Talk:Magic Wands: Difference between revisions

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===Templates For New Items===
=== pricing for wands ===
{{:Magic Item Template Links}}
 
===Metamagic Wands===
{| class="ep-default"
{| class="ep-default"
|+ Creator Levels for Metamagic Wands
! rowspan="2" | Name !! colspan="8" | Quality of Wand Effect !! rowspan="2" | Benefit
! rowspan="2" | Name !! colspan="8" | Metamagic Feat Lvl Adj !! rowspan="2" | Effect
|-
|-
! +1 !! +2 !! +3 !! +4 !! +5 !! +6 !! +7 !! +8
! Class 1 !! Price !! Class 2 !! Price !! Class 3 !! Price !! Class 4 !! Price
|-
|-
| Novice Wand of || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || spell levels 1-3; 1/encounter
| Novice Wand of    
| 3 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=3}} * 0.4}}}}
| 5 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=5}} * 0.4}}}}
| 7 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=7}} * 0.4}}}}
| 9 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=9}} * 0.4}}}}
| spell levels 1-2; 1/encounter
|-
|-
| Adept Wand of || 5 || 8 || 11 || 14 || 17 || 20 || 23 || 26 || spell levels 1-3; 1/round
| Adept Wand of    
| 8 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=8}} * 0.4}}}}
| 10 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=10}} * 0.4}}}}
| 12 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=12}} * 0.4}}}}
| 14 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=14}} * 0.4}}}}
| spell levels 1-3; 2/encounter, never more than once/round
|-
|-
| Apprentice Wand of || 7 || 10 || 13 || 16 || 19 || 22 || 25 || 28 || spell levels 1-6; 1/encounter
| Apprentice Wand of  
| 13 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=13}} * 0.4}}}}
| 15 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=15}} * 0.4}}}}
| 17 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=17}} * 0.4}}}}
| 20 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=20}} * 0.4}}}}
| spell levels 1-5; 1/round
|-
|-
| Journeyman Wand of || 10 || 13 || 16 || 19 || 22 || 25 || 28 || 31 || spell levels 1-6; 1/round
| Journeyman Wand of  
| 19 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=19}} * 0.4}}}}
| 21 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=21}} * 0.4}}}}
| 23 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=23}} * 0.4}}}}
| 25 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=25}} * 0.4}}}}
| spell levels 1-7; 1/round
|-  
|-  
| Expert Wand of || 14 || 17 || 20 || 23 || 26 || 29 || 32 || 35 || Any spell level; 1/encounter
| Expert Wand of    
| 25 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=25}} * 0.4}}}}
| 27 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=27}} * 0.4}}}}
| 29 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=29}} * 0.4}}}}
| 31 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=31}} * 0.4}}}}
| spell levels 1-9; 1/round
|-
|-
| Master Wand of || 18 || 21 || 25 || 27 || 30 || 33 || 36 || 39 || Any spell level; 1/round
| Master Wand of
| 28 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=28}} * 0.4}}}}
| 30 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=30}} * 0.4}}}}
| 32 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=32}} * 0.4}}}}
| 34 || {{#number_format:{{#expr:{{Magic-Item-Base-Price|transcludesection=34}} * 0.4}}}}
| Any spell level; 1/round
|}
|}


* weight for wands is 0.5 lbs
* 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.
* 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)
note: crank out some more of these, skip heightens, metamagic, and automatics
* Class 3 - any wand with a modest effect that will be kept throughout all character levels (e.g. quicken)
the pricing curve needs to be steepened on these items
* Class 4 - top-shelf effect that you'd want to use at any character level (e.g. multi-spell, absolute)
 
===List of Metamagic Wands To Make===
{| class="ep-default"
|-
| Wand of Burning || [[Burning Spell (Feat)|burning spell]] +2
|-
| Wand of Coaxing || [[Coaxing Spell (Feat)|coaxing spell]] +3
|-
| Wand of Destruction || [[Collateral Spell (Feat)|collateral spell]] +4
|-
| Wand of Empowerment || [[Empower Spell (Feat)|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 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
|}
 
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.

Latest revision as of 16:22, 27 December 2020

pricing 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


  • weight for wands is 0.5 lbs
  • 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)