Re-envisioning Wands

Felon

First Post
If there's one categoary of magic item I'd really like to see revamped, it's the magic wand.

D&D spellcasting uses the so-called "vancian" system that is intended primarily to introduce an element of resource management; a caster has to use the right-sized tool for the right job. Of course, one of the fun things about magic items is that they provide a way to skirt the normal rules. Scrolls can provide a little extra utility, but as one-shot items they basically become another resource to manage.

With high number of charges, wands all too often throw the concept of resource management into the crapper. A caster can always have that spell for artillery or healing on-hand. Indeed, at a certain level it can be commonplace for a caster's spells to become a secondary resource, with wand-slinging becaming the primary magic outlet. I might feel a little differently if I saw wands actually run out of charges regularly, but that only seems to happen with wands of CLW (and they're so economical that their expenditure isn't even given a second thought). Fifty charges is so many that it often seem pointless to even keep track of them--many players just regard them as virtually inexhaustible, if only at an unconscious level.

If this all works for you, then that's fine--I'm just saying it doesn't work for me and I was wondering if perhaps there are others who feel the same. Personally, I'd like wands to be an extension of the mage, the same way a weapon is for a fighter. I've been thinking of various ways to go about it, including:

  • Increasing effective caster level with certain subschools of spells.
  • Acting as items of spell-storing.
  • Allowing lower-level spells to be cast as spell-like abilities.
  • Providing spell penetration bonuses.
  • Making metamagic easier.

Hass anyone gone beyond the theoretical level with this? Maybe some product support?
 

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A number of items already do those things, they just aren't called wands. Just change the look, and maybe the slot of an item and you have easy start.
 


I have used a variant on wands that is powered by the character's own spellcasting limits. The Wand allows a character to expend one of their spell slots, and the effect is whatever the wand is 'programmed' for. For instance a Wand of Magic Missile Focusing allows any 1st level slot be used for casting a Magic Missile.

The nice thing about this type of item is that it scales with the character, and does not become a machine gun (until 50 charges run out). The characters tend to memorize or 'know' spells of a more utilitarian nature while keeping an offensive wand or two at the ready. In my mind, it seems appropriate especially for Offensive "shoot the bad guy" spells rather than for spells that produce other effects, but that is just an opinion. My favorite part is that it does not overpower any caster, it just allows them more spellcasting options.
 


Victim said:
A number of items already do those things, they just aren't called wands. Just change the look, and maybe the slot of an item and you have easy start.

If the caster has to choose between a valuable item slot and a wand, they'll think more about using it.
 




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