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Wand Allegiance
Wands +1 do not establish bonds with their owners. Whether lost, stolen, given away, or sold, they accept any compatible spellcaster (see the previous article about compatibility). Wands never previously owned, such as those sold by wandmakers, readily accept anyone compatible as their first owners.
Once bonds are
established, wands +2 or better do not switch owners easily. Magic-users and
wands cannot maintain more than one bond at the same time. Allegiance can
change if a compatible spellcaster personally defeated a wand’s owner. This
does not include friendly dueling or training, but genuine combat with or
without wands (stealing one does not count). On the other hand, using a wand to
disarm an opponent is acceptable (see the previous article about disarming
options). If already in possession of a rated wand while defeating another
owner, the victor must relinquish one of the two. Wands can be voluntarily
loaned, bequeathed, or sold to another spellcaster, provided the latter is
compatible.
If previous
owners are dead without having been defeated (such as having passed away of
natural causes) or voluntarily rescinded their allegiances, then their orphaned
wands may accept any compatible spellcaster. An orphan rated +3 requires a
compatible spellcaster with at least half as much experience as its previous
owner. A +4 orphan requires a compatible spellcaster with at least two-thirds of its previous owner’s experience.
Wands still bearing a bond function only as +1 devices in anyone else’s hands, or not at all with incompatible bearers. Like magic swords imbued with an ego, sentient wands may dominate weak owners and force them to do their biddings (see Wands with an Attitude, later in this article). Wands "+0" do exist: they are considered apprentice wands with which students may be equipped while learning from a mentor or attending a school of magic.
From Apprentice Wand to Artifact
Wands continually
in the same owners’ possessions slowly increase their magic ratings. Wands +2 or better require a bond to improve. With AD&D Game mechanics, increase magic ratings +1 for every 3 experience levels owners earn after acquiring their wands. With D&D
BECMI (B/X, Classic, and other OSR), wands increase their ratings +1 for
every 5 new experience levels instead. These rates can be greatly improved if wands are owned by favored owners, which will be explained in the next article.
Wands +4 do
not improve their ratings any further. Rather, they become self-aware when
owners attain their next experience threshold (+3 or +5 new experience levels
depending on the game system, as explained above). Their base Intelligence amounts
to d3+1 plus half their owners’ Intelligence attributes (rounded up). They can
communicate with their owners empathically, and begin chanelling their owners’ alignments
and personalities. Once they adopt an owner’s temperament, wands never change
afterward; they forever retain the initial traits they acquired when becoming
self-aware.
Empathic wands
earn an extra d2 Int (1–2 points) with
every subsequent experience threshold their owners attain. When reaching 15
Intelligence, wands can speak (like a magic sword, +1 language per extra
point of Int). When reaching 19 Intelligence (the maximum for wands), they
become fully telepathic with a 24-mile range. Increase this range +24 miles with
every subsequent experience threshold their owners attain. Telepathic wands
perceive their surroundings through magic true sight (anything within
line-of-sight, as the cleric or magic-user spell).
At a DM’s
option, a truly ancient wand could be considered an artifact, implying it
survived many previous high-level owners. For example, after a wand’s
telepathic range exceeds 100 miles, it could develop telekinesis (cast as a 9th
level magic-user), giving it the ability to levitate and move on its own. This
ability improves with each new experience threshold (as if cast by a
magic-user level 10, 11, 12, and so on). Whenever it has been self-aware
for a century or more, such a wondrous wand could remember spells its owners have cast and use them to hide or defend itself. It would cast these spells at the
best levels previous and current owners did, up to 9 levels worth of spells per century of awareness (9 first-level spells or 1 ninth-level spell, or any other combination thereof). By then, demigods might be looking for these fabulous
devices.
Wands stop improving when their bonds are broken, except for age-related abilities. Progression resumes when they find new owners. From the time self-awareness was achieved, they remember past owners, details of their shared existence, as well as defeated contenders. Telepathic wands should be actively looking for compatible archmages from whom they believe they could learn new, more powerful magic.
Wands with an Attitude
As mentioned earlier, sentient wands possess willpower of their own. This is somewhat comparable to swords with an ego. You can use inspiration from original game mechanics in the 1st Edition AD&D DMG pp. 166 (©1979-1983), the 2nd Edition DMG pp. 186 (©1989) or pp. 247 (©1995), or the D&D Rules Cyclopedia pp. 245 (©1991)—and to heck with rest.
By now, we already know a wand’s alignment, Intelligence, and its “plus” rating. Whether a sentient wand should inflict any damage upon someone with an offending alignment remains up to a DM. A simple way to determine a wand’s willpower is to roll 2d6+4 and add the wand’s Intelligence rating; increase its willpower +2d8 if the character attempting to wield it is partially or entirely incompatible and +2d8 if its owner attempts to switch allegiance to another wand.
A character’s willpower is equal to the sum of its Intelligence and Charisma attributes; decrease the character’s willpower –2d4 if lightly wounded or –2d8 if heavily wounded (50% or more). Whoever has the highest willpower controls the other. When to check willpowers and how domination manifests itself is described in the various rulesets mentioned earlier. A dominant wand can decline to inflict damage (if any) upon an unlikely bearer, and dictate instead its wishes.
A dominant wand may demand its bearer never use or so much as touch another of any kind. Powerful wands are jealous things that may want to destroy potential rivals seeking to earn their owners' favor. To make matters worse, a fully incompatible bearer would be unable to use a dominant wand at all, despite being under its domination. Such a wand could be treated as a cursed item that its bearer cannot get rid of without a spellcaster of sufficient level dispelling its hold. Life is so cruel.
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