Magic Wand

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Raven_Crowking
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Magic Wand

Post by Raven_Crowking »

The final version of this will appear in Crawl!, but I thought I would share it here in case anyone has any comments to offer.


Magic Wand

Level: 4
Range: Self
Duration: Permanent
Casting time: 1 week per caster level
Save: N/A

General

Wands can be created and imbued with magical energy by wizards using this spell. The material cost is 1,000 gp per caster level, plus any unusual materials (e.g., an ivory wand requires sufficient ivory), plus a minimum of 1 point of spellburn per caster level to properly bond the wand. The wand’s efficacy is much greater at higher caster levels, and thus the time and material cost rises as the wizard progresses in power level. Additionally, the caster must have any spells that will be placed into the wand available, and be able to utilize them during the casting period. All costs are expended before the spell check is made, and failure means all costs are lost; a wand that is improperly enchanted can be re-enchanted to recover half of the material costs involved. A spell with a casting time of 1 day or longer cannot be bonded to a wand.

The casting period is ongoing with brief spurts of restless sleep, and the caster does not heal spellburn (or other wounds) during this time.

Each casting allows the caster to choose one wand from the eligible results of his spell check or less. With research practice, and special materials, a wand can be created that performs a different function of equivalent power, such as a wand that locates secret doors. These special wands and their abilities should be devised with the aid of the judge. The judge determines whether or not a spell check was sufficiently high for any desired equivalent power to be bonded to the wand!

In the descriptions below, “original caster level” refers to the level at which the wizard crafted the wand – if he advances in level after creating the wand, abilities associated with the creator of the wand’s original caster level do not increase.

Manifestation

One wand to be crafted by the caster, of any wood, metal, bone, or other material.

Corruption

Roll 1d8: (1-2) Minor; (3-5) Major; (6-8) Greater.

Misfire

N/A

1 - Lost, failure, corruption, and patron taint!

2-11 - Lost. Failure.

12-15 - Failure, but spell is not lost.

16-17 - The caster succeeds in creating a simple wand, which is linked to one spell that he knows and has available at the time of casting. By focusing that spell through this wand, a spellcaster is able to gain a +2 bonus to his spell check. A spellcaster cannot use two or more wands to increase this bonus.

18-21 - The caster succeeds in creating a simple wand, which can be used to cast a single spell that he knows and has available at the time of casting. The caster must succeed in a spell check for that spell as part of the casting; if the caster fails, the creation of the wand fails. If the caster succeeds, the spell can be cast once per day per original caster level of the wizard (and using the spell check bonus of the wizard at the time the wand is created). The wizard can choose a command word, which must be known and uttered to cast a spell through the wand.

22-23 - The caster succeeds in creating a wand, which can be used to cast up to three spells that he knows and has available at the time of casting. The caster must succeed in a spell check for all three spells; once a spell check has failed, the wand will accept no more spells. If the spells are not thematically linked (Judge’s ruling), each additional spell to be placed in the wand (after the first) may suffer a cumulative -2 penalty to their spell checks. The spells placed in the wand can be cast once per day per original caster level of the wizard, using the spell check result at the time the wand is created. The wizard can choose a command word for each spell, which must be known and uttered to cast each spell through the wand. If the wizard chooses to place only one spell in the wand (not as a result of a failed spell check), the wand can also be crafted to grant a spellcaster a +2 bonus to spell checks when casting that spell with the wand as a focus. This bonus does not apply when an actual “charge” of the spell is used from the wand, and a spellcaster cannot use two or more wands to increase this bonus.

24-26 - The caster succeeds in creating a wand, which can be used to cast up to three spells that he knows and has available at the time of casting. The caster must succeed in a spell check for all three spells; once a spell check has failed, the wand will accept no more spells. If the spells are not thematically linked (Judge’s ruling), each additional spell to be placed in the wand (after the first) may suffer a cumulative -2 penalty to their spell checks. The spells placed in the wand can be cast once per day per original caster level of the wizard, using the spell check result at the time the wand is created. The wizard can choose a command word for each spell, which must be known, but need not be uttered to cast each spell through the wand. If the wizard chooses to place only one spell in the wand (not as a result of a failed spell check), the wand can also be crafted to grant a spellcaster a +2 bonus to spell checks when casting that spell with the wand as a focus. This bonus does not apply when an actual “charge” of the spell is used from the wand, and a spellcaster cannot use two or more wands to increase this bonus.

