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D&D 3E/3.5 Wands in 3.5

tetsujin28

First Post
I haven't played a magic us...er...wizard in some 20 years. I can't figure out something: In 3.5, can you recharge wands/staves/rods, anymore? 'Cause if you can't, that makes them a bit gimped, especially in a 'low cash' campaign.
 

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Nope. No recharging of magic items in 3E/3.5.

I wouldn't say they're "gimped," though. They're a lot easier to get a hold of than they were in older editions (assuming a "by the book" level of funds/magic items).
 

tetsujin28

First Post
Thanks, Ari! That's what I thought. I don't think they're gimped if you're using the standard D&D cash rewards, but this game is going to be low-cash. I might put my money elsewhere.
 

To be entirely honest, I kinda miss it. I like the idea of a wizard questing to recharge his favorite staff.

But given the current system w/Item Creation feats, it really would be superfluous. If you can make a new wand of fireballs/staff of power/whatever, why try to charge up an old one?

I'm sure it wouldn't be too hard to houserule a recharge system, but to remain remotely balanced, the costs would have to be pretty near the cost of creating a new one from scratch...
 

Oberyn

First Post
All you have to do is make one feat.

Reacharge Power (Item Creation)
Prerequisites: Craft Staff, Craft Wand
To Recharge an item it must have charges to begin with. Even some items that have charges may not be recharged. This feat allows you to recharge Wands and Staff's. It takes 1 day to recharge a wand for every 100gp in its base charge price and 1 day per 50 gp in the base charge price to recharge a staff.

Special: You may only recharge items you have created yourself.

To detirmine the base charge price of recharging an item you simply take the base cost of the item and divide this by the total number of charges+10 to get the gp value per charge, and divide by another 25 to get the xp cost. That gives you the price per charge now simply decide how many charges you would like to put back into the item. then multiply the base charge cost by the number of charges you want. You must also cast the spell you want to recharge into the wand once per day of crafting. You may not increase a wand or staffs number of charges to above the maximum set at its creation.

For example lets take a wand of fireball at a 10th level caster. Base price normally 11,250 gp 450 xp. Now lets say you wanted to put another 13 charges back into this after some adventuring since you have plenty of downtime but not enough gold to create a whole new one. So simply divide the normal base price by max charges+10.

11,250 / 60 = 187 gp (rounded down)

Now divide this number by 25 to get the xp price per charge.

187 / 25 = 7 xp per charge (once again rounded down for simplicity)

So each charge costs 187 gp and 7 xp and you want 13 charges.

187 x 13 = 2,431 + 7 x 13 = 91

So to recharge your wand of fireball you would need to spend 2,431 gp. on variouse alchemical mixes and other focuses to impart your magic back onto the item. And 91 xp also imparting bits of yourself onto it again. All of this would take you 24 days nearly a month of adventuring time.


______________________________________________________________


My main ideas for above would be that it could cost a little less on the monetary side of things while costing them ALOT more on the time scale. Along with having to cast the spell everyday so you couldnt very well do it very easily while adventuring. The increased time also has to do with an idea of mine that it would take alot more time to impart magical abilitys on materials that are 'stale' compared to making a fresh spankin new wand.

Alternativly you could turn the recharge wand and staff into two seperate feats to make it even a lil bit harder.

What do you all think?
 

Thanee

First Post
Or you could simply allow to recharge an item, by using the rules for creating a new item of that kind and deduct the reduced cost of the existing item from what you have to pay for it.

Bye
Thanee
 

green slime

First Post
SKR suggests on his web site handling recharging be done in packets of 10 charges, so as not to detract too much from the single shot items
 

dcollins

First Post
Mouseferatu said:
I'm sure it wouldn't be too hard to houserule a recharge system, but to remain remotely balanced, the costs would have to be pretty near the cost of creating a new one from scratch...

It actually needs to be higher, or else there'd be no reason to ever sink x50 value into creating a new one... for example, the price of a scroll would be reasonable (same benefit/cost)...
 

Pyrex

First Post
I'm with Thanee on this one. Why make it harder than necessary?

How is recharging it any different than just making a second one?

The major impact of allowing recharging then becomes the reduction/removal of the secondary market in partially charged wands... :)
 

Infiniti2000

First Post
Pyrex said:
How is recharging it any different than just making a second one?
The fact that you have to spend a lot of money on a brand new one. If you allow recharging at increments of 1, then you make scrolls totally worthless and even potions lose a lot of their importance (because they are so much more expensive). As SKR suggests there really must be a minimum for recharging or you need to make some other houserules to compensate. SKR's suggestion of packets of 10 is probably reasonable, especially in a low cash campaign. In a higher (normal) cash campaign, you might consider 15 or even 20.
 

dcollins

First Post
Pyrex said:
How is recharging it any different than just making a second one?

Example: Wizard has a depleted wand of charm person, and currently 50 gp. His standard tactics involve an item to cast charm person.

RAW: Wizard says, "Hmmm, I've got a tough choice to make. I could spend my cash now and make 4 scrolls of charm person at a higher price (12.5 gp/charge). Or I could save my cash and make a wand later on at a lower price (7.5 gp/charge)." A challenging in-game choice arises.

