This is in regards to the enchantment spell rather then the Staff (Pole Weapon) skill. In fact, this spell need not be cast on a wand or staff. So it can, in theory, be enchanted on a melee weapon.
How it Functions[]
"The rules on p. 13 of GURPS Magic are clear on this matter: "Pointing with a staff reduces the range to a distant subject by the length of the staff." There's no "...for certain spells" rider. Thus, a staff's extra length counts for any spell where reducing the effective distance to the target would be of value. Spells that suffer a punishing -1/yard to cast benefit most โ that's why Regular spells are called out โ but by all means go ahead and take advantage of it with Melee spells and jets (which take no range modifiers because they're melee attacks), Area spells (which also suffer -1/yard), and Missile spells (which use standard speed/range modifiers). Even spells that use long-distance modifiers can benefit, if a yard or two makes the difference.
Less legalistically and more artistically, I think that most fans of spell-slinging fantasy would agree that letting a wizard shoot bolts and beams from the end of her staff is in idiom, and that not allowing this would be jarring." Re: Jet spells with a Staff (Kromm, 11-18-2015, 08:56 AM) This changes how staff and missile spells interact from Classic (which required specifically being enchanted to contain that spell)[1]
gestures problem[]
Having 1 or 2 hands full can create problems for low-skill casters, a complaint brought up in a March2009 thread at http://forums.sjgames.com/showthread.php?t=52975
Kromm also introduces an option there because of the +2 to parry it enjoys being uber, as brought up in Oct 2008 http://forums.sjgames.com/showthread.php?t=45574
- treat staffs a little like shields, and say that if the +2 makes the difference between success and failure on a parry, you roll the attacking weapon's full damage and apply it to staff DR and HP
accessibility[]
Somewhere was written a -10% guideline for advantages that only work while holding any staff (doesn't need to be enchanted kind) book/page needed. This is presumably more specific than "holding wood" which would probably be as rare as "rock".
Powers 116 talks about this:
- accessibility limitations as โRequires material components,โ โRequires gestures,โ and โRequires magic wordsโ are common, and worth -10% apiece.
P181 presents an altered version where it's -10% for both words/gestures/component but they are brief/small and presumably less-rare components (ie 'rock' not 'agate' since that's worth a full -10% on it's own, see below)
- a minor Accessibility limitation to reflect the need to perform brief incantations, make small โcastingโ gestures, and have
โspell componentsโ to hand (-10%)
These are elaborated on in PU8p5 with "requires agate" given as a -10% example while "requires rock" is considered too broad
Only while playing a trumpet is in basic set and probably a combination of all three at -30%
T214 defines another -10% accessibility as "Must wear a special carved mask and dance to trigger possession (but donโt have to keep them around afterward), -10%"
- although this is very specific and also has requires gestures built into it, the reason for it's cheapness is likely that it's just done to trigger the possession but not needed to maintain it : this implies that accessibility isn't just needed to initiate abilities but also to maintain their non-permanent effects
magical styles[]
pg 32 adds:
- Staff Attunement (a more limited version of this appears in pyramid 3/1)
- Staff Bond
- Super Sympathy
Low-Tech[]
Anaraxes in http://forums.sjgames.com/showpost.php?p=2209141&postcount=11 highlights LTC1p14 where there is a penalty for lacking end caps. (E) calls them ferrules.
quotes[]
Kromm[]
2008 http://forums.sjgames.com/showpost.php?p=590834&postcount=18
The reparable/not reparable decision rests on the question of whether the gadget, if reduced to the point where it no longer functions as a gadget, can be restored to its former capabilities.
In this case, once a magic staff is broken to the point where it no longer functions as a quarterstaff, the Staff spell ends.
However, Staff is a cheap spell, so I would argue that casting Repair and then recasting Staff would qualify as "making repairs" in a magical world.
The real question here isn't about the Staff spell but about other things stuck on the staff as advantages; e.g., Energy Reserve.
If physical repairs and/or Repair, followed by recasting Staff, would restore those, then I think the gadget rates as reparable. Otherwise, it doesn't.