar spells? 
  that’S 
  not 
  hoW 
  WandS Work!
  Of 
  course, 
  some 
  people 
  are 
  simply 
  traditionalists. Since the core rules define wands 
  as working in a particular way, some people 
  aren’t going to be happy with the idea of having 
  a separate category of magic implements that 
  give constant-but-minor bonuses. While we here 
  at Super Genius Games believe in being a bit more 
  adventurous, we try to accommodate all our 
  customers’ needs. So, here are some ways to use 
  this material even if you want traditional wands 
  in your campaign.
  First, all the powers listed for our new 
  rune staves and wyrd wands could be added 
  as additional powers for traditional staves and 
  wands. This jacks the price of such things up 
  considerably, but it also makes staves and wands 
  more versatile and interesting. If going this 
  route, calculate the cost of the magic implement 
  bonuses you wish to add to a typical staff or 
  wand, and add double that to the normal staff or 
  wand cost. This accounts for the fact the item has 
  two different sets of power, but still takes up only 
  a single hand when in use.
  Failing that, the powers of the magic 
  implements presented in this product can instead 
  be given to some other kind of item. If sticking 
  with traditional items, they could all be turned 
  into rings, for example, or rods. Keeping with the 
  handheld sorcerous accessory theme, the wands 
  could be turned in athames (ritual daggers used 
  to aid magic ceremonies). That creates a whole 
  new class of item for spellcasters, which is a 
  good way to add flavor to a campaign. Similarly, 
  the powers could be ascribed to bells, books, or 
  candles (which must be held), holy sigils (giving 
  them a more divine flavor), or other attire such as 
  skullcaps, robes, or amulets. As long as the items 
  either use a magic item slot or must be held to 
  function, game balance is preserved.
  
  3
  Area effect spells already tend to be higher 
  level to represent their multiple targets, how 
  do you make sure an enhancement bonus to 
  damage is equally useful for them without 
  making it ridiculously powerful when it 
  applies to spells with more limited targets?
  The best solution we’ve found is for 
  bonus damage from magic implements 
  to add only to the first die of damage a 
  spell inflicts. Thus when adding damage 
  to a fireball, the extra damage applies to all 
  targets, since they all took damage from the 
  first die of fireball damage. When applying 
  it to magic missile, only the target of the first 
  missile takes the damage. When applying it 
  to acid arrow, it applies only to damage dealt 
  when the spell first hits, and it has no effect 
  on each round of damage after that. For 
  spiritual hammer and flameblade, it applies to 
  the first damage roll made by the spell. This 
  works well in practice, and it’s the basis for 
  all pricing in this product.
  This rule allows bonus damage from 
  magic implements to work with each type of 
  spell. An area spell gets to add the damage 
  to everyone, but a spell that creates multiple 
  attacks just gets the bonus once. That 
  maintains balance between spells, without 
  ever making the effect useless. The same 
  rule applies to both enhancement bonuses 
  and extra dice of damage, so a 5th-level 
  fireball cast with a +1 fiery wyrd wand deals 
  6d6+1 points of damage to all creatures in 
  the area, while a 5th-level acid arrow cast 
  with a +3 caustic wand deals 2d4+1d6+3 
  points of damage when it first hits, and 2d4 
  acid damage on the following round.
  Magic iMpleMents anD 
  MetaMagic
  Bonuses from magic implements are 
  always applied after any metamagic effect 
  is added to a spell; they do not multiply 
  each other. A 10th-level wizard casting an 
  empowered fireball with a +5 fiery wyrd wand 
  deals (10d6 {{x}} 1.5 = 15d6, +1d6+5) 16d6+5 
  fire damage.
  Table 1: Magic Implements
  Implement
  Bonus
  Base
  Price
  +1
  1,500
  +2
  6,000
  +3
  13,500
  +4
  24,000
  +5
  37,500
  +6*
  54,000
  +7*
  73,500
  +8*
  96,000
  +9*
  121,500
  +10*
  150,000
  *An implement can’t have an enhancement 
  bonus greater than +5. Use these lines to 
  determine price when special abilities are 
  added.
