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Magic Item design?
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<blockquote data-quote="Tormyr" data-source="post: 6373311" data-attributes="member: 6776887"><p>We just finished chapter 2 of Age of Worms, and already the wands are not getting a whole lot of daily use. The wand of shatter is used more as a plot device than a weapon. I don't remember if they found the wand of Unseen Servant. Magic missile gets used sparingly, and I don't think they have ever used ray of enfeeblement. I set the wands of healing word up like the wand of magic missile (1 to 3 charges to cast at spell slot 1 to 3) and gave it an average +2 modifier (based off a healing potion, I wanted to keep it detached from character ability scores). If cast 7 times it can do a max of 7d4 +14 (38) healing. If cast using some 3 charge shots it only gets 7d4 + 6 (30) healing. The wand of healing word is mostly only used to make sure that unconscious characters don't die (like the playtest version of spare the dying.</p><p></p><p>Because of action economy (wands take an action), the players more often use their normal actions versus the wands. And Age of Worms mostly has encounters at the party's level or higher with rests sometimes few and far between. So for this particular campaign, I think it works out to bring over all the magic items as defined in the adventure path.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6373311, member: 6776887"] We just finished chapter 2 of Age of Worms, and already the wands are not getting a whole lot of daily use. The wand of shatter is used more as a plot device than a weapon. I don't remember if they found the wand of Unseen Servant. Magic missile gets used sparingly, and I don't think they have ever used ray of enfeeblement. I set the wands of healing word up like the wand of magic missile (1 to 3 charges to cast at spell slot 1 to 3) and gave it an average +2 modifier (based off a healing potion, I wanted to keep it detached from character ability scores). If cast 7 times it can do a max of 7d4 +14 (38) healing. If cast using some 3 charge shots it only gets 7d4 + 6 (30) healing. The wand of healing word is mostly only used to make sure that unconscious characters don't die (like the playtest version of spare the dying. Because of action economy (wands take an action), the players more often use their normal actions versus the wands. And Age of Worms mostly has encounters at the party's level or higher with rests sometimes few and far between. So for this particular campaign, I think it works out to bring over all the magic items as defined in the adventure path. [/QUOTE]
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