Re-envisioning Wands

You should keep in mind that, in many cases, the wand, while useful, is not a perfect substitution for the spellcaster's own spells.

Wands are usually created at the minimum caster level required for the spell. (That means that the wand of CLW is only doing 1d8+1; a 5th level cleric can do 1d8+5). This also comes into play with the ever-popular wands of Magic Missile; at any caster level other than CL 1, they're expensive, and popping off 1d4+1 damage per round isn't terribly useful once you get up a few levels.

Also, the stock assumption on a wand is also that the "casting attribute" (i.e., the attribute that drives the saving throw DC) is the minimum required for the level of the spell in question. So, in the case of a wand of a wizard spell, it assumes an Int of 11 for a 1st level spell (and thus, a save DC of 11), an Int of 12 for a 2nd level spell (and thus, a save DC of 13). In most cases, this save DC will be somewhat (maybe significantly) lower than that for a caster's own spells, esp. since his casting attribute is very likely his highest attribute.
 

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Ken,

Yeah but the fact remains, low level spell or not, it's way more helpful to have wands between 1st and 10th level than it is 12th and 20th. :p :)
 


kenobi65 said:
Also, the stock assumption on a wand is also that the "casting attribute" (i.e., the attribute that drives the saving throw DC) is the minimum required for the level of the spell in question. So, in the case of a wand of a wizard spell, it assumes an Int of 11 for a 1st level spell (and thus, a save DC of 11), an Int of 12 for a 2nd level spell (and thus, a save DC of 13). In most cases, this save DC will be somewhat (maybe significantly) lower than that for a caster's own spells, esp. since his casting attribute is very likely his highest attribute.

This would be why your stock attack spell want is usually magic missile (no save) or scorching ray (ranged touch attack) :) ...
 

smootrk said:
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.

This is in Green Ronin's Advanced Gamemaster's Manual as "spell lenses". It's a really great way of doing things.
 

Nightfall said:
Not a bad idea smootk! I might try that meself.

Nellisir said:
This is in Green Ronin's Advanced Gamemaster's Manual as "spell lenses". It's a really great way of doing things.

Thanks. It seems to work well for me and groups that I have used this concept with. In my mind it is akin to a magical weapon - makes the character marginally more effective, yet scaling with the character... like a high level fighter is more effective with a magical weapon than a 2nd level fighter, the higher the level of the Wand wielder, the better the effects.

Extrapolating on the concept, wands that even grant a boost to the casting power can be developed, granting a +1 or more Caster Level, or metamagic effects built in, much like a minor rod that only works on certain spells (since the metamagic would only apply to the programmed spell).
 

drothgery said:
This would be why your stock attack spell want is usually magic missile (no save) or scorching ray (ranged touch attack) :) ...

Indeed...it's certainly not an issue for every spell. But, it is certainly an issue for some, and that's why a wand isn't always a good substitute for a "cast" spell.
 

I give wands a 2% chance of permanent failure each time they are used instead of charges, both to reduce book keeping and make them less predictable.
 

Victim said:
A number of items already do those things, they just aren't called wands.

Well, true, by their very nature wondrous items do just about anything. Still, I was trying to find some angle to play up with wands where they somehow focus or amplify a spellcaster's ability in a way that no item quite does at the moment.
 

Whizbang Dustyboots said:
Make them all vibrate when used. The players will get too weirded out to abuse them. Except, you know, that vaguely creepy guy who will really abuse them after that.

Yeah. That'll be the guy who has his female drow character hold her wand some other way. ;)

IYKWIMAITYD

Rogue765 "Look ma, no hands" Ooi
 

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