In old-style RPGs, wands are typically single-purpose magical devices. An alternative exists with a separate type of wand used only to help cast normal spells and wield defensive magic during combat. I first featured the Harry-Potter-styled spellcasting in Calidar’s CAL1 In Stranger Skies, which introduced wands as powerful “personal devices,” rare and unique items attuned to a single owner. I’d like to look into simpler wands with moderate effects on gameplay but more color and personality, without eliminating conventional wandless spellcasting.
Artwork: Moptop4000 on Deviantart |
The idea involves wands rated +1 to +4. This modifier affects
two things:
1. Speed: Individual initiative for Spellcasters
2. Defense: Parrying and Saving Throws
Speed: Use the wand’s modifier as a bonus when rolling initiative, assuming the wand’s owner intends to cast a spell. Roll d10s rather than d6s. If relevant to the chosen game mechanics, use the wand’s bonus to reduce casting time (down to 1 Segment minimum). This concerns 1st Edition AD&D and even more so to 2nd Edition whose casting times mostly match spell levels. Casting times listed in Turns aren’t affected, however, those lasting 1 Round can be reduced to the appropriate number of Segments (1 Round = 10 Segments). For D&D-BECMI and similar OSR games, rolling for individual initiative would help, use the rated wands’ bonuses to see when spellcasters can take their turns.
Defense: The wand’s magic can be used to parry melee and missile attacks, just as if its owner were wielding a sword or a shield. Mechanics for parrying vary greatly depending on the chosen game version. Treat the wand’s modifier as a bonus to Armor Class against a specific attack of the owner's choice. Likewise, the wand enables using a combat action to deflect a spell aimed directly at the owner. In this situation, apply the wand’s bonus to a saving throw (provided one is allowed).
An attempt to deflect an attack whether physical or magical counts as an action. If the players’ intentions have already been declared and the wands’ owners haven’t acted yet, they can still substitute their intended actions with attempts to deflect, regardless of initiative outcomes.
As an option, the modifier also indicates how many separate attacks could be deflected during the same round. A +1 limits the wand to a single deflection while a +4 wand could thwart up to 4 attacks from different foes, all counted together as a single defensive action during a round. The player picks which attack may be deflected if more than one. Performing fewer deflections than what the wand can handle does not entitle a spellcaster to take some other action during the same round.
As an option, a DM may allow forfeiting two available deflections from wands +3 or better in exchange for a half-move during the round’s movement phase.
Disarming: This combat
action may take place once per round in lieu of all allowable deflections (see Self-Defense above). It counts as a
ranged attack limited to a base 90’ range to a visible target, +30’ per “plus”
modifier of the wand. The attacking spellcaster needs to roll a d8–2.
If the score rolled is equal to or less than the wand’s rating, the targeted foe needs to save vs. spells with a penalty equal to the wand’s bonus. If the targeted object possesses a magical modifier of its own, it can be applied as a bonus to its owner’s saving throw. If the saving throw fails, the targeted item flies out of its owner’s hand in a random direction up to 5’ away, plus 10’ per “plus” modifier of the attacking wand (evidently, natural weapons like claws and fangs are unaffected). A targeted foe attempting to deflect a disarming action receives an extra +2 saving throw bonus. One benefit of the disarming mechanics is that it enables magic users to still participate in combat after running out of spells, although success is far from guaranteed.
Wand Movement: Observing the gestures of a wand’s owner provides a clue to another spellcaster on the intended type of action: a spell, a deflection, or a disarming attempt. The target needs to be able to see the attacker(s) to deflect spells. A visible projectile can still be deflected provided the wand’s owner can see where it flies from.
Wand Lengths: They
come in 3 sizes—roll 1d6: 1-2. Short
(9”-11”), 3-4. Medium (12”-15”), and
5-6. Long (16”-18”). Short wands win
ties when rolling for Initiative. Medium-length wands are best for self-defense,
conferring an extra +1 bonus to AC or saving throws. Long wands are best for
disarming, inflicting an additional –1 penalty to a targeted foe’s saving
throw.
Length does not affect any other properties of the wands, which will be described in a later chapter. The size of a spellcaster isn’t necessarily relevant, although at a DM’s discretion, an owner taller than 6’ using a short wand could lose tied Initiative rolls, while someone shorter than 4’ using a long wand to disarm an opponent could forgo the penalty to an opponent’s saving throw.
The Nature of Wands
Given the above-mentioned
benefits, a rated wand should become an indispensable magic-users’ tool. Its
appearance, background story, and the manner in which it was initially
enchanted should be of interest. One may assume that the wand chooses its
owner, therefore, not all spellcasters should be able to wield all wands, let
alone a sentient one.
The
following tables suggest attributes reflecting the philosophy and race of a
wand’s original enchanter. To be compatible with a new owner, at least one of
the wand’s Shape and Solid Core attributes must fall within a
numerical range matching the new owner’s ideals. The desired Shape ranges should be 8 or higher to be
compatible with a Lawful character, between 5 and 13 for a Neutral character, and
10 or less for a Chaotic one. The Solid
Core ranges are the same but for Good, Neutral, and Evil characters
respectively. If both attributes are a match, then the full range of wand’s
modifiers is available to its new owner, otherwise, treat as a +1 wand. If
neither attribute is a match, then the wand isn’t compatible with its new
contender and doesn't work at all.
When creating a random wand, roll separately for each of all nine attributes, applying the correct adjustment.