House-Ruled to Allow Recharging at Normal Price: Wizard says, "It's a no-brainer. I'll put 6 charges in my wand (7.5 gp/charge) and have cash left over! I'll never make a scroll of charm person again!" Challenging in-game choice has been removed.
 

Lord Pendragon

First Post
Infiniti2000 said:
The fact that you have to spend a lot of money on a brand new one. If you allow recharging at increments of 1, then you make scrolls totally worthless and even potions lose a lot of their importance (because they are so much more expensive). As SKR suggests there really must be a minimum for recharging or you need to make some other houserules to compensate. SKR's suggestion of packets of 10 is probably reasonable, especially in a low cash campaign. In a higher (normal) cash campaign, you might consider 15 or even 20.
If I had a player interested in this, I'd probably allow it without a feat, but require it be fully recharged. So there would be zero cost reduction, zero time reduction, but in the end you'd have the same staff, so thematically a PC could have the same Staff of Fire throughout his career, even if he was required to "buy a new one" three times.

I tend to make a lot of concessions to style, but do so by as few House Rules as possible. This one seems doable without any House Rules at all, just a small change in flavor text, as it were.
 

Planesdragon

First Post
tetsujin28 said:
In 3.5, can you recharge wands/staves/rods, anymore?

No, not really. Depending on how you read the rules, though, you CAN "create a new wand" using your current wand to deduct from the cost.

I fail to see how this in any way upsets the niches of the other spell-carrying items. Potions are used without casting, so it doesn't tie up a caster's action to use one. Scrolls are cheap and transferrable. Wands are powerful one-trick ponies, and Staffs are the ultimate mortal-crafted spellcrafting item.

(picture this--just as the runes on a scroll disappear and a potion is drank, there should be some physical evicdence of how much magic a staff or wand has. When new, thy should be clean and ideal. As they lose charges, they could become dirty and worn, until they're practically falling apart on their last 10 charges and disassemble into their component parts when the last charge goes.)
 

Pyrex

First Post
dcollins said:
Example: Wizard has a depleted wand of charm person, and currently 50 gp. His standard tactics involve an item to cast charm person.

RAW: Wizard says, "Hmmm, I've got a tough choice to make. I could spend my cash now and make 4 scrolls of charm person at a higher price (12.5 gp/charge). Or I could save my cash and make a wand later on at a lower price (7.5 gp/charge)." A challenging in-game choice arises.

House-Ruled to Allow Recharging at Normal Price: Wizard says, "It's a no-brainer. I'll put 6 charges in my wand (7.5 gp/charge) and have cash left over! I'll never make a scroll of charm person again!" Challenging in-game choice has been removed.

Right, but that wizard already spent one of his precious few feats on Craft Wand. And, at some point in time, he did sink the large investment to make the wand in the first place (or he got it as treasure, either way, it's still counted against his personal wealth)

Crafting items requires a Feat, XP and materials.

Let's look at the other end of the scale, Bob the wizard has made a Wand of Magic Missiles. Over the course of a couple adventures he's used up 20 charges. He knows he's going to be going on an extended campaign soon.

What's so wrong with letting him "top off" his wand by restoring those 20 used charges?
 

dcollins

First Post
Pyrex said:
What's so wrong with letting him "top off" his wand by restoring those 20 used charges?

Same thing. The difficult choice between "pay for 50" or "risk it with just 30" is taken away.

Admittedly it is better (see also SKR) than allowing 1-unit gradients.
 

One thing I've noticed about wands in 3E is that they've pretty much become buffing tools rather than offensive weapons (at least, that's been my experience). Wands just aren't strong enough on their own (unless you're creating them at higher caster levels and that seems pretty rare).
 

Aust Diamondew

First Post
IMC you can recharge wands a staves. You need the appropriate item creation feat and you need money and XP equal to 1/50th of the wands creation cost per charge. Its 1 day to recharge 2000GP worth of charges.

So essentially recharging allows a caster to spend less time but the same amout of GP/XP as creating a new staff/wand.
 

Infiniti2000

First Post
Aust Diamondew said:
IMC you can recharge wands a staves. You need the appropriate item creation feat and you need money and XP equal to 1/50th of the wands creation cost per charge. Its 1 day to recharge 2000GP worth of charges.

So essentially recharging allows a caster to spend less time but the same amout of GP/XP as creating a new staff/wand.
Actually, that would cost the caster a heck of a lot more. Consider a wand of 1st level spells at CL 1. It's 750gp. Initially, this cost 375gp, and 30xp. If the wand were burned down to 0 (just for sake of argument), and the caster wanted the wand back up to full, it would cost 750gp and 750xp. Does this system work in your campaign? Do casters actually recharge anything given that it's so much more expensive (25 times the XP)?
 

Pyrex

First Post
Er, I think you may have misread him. As I understand what he meant was:

Creation cost for CL1 x SL1 wand = 375gp and 15xp. Each charge costs 1/50th of those costs or 7.5gp and 0.3xp.
 

irdeggman

First Post
Unearthed Arcana pg 158 has a house rule for recharging magic items. It is designed so that if more than like 50% of the charges are used it usually cheaper to make a new item.
 

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