Wand Gloves

juliaromero

First Post
Here's a new magic item I introduced into my games in case anyone else wants to use it. It was mainly put in for convenience, and ceratinly wasn't the least unbalancing in my campaign, though I could imagine it being a problem in some. However, the convenience factor was overwhelmingly worthwhile.

A Wand Glove is a special thin leather glove where each of the fingers functions as a wand. The cost to buy the glove is the same as the five wands plus 5000 gp. The glove is not rechargeable, and the cost is the same if you make all five wands, or just two (in which case you can not add more wands to unused fingers later, you have to buy a new glove). The wands are then "always at hand" to use, but otherwise function in all ways like a normal wand of that type--with the exception of putting "Knock" on one of them--in which case that wand is activated by knocking on a door with the glove (it just seemed the right thing to do).
 

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I'm kind of impartial to it. It might be useful as far as being able to access other wands really fast but I'm not keen on the idea of spending alot of gold to buy all the wands for it at once. I'd rather buy a Heward's Handy Haversack and just buy wands as I need them or find them and take a move action to draw one. As for the price, I have no idea since I don't feel like looking into it in the DMG. ;)
 

That doesn't let you use more wands per round, does it? If not, I don't see a problem with it.

And I don't see why the price wouldn't vary with the number of wands in the glove.
 

Hmm. Expensive, uses the all-important Gloves of Dexterity slot, wouldn't allow more than one wand to be used per round -- it's all good. :)
 



Cyberzombie said:
..which is even more expensive. +8k, +32k, or 36k plus double the cost of the wand glove is a *lot* of dough.
Well, yes. But it'll give you the Dex boost if you reeeally want it.
 


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