Appearance (Adjustment: Lawful +2, Neutral nil,
Chaotic –2) |
|||
Roll 2d8 |
Shape |
Surface Texture |
Adornments |
0-4 |
Gnarled |
Spikes and thorns |
Pommel, tip, and multiple others |
5-7 |
Crooked |
Rough, natural bark |
Pommel, tip, and one other |
8-10 |
Contoured |
Organic pattern |
Pommel and tip |
11-13 |
Subdued |
Geometric pattern |
Pommel |
14-18 |
Straight |
Smooth |
None |
Shapes: Gnarled wands are the most uneven and twisted devices. A crooked wand is mostly asymmetrical, perhaps with a curved handle or with part of the shaft appearing as a natural piece of wood while the remainder is perfectly straight. A contoured wand features defined and artful shapes: it could be torsade-shaped, evenly braided, ridged, forked, indented, bulging in some places, etc. A subdued device bears a more sober contour, while a straight one is more like a slender, tapering shaft with little or no features.
Textures: Smooth wands are unblemished,
featureless devices. Geometric patterns are carved on the wands’ surfaces,
emphasizing straight lines and angles such as ridges, fretwork, and symmetrical
trimmings. Organic patterns involve rounded designs more reminiscent of nature
such as floral, leafy, or root-like textures, arabesques, spider webs, cloud or
aquatic themes, fish or dragon scales, etc. Rough-style wands are more uneven,
with all or part of the wands looking like unaltered pieces of wood. Spikes and
thorns are self-explanatory.
Adornments: They are only suggested here since the list is far from exhaustive. They include incrustations, inserts, plating, tips, pommels, beads, studs, embedded wires, shells, flakes, dangling charms, and so on. An engraved pommel could bear the heraldic arms of the original enchanter or a figure related to the wand’s core components.
Core Components (Adjustment: Good +2, Neutral nil, Evil –2) |
|||
Roll 2d8 |
Solid |
Fluid (wands +3) |
Spiritual (wands +4) |
0-1 |
Fire giant |
Red dragon |
Demon |
2-3 |
Chimera |
Werewolf |
Nightmare |
4-5 |
Harpy |
Manticore |
Hellhound |
6-7 |
Owlbear |
Hydra |
Mujina |
8 |
Hippogriff |
Basilisk |
Banshee |
9 |
Wolf |
Auroch |
Cave Bear |
10 |
Sea serpent |
Cockatrice |
Elemental (1 of 4) |
11-12 |
Sphinx |
Wyvern |
Salamander, flame |
13-14 |
Phoenix |
Centaur |
Djinni |
15-16 |
Pegasus |
Griffon |
Dryad |
17-18 |
Storm giant |
Gold dragon |
Unicorn |
Core Components: A rated wand receives up to three core components during its enchantment process. Wands +1 and +2 only have one solid component, such as a hair or a whisker, a feather, desiccated organ powder, sinew, earwax, a bone shard, a fragment of skin, fang, claw, or horn, etc. Wands +3 also have a fluid component, such as bile, saliva, urine, mucus, blood, tears, semen, pus, sweat, stomach acid, or venom. Wands +4 possess all three components, including part of the listed creature’s spirit.
Original Enchanter (Adj.: Demi-Humans
+5, Humans & Dragonkind +5/0, Other 0) |
|||
Roll d00 |
Material |
Finish |
If Lacquered |
1-5 |
Other Unworldly |
Untreated or
Polished |
Black |
6-10 |
Blackthorn or Bone |
||
11-15 |
Black Walnut or Bloodwood |
||
16-20 |
Hawthorn or Larch |
||
21-25 |
Agar or Alder |
||
26-30 |
Applewood or Ash |
Ashen |
|
31-35 |
Birch or Cherry |
Umber |
|
36-40 |
Dogwood or Ebony |
Crimson |
|
41-44 |
Elm or Fir |
Plum |
|
45-48 |
Hornbeam or Ivory |
Ultramarine |
|
49-52 |
Mahogany or Maple |
Varnished |
Moss green |
53-56 |
Oak or Olive Wood |
Teal |
|
57-60 |
Pine or Poplar |
Azure |
|
61-64 |
Redwood or Reed |
Celadon |
|
65-68 |
Snakewood or Sycamore |
Scarlet |
|
69-72 |
Teak or Tigerwood |
Amber |
|
73-77 |
Vine or Willow |
Gold |
|
78-82 |
Acacia or Beech |
Silver |
|
83-87 |
Laurel or Cedar |
White |
|
88-92 |
Elder or Holly |
Lacquered |
|
93-97 |
Rosewood or Ironwood |
||
98-102 |
Amaranth or Yew |
||
103-105 |
Other Unworldly |
Original Enchanter: The race of the original wand maker can have a bearing on the material used and how it was treated. Demi-humans include elves, half-elves, gnomes, and fairy folk. Humans/Dragonkind includes humans and spellcasters related to dragons; a choice should be made for this category before rolling dice as to their adjustment (zero or +5), as best fits the wand maker’s philosophy. The “other” category is for all remaining spellcasters, including monstrous creatures.
Materials: If the day of the month when
rolling up the wand is an odd number, pick the first choice. “Other Unworldly”
refers to unusual wand materials, such as metal, glassteel, crystal, ceramic,
jade, hardened keratin, combinations of diverse materials, or some outer-planar
substance at the referees’ discretion. Referees are free to pick materials and
their properties.
Finish: Untreated material is either
coarse and with its natural texture or just polished from years of being
handled. Ebony, bone, and ivory only ever get polished (no varnish, staining,
or lacquering). Varnish gives a satin or glossy shine to the material’s natural
color and grain (bark-like surfaces always retain their coarse textures).
Lacquering: This process involves a tint masking the original material, which is listed in the third column. When checking tints, rolling doubles implies two colors (roll again, ignoring duplicate results).
Document updated June 25 2022 11:09 am.
Click Here for: Pt. 2 Wand Allegiance, Wand Advancement, Willpower.
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