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General Tabletop Discussion
*Pathfinder & Starfinder
Wands and Staffs: Impliment or Spell Containers
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<blockquote data-quote="RobertLie" data-source="post: 5910920" data-attributes="member: 6693456"><p>Personally, I want something that acts more like the Master's Wand of X from 4e to be the base-line for wands. I know I HATED implements when 4e was first released, due to there being NO DIFFERENCE between an Orb, a Staff, a Wand, and a Rod it seemed until you get to specific magical enchantments.</p><p></p><p>It has X charges of a stored spell that can be cast normally (Low in number though rechargeable during down-time), but also gain a temporary charge by spending an equal or higher spell-slot. Further, if you are wielding said wand and cast a prepared spell from one of your spell-slots, you get a Boost to said spell. Said boost only kicks in if you cast from a prepared spell-slot, not from a Charge on the wand or even the temporary charge.</p><p></p><p>Staves on the other-hand do not hold charges. From the start, make them 2-handed implements (Though let players RP them as 1-handed but NEEDing the 2nd hand free). Leave a feat for Gandalf mode staff & sword usage. Benefits for this is specific Metamagic-style boosts to groupings of spells with said staff. The more narrower, the greater the boost, while if its for all spells the boost would be shallower. Groups like Illusions, Fire, Cold, Fear, etc.</p><p></p><p>Enhancing base casting is likely to still be there, just not as notable as 4e due to the hopeful fact that magical gear is divorced from levels. Thus its a small bonus, especially in comparison to what the actual implements would bring.</p><p></p><p>Hard part though, is how the other implements from 4e would exist, if they would at all.</p></blockquote><p></p>
[QUOTE="RobertLie, post: 5910920, member: 6693456"] Personally, I want something that acts more like the Master's Wand of X from 4e to be the base-line for wands. I know I HATED implements when 4e was first released, due to there being NO DIFFERENCE between an Orb, a Staff, a Wand, and a Rod it seemed until you get to specific magical enchantments. It has X charges of a stored spell that can be cast normally (Low in number though rechargeable during down-time), but also gain a temporary charge by spending an equal or higher spell-slot. Further, if you are wielding said wand and cast a prepared spell from one of your spell-slots, you get a Boost to said spell. Said boost only kicks in if you cast from a prepared spell-slot, not from a Charge on the wand or even the temporary charge. Staves on the other-hand do not hold charges. From the start, make them 2-handed implements (Though let players RP them as 1-handed but NEEDing the 2nd hand free). Leave a feat for Gandalf mode staff & sword usage. Benefits for this is specific Metamagic-style boosts to groupings of spells with said staff. The more narrower, the greater the boost, while if its for all spells the boost would be shallower. Groups like Illusions, Fire, Cold, Fear, etc. Enhancing base casting is likely to still be there, just not as notable as 4e due to the hopeful fact that magical gear is divorced from levels. Thus its a small bonus, especially in comparison to what the actual implements would bring. Hard part though, is how the other implements from 4e would exist, if they would at all. [/QUOTE]
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Wands and Staffs: Impliment or Spell Containers
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