Magic and Technology: Innovations That Are Changing the Art Of Magic

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Magic and mastery are two concepts that are often intertwined in our imaginations and folklore. The idea of magic has captivated human beings for centuries, as it offers an escape from the mundane and an opportunity to explore supernatural possibilities. Magic is often associated with the ability to manipulate reality or harness supernatural forces to achieve desired outcomes. Mastery, on the other hand, refers to the level of skill and expertise one has acquired in a particular field or discipline. It is the result of dedication, hard work, and a deep understanding of the subject matter. Mastery is often associated with individuals who have honed their craft to such a degree that their actions seem almost like magic.


Can this character really be done or is it just a wasted exercise?

You can take Craft Wand as early as 5th level, but I wouldn t bother with Skill Focus, as the rolls to craft wands are fairly easy and there are ways to boost them without wasting a feat, like Masterwork Tools, the spell Crafter s Fortune, etc. Master Wand Master Pyromancer Wand Master Ice Mage Wand Master Storm Mage Wand Master Necromancer Wand Master Earth Mage Wand Master Sorcerer Wand Master Healer Wand.

Magicw and masder neae m3

Mastery is often associated with individuals who have honed their craft to such a degree that their actions seem almost like magic. Both magic and mastery require a certain level of knowledge and practice. They also both involve a degree of control and intentionality.

Wand Specialist.

He wants to really specialze in wands. Feats like craft wand, staff like wand, and skill focus craft (whichever one used to make wands) are obvious. The half-elf trait arcane training is a possibility.

But are there any other feats or traits I am missing?

He has especially said he wants to rely on the wands for offense. But what attack spells are still decent in wands?

Can this character really be done or is it just a wasted exercise?

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This is the only good way to do it. And even then you don't get it till level 10.

Bard (Magician)
Wand Mastery (Ex)
At 10th level, when a magician uses a wand containing a spell on his spell list, he uses his Charisma bonus to set the wand’s save DC.

Ive done this 1ce on a character back in 3.5 but that was with a mystic theurge, sorcerer, cleric that focused exclusively on healing and killing undead. A lot of the crud that made the character useful was feats that dont exists in pathfinder. Though the 1 item that made it doable was the Efficient Quiver since it could hold all the item i made.

I would probably make a Magus and, at 3rd level, use my Magus Arcana and the feat Extra Arcana to gain Wand Mastery and Wand Wielder all at once. You probably can't afford any wands before 3rd level anyway, so the character will play like they've always been good with wands:)

You can take Craft Wand as early as 5th level, but I wouldn't bother with Skill Focus, as the rolls to craft wands are fairly easy and there are ways to boost them without wasting a feat, like Masterwork Tools, the spell Crafter's Fortune, etc.

Blueluck wrote:

. . .the rolls to craft wands are fairly easy and there are ways to boost them without wasting a feat, like Masterwork Tools, the spell Crafter's Fortune, etc.

I just went to confirm that the DC for crafting wands really is as low as I thought. It's even lower! It's five plus the caster level of the item, or "CL+5" for short.

"For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level." So the CL for a wand will never be higher than your character's level.

Assuming you're making the toughest wand possible (that you can still use, that is), max ranks in a craft skill, plus 3 for it being a class-skill, plus an INT bonus of at least 2, and you will never fail a roll.

So the big problem with a Wand is that by default it assumes that it was prepared by the lowest level caster possible.

So a level 1 wand assumes a 1st level spell and that the caster has a casting score of 11

So, for example, a 1st level wand has a DC of 11 and lasts for 1 round, 1 minute, 10 minutes, 1 hour. whatever the spell's duration is.

a 2nd level wand assumes a 2nd level spell and a caster with a casting score of 12

so it has a DC of 13 and lasts for 2 rounds, 2 minutes, 20 minutes, 2 hours, again, whatever

As has already been stated, the Bard can increase the DC at 10th level, and Magus can do it much earlier, but you run into another problem

Even if you can increase the DC, the wand is still at minimum CL unless you make it yourself at a higher CL (Which increases cost)

So a wand of fireball always does 5d6.

WIZARDS have an ability in UM called Staff-Like Wand: Your research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level when activating the power of a wand if it's higher than the caster level of the wand. You must be at least an 11th-level wizard and must have the Craft Staff feat to select this discovery.

As you can see, this is by far the most powerful, but yikes! You must have Craft Staff as a feat AND need to be 11th level? But wait, you can't take craft staff anyway until 11th level. so really you need to wait until 13th level.

Also, you run into ANOTHER problem.

See, wands only go up to 4th level. So, this not only gets VERY expensive, both in terms of gold and class resources like feats and arcanas, but also limits you at higher levels because you've built a class that uses wands at low levels.

Magicw and masder neae m3

However, the key difference between the two lies in their origins. Magic is often portrayed as something mysterious and unexplained, with its source lying beyond the realm of human understanding. Mastery, on the other hand, is the result of human effort and determination, built upon a foundation of knowledge and experience. In some cases, magic and mastery may intersect. For example, a master magician may have spent years honing their skills and understanding of the principles behind their tricks, allowing them to perform seemingly impossible feats. In this case, mastery of the craft enhances the magical effect, blurring the lines between what is achievable through skill and what is truly supernatural. In conclusion, magic and mastery are interconnected concepts that have fascinated and intrigued humans throughout history. While magic offers a glimpse into the realm of the supernatural, mastery represents the culmination of human effort and skill. Both concepts have their place in our imaginations and allow us to explore possibilities beyond the ordinary..

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