Post by Head Moderator on Mar 10, 2013 18:00:21 GMT -5
WANDS and WANDCRAFT
Wands: A wand is a thin baton that contains a spell. Each wand has 10 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick unless taken to a wandcrafter and they refill it with 5 extra charges.
Physical Description: A typical wand is 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has a break DC of 16.
Activation: To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non humanoid creatures) and point it in the general direction of the target or area. A trigger word is spoken, this is given when you purchase the wand, or often carved into the side of a wand. A wand may be used while grappling or while swallowed whole if it is already in the hand when it happens.
Creation: To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand. Wands are always fully charged (10 charges) when created.
Recharging Wands: A wand that has run out of its charges can be brought to a wandcrafter to be recharged. The wandcrafter will be able to place 5 extra charges in the wand for half the cost of a new wand, if a gemstone is in the wand then a new gemstone is not needed, it recharges wand and gemstone.
Points to take in consideration:
•Wands are fragile and easy to sunder. Try to keep them safe, away from opponent's attacks.
•Wands can be used by anyone. You do not need magic affinity.
•Wands have 10 charges, keep up with this on your dossier.
•No gestures or spell finishing is needed. Point and shoot. The wand is intelligent enough to gauge when you wish it to work.
•Using a wand uses your round of combat.
•Casting from a wand can be handy when threatened.
•You can use a wand while grappled or swallowed whole if it is already in your hand. Perfect for quick escape mechanisms.
•If the creature you are targeting is weak to your wand's type of damage, then double whatever you roll for damage. So if you rolled 2d3 and got 1,2 it would do 6dmg.
•Wands work off Intelligence, so add your INT bonus when you use a wand instead of (QCK) or (STR). Someone without an INT is not going to be able to use a wand as well as a mage with INT.
Special Materials
Eldritch Whorlwood Cost of Wand + 500gp
The ancient giants often fashioned wands, staffs, and other charged items from the branches of the eldritch whorlwood tree. When whorlwood is taken from a tree and fashioned into an object, the grain pattern in the wood is uncommonly twisted and gnarled. But as charges are expended and the magic gradually leaves a wand or staff made of eldritch whorlwood, the pattern of the grain gradually smooths itself out. When the wand or staff is out of charges, the grain pattern is perfectly straight.
Learned spellcasters and wandcrafters of today can examine the grain pattern in a whorlwood wand or staff and determine how many charges the item has left. Doing so requires a DC 15 Knowledge (arcana) check. The eldritch whorlwood tree thrives only when under magical care, so living examples are rare.
FLAVOR
Typical Wands
HEALING
Wand of Minor Healing 500gp | 125gp | 1CP
This mistletoe wand heals up to 5hp per charge.
10 charges
[Slot: Magic Item]
Wand of Major Healing 1,000gp | 250gp | 2CP
This mistletoe wand heals up to 10hp per charge.
10 charges
[Slot: Magic Item]
Wand of Cure Disease 1,000gp | 250gp | 2CP
This pale yellow wand will cure one mundane disease per charge.
10 charges
[Slot: Magic Item]
ELEMENTAL & OTHER DAMAGE
Wand of Lightning 1,500gp | 375gp | 3CP
This silver wand can be used as your attack, and adds 2d3 lightning damage. Roleplay out the use of the wand, roll your attack dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Wind Gust 1,500gp | 375gp | 3CP
This thin white wand can be used as your attack, and adds 2d3 wind damage. Roleplay out the use of the wand, roll your attack dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Ice Shards 1,500gp | 375gp | 3CP
This blue wand can be used as your attack, and adds 2d3 cold damage. Roleplay out the use of the wand, roll your attack dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Firestorm 1,500gp | 375gp | 3CP
This red wand can be used as your attack, and adds 2d3 fire damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Force 1,500gp | 375gp | 3CP
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Sonic Boom 1,500gp | 375gp | 3CP
This yellow wand can be used as your attack, and adds 2d3 sonic damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Acid Arrow 1,500gp | 375gp | 3CP
This golden wand can be used as your attack, and adds 2d3 acid damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Holy Light 1,500gp | 375gp | 3CP
This white wand can be used as your attack, and adds 2d3 holy damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Unholy Energy 1,500gp | 375gp | 3CP
This wand of bone can be used as your attack, and adds 2d3 unholy damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Rock Shards 1,500gp | 375gp | 3CP
This sandstone wand can be used as your attack, and adds 2d3 earth damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 extra for damage.
10 Charges
[Slot: Magic Item]
Wand of Prismatic Light 1,500gp | 375gp | 3CP
This crystalline wand can be used as your attack, and adds 2d3 prismatic damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Wand of Magic Missile 1,500gp | 375gp | 3CP
This crooked wooden wand can be used as your attack, and adds 2d3 magic damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 extra for damage.
10 Charges
[Slot: Magic Item]
Enhancing a Wand's Powers with Gemstones!
Gemstones you loot, or buy from other players, or even buy from the Emporium can be used to enhance a wand you are crafting. You may only put one gem into a wand for added benefits. Once that gemstone is used in a wand, and all charges (and recharges) are used, it becomes cracked and useless and cannot be reused on a new wand, or sold as a gemstone.
