Here's an idea: wand runes and staff runes, partly to give casters a bit of a boost, but mostly to give casters too something really significant to look forward to buying or looting.
Note: In both cases, the rune effects apply both when the caster is casting a spell from the wand or staff itself, and when the caster is merely wielding the wand or staff while casting that spell normally (using a spell slot). Wielding a wand or staff adds a somatic component to the casting, if not present already.
Wand runes are duplicates of weapon runes, except they are etched onto magic wands, and give their effects to spells with a spell attack roll only. The GM is free to say a particular weapon rune don't exist as a wand rune.
Example: you could now find or buy a +1 striking corrosive wand of acid arrow. The potency rune would give you +1 on your spell attack rolls (whether you cast acid arrow or another spell with a spell attack roll). The striking rune would add one damage die (so one +1d8 acid for acid arrow or +1d4 negative for chill touch etc). Finally the corrosive rune would add +1d6 acid damage (and more on a critical) exactly as the corresponding weapon rune.
Staff runes are special (new) runes that are etched onto magic staves. They give their bonus only to castings of the specific spells of the staff (whether you use a staff charge or your own spell slot doesn't matter). Here are three such runes:
Staff Focus rune: gives its bonus to your spell DC.
I'm gonna use the armor resiliency rune as my template, seeing this is kind of its opposite.
Staff Focus (+1) Item 8 340 gp
Staff Focus (+2) Item 14 3440 gp
Staff Focus (+3) Item 20 49,440 gp
Staff Area Striking rune: Adds dice to spell damage if the staff's spell has a burst, cone, emanation, or line.
Positioning this half-way between single-target (wand) striking and the above focus rune (since damage is less unbalancing than higher DC).
Staff Area Striking (+1 dice) Item 6 275 gp
Staff Area Striking (+2 dice) Item 13 3,475 gp
Staff Area Striking (+3 dice) Item 19 44,475 gp
Staff Recapacitation rune:
Updated! Yep, this is what you've been fearing - a rune to void the Incapacitation trait from a single casting of a single spell with a spell DC. A recapacitation rune has one charge, recharged daily. The rune tells you the maximum DC the rune can "recapacitate" for you (meaning that if you're wielding a staff with the DC 28 recapacitation rune, even if your spell save DC is 30, the target only needs to save against DC 28).
Staff Recapacitation (DC 17) Item 3 65 gp
Staff Recapacitation (DC 24) Item 7 380 gp
Staff Recapacitation (DC 28) Item 11 1,550 gp
Staff Recapacitation (DC 34) Item 15 8,000 gp
Staff Recapacitation (DC 42) Item 19 45,000 gp
PS. Cross-posted here.
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