Re-envisioning Wands

Change the words "stff" to "wand" and "quarterstaff" to "club" in the below and you've got some different mechanics.

Signature Staff

The wizard may choose to select a signature staff instead of a familiar. The signature staff serves as a focus for the wizard's magic, and enables the wizard to cast certain spells for which the wizard is renowned ... signature spells.

At first level, the wizard's staff is a masterwork quarterstaff to which the wizard is attuned (this process takes 24 hours and 100gp worth of oils, incense, and other materials for the tuning ceremony). With the staff in hand, the wizard casts all spells as if she possessed the Eschew Materials feat. In addition, the wizard may use the staff to "lose" a prepared spell slot and spontaneously cast a "signature spell" the level of that spell slot or below. This casting is a standard action which draws attacks of opportunity. A specialist wizard may use a school spell slot to cast a signature spell, but that spell must be of the school in which the wizard specializes.

Signature spell: At 1st level, choose one spell the wizard knows. With signature staff in hand, the wizard is able to spontaneously convert prepared spells of the level of the sacrificed spell slot or below into the signature spell. The wizard gains an additional signature spell from spells known at every odd level.

Example: Mialee chooses to focus on fire spells. At first level, she selects burning hands as her signature spell. At any time she has her staff in hand, she may choose to sacrifice one of her prepared first level spell slots to cast burning hands as a standard action. At 3rd level, she selects pyrotechnics as her next signature spell. She may then spontaneously convert any 2d-level prepared spell slot into pyrotechnics or burning hands, or any 1st level spell slot into burning hands.

In addition to the signature spell ability, the signature staff also increases in utility as the wizard increases in level:

At 5th level, and every 5 levels thereafter, it gains a +1 enhancement bonus -- it is a +1 quarterstaff at 5th level, a +2 quarterstaff at 10th level, etc. At 5th level, the wizard may also further enhance the staff with additional weapon enhancements starting at 5th level, provided the wizard has the craft arms and armor feat (costs as per the feat). At 12th level, the wizard may imbue additional spell abilities into the signature staff as charges, provided the wizard has the craft staff feat (this mechanic functions exactly as the craft staff feat, except that when all charges in the staff are expended, the staff returns to its role as a signature staff. It may then be further charged with different spells should the wizard choose by repeating the crafting process). Only levels in classes which grant the familiar special feature may be counted toward signature staff levels.

The wizard knows the direction and distance to the signature staff so long as the staff is on the same plane and within 1 mile.

If the signature staff is destroyed, the magical energies associated it detonate, causing 5 points of force damage per wizard level to all within 20' of the staff (to include the wielder, if the wizard has it in hand)(Reflex save DC10 + staff level for half damage). The wizard must make a Fortitude save (DC15) or lose 200 XP per wizard level (or half that if the saving throw is made). The wizard may then attune a new signature staff, but doing so requires not only the 24 hours and 100gp for the ceremony, but a gold piece and XP expenditure equivalent to crafting a magical quarterstaff of the same enhancement as the signature staff. The wizard may select new signature spells for each appropriate level when crafting a new signature staff.

A wizard who has a signature staff, who does not have it in hand, may not employ the Eschew Materials feat, nor spontaneously convert spell slots to signature spells. A wizard who is without the attuned signature staff for a period of more than 24 hours becomes fatigued until the staff is recovered (this does not apply if the attuned staff has been destroyed; see below).

The wizard may voluntarily choose to sacrifice the staff by breaking it, but risks the damage from the arcane detonation and suffers the XP loss as per normal. The wizard may then craft a new signature staff.

A signature staff is strengthened by the arcane energies which attune it to its wizard; it possesses hardness 10, and 20 hit points, or hit points equal to the wizards (whichever is greater).
 

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I do double check charges on wands and maintain a dm sheet which tracks players item. Now I have players who play with their wands a lot when they first find them, then become blind to fact they have a wand.
Ex Player burn 10 charges of fireball in one adventure. Then 10 the next three and has used in three levels. And this was 2E levels 9+
 

A caster can always have that spell for artillery or healing on-hand.

Honestly, I don't consider that a bad thing. It gives you more room to add variety to your personal spell selection instead of always having to stock up on the "standards."
 

I kind of like the "eternal wands" from Eberron. Technically, they aren't wands at all - they're wondrous items that can cast the spell in question twice per day, and are usable by anyone who can cast arcane spells (so a bard could use an eternal wand of fireball).
 


As previously posted to virtually no response;

Weapon Wand

A wand like weapon for Arcane Casters. Same +1 to +5 enhancement, but only applies Ranged Touch Attacks with Spells. Enhancement also added to the spell damage. (DM Option: add enhancement to Caster Level for Spell Resistance checks.) Half the amount (rounded down) added to Attribute damages and penalties (such as from Ray of Enfeeblement).

Requires Craft Arms and Armor and Craft Wands, CL 3 per +1 of enchantment.
 

Staffan said:
I kind of like the "eternal wands" from Eberron. Technically, they aren't wands at all - they're wondrous items that can cast the spell in question twice per day, and are usable by anyone who can cast arcane spells (so a bard could use an eternal wand of fireball).
Me too. In fact, in my current campaign, I'm experimenting with replacing wands and staffs with permanent items that have 3 charges/day. However, all other spell trigger item restrictions apply, so a bard can't use a wand of fireball without Use Magic Device.
 

Chimera said:
As previously posted to virtually no response;

Weapon Wand

A wand like weapon for Arcane Casters. Same +1 to +5 enhancement, but only applies Ranged Touch Attacks with Spells. Enhancement also added to the spell damage. (DM Option: add enhancement to Caster Level for Spell Resistance checks.) Half the amount (rounded down) added to Attribute damages and penalties (such as from Ray of Enfeeblement).

Requires Craft Arms and Armor and Craft Wands, CL 3 per +1 of enchantment.
I came up with a very similar concept for wands. I applied the enhancement bonus to touch attacks (ranged and melee), and to checks to penetrate SR. Another (but probably overpowered) alternative is to apply the bonus to save DCs.

The simplest way to integrate this into the current rules is to give it the same cost per enhancement bonus as magic weapons (make the base item a masterwork item costing 500 gp, but unuseable unless magically enhanced), and call it a Rod, thus requiring Craft Rod to assemble.
 

I, too, have used wands that allow a spellcaster to focus his spells into the spell the wand favors. I think I got the idea from an old Dragon article in the 80s, so it has been going on since back in the day! :)

I also like the idea of wands that give bonuses to spells- perhaps including bonuses to overcome SR, bonus to save DC, to effective caster level, etc. The weapon wand above is a good'un, imho.
 

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