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 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | spell levels 1-6; 1/round |
Expert Wand of | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | Any spell level; 1/encounter |
Master Wand of | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 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.
List of Metamagic Wands To Make
Wand of Burning | burning spell +2 |
Wand of Coaxing | coaxing spell +3 |
Wand of Destruction | collateral spell +4 |
Wand of Empowerment | empower spell +2 |
Wand of Enhancement | enhance spell +2 |
Wand of Hemorrhaging | cutting spell +3 |
Wand of Infinity | absolute spell +8 |
Wand of Joined Fates | linked spell +3 |
Wand of Occluded Casting | unseen spell +7 |
Wand of Perfection | perfect spell +6 |
Wand of Persistence | lingering spell +3 |
Wand of Piercing | piercing spell +1 -- replace feat with wand item |
Wand of Stealthy Casting | stealth spell +3 |
Wand of the Elements | element spell +2 |
Wand of the Fundaments | Fundament Spell +2 |
Wand of the Rudiments | Rudiment Spell +2 |
Wand of Toppling | toppling spell +1 -- replace feat with wand item |
Wand of Vastness | vast spell +6 |
Wand of Warping | warp spell +6 |
Wand of Widening | widen spell +3 |
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.