Bringing Wands of Fireball/Lightning Bolt in check


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How about the following item:

Wand-Thing* of Lightning
Max 7 charges
Draws 6 charges to cast a third level Lightning Bolt only
Recovers 1d6 charges per day

What do you think? In summary, you would get a regular lightning bolt every other day on average.

*) Not necessarily a wand, since I don't want to have a "this wand works differently than all the rest" discussion...

I think it's fine as written. I modify every magic item I hand out from the standard, so something like this seems fine. Although I think its overly complicated for basically granting 1 3rd level lightning bolt every other day.

How About:

Minor Rod of CapnZapp
Requires Attunement. Using an Action, the wielder can cast Lightning Bolt as a 3rd level spell. The wielder can only use the Rod to cast Lightning Bolt 1/Long Rest.


1/long rest is easier to remember and track. Charges are best reserved for allowing grades of "power" or uses.

For added DM evil, you could grant an "overcharge" function where the wielder can cast Lightning Bolt at a Higher Level, where the wielder makes an Arcana check, say DC 11+2/spell level over 3. On a fail, it acts normally (level 3 spell - i.e. no overcharge). On a fail of 5 or more, it also damages the wielder. On a Nat 1 it explodes into a Chain Lightning, starting with the wielder and jumping to nearby creatures, the Rod is destroyed.

Of course, the NPC Diviner Wizard with a portent roll of 1 is eagerly awaiting the parties approach, Muhahahahaha!
 

Perhaps house rule that things like wands need the caster to be high enough level to use the spell at the enhanced level. For example, level 5 players can only activate it as a 3rd level spell, players with 7 character levels can use it as a 4th level spell, and so on? I feel for you, as certain items can quickly unbalance things. I have been making a list of things removed from my games, although the wands have not made it yet.

Another idea is what someone else posted, making them non-rechargeable, or perhaps needing spells cast into it to recharge it?


Can I ask you why you are posting in this thread Aaron?

You are contesting me on every point, absolutely refusing to discuss something from somebody else's viewpoint than your own and you are studiously avoiding the premise of the thread subject.

You come across as trying hard to derail the subject. I find your posts profoundly unhelpful.

Why are you still here?

I stopped posting and in fact reading the WotC D&D forums months ago because of limitless numbers of similar responses in my threads and other people's threads from Aaron. Arguing for the sake of arguing is . . . well, boring.
 


A bit weird dontcha think?
It is a bit, yes. But remember that the Starter Set is the only product that contains full write-ups for magic items that can be found in the DMG. It's possible it's just an error. I've tried asking Crawford about it but haven't very gotten a response.

Personally, I wouldn't overthink it. The Starter Set version is a perfectly valid magic item.
 
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I'd just rule the last megabolt shorted out the wand and it's now capped at 10d6. i also think ruling that you have to high enough to cast whatever level of bolt you are trying to shoot is very reasonable.

But I'd say you just are not throwing enough mooks at the party. 9th level is when the players start taking down armies and items like this are how they do that and keep going to the actual goal.
 
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Thanks.

I didn't know the rule on non rechargeable items also discussed capping charges per use.

I'll look it up - it sounds super useful!
I'm pretty sure it doesn't actually mention a cap on charges per use. I normally cap 1 charge per use, because I'm going for an AD&D feel. It seems an obvious necessity though, because otherwise the non-rechargeable wands would be ridiculously overpowered...
 



Okay, so...

...what do you think of the concrete ideas I've posted? ☺
In regards to your idea it seems to fit limiting the overall power of the wand, but I must admit I am more old school with magic item creation where a wand is one charge per use. Based on that the power of the wand is also determined by the level of the caster. Therefore, I would never endorse the mechanic of being able to use multiple charges per use. The random recovery also goes against what is considered standard vanilla vancian.
 

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