Unleash Your Inner Witch: How to Make Magic Happen with Your Cell Phone Plan

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Another is to have the caster memorize the spell and not have the item.

You might need to vary your enemies tactics a bit to make sure they don t get too many enemies with it for a single spell, but it shouldn t be abusive. Considering that the 5e version of this wand is full powered , can be used by any spellcaster and gains charges every day, it seems like a very potent item to put in the hands of the party.

Electric spell wand

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Wand of Lightning Bolt - how good is it really?

So in the fight with the BBEG at the end of the current module I'm running, one of his underlings wields a wand of lighting bolt - meaning the party may soon have a wand of lightning bolt.

Considering that the 5e version of this wand is "full powered", can be used by *any* spellcaster *and* gains charges every day, it seems like a very potent item to put in the hands of the party. (some context: they will be about level 7 when this adventure ends)

But maybe I'm worrying for nothing? I'm looking for people who have had a wand of lightning bolt in their 5e game and how it turned out.

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CTurbo

Explorer

It's a really good item to have for some level 7 characters, but it's not completely broken. Being able to blast off 4-6 regular bolts a day(or one really big one) without using spell slots is going to be great for them. Plan accordingly.

Shiroiken

Legend

Depending on party makeup, this can be a VERY strong item for them. In the hands of a minimal-offensive caster (say a bard or cleric), it gives them a strong effect 1d6+1 times per day (assuming the party never spends the last charge). You might need to vary your enemies tactics a bit to make sure they don't get too many enemies with it for a single spell, but it shouldn't be abusive. I would actually be a bit concerned on how much it's going to wreck the party during the fight with the BBEG.

jgsugden

Legend

At level 7 it is very strong. By 11 it will be just a magic item. By 15 it will only get use in mopup duty.

FrogReaver

As long as i get to be the frog

So in the fight with the BBEG at the end of the current module I'm running, one of his underlings wields a wand of lighting bolt - meaning the party may soon have a wand of lightning bolt.

Considering that the 5e version of this wand is "full powered", can be used by *any* spellcaster *and* gains charges every day, it seems like a very potent item to put in the hands of the party. (some context: they will be about level 7 when this adventure ends)

But maybe I'm worrying for nothing? I'm looking for people who have had a wand of lightning bolt in their 5e game and how it turned out.

It's very strong, but it's just damage. Compensating for a party being able to deal more damage than "normal" is the easiest thing to compensate for as a DM. It also depends on what your players are facing. If they are facing orcs or goblins it's amazing. You could zap the whole encounter away. If you are facing bigger enemies that come in smaller groups it will be nice but not necessarily anything to worry about. (Of course most parties can blast enough larger groups of enemies away with regular spellslots so that's probably not a major concern)

All in all, I'm not very worried about the item.

Ancalagon

Dusty Dragon

One thing I am considering to reign in the item is to reduce the recharge rate from 1d6+1 per day to a per week period.

Another is to have the caster memorize the spell and not have the item.

FrogReaver

As long as i get to be the frog

One thing I am considering to reign in the item is to reduce the recharge rate from 1d6+1 per day to a per week period.

Another is to have the caster memorize the spell and not have the item.

It's not like this is a +3 weapon that a fighter scales with extra attacks, extra action surges, precision attack, GWM etc.

This is a single item that essentially gets worse and worse as the players level (players get more spell slots and fight monsters with higher and higher hp, making using your action on a level 3 lightning bolt later be nearly worthless).

If you are still worried about charges, consider lowering the item to 1d4+1 charges per day? Gives 2-3 uses on average per day. Or remove the dice roll entirely and just give it 3 charges. That way at most it can be used is twice per day without breaking the item.

Satyrn

First Post

So in the fight with the BBEG at the end of the current module I'm running, one of his underlings wields a wand of lighting bolt - meaning the party may soon have a wand of lightning bolt.

Considering that the 5e version of this wand is "full powered", can be used by *any* spellcaster *and* gains charges every day, it seems like a very potent item to put in the hands of the party. (some context: they will be about level 7 when this adventure ends)

But maybe I'm worrying for nothing? I'm looking for people who have had a wand of lightning bolt in their 5e game and how it turned out.