  Magic iMpleMent 
  special aBilities
  All magic implements must have at least 
  a +1 enhancement bonus prior to having any 
  special abilities. Rune staves can have any 
  number of special abilities, as long as their 
  total bonus equivalent never exceeds +10. 
  Wands are more restricted and can have only 
  a single special ability (though they are still 
  capable of up to a +5 enhancement bonus).
  
  4
  Alluring: The wielder of this implement 
  adds the implement’s enhancement bonus to 
  all Charisma-based ability and skill checks 
  made against creatures under the effects of an 
  enchantment (charm) spell.
  Moderate enchantment; CL 5th; Craft Magic 
  Wand or Craft Magic Staff, charm person; Price 
  +1 bonus.
  Arcing: When an arcing implement is used 
  to cast a spell that deals acid, cold, fire, or sonic 
  damage, it can cause the spell to deal electricity 
  damage instead. The spell loses the acid, 
  cold, fire, or sonic descriptor if it had one, 
  and it gains the electricity descriptor.
  Moderate transmutation; CL 9th; Craft 
  Magic Wand or Craft Magic Staff, elemental 
  body I; Price +1 bonus.
  Beckoning: When the magic implement 
  is used to cast a spell that summons a 
  creature or creates an undead creature, the 
  creature summoned or created gains an 
  enhancement bonus to attack rolls equal to 
  the implement’s enhancement bonus. This 
  bonus lasts for 10 minutes per level of the 
  spell cast.
  Moderate conjuration; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, creator 
  must have the Leadership feat; Price +2 
  bonus.
  Blazing: When a blazing implement is 
  used to cast a spell that deals acid, cold, 
  electricity, or sonic damage, it can cause 
  the spell to deal fire damage instead. The 
  Behind the counter: 
  pricing Magic iMpleMentS enhanceMentS and aBilitieS
  It’s fairly straightforward that a weapon that gives you +1 enhancement to attack rolls and damage rolls is 2,000 gp—and +2 is 8,000 gp. 
  The brilliant bonus cost system to special abilities also makes pricing them pretty easy: +1d6 fire damage is worth as much as another +1 
  bonus to attack rolls and damage rolls. With the flexible pricing system, new special abilities can be compared to existing options and given a 
  cost equivalent to a +1 to +5 bonus. Thousands of possible magic items can be quickly and accurately priced with this system, and the cost of 
  upgrading such items is also easily calculated (especially useful if a player becomes emotionally attached to the +1 longsword he picked up on 
  his first big adventure).
  Obviously the ease and flexibility of this system is desirable enough that we should use it for our new magic implements, especially since 
  magic implements are supposed to fill for spellcasters the same kind of role magic weapons serve for other characters. That means the special 
  abilities of magic implements should be priced as being worth as much as a +1 to +5 enhancement bonus, and we can use the special abilities 
  of weapons as a guideline for each.
  So, how much should our enhancement bonus to spells cost? While it’s true that you can swing a sword as often as you want, and characters 
  can only cast so many spells a day, it’s also true that a fireball can hit a dozen foes in one casting if things line up correctly. Ultimately, if we 
  assume fighters and wizards are balanced against each other (and assuming that takes a lot less page-count than trying to justify one class over 
  the other), it seems likely that bonus damage to weapons is on par with bonus damage to spells. Since our implements only add to damage 
  (and magic weapons add to damage and to-hit), but most spells don’t require an attack roll anyway, we can price enhancement bonuses to spell 
  damage as 75% of the cost of a magic weapon with the same bonus.
  That’s pricey, but it’s also useful. A GM who wants to get really radical with magic implements could easily decide to have a +1 holy staff 
  implement, which adds +1 to spell damage, and another +2d6 against evil targets. (And the GM knows the +2d6 should apply only to the first 
  die of damage inflicted by a spell, using the rule from Bonuses to Spell Damage, above.) At 13,800 gp that’s both a lot cheaper, and a lot more 
  interesting, than a staff of size alteration. Of course that falls entirely outside the price limit of a Loot 4 Less book, but it’s nice to know the general 
  rule scales well, and it can be used by GMs to create more interesting options.
  For staff magic implements, add 300 gp to the final price to account for using a masterwork staff. Wand magic implements don’t have any 
  additional cost, because they don’t do anything else.
