Hogwarts Wizard

Well it was to the Wizards Wand: there didn't seem to be a need to quote since it was directly below the entry.

Nothing inherently wrong with the notion by the way, it's just that if you don't keep track of secondary ramifications the world background starts getting a bit incoherent.
 

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I actually use that rule for my homebrew. Thing is, when it comes down to creation of magic items, the wand is nowhere involved, thus needing the player to have the material components to create the item in question.

EDIT: I admit, I'm not entirely sure how balancing it would be to use The Wizard's Wand class feature in a Hogwarts campaign.

Hy homebrew is high magic, a step (or maybe 2) above the assumed magic level. It is an amalgam of Victorian era roleplaying with a sprinkling of steamtech, Eberron stuff and the base feel is that of the Age of Netheril.
 
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Well, given that Hogwarts-style components usually seem to be either (1) nonexistent, (2) ways to keep the characters from reusing convenient effects that would make things awkward for the writer/gamemaster, or (3) ways to stall the the characters enough to keep them from getting ahead of the storyline, it probably wouldn't matter much. No item, ability, or feat will get you around plotline restrictions without a serious risk of annoying the game master more than its worth.
 

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