27-31 - The caster succeeds in creating a wand, which can be used to cast up to three spells that he knows and has available at the time of casting. The caster must succeed in a spell check for all three spells; once a spell check has failed, the wand will accept no more spells. If the spells are not thematically linked (Judge’s ruling), each additional spell to be placed in the wand (after the first) may suffer a cumulative -2 penalty to their spell checks. The spells placed in the wand can be cast once per day per original caster level of the wizard, using the spell check result at the time the wand is created. The wizard can choose a command word for each spell, which must be known, but need not be uttered to cast each spell through the wand. In addition, by using the wand to focus any of the spells it contains, a spellcaster is granted a +2 bonus to related spell checks. This bonus does not apply when an actual “charge” of the spell is used from the wand, and a spellcaster cannot use two or more wands to increase this bonus.

32-33 - The caster succeeds in creating a great wand, which can be used to cast up to three spells that he knows and has available at the time of casting. The caster must succeed in a spell check for all three spells; once a spell check has failed, the wand will accept no more spells. If the spells are not thematically linked (Judge’s ruling), each additional spell to be placed in the wand (after the first) may suffer a cumulative -2 penalty to their spell checks. The spells placed in the wand can be cast once per day per original caster level of the wizard, using the spell check result at the time the wand is created. The wizard can choose a command word for each spell, which must be known, but need not be uttered to cast each spell through the wand. In addition, by using the wand to focus any of the spells it contains, a spellcaster is granted a +4 bonus to related spell checks. This bonus does not apply when an actual “charge” of the spell is used from the wand, and a spellcaster cannot use two or more wands to increase this bonus.

34+ - The caster succeeds in creating a great wand, which can be used to cast up to three spells that he knows and has available at the time of casting. The caster must succeed in a spell check for all three spells; once a spell check has failed, the wand will accept no more spells. If the spells are not thematically linked (Judge’s ruling), each additional spell to be placed in the wand (after the first) may suffer a cumulative -2 penalty to their spell checks. The spells placed in the wand can be cast once per day per original caster level of the wizard, using the spell check result at the time the wand is created. The wizard can choose a command word for each spell, which must be known, but need not be uttered to cast each spell through the wand. In addition, by using the wand to focus any of the spells it contains, a spellcaster is granted a +4 bonus to related spell checks. This bonus does not apply when an actual “charge” of the spell is used from the wand, and a spellcaster cannot use two or more wands to increase this bonus.

Finally, the caster may grant the wand one unique ability, which can be used through the wand as though it were a spell. These abilities should be no more powerful than a third level spell as a rough estimate, and should be thematically tied to the spells contained by the wand. These special powers should be determined with the aid of the judge.



Magic Wand spell for DCC RPG by Daniel J. Bishop (borrowing heavily from Joseph Goodman!)
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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finarvyn
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Re: Magic Wand

Post by finarvyn »

Looks nice! 8)
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bholmes4
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Re: Magic Wand

Post by bholmes4 »

Raven_Crowking wrote:
Finally, the caster may grant the wand one unique ability, which can be used through the wand as though it were a spell. These abilities should be no more powerful than a third level spell as a rough estimate, and should be thematically tied to the spells contained by the wand. These special powers should be determined with the aid of the judge.
Is this for all rolls or only the 34+ results?
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Re: Magic Wand

Post by Raven_Crowking »

bholmes4 wrote:
Raven_Crowking wrote:
Finally, the caster may grant the wand one unique ability, which can be used through the wand as though it were a spell. These abilities should be no more powerful than a third level spell as a rough estimate, and should be thematically tied to the spells contained by the wand. These special powers should be determined with the aid of the judge.
Is this for all rolls or only the 34+ results?
Yes.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Re: Magic Wand

Post by bholmes4 »

Wait, what are you saying yes to? The former or the latter part? :?
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Re: Magic Wand

Post by Raven_Crowking »

bholmes4 wrote:Wait, what are you saying yes to? The former or the latter part? :?
34+

This:

"With research practice, and special materials, a wand can be created that performs a different function of equivalent power, such as a wand that locates secret doors. These special wands and their abilities should be devised with the aid of the judge. The judge determines whether or not a spell check was sufficiently high for any desired equivalent power to be bonded to the wand!"

applies to all wands, but only on a roll of 34+ may a unique ability simply be added to the base powers.