  
  5
  spell loses the acid, cold, electricity, or sonic 
  descriptor if it had one, and it gains the fire 
  descriptor.
  Moderate transmutation; CL 9th; Craft 
  Magic Wand or Craft Magic Staff, elemental 
  body I; Price +1 bonus.
  Caustic: When the magic implement is 
  used to cast a spell that deals acid damage, 
  it causes the spell to deal an additional 1d6 
  points of acid damage.
  Moderate evocation; CL 7th; Craft Magic 
  Wand or Craft Magic Staff, acid arrow; Price 
  +1 bonus.
  Coven’s: As a standard action, the wielder 
  of a coven’s implement can expend a 1st-level 
  or higher spell slot to grant an enhancement 
  bonus to an ally’s caster level. The bonus to the 
  ally’s caster level is equal to the enhancement 
  bonus of the coven’s implement or the level 
  of spell expended, whichever is lower. The 
  ally must be within short range (25 ft. + 5 ft./2 
  levels), and the bonus lasts for 1 round.
  Moderate evocation; CL 9th; Craft Magic 
  Wand or Craft Magic Staff, shadow conjuration; 
  Price +2 bonus.
  Deft: A deft implement adds the 
  implement’s enhancement bonus to all 
  concentration and Spellcraft checks made by 
  the wielder.
  Moderate divination; CL 7th; Craft Magic 
  Wand or Craft Magic Staff, identify; Price +1 
  bonus.
  Electrified: When the magic implement 
  is used to cast a spell that deals electricity 
  damage, it causes the spell to deal an 
  additional 1d6 points of electricity damage.
  Moderate evocation; CL 5th; Craft Magic 
  Wand or Craft Magic Staff, shocking grasp; 
  Price +1 bonus.
  Fiery: When the magic implement is 
  used to cast a spell that deals fire damage, 
  it causes the spell to deal an additional 1d6 
  points of fire damage.
  Moderate evocation; CL 5th; Craft Magic 
  Wand or Craft Magic Staff, burning hands; 
  Price +1 bonus.
  Freezing: When a freezing implement is 
  used to cast a spell that deals acid, electricity, 
  fire, or sonic damage, it can cause the spell 
  to deal cold damage instead. The spell loses 
  the acid, electricity, fire, or sonic descriptor 
  if it had one, and it gains the cold descriptor.
  Moderate transmutation; CL 9th; Craft 
  Magic Wand or Craft Magic Staff, elemental 
  body I; Price +1 bonus.
  Frosty: When the magic implement is 
  used to cast a spell that deals cold damage, 
  it causes the spell to deal an additional 1d6 
  points of cold damage.
  Moderate evocation; CL 5th; Craft Magic 
  Wand or Craft Magic Staff, ray of frost; Price 
  +1 bonus.
  Lorebound: A lorebound implement 
  grants the caster access to one additional 
  spell known. The spell is chosen when 
  the implement is created, and it cannot be 
  changed. To access the spell, it must be on 
  the wielder’s class spell list, and it must be at 
  least one level lower than the highest-level 
  spell the wielder can cast. If these conditions 
  are met, the wielder functions as if he knew 
  the spell in question when holding the 
  implement. Moderate divination; CL 7th; 
  Craft Magic Wand or Craft Magic Staff, 
  creator must know the spell to be granted; 
  Price +2 bonus.
  Behind the counter: 
  pricing loreBound
  The lorebound special property is priced using 
  the feat Expanded Arcana (from the Advanced Player’s 
  Guide) as a basis. That feat allows a spontaneous 
  caster either access to one additional spell known, or 
  access to two additional spells known as long as they 
  aren’t the highest level spell the character can cast—
  or about half what a lorebound implement does. Using 
  the gloves of arrow snaring, we can see that unlimited 
  access to a feat costs about 10,000 gp. As a +1 bonus 
  ability, lorebound costs at least 4,500 (the 6,000 gp for 
  a +1 lorebound wand minus the 1,500 gp for a +1 wand), 
  which is close enough to keep things reasonable.
