Post by Jon on Aug 6, 2012 23:29:33 GMT -5
This is a possible addition to the rules. Please read the concept and offer thoughts, suggestions or questions.
Wands
A wand is a magical item created by alchemy and charged by arcane and divine casters. To create a wand, the alchemist must combine a 1' block of wood with 2 of each alchemy component of the same tier. A successfully crafted wand can hold a number of spell tiers equal to 10 times its crafting tier. For example, a tier 1 wand can hold 10 tier one spells, or 5 tier two spells. A tier 6 wand can hold 60 tier one spells, 30 tier two spells, 20 tier three spells, or 15 tier four spells.
After being crafted, a wand is blank until it is charged with a spell. To charge a blank wand with a spell, a caster who knows the spell must spend twice as much mana as needed to cast the spell. After the initial charge, the wand may be granted an additional charge for every time a caster that knows the spell spends double the mana cost of the spell into the wand. Once charged, the wand is then a wand of that spell, and will only carry that spell from then on. Even if all the charges are spent from the wand, the wand will still only carry charges of the first spell that charged it. For example, a mage charges a blank wand with Magic Missile. From then on, it can only be charged with Magic Missile spells.
Once crafted and charged, a wand charged with an arcane spell can be used by any arcane caster, and a wand charged with divine spell can be used by any divine caster. To use the wand, the caster must hold it in one hand, and speak the verbal for that spell. This uses one charge from the wand. Casting from a wand is interrupted in all the same ways as normal casting, however, an interrupted cast from a wand does not use up the charge the way being interrupted normally causes the caster to lose mana.
All wands carried by a person must be individually physically represented. While held in hand, a wand may be sundered like any combat weapon. If so damaged, the wand loses half its remaining charges, and may not be used to cast spells until it has been repaired. Wands must be between 12 and 18 inches in length and made of padded material.
Wands
A wand is a magical item created by alchemy and charged by arcane and divine casters. To create a wand, the alchemist must combine a 1' block of wood with 2 of each alchemy component of the same tier. A successfully crafted wand can hold a number of spell tiers equal to 10 times its crafting tier. For example, a tier 1 wand can hold 10 tier one spells, or 5 tier two spells. A tier 6 wand can hold 60 tier one spells, 30 tier two spells, 20 tier three spells, or 15 tier four spells.
After being crafted, a wand is blank until it is charged with a spell. To charge a blank wand with a spell, a caster who knows the spell must spend twice as much mana as needed to cast the spell. After the initial charge, the wand may be granted an additional charge for every time a caster that knows the spell spends double the mana cost of the spell into the wand. Once charged, the wand is then a wand of that spell, and will only carry that spell from then on. Even if all the charges are spent from the wand, the wand will still only carry charges of the first spell that charged it. For example, a mage charges a blank wand with Magic Missile. From then on, it can only be charged with Magic Missile spells.
Once crafted and charged, a wand charged with an arcane spell can be used by any arcane caster, and a wand charged with divine spell can be used by any divine caster. To use the wand, the caster must hold it in one hand, and speak the verbal for that spell. This uses one charge from the wand. Casting from a wand is interrupted in all the same ways as normal casting, however, an interrupted cast from a wand does not use up the charge the way being interrupted normally causes the caster to lose mana.
All wands carried by a person must be individually physically represented. While held in hand, a wand may be sundered like any combat weapon. If so damaged, the wand loses half its remaining charges, and may not be used to cast spells until it has been repaired. Wands must be between 12 and 18 inches in length and made of padded material.