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Part 1: Initiative, Deflecting, Disarming, Wands’ Natures
Part 2: Wand Allegiance, Advancement, Willpower
Artwork: Moptop4000 on Deviantart |
Flick Wendigrint’s Dictionary of Wand Woods and Other Materials, Abridged
Materials
used to fabricate wands +2 or better possess specific features, aside from
natural appearance and texture. The first is Pliability, which affects how
likely a wand is to accept a compatible owner. The more flexible a wand is, the
more easily it will accommodate itself to a new spellcaster. On the other
hand, flexible wands have subsequent requirements after an allegiance has
been established, while unbending ones do not. Pliability isn’t an issue if a
spellcaster already owned a wand since it was a +1 rated device (but it should
be for anybody else thereafter). Bone and ivory are included here although they aren't "wood" because they are fairly common wands.
Pliability: It is rated from –2 to +2
as follows, –2
Unyielding, –1 Rigid, 0 Slightly Pliant, +1
Reasonably Bendable, +2 Supple.
These ratings do not reflect the natural strength of the material but rather its
enchantment. When a compatible spellcaster takes possession of a wand +2 or
better, it requires a test in the form of an attribute check. Treat the Pliability
rating as a modifier to the attribute check, with minus counting as penalties
and plusses counting as bonuses. The description specifies the attribute to
check. If the test passes, the wand accepts the new owner. If it fails, the
spellcaster may try once more after earning a new experience level.
Requirement: Reasonably Bendable and Supple
wands have requirements that are listed in the description. Until these
requirements are met, wands only function as +1 devices.
Preferences: Some materials are better
suited for certain spellcasters than others. Using AD&D game
mechanics, wands with their preferred owners improve every other new experience
level instead of every 3. Using D&D Becmi game mechanics (b/x, Classic, etc.), wands owned by preferred spellcasters improve every 3 new experience levels
instead of every 5. Wand improvement is explained in the previous article.
A +1 wand improving to +2 automatically develops the preference listed for the
material from which it was crafted.
Affinity: Wands also favor a certain
type of magic. A detailed explanation follows after the chart below.
NB. In the following chart Good and Evil refer to the AD&D game system’s alignments, while Lawful and Chaotic only refer to the simpler OSR-style alignments. Use your best judgment in potentially debatable situations.
Material
|
Description
|
Acacia |
Pliability: +2 (Constitution) |
Agar |
Pliability: 0 (Charisma) |
Alder |
Pliability: –1 (Wisdom) |
Amaranth |
Pliability: –2 (Charisma) |
Applewood |
Pliability: 0 (Dexterity) |
Ash |
Pliability: 0 (Dexterity) |
Beech |
Pliability: +2 (Wisdom) |
Birch |
Pliability: +1
(Constitution) |
Black Walnut |
Pliability: +1 (Wisdom) |
Blackthorn |
Pliability: –1 (Strength) |
Bloodwood |
Pliability: +2 (Strength) |
Bone |
Pliability: 0 (Constitution) |
Cedar |
Pliability: +1 (Charisma) |
Cherry |
Pliability: +1 (Charisma) |
Dogwood |
Pliability: –2 (Charisma) |
Ebony |
Pliability: +2 (Constitution) |
Elder |
Pliability: 0 (Wisdom) |
Elm |
Pliability: +1 (Dexterity) |
Fir |
Pliability: +1 (Dexterity) |
Hawthorn |
Pliability: +2 (Charisma) |
Holly |
Pliability: 0
(Constitution) |
Hornbeam |
Pliability: +1 (Wisdom) |
Ironwood |
Pliability: –2 (Strength) |
Ivory |
Pliability: –1 (Wisdom) |
Larch |
Pliability: +2
(Dexterity) |
Laurel |
Pliability: +2 (Strength) |
Mahogany |
Pliability: –2 (Charisma) |
Maple |
Pliability: –1 (Constitution) |
Oak |
Pliability: +1 (Strength) |
Olive Wood |
Pliability: –1 (Constitution) |
Pine |
Pliability: +2
(Dexterity) |
Poplar |
Pliability: +2 (Wisdom) |
Redwood |
Pliability: +1 (Strength) |
Reed |
Pliability: +2
(Dexterity) |
Rosewood |
Pliability: –1 (Charisma) |
Snakewood |
Pliability: +2 (Charisma) |
Sycamore |
Pliability: –1 (Constitution) |
Teak |
Pliability: –1 (Strength) |
Tigerwood |
Pliability: –2 (Charisma) |
Vine |
Pliability: +2 (Wisdom) |
Willow |
Pliability: +2
(Dexterity) |
Yew |
Pliability: –2 (Wisdom) |
Note: Plywood and particle-board wands have not been invented (yet?). Poison ivy and poison oak have not been successfully used as wand materials. Someone tried, for sure. Feel free to add more.