RC
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Menocu
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Re: Magic Wand

Post by Menocu »

Just a quibble, but shouldn't the top level be 38+(as a fourth level spell)?
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Raven_Crowking
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Re: Magic Wand

Post by Raven_Crowking »

Menocu wrote:Just a quibble, but shouldn't the top level be 38+(as a fourth level spell)?
I figured that if Transmute Earth went to 40+, it wasn't a hard-and-fast rule.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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dmcolby
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Re: Magic Wand

Post by dmcolby »

Awesome spell! I was inspired to come up with a list of unique abilities that could be added to the wands. There are some wand augments as well as separate abilities.

Abyssal Fear: The user is surrounded by a shadowy force of living sentient horror. This fear force persists for CL in rounds. Anyone attempting to strike the user must make a will save DC of the spell check used to cast the spell or be too frightened to do anything other than shake in fear.

Animating Force: Augment - Whenever the force spells contained within this wand are used, the lingering ambient energy can be shaped for other uses. For 1d4 rounds you may mentally move objects up to forty feet away. This telekinesis has an effective strength of twice your caster level and if used to take an action uses a d12 action die.

Bulwark of Saint Gygax: Augment - After activating the wand, the user glows for 1d4 rounds with holy white fire. During this time they have a +2 bonus to AC and saving throws.

Crawling Chaos: The caster transforms into a mass of seething fleshy tendrils and chaotic energy. He may travel at 100' per round, and slip through the smallest cracks. During this time he can use no other magic, and all of his items are absorbed within his chaotic form. He only takes damage from magic, magic weapons, and sources of energy such as fire. The caster gains +2 AC in this form, and effectively has an 18 strength with a +3 to melee attacks and damage, and an unarmed damage die of 1d8. This power lasts for one round per CL of the wand.

Darkfire: Creates a forty foot radius dark-orange glow that is as bright as torchlight, but this light is imperceptible outside of the glow. This power lasts for 1 hour per CL of the wand.

Dueling Wand: Augment - The spells bound to this wand gain a +2 bonus on their casting check when used in a spell duel. During a Phlogiston Disturbance the user may modify the disturbance roll by their luck modifier.

Font of Power: Augment - Any critical hit scored with a spell from this wand restores 1d3 points of spellburn damage to the caster. If they have not spellburned, they gain a +1 bonus to their spellcheck for the next use of the wand.

Siphon Life: The caster fires a bolt of green energy that siphons the life from a target unless they beat his spell check with a fortitude save. On a failure the target ages 1d10 years and the caster becomes 1d5 years younger. If they become significantly old the target may take permanent ability damage and other cosmetic changes (see Emirikol’s Entropic Maelstrom).

Words that Fly: The caster whispers into the wand and then flicks out his words, that transform into a golden arrow that seek out their target anywhere in the current plane of existence. Within moments the arrow strikes the target, delivering the message to the subject's mind and allowing a single sentence to be spoken allowed in response. The user immediately hears this response.
http://twentysidedfate.blogspot.com/ - A blog for DCC RPG GM Advice
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Re: Magic Wand

Post by Raven_Crowking »

dmcolby, you should consider pitching that to Crawl! as a companion piece.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Menocu
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Re: Magic Wand

Post by Menocu »

Yeah, not hard and fast. It's just my thinking that the 34 makes the creation of very strong wands disproportionately easy relative to other magic items. Still, nobody in my campaign is casting 4th level spells anytime soon, so it's purely academic.
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Re: Magic Wand

Post by Raven_Crowking »

Menocu wrote:Yeah, not hard and fast. It's just my thinking that the 34 makes the creation of very strong wands disproportionately easy relative to other magic items. Still, nobody in my campaign is casting 4th level spells anytime soon, so it's purely academic.
It would be easy enough to change the numbers to "32-37" and "38+".

The most important function of a wand is to give the creator spells that don't risk corruption or loss each time they are used. Low-power wands are focus objects, which seems to be in accordance with both fiction and folklore. Wands can also be relatively fragile, depending upon materials and the judge's decisions.

Consider also the story potential: The Wand of Mercutio (a PC) allows him to cast fireball because he knows the secret command word, but he never speaks it lest his rivals discover it. Therefore, upon Mercutio's death, the party now has a wand that is essentially nothing more than a focus. Weird power wands are also beginning to appear in DCC adventures, so I thought the spell should allow for that possibility.

RC
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Menocu
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Re: Magic Wand

Post by Menocu »

Neat! That makes a lot of sense. Better ways to get more players in more interesting trouble=more fun.
joerjoe

Re: Magic Wand

Post by joerjoe »

Good idea for sharing dude. I read all replies to your post and it seems they're all positive. GOOD JOB.

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