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All information on this page is provided by the coven or person named and the contents of this page is not mediated by the administrators of the website. magic item compendium has some everlasting wands that are like 1 day-3 day for 0-3rd level spells, more expensive but for spells you cast all the time and remain useful to high level these could be a good option for you.

Recharging accessory for a wand used in magical practices

The tree itself is alive, constantly changing and adapting, with different lands appearing at its very top. As the children protagonists, Joe, Beth, and Frannie, discover this marvelous tree, they are transported into a myriad of unimaginable lands. Each land is unique and offers a different experience.

Recharging Wands

I love the change to Staves where they can be recharged, but I wanted to see a mechanic for Wands, too. My thinking goes along 2 routes:

1) Drop the # of charges to 10 and allow Wands to be recharged like staves

2) As long as there is a single charge left, the wand can be recharged by anyone who can craft the wand. It costs 1/2 the COST to craft the wand to recharge it (so 1/4 base price). If the spell requires a material component, it must also be provided (x50, as per item creation). Recharging takes 1 day per 1000gp of the COST to recharge (so 1/4 creation time).

Which option would you use, or is there another mechanic that would be better? Also, if PFRPG HAS a mechanic for recharging wands, please let me know. It's kinda hard to track all the changes :(

Mirror, Mirror wrote:

I love the change to Staves where they can be recharged, but I wanted to see a mechanic for Wands, too. My thinking goes along 2 routes:

1) Drop the # of charges to 10 and allow Wands to be recharged like staves

2) As long as there is a single charge left, the wand can be recharged by anyone who can craft the wand. It costs 1/2 the COST to craft the wand to recharge it (so 1/4 base price). If the spell requires a material component, it must also be provided (x50, as per item creation). Recharging takes 1 day per 1000gp of the COST to recharge (so 1/4 creation time).

Which option would you use, or is there another mechanic that would be better? Also, if PFRPG HAS a mechanic for recharging wands, please let me know. It's kinda hard to track all the changes :(

magic item compendium has some everlasting wands that are like 1/day-3/day for 0-3rd level spells, more expensive but for spells you cast all the time and remain useful to high level these could be a good option for you.

grasshopper_ea wrote:

magic item compendium has some everlasting wands that are like 1/day-3/day for 0-3rd level spells, more expensive but for spells you cast all the time and remain useful to high level these could be a good option for you.

Everlasting Wands were also part of the Eberron setting, but this may be more useful for a Wiz arcane bond.

Should you allow a Wiz to make an everlasting wand with his Arcane Bond? Dispel magic 3/day could be very cool.

I had a campaign where I allowed wands to be recharged to full as long as they had at least 1 charge left. The cost was full price divided by number of charges needed to reach maximum (when they got someone else to recharge it, that is; nobody could craft items themselves). It worked pretty well; the players liked it, and it wasn't overly powerful.

Pathfinder Lost Omens, Rulebook Subscriber

Full price (half to make) per charge makes more sense to me.

Wands, unlike Staves, are really built on a per charge basis and are already the cheapest available. Halving that while adding a new ability to recharge them seems a bit much.

You do need to put a minimum on the number of charges though, whether they have to be made "full", or 10-20 minimum. Without that they are simply cheap scrolls.

Majuba wrote:

You do need to put a minimum on the number of charges though, whether they have to be made "full", or 10-20 minimum. Without that they are simply cheap scrolls.

No AoO means single charge wands are actually better than cheap scrolls. I would probably charge my players the cost of a scroll plus pro-rated cost formula would be :

Cost of scroll + Number of charges * (Full price of wand - cost of scroll)/50

This is also what I charge them for partially charged wands. I used to have a more complicated formula but this i s easier to calculate on the fly.

Scroll CL1 is 25gp. 12.5 to create.

Wand CL1 is 750gp. Per charge is 15gp. Requires an item creation feat, unless you have an arcane bonded item.

I think the feat requirement/class ability would pay for the 10gp/charge cost reduction. Wands also cannot be scribed, but have a lover UMD check to activate. Scrolls can have the level inflated.

In this sense, it's kind of like going to a conveniance store vs an wholesaler. If you need a lot of it, the wholesaler's price is much better. If you only need a few, you go to the convenience store.

And 1/4 base price IS too cheap. Especially at 4th level (210/charge vs 350/scroll cost).

And I have no intention of changing the creation rules for wands (50 charges). I can see that the per/charge cost is good enough to make it worth it to charge the wand.

I was hoping there would be some benefit for not letting a wand run out. I suppose, on a per charge basis, you could recharge the wand while traveling. That's 250gp/day of the base price, and a 4th level spell, CL7, is 420 gp per charge, so you could not charge it in 1 day while traveling. It's 135gp per charge for a wand of MM, CL9, and that would end up being 1/day. It's 330gp per charge for a wand of Scorching Ray, CL11, which also would not be able to be done.

What about making a minimum there? If you complete 2 hours of effective work, which is what you can expect to do while traveling, you can always get 1 charge in? Taking the full time, you use the standard equation, but, whenever recharging, you always get 1 charge in.

It would be useful when pressed to move, you could get back an Enervation or Scorching Ray or something.

Your Harry Potter: Magic Caster Wand and wand box are both rechargeable. Charge your wand in its wand box with the included USB-C charging cable and a USB 5V/1A-2A wall charger (not included).
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