On 10 New and Old Ideas About Wands
Some thoughts on wands. . .
- Wands have between 1 and 50 charges that are spent to produce specific effects, such as fireballs or cure light wounds.
- Wands do a certain type of damage (Fire, Shock, Ice) if the target fails a save versus spells
- Wands of a certain magic school allow the caster to make a save versus spells to avoid losing the spell
- Spell wands reduce the resistance between the wizard and the target, either making the save more difficult to resist or increasing the damage per die.
- Wizards can store a certain number of spells in the wand to be used that don't count against his daily total.
- Wands are actually physical constructs that are spells. Each one provides a very specific unique power. Without access to wands, wizards are nothing more then conjurers of cheap tricks.
- A wand provides no special bonus, but without the wand magical energy cannot be focused. The more powerful the energy, the more rare the substance needed. 1st level spells will work with heartoak, but 7th require solid pearl
- Wands all produce unique damage effects, like a 10' lightning storm or a force push that knocks someone 15', but only have a handful of charges. Then they become 'burnt out' and must be re-crafted using a variety of items and gemstones
- Wands aren't necessary, but they aim the magic like an antenna preventing its detection from nearby wizards and witches. Otherwise it is broadcast like a powerful radio signal.
- Wands act like a sidearm, allowing the wizard to cast any spell he knows when out of spells or mana, but at a much reduced effectiveness
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