  
  6
  Manxome: Whenever a creature rolls a 
  natural 1 on a saving throw against a spell from 
  a manxome implement (the die roll shows a 1), 
  and is affected by the spell, the target’s heart 
  explodes. For most creatures this results in 
  instant death, though the GM might decide that 
  some creatures (including most undead, plants, 
  and constructs) can function just fine with no 
  heart.
  Major necromancy; CL 18th; Craft Magic 
  Wand or Craft Magic Staff, power word kill; Price 
  +5 bonus.
  Morphic: When a transmutation (polymorph) 
  spell is cast from a morphic implement, the 
  caster can choose one target of the spell to gain 
  a bonus to Strength, Constitution, or Dexterity 
  equal to the wand’s enhancement bonus.
  Moderate transmutation; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, alter self; Price 
  +1 bonus.
  Pinpoint: When an evocation spell with an 
  area entry in its description (rather than target, 
  targets, or effect) and a duration of instantaneous 
  is cast through a pinpoint implement, instead of 
  affecting an area it can affect one or more specific 
  targets. The total number of targets affected 
  cannot exceed the implement’s enhancement 
  bonus, and all must be within an area the spell 
  could have covered if cast normally.
  Moderate transmutation; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, Precise Shot, 
  Price +1 bonus.
  Potent: A potent implement adds the 
  implement’s enhancement bonus to caster 
  level when determining the spell’s range, area, 
  targets, and duration.
  Moderate transmutation; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, mage hand; 
  Price +1 bonus.
  Profane: A profane implement adds its 
  enhancement bonus to the wielder’s caster 
  level when determining the outcome of 
  any spell with the evil descriptor. This does 
  not affect the spell’s range, area, targets, or 
  duration.
  Moderate necromancy; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, cause fear; 
  Price +1 bonus.
  Rejuvenating: 
  When 
  the 
  magic 
  implement is used to cast a healing spell, 
  the implement’s enhancement bonus is 
  added to the points healed by the first die of 
  healing of the spell.
  Moderate conjuration; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, cure light 
  wounds; Price +1 bonus.
  Reliable: Spells cast from a reliable 
  implement might not be expended if they 
  have no effect. A number of times per day 
  equal to the implement’s enhancement 
  bonus, a spell that has no effect on any 
  target or object (potentially as a result of 
  being negated by saving throws or failing to 
  penetrate spell resistance) is not expended. 
  If the spell is normally prepared, it remains 
  prepared. If cast by a spontaneous caster, no 
  spell slot is expended. 
  Moderate evocation; CL 11th; Craft 
  Magic Wand or Craft Magic Staff, mnemonic 
  enhancer; Price +3 bonus.
  Sacred: A sacred implement adds its 
  enhancement bonus to the wielder’s caster 
  level when determining the outcome of any 
  spell with the good descriptor. This does 
  not affect the spell’s range, area, targets, or 
  duration.
  Moderate conjuration; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, bless; Price 
  +1 bonus.
  Subduing: The wielder of a subduing 
  implement can choose to have any damage 
  dealt by spells cast through it be nonlethal.
  Moderate conjuration; CL 7th; Craft 
  Magic Wand or Craft Magic Staff, cure light 
  wounds; Price +1 bonus.
  Viewing: When the magic implement is 
  used to cast a scrying spell, the caster adds 
  the implement’s enhancement bonus as a 
  circumstance bonus to all Perception checks 
  made using the scrying spell.
  Moderate divination; CL 7th; Craft Magic 
  Wand or Craft Magic Staff, clairvoyance/
  clairaudience; Price +1 bonus.
  Warding: When the magic implement is 
  used to cast a spell that grants a bonus to AC 
  or saving throws, that bonus is increased by 
  half the implement’s enhancement bonus 
  (minimum +1).
  Moderate abjuration; CL 7th; Craft Magic 
  Wand or Craft Magic Staff, mage armor; Price 
  +2 bonus.
  
  7
  We err on the Side of aWeSoMe!
  creditS
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Cover Art:
  Joseph Calkins and Cerebus Illustrations
  Interior Art:
  Tamás Baranya and Peter Szabo Gabor
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Super Genius Games
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, and/or Stan: @stannex, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  The Genius Guide To: Rune Staves and Wyrd Wands. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Items/The Genius Guide to Rune Staves and Wyrd Wands.pdf