Talk:Magic Wands
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Templates For New Items
- First item in a clade and the family description
- Each item after first
- Aggregated Family Page
- Table Row Per Item - use on tables listing items by slot (e.g. Magic Rods page)
- Table Row Per Family - use on main magic items table page (i.e. Magic Items page)
- Solo items not in a clade (e.g. rods)
- Weapon Base Prices - used as base price for all items unless price-nudge field is left blank
Metamagic Wands
Name | Metamagic Feat Lvl Adj | Effect | |||||||
---|---|---|---|---|---|---|---|---|---|
+1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | ||
Novice Wand of | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | spell levels 1-3; 1/encounter |
Adept Wand of | 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | spell levels 1-3; 1/round |
Apprentice Wand of | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | spell levels 1-6; 1/encounter |
Journeyman Wand of | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | spell levels 1-6; 1/round |
Expert Wand of | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 | Any spell level; 1/encounter |
Master Wand of | 18 | 21 | 25 | 27 | 30 | 33 | 36 | 39 | Any spell level; 1/round |
- weight for wands is 0.5 lbs
- price adjustment for wands is 0.4 (less than armor, but more than most 'wondrous' items). Since you have to have the feat to use it, I didn't want to make it too extreme.
pricing redo for wands
Name | Quality of Wand Effect | Benefit | |||||||
---|---|---|---|---|---|---|---|---|---|
Class 1 | Price | Class 2 | Price | Class 3 | Price | Class 4 | Price | ||
Novice Wand of | 3 | 3,000 | 5 | 6,000 | 7 | 10,000 | 9 | 16,000 | spell levels 1-2; 1/encounter |
Adept Wand of | 8 | 12,800 | 10 | 20,000 | 12 | 30,000 | 14 | 44,800 | spell levels 1-3; 2/encounter, never more than once/round |
Apprentice Wand of | 13 | 36,400 | 15 | 56,800 | 17 | 104,000 | 20 | 256,000 | spell levels 1-5; 1/round |
Journeyman Wand of | 19 | 192,000 | 21 | 340,000 | 23 | 604,000 | 25 | 1,040,000 | spell levels 1-7; 1/round |
Expert Wand of | 25 | 1,040,000 | 27 | 1,840,000 | 29 | 3,280,000 | 31 | 5,760,000 | spell levels 1-9; 1/round |
Master Wand of | 28 | 2,480,000 | 30 | 4,360,000 | 32 | 7,560,000 | 34 | 13,240,000 | Any spell level; 1/round |
- keep 0.4 price adjustment for all (adjust as needed, if needed).
- Class 1 - any wand with a modest effect that will also likely be outgrown at peak levels (e.g. silent)
- Class 2 - any wand with a potent effect that will likely be outgrown at peak levels (e.g. maximize)
- Class 3 - any wand with a modest effect that will be kept throughout all character levels (e.g. quicken)
- Class 4 - top-shelf effect that you'd want to use at any character level (e.g. multi-spell, absolute)
note: crank out some more of these, skip heightens, metamagic, and automatics
List of Metamagic Wands To Make
Wand of Burning | burning spell +2 | class 1 | all levels |
Wand of Coaxing | coaxing spell +3 | class 1 | all levels |
Wand of Destruction | collateral spell +4 | class 3 | top three only |
Wand of Empowerment | empower spell +2 | class 2 | top five only |
Wand of Enhancement | enhance spell +2 | class 3 | top three only |
Wand of Elements | element spell +x | class 1 | all levels |
Wand of Fundaments | fundament spell +x | class 2 | top five only |
Wand of Rudiments | rudiment spell +x | class 3 | top three only |
Wand of Hemorrhaging | cutting spell +3 | class 1 | all levels |
Wand of Infinity | absolute spell +8 | class 4 | top three only |
Magnum Wand | maximize spell +x | class 2 | top five only |
Wand of Joined Fates | linked spell +3 | class 3 | top three only |
Wand of Occluded Casting | unseen spell +7 | class 4 | top three only |
Wand of Muffling | silent spell +x | class 1 | all levels |
Wand of Quickening | quicken spell +4 | class 3 | top three only |
Wand of Perfection | perfect spell +6 | class 4 | top three only |
Wand of Persistence | lingering spell +3 | class 2 | top five only |
Wand of Piercing | piercing spell +1 -- replace feat with wand item | class 2 | |
Wand of Reaching | reach spell +x | class 2 | top five only |
Wand of Stealthy Casting | stealth spell +3 | class 3 | top three only |
Wand of Toppling | toppling spell +1 -- replace feat with wand item | class 1 | |
Wand of Vastness | vast spell +6 | class 4 | top three only |
Wand of Warping | warp spell +6 | class 3 | top three only |
Wand of Widening | widen spell +3 | class 2 | top five only |
Wand of Alacrity | multispell +8 | class 4 | top three only |
ah, nm,. i see it's just a standard magic item template stack. i'll start poking at this maybe tomorrow
wand of altruism - improves selective (any variant) by adding additional allies (scaling) without decreasing your effective caster level
wand of splashing - alters a single target spell to deal splash / aoe / bigger aoe
wand of splitting - alters a single target spell to affect two (scaling) targets (starts with limited uses per day)
rod of thunderous force = slam power as written, force attack power(like rod of ice, melee touch attack), debuff power to inflict a status (blind to sound, rattle, etc), scale as stampede stomper? fold in powers of rod of thunder and lightning at the top end?
