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General Tabletop Discussion
*Pathfinder & Starfinder
You ever have multiple wands you want to use in combat?
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<blockquote data-quote="kreynolds" data-source="post: 592932" data-attributes="member: 2829"><p>I'm pretty sure that the limit of one quicken spell or power per round still applies even if you're a Psion/Wizard, so you get one or the other, not both.</p><p></p><p>In regards to the wand, I might give it to you (depending on what it is), even if you already cast a spell. Take a 1st level magic missile (1d4+1), use-activated, unlimited charges magic item. That would run you roughly 2,000gp. Now, to quicken it, you're looking at a similar magic item, but one that can be kicked off as a free action, that would run you roughly 90,000gp. That's 90,000 gold pieces for 1d4+1 per round.</p><p></p><p>To me, that's not a terribly big deal, but caution should definately be taken for other cases. For example, for roughly 182,000gp you can have a free action, unlimited charges fireball. That's 6d6 fire damage per round. I don't really see it as game breaking, but I sure see it as sloppy. It might just be a pain to deal with is all.</p><p></p><p>Just to make it easy, and to prevent such a sloppy ordeal, I'd recommend having the one quicken spell per round limit also apply to magic items. So, you'd get one free action magic item or spell in a round, but not both. That's what I've done in the past for a magical armband I made.</p><p></p><p></p><p></p><p>Looks that way. You get one quickened spell per round, this we know. The Quicken Spell-Like Ability feat in MMII says you get only one quickened spell-like ability per round, but it does not say that it also effects or applies to the one quickened spell per round rule. So, it looks like you could do both, 1 spell or power plus 1 spell-like ability per round.</p></blockquote><p></p>
[QUOTE="kreynolds, post: 592932, member: 2829"] I'm pretty sure that the limit of one quicken spell or power per round still applies even if you're a Psion/Wizard, so you get one or the other, not both. In regards to the wand, I might give it to you (depending on what it is), even if you already cast a spell. Take a 1st level magic missile (1d4+1), use-activated, unlimited charges magic item. That would run you roughly 2,000gp. Now, to quicken it, you're looking at a similar magic item, but one that can be kicked off as a free action, that would run you roughly 90,000gp. That's 90,000 gold pieces for 1d4+1 per round. To me, that's not a terribly big deal, but caution should definately be taken for other cases. For example, for roughly 182,000gp you can have a free action, unlimited charges fireball. That's 6d6 fire damage per round. I don't really see it as game breaking, but I sure see it as sloppy. It might just be a pain to deal with is all. Just to make it easy, and to prevent such a sloppy ordeal, I'd recommend having the one quicken spell per round limit also apply to magic items. So, you'd get one free action magic item or spell in a round, but not both. That's what I've done in the past for a magical armband I made. Looks that way. You get one quickened spell per round, this we know. The Quicken Spell-Like Ability feat in MMII says you get only one quickened spell-like ability per round, but it does not say that it also effects or applies to the one quickened spell per round rule. So, it looks like you could do both, 1 spell or power plus 1 spell-like ability per round. [/QUOTE]
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You ever have multiple wands you want to use in combat?
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