Wand Affinity: Wands rated +2 or better have a special element to them as regards the style of magic they are best suited for. It corresponds to eight schools of magic established in the 1st and 2nd Editions AD&D game—Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, and Necromancy. These affinities can be retrofitted to simpler OSR games (see the definitions at the end of this section).
An affinity
gives a wand a chance to remember a favored spell it was used to cast. For
example: a necromantic wand may be able to remember a spell of this type if its
owner used the device to cast one earlier that day. The spellcaster can then
cast this spell once more without the need to memorize it or spend a spell slot.
A +1 wand
improving to +2 automatically develops the affinity listed for the material
from which it was crafted. This ability does not include spells relating
to more than one school of magic. Retained spells are lost at the next sunrise if
not cast before then.
The number
of attempts to recall favored spells on any given day matches the wands’
modifiers. Base odds of recalling a spell are 10%, +5% per “plus modifier” of
the wand, so a +4 wand has a 30% chance of recalling a favored spell up to 4 times
a day. Attempts take place without being prompted by the wands’ owners; only
sentient devices give their owners an option to skip an attempt.
Referees
are well within their rights to assign affinities as best fit their purposes
rather than use those listed in the previous chart. As another option or when
using material that isn’t in the chart, referees can roll on the table below.
Wand makers can identify an affinity by holding the device close to their ears and slowly rolling it between their fingers, which produces a faint sound betraying its nature. The following table lists affinities and their corresponding resonance. Some affinities are more common than others. The randomizer included here reflects the approximate frequency of spells available in each school of magic.
Random Affinities & Resonance
|
||
Roll d00 |
Affinity |
Resonance &
Opposition |
1-7 |
Abjuration |
Wuthering, like a
distant wind |
8-34 |
Alteration |
Rustling, like
disturbed leaves |
35-47 |
Conjuration |
Growling, like a
prowling beast |
48-54 |
Divination |
Fluttering, like flapping
wings |
55-67 |
Enchantment |
Rattling, like a
snake’s tail |
68-80 |
Illusion |
Warbling, like the
song of a bird |
81-93 |
Invocation |
Whispering, like an
indistinct plea |
94-100 |
Necromancy |
Moaning, like a
wandering spirit |
OSR Affinity
Definitions
·
Abjuration:
The will to reject or to deny evokes the power to block, remove, undo,
dismiss, or banish unwanted conditions or creatures. Abjuration is in
opposition to Conjuration.
·
Alteration:
The will to change what already exists into something else evokes the power to
subtly modify or completely transform a condition (metathesis), an object
(transmutation), a creature (metamorphosis), or their locations
(transference—especially moving oneself). Alteration is in opposition to
Enchantment.
·
Conjuration:
The will to call forth what already exists elsewhere evokes the power to fetch
an object or summon a creature (especially calling forth to the caster).
Conjuration is in opposition to Abjuration.
·
Divination:
The will to perceive evokes the power to distinguish what normal senses cannot,
to see through deception, or to fathom the unknown through higher
consciousness. Divination is in opposition to Illusion.
·
Enchantment:
The will to enable or disable evokes the power to bestow properties upon
objects and beings, or to impair the will and abilities of others (affecting
natural senses, however, relates to Illusions). Enchantment is in opposition to
Alteration.
·
Illusion:
The will to deceive evokes the powers to control one’s natural perception of
reality, to suggest thoughts and emotions, to dull logic, to blur the limits
between conscious and subconscious, and to bring to life the imaginary.
Illusion parallels Invocation in that phantasms may be tangible. Illusion is in
opposition to Divination.
·
Invocation:
The will to create something that did not exist evokes the power to bring into
existence matter, energy, tangible forces, and to a certain extent, life.
Invocation is in opposition to Necromancy.
·
Necromancy:
The will to master entropy and death evokes the power to control or corrupt the
nature of existence and all that dwells between life and mortality. As such, it
touches upon the divine. Necromancy is in opposition to Invocation.
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