We just hit 7th level, and I've had this wand since 5th

I've mentioned a few times recently that I''ve been avoiding using it. It overwhelms everything anybody in our party could do so far (except for the sorcerer's fireballs). I'm leery about my DM getting frustrated and didn't want to push him into strengthening the encounters just to challenge the wand.

I think it'll be just fine after 9th level, but right now I'm wishing it did like 5d6 damage or was a single target attack.

jgsugden

Legend

Do remember that magic items are supposed to be a big deal in 5E. They're supposed to be iconic and really change the character. This may not be true of every uncommon item, but it is meant to be true of every rare, very rare and legendary item you find. They're supposed to be a big deal. I think the lightning bolt wand is right in line with expectations.

Satyrn

First Post

It's very strong, but it's just damage. Compensating for a party being able to deal more damage than "normal" is the easiest thing to compensate for as a DM.

This is what I mean when I say I'm leery of using it. If my DM compensates for its damage, I'm just gonna wind up feeling like I have to use it because all my other options have been effectively weakened.
[MENTION=23]Ancalagon[/MENTION], If you're inclined to do this, don't hand out this wand as written. Change it into a cantrip effect, or lower the damage of the wand so that it doesn't overshadow your players' other options.

FrogReaver

As long as i get to be the frog

This is what I mean when I say I'm leery of using it. If my DM compensates for its damage, I'm just gonna wind up feeling like I have to use it because all my other options have been effectively weakened.

[MENTION=23]Ancalagon[/MENTION], If you're inclined to do this, don't hand out this wand as written. Change it into a cantrip effect, or lower the damage of the wand so that it doesn't overshadow your players' other options.


I get what you are saying but it's really not as big of an impact as you are acting like. Its the difference of maybe 1 more monster in a given fight or maybe a slightly strong monster instead.

Satyrn

First Post

I get what you are saying but it's really not as big of an impact as you are acting like. Its the difference of maybe 1 more monster in a given fight or maybe a slightly strong monster instead.

In any single fight, that'd be fine, but I think my DM would be likely to boost most of the fights, and I just don't want that.

We've recently - about a year ago - scaled back the power levels of our game. Tbe big change was lowering the PC's accuracy and damage by using the standard array. I didn't think lowering our stats by a few points would make much difference, but the impact has actually been huge. The game has been more fun for the players and DM. The DM's not bothering to boost up his encounters like he used to, and we're not seeing any of the problems that posters like Zapp & Zardnaar like to discuss.


This experience has taught me that "DM compensation" is a solution I don't want to use. It's certainly not the solution to a problem that I can see coming. If I'm saying "so what if this wand is too strong, I'll just make the encounters harder" I'm making a mistake.

I'd far rather prefer to change the wand to fit.

FrogReaver

As long as i get to be the frog

In any single fight, that'd be fine, but I think my DM would be likely to boost most of the fights, and I just don't want that.

We've recently - about a year ago - scaled back the power levels of our game. Tbe big change was lowering the PC's accuracy and damage by using the standard array. I didn't think lowering our stats by a few points would make much difference, but the impact has actually been huge. The game has been more fun for the players and DM. The DM's not bothering to boost up his encounters like he used to, and we're not seeing any of the problems that posters like Zapp & Zardnaar like to discuss.


This experience has taught me that "DM compensation" is a solution I don't want to use. It's certainly not the solution to a problem that I can see coming. If I'm saying "so what if this wand is too strong, I'll just make the encounters harder" I'm making a mistake.

I'd far rather prefer to change the wand to fit.

You are going a little overboard IMO. A good DM must always compensate for his party. Super optimizers vs non-optimizers, etc. If a PC is making everything way way to easy then you compensate for the sake of a good game. If it's a slight increase in power then you don't even have to do that. You don't have to keep the players on a treadmill and increase the difficulty every time they increase in power level. What you need to do as a DM is to make sure everything isn't a cakewalk for them. The wand in question will be a slight increase in power and won't make anything a cakewalk that couldn't have already been made a cakewalk by using level 3 and level 4 spell slots. Why?

Because the wand isn't going to make the encounters you face in the day any easier than your level 3 and 4 spell slots already would. It's not stronger than things you can already do with your action in a battle. What it allows is for you go have a longer adventuring day at the same effective power level. Or it allows you to focus more on out of combat uses for your spell slots.

In other words it's much ado about nothing.

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