rod of cancellation = only way to affect items? scaling Disjoin effect, can be charged or X times per moon/day. if used to touch magic items, deals a point of Sunder to them. at the upper end, will affect artifacts or other Potens Machenvari! combine with rod of ruin/rod of negation? both!
rod of wonder = erghh. this is super-iconic to a certain type of player. should we keep it for its wacky fun potential? i'd almost want to go back to wand of wonder, but see the wand discussion page for thoughts about rod vs wand. Pathfinder has no wands except spell effects, which is simpler, but kind of soulless.
rod of the python/viper = functions as a summon monster, always makes a snake-shaped thing. scale as summon monster 1, 5, 9. only three items required. viper version adds poison damage to snake. Note: possible to make a LOT of variations, by adding on Patterns. Rod of the Great Worm (great Creature pattern), Rod of the Frost Snake, Rod of the Coursing Viper, Rod of the Mighty Python, etc, etc, etc.
trap-stealers rod = love the optics of this. its a super-crowbar, a set of super-thieves-tools, AND it lets you move traps around. scaling is 1-5, which is the plus on the crowbar (plus to might checks, extra sunders), plus on the thieves tools, and the trap thing is just wonderful, maybe scale it by size {less than one foot, less than one square, one square, four squares, nine squares). we should DEFINITELY rename it to 'Magic Crowbar"
rod of balance = as written, scaling bonus of +1 to +3, adds distance to jumps, etc. include rod of escape functions as scales higher? hrrrm.
sapling rod = scale properly, include oasis, planar adaption, functions as high level scaling, fold in rod of nettles and rod of security functions
suzerain scepter = love this thing, and should be tied into the settlement rules/powers, and scaled properly. its LITERALLY the key to the city
fiery nimbus rod = SUPER CLUB. as written, scales, change to touch attack? lets the clothies have an ACTUAL melee weapon!
rod of splendor = love the optics of this! scale properly, possibly combine with the suzerain scepter and rod of rulership
rod of absorption = this thing has always been a bit of a stinker, but if its possible to fuel mana burning with it, its suddenly HUGE
rod of flailing = kind of a dog, but allow it to change to any kind of a flail with throwing and returning, scale it properly, all usable with only a club proficiency. suddenly, this is pretty nice indeed.
rod of lordly might = scale properly, usable with club, battleaxe, or any spear proficiency. this thing was always awesome, and is now MORE awesome
For a lot of these that give interesting melee abilities, I'd rather put that sort of thing into staffs. In my opinion, a magic staff should be a really great melee weapon, combined with some interesting spells it can cast a limited number of times.
Completed:
Accessioning* Alacrity* Burning* Coaxing* Destruction* Empowerment* Enhancement* Hemorrhaging* Infinity* Maximization* Perfection* Piercing* Reaching* Silence* Stillness* Quickening* the Elements* the Fundaments* the Rudiments* Toppling* Widening*
To Finish:
Joined Fates Occluded Casting Persistence Stealthy Casting Vastness Warping