Gems that Boost Attack
Purchasing these gems will cause a wand to have 2d5 dmg instead of 2d3. You must pay the full price for a gemstone to use it, or find them on quests. You may even be able to purchase them from other players if they have collected them. Wands with gemstone boosts to attack are called "Enhanced" Wands such as an "Enhanced Wand of Firestorm".
You may use ANY gemstone worth 1000gp, or purchase one of the following:
-Star Ruby (Lightning) +1000gp
-Black Opal (Force) +1000gp
-Fire Opal (Fire) +1000gp
-Singing Quartz (Sonic) +1000gp
-Blue Star Sapphire (Ice) +1000gp
-Black Star Sapphire (Shadow) +1000gp
-Fiery Yellow Corundum (Acid) +1000gp
-Emerald(Rock Shards) +1000gp
-Fey Cross (Holy) +1000gp
Gems that Boost Healing
Using any of these gems in your wandcraft will boost your Wand of Major Healing from healing only 10hp per charge, to having a full heal for each charge, creating a "Wand of Full Heal". It cannot be used for Wands of Minor Healing.
You may use ANY gemstone worth 500gp, or purchase one of the following:
-Aquamarine +500gp
-Golden Yellow Topaz +500gp
-Deep Blue Spinel +500gp
-Rosetta +500gp
-Alexandrite +500gp
Gems that Have Effects
Gaining gemstones below allow you to craft very special wands that have spells and effects within them. You must gain these gemstones on quests OR purchase them from another player or the Emporium to make these wands. You must OWN the gemstone before you create any of these wands.
Wand of Detect Secret Doors 1,000gp | 250gp | 2CP | Amethyst
This wand can be used to detect secret doors around you. Each charge expended allows you to locate any secret door within eyesight of the area you are within.
10 Charges
[Slot: Magic Item]
Wand of Charm 1,000gp | 250gp | 2CP | Emerald
This wand can be used to cause a single individual to become friendly towards you for one hour. They do receive a DC15 Willpower Save.
10 Charges
[Slot: Magic Item]
Wand of Levitation 1,000gp | 250gp | 2CP | Violet Garnet
This wand can be used to cause a single individual to levitate for one hour.
10 Charges
[Slot: Magic Item]
Wand of Shattering 1,000gp | 250gp | 2CP | Singing Quartz
This wand can be used to shatter one mundane object, such as rock, stone, or glass.
10 Charges
[Slot: Magic Item]
Wand of Dispel Magic 2,000gp | 500gp | 4CP | Diamond
This wand can be used to end an ongoing spell that has been cast on a creature or object. Each use of the wand to end a spell's effects uses one charge.
10 Charges
[Slot: Magic Item]
Wand of Detect Magic 2,000gp | 500gp | 4CP | Alexandrite
This wand can be used to detect magic. Each use of the wand to detect magic usage uses one charge.
10 Charges
[Slot: Magic Item]
Wand of Poison Cure 2,000gp | 500gp | 4CP | Pearl
This wand can be used to cure the effects of one poison upon an individual.
10 Charges
[Slot: Magic Item]
Wand of Bless Weapon 1,500gp | 375gp | 3CP | Flashstone
This wand can be used to bless one weapon, causing it to be considered "holy" for one combat.
10 Charges
[Slot: Magic Item]
Wand of Curse Weapon 1,500gp | 375gp | 3CP | Jet
This wand can be used to curse one weapon, causing it to be considered "unholy" for one combat.
10 Charges
[Slot: Magic Item]
Wand of Continual Flame 1,000gp | 250gp | 2CP | Sunstone
This wand can be used to create a continual flame. Once a charge is used, the flame continues until you wish it to stop.
10 Charges
[Slot: Magic Item]
Wand of Continual Water 1,000gp | 250gp | 2CP | Pua Stone
This wand can be used to create fresh water. Once a charge is used, it flows continuously until you wish it to stop.
10 Charges
[Slot: Magic Item]
Wand of Rezz 5,000gp | 1250gp | 10CP | Fey Cross
This wand can be used to rezz a person or animal companion. You lose xp, dice and a rezz as per the rules for dying in the game. You are brought back to 1 point within death, such as 9/10hp so healing will still be needed.
10 Charges
[Slot: Magic Item]
Wand of Direction 1,000gp | 250gp | 2CP | Sailor's Stone
This wand can be used find North. No matter where you are, above or below ground, it will grow heavy when it is facing North. Each charge allows for 30 minutes of use.
10 Charges
[Slot: Magic Item]
Wand of Weapon Alignment 3,000gp | 750gp | 6CP | Corundum
This wand can be used to align a weapon in order to make it good, evil, lawful or chaotic. This can be used against certain creatures to bypass their damage reduction. Each weapon takes one charge to align and it lasts for one adventure or until it is aligned differently.
10 Charges
[Slot: Magic Item]
Wand of Darksight 1,000gp | 250gp | 2CP | Black Pearl
This wand can be used to give the target darksight for 3 hours.
10 Charges
[Slot: Magic Item]
Wand of Low-Light Vision 1,000gp | 250gp | 2CP | Carnelian
This wand can be used to give the target low-light vision for 3 hours.
10 Charges
[Slot: Magic Item]