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[DM needs help] How the party figures out what spell is in a wand? (and other items)
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<blockquote data-quote="Hypersmurf" data-source="post: 1313631" data-attributes="member: 1656"><p>Firstly, wands don't have an arcane or divine affiliation. Even though it was made by a divine caster, the sorcerer can use the Wand of Protection from Good.</p><p></p><p>Secondly, wands are spell trigger items. They don't use an obscure command word; if it's a Wand of Magic Missile, and you're a wizard, you can activate it just like you'd activate any other Wand of Magic Missile.</p><p></p><p>Now, it says "the user must still determine what spell is in the item before he can activate it".</p><p></p><p>So, if I hand you a wand, and say "It's Magic Missile", and you're a Wizard, you know how to activate it.</p><p></p><p>But - what if I'm only guessing? I don't know for a fact that it's a Wand of Magic Missile. But as far as you are aware, I've told you what it is. So you attempt to activate it just like you'd activate any other Wand of Magic Missile... and if I'm right, it works.</p><p></p><p>So is this any different to if I don't tell you anything, and <em>you</em> guess Magic Missile yourself? If you perform exactly the same trigger action, then in theory, the wand should activate if you guessed right.</p><p></p><p>Following this logic, you should be able to just run through your entire spell list until the wand activates. It costs you a charge, and if it's a 3rd level spell, that's more expensive than an Identify... but in theory it should work.</p><p></p><p>The house rule that I introduced was that attempting to activate a spell trigger item costs a charge... <em>even if you attempt to activate the wrong spell</em>.</p><p></p><p>Makes Identify far more attractive <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 1313631, member: 1656"] Firstly, wands don't have an arcane or divine affiliation. Even though it was made by a divine caster, the sorcerer can use the Wand of Protection from Good. Secondly, wands are spell trigger items. They don't use an obscure command word; if it's a Wand of Magic Missile, and you're a wizard, you can activate it just like you'd activate any other Wand of Magic Missile. Now, it says "the user must still determine what spell is in the item before he can activate it". So, if I hand you a wand, and say "It's Magic Missile", and you're a Wizard, you know how to activate it. But - what if I'm only guessing? I don't know for a fact that it's a Wand of Magic Missile. But as far as you are aware, I've told you what it is. So you attempt to activate it just like you'd activate any other Wand of Magic Missile... and if I'm right, it works. So is this any different to if I don't tell you anything, and [i]you[/i] guess Magic Missile yourself? If you perform exactly the same trigger action, then in theory, the wand should activate if you guessed right. Following this logic, you should be able to just run through your entire spell list until the wand activates. It costs you a charge, and if it's a 3rd level spell, that's more expensive than an Identify... but in theory it should work. The house rule that I introduced was that attempting to activate a spell trigger item costs a charge... [i]even if you attempt to activate the wrong spell[/i]. Makes Identify far more attractive :) -Hyp. [/QUOTE]
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[DM needs help] How the party figures out what spell is in a wand? (and other items)
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