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Charged Wands - inspired by Mike Mearls blog post
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4925591" data-attributes="member: 710"><p>Inspired by Mike Mearls blog post: </p><p><a href="http://community.wizards.com/wotc_mearls/blog/2009/08/29/wands_with_charges" target="_blank">Wands with Charges</a></p><p></p><p>How would you do charged Wands? </p><p></p><p>Here's one take: </p><p>------</p><p><strong>Charged Wands</strong></p><p>Charged Wands are not normal implements. Instead of aiding in casting spells, they contain only a single power that they can use repeatedly, until the charge is expended. </p><p>To create a Wand, a character can use the Enchant Magic Item ritual and know the power he wants to store in the Wand. The stored power must have the implement keyword. The Wand has a minimum level equal to the level of the power stored.</p><p>To be able to use a Wand, a character must make an Arcana Check DC 10 + level of the Wand. If he fails, he can attempt a new check after an extended rest. </p><p>A Wand costs as much as a magic implement of its level. </p><p>A wand can be stored with an at-will power, with an encounter power or with a a daily power. For making attacks with the Wand, use the Wands modifier for attack and damage, not your own. The values are given below. For the attack modifier, add half the Wands level. Any secondary statistics use the wielders bonus.</p><p></p><p>[code]</p><p>Level Bonus Level Bonus</p><p>1-5 +5 16-20 +13</p><p>6-10 +8 21-25 +15</p><p>11-15 +10 26-30 +18[/code]</p><p></p><p>Activating a Wand takes the same action as using the power contained in it. </p><p>After each use of the Wand, roll a d20, with a +1 modifier per use. Add a +1 bonus if the Wand contains an encounter power and a +2 bonus if the Wand contains a daily power. If the result is 10 or higher, the Wand cannot be used again until after a short rest. If the result is 20 or higher, the Wand is entirely discharged and becomes useless. </p><p>The DM may randomly determine the uses of a Wand that was found and has been used previously. </p><p></p><p>Due to the difficulty of ascertaining the number of times a Wand has been used and the likelihood of it discharging on the next try, Wands are very difficult to sell – or buy. Few merchants are willing to risk buying them of a finder, and if they are, they usually pray considerably less 1/25th or less of the price they cost to enchant. </p><p></p><p></p><p>------</p><p></p><p>Charged Wands can be pretty powerful - Imagine an "at-will" Fireball or Visions of Avarice! Of course, the cost are also very significant - a fully fledged magic item of the spells level that you cannot use as an actual implement and that is destroyed at some point. </p><p></p><p>The sales cost is based on the idea that it's basically a consumable item with one charge as a minimum. (Because if it has no charges anymore, it contains no more magic.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4925591, member: 710"] Inspired by Mike Mearls blog post: [url=http://community.wizards.com/wotc_mearls/blog/2009/08/29/wands_with_charges]Wands with Charges[/url] How would you do charged Wands? Here's one take: ------ [B]Charged Wands[/B] Charged Wands are not normal implements. Instead of aiding in casting spells, they contain only a single power that they can use repeatedly, until the charge is expended. To create a Wand, a character can use the Enchant Magic Item ritual and know the power he wants to store in the Wand. The stored power must have the implement keyword. The Wand has a minimum level equal to the level of the power stored. To be able to use a Wand, a character must make an Arcana Check DC 10 + level of the Wand. If he fails, he can attempt a new check after an extended rest. A Wand costs as much as a magic implement of its level. A wand can be stored with an at-will power, with an encounter power or with a a daily power. For making attacks with the Wand, use the Wands modifier for attack and damage, not your own. The values are given below. For the attack modifier, add half the Wands level. Any secondary statistics use the wielders bonus. [code] Level Bonus Level Bonus 1-5 +5 16-20 +13 6-10 +8 21-25 +15 11-15 +10 26-30 +18[/code] Activating a Wand takes the same action as using the power contained in it. After each use of the Wand, roll a d20, with a +1 modifier per use. Add a +1 bonus if the Wand contains an encounter power and a +2 bonus if the Wand contains a daily power. If the result is 10 or higher, the Wand cannot be used again until after a short rest. If the result is 20 or higher, the Wand is entirely discharged and becomes useless. The DM may randomly determine the uses of a Wand that was found and has been used previously. Due to the difficulty of ascertaining the number of times a Wand has been used and the likelihood of it discharging on the next try, Wands are very difficult to sell – or buy. Few merchants are willing to risk buying them of a finder, and if they are, they usually pray considerably less 1/25th or less of the price they cost to enchant. ------ Charged Wands can be pretty powerful - Imagine an "at-will" Fireball or Visions of Avarice! Of course, the cost are also very significant - a fully fledged magic item of the spells level that you cannot use as an actual implement and that is destroyed at some point. The sales cost is based on the idea that it's basically a consumable item with one charge as a minimum. (Because if it has no charges anymore, it contains no more magic.) [/QUOTE]
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