Talk:Magic Wands: Difference between revisions

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immovable rod = scale to weight supported (max drag for Str 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, and 85) note that at the upper end, these can easily be used to hold up floating buildings, and we might call them 'floating foundations' and the like, and make much larger, much cheaper, versions available. this could tie into the settlement rules?  susceptible to dispel and disjoin? items usually aren't. hrrrm.)


  rod of thunderous force = slam power as written, force atack 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 thunderous force = slam power as written, force atack 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?

Revision as of 19:45, 31 August 2019

Metamagic Wands

Creator Levels for 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

  • absolute spell +8
  • blackened spell +2
  • burning spell +2
  • coaxing spell +3
  • collateral spell +4
  • consecrate spell +2 -- replace feat with wand item
  • cutting spell +3
  • elemental spell +1
  • empower spell +2
  • enhance spell +2
  • force spell +2
  • heighten spell
  • heighten spell, improved
  • lingering spell +3
  • linked spell +3
  • maelstrom spell +2
  • maximize spell +3
  • merciful spell +0
  • metamagic, improved
  • perfect spell +6
  • piercing spell +1 -- replace feat with wand item
  • quicken spell +4
  • quicken spell, automatic
  • reach spell +1
  • silent spell +1
  • silent spell, automatic
  • stealth spell +3
  • still spell
  • still spell, automatic
  • tenebrous spell +2 -- replace feat with wand item
  • thanatopic spell +2 -- replace feat with wand item
  • threnodic spell +2 -- replace feat with wand item
  • toppling spell +1 -- replace feat with wand item
  • thundering spell +2 -- replace feat with wand item
  • unseen spell +7
  • vast spell +6
  • verdant spell +7
  • warp spell +6
  • widen spell +3



rod of thunderous force = slam power as written, force atack 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.