On 10 New and Old Ideas About Wands

Some thoughts on wands. . .

  1. Wands have between 1 and 50 charges that are spent to produce specific effects, such as fireballs or cure light wounds.
  2. Wands do a certain type of damage (Fire, Shock, Ice) if the target fails a save versus spells
  3. Wands of a certain magic school allow the caster to make a save versus spells to avoid losing the spell
  4. 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.
  5. Wizards can store a certain number of spells in the wand to be used that don't count against his daily total.
  6. 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.
  7. 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
  8. 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
  9. 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.
  10. 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


  1. I don't know which are new and which are old, but there's a lot to like on this list.

  2. 11) Wands are used simply to aid in targeting the spell, giving a bonus on spells that roll to hit.

    12) Wands are tied to the caster's soul, raising their caster level. But if a wand is broken, the caster immediately loses a level.

    13) When casting a spell without a wand, excess spell energy causes random side effects near the caster. The wand channels this energy away safely.

    14) Wands are simply props. It's the pointy hats that help focus the magic!

  3. Without wands, wizards are just conjurers of cheap tricks? Will my "Summon Robin Zander" spell still work, then?

  4. 15) Wands allow Wizards to cast one spell from their spell book without preparing it. This still expends one of their daily spell slots of the appropriate level.

  5. 16) "Wands" need not be sticks, the name stuck only because a staff or rod is the easiest of four forms to craft. Not so well known are Pentacles (coins that are flipped to cast a spell), Cups (used to "pour" a spell onto something), and Athames (ritual knives that unleash their spell during a blood letting.)

    17) Wands have to be made from the bones or other remains of a being that could use the spell innately, and can be recharged by soaking in the blood of the same type of creature.

    18) Wands are pointy and make good arrows, but the spell contained within still only goes off once on impact, leaving a mostly-charged tool for your foes to use...

  6. Well... let's make it an even 20. Yay for dice-friendly numbers.

    19) Wands allow a caster to perform a variety of minor, cantrip-like effects at will.
    20) Wands in and of themselves are just sticks. What's really important is the alchemical mixtures and potions rubbed into them.


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