by Tim Wallace
Warning!
These rules are highly experimental and have not been playtested.
Wandslinging
Rules
When wandslinging, wands work
differently—they instead use the following rules.
Wand
Proficiency: The
Wandslinger feat (see below) allows you to use all wands as weapons without
penalty. A nonproficient character takes the standard –4 penalty on attack
rolls with wands, and increases all misfire values by 4 for a wand he
discharges.
Wands also qualify
for combat feats that modify a single type of weapon (such as Weapon Focus), as
well as their own weapon group for the purposes of the fighter's weapon
training class feature. If you take the Daring Wandslinger feat (see below),
you can discharge a wand up to twice in a round (or two wands, once each if you
have the Two-Weapon Fighting feat).
Attacks
of Opportunity:
Discharging a wand while threatened by an enemy provokes an attack of
opportunity. In addition, you may make attacks of opportunity while only
wielding a wand, but doing so consumes 1d4 charges instead of the normal 1.
This would be also deemed unwise if wielding a wand of fireball.
Range,
Area, Targets, and Penetration: Wands used in wandslinging have specific
range increments, based on the ranges of the spell stored in them (see below). Spells
that have fixed ranges (such as burning
hands) instead use that range. No matter the spell stored, the wielder must
make a melee or ranged attack against a target or targets when discharging a
wand in wandslinging.
Spell Range
|
Area/Effect
|
Targets
|
Attack
|
Critical
|
Range
|
Special
|
Touch
|
—
|
single
|
melee
|
x2
|
—
|
—
|
Touch
|
—
|
multiple
|
melee
|
x2
|
—
|
scatter
|
Fixed
|
—
|
single
|
ranged
|
x2
|
as spell
|
—
|
Fixed
|
—
|
multiple
|
ranged
|
x2
|
as spell
|
scatter
|
Fixed
|
burst
|
multiple
|
ranged
|
x2
|
as spell
|
scatter
|
Fixed
|
cone
|
multiple
|
ranged
|
x2
|
as spell
|
scatter
|
Fixed
|
line
|
multiple
|
ranged
|
x2
|
as spell
|
scatter
|
Close
|
—
|
single
|
ranged
|
x2
|
10 ft.
|
—
|
Close
|
—
|
multiple
|
ranged
|
x2
|
10 ft.
|
scatter
|
Close
|
ray
|
single
|
ranged
|
x2
|
10 ft.
|
—
|
Close
|
ray
|
multiple
|
ranged
|
x2
|
10 ft.
|
scatter
|
Close
|
sphere
|
multiple
|
ranged
|
x2
|
10 ft.
|
scatter
|
Medium
|
—
|
single
|
ranged
|
x2
|
30 ft.
|
—
|
Medium
|
—
|
multiple
|
ranged
|
x2
|
30 ft.
|
scatter
|
Medium
|
ray
|
single
|
ranged
|
x2
|
30 ft.
|
—
|
Medium
|
ray
|
multiple
|
ranged
|
x2
|
30 ft.
|
scatter
|
Medium
|
sphere
|
multiple
|
ranged
|
x2
|
30 ft.
|
scatter
|
Long
|
—
|
single
|
ranged
|
x2
|
120 ft.
|
—
|
Long
|
—
|
multiple
|
ranged
|
x2
|
120 ft.
|
scatter
|
Long
|
ray
|
single
|
ranged
|
x2
|
120 ft.
|
—
|
Long
|
ray
|
multiple
|
ranged
|
x2
|
120 ft.
|
scatter
|
Long
|
sphere
|
multiple
|
ranged
|
x2
|
120 ft.
|
scatter
|
Misfires: All wands have a
misfire value equal to the spell stored in them (minimum 1). If the natural
result of your attack roll falls within the wand’s misfire value, that attack
misses and the spell fails, even if you would have otherwise hit the target.
When a wand misfires, it gains the broken condition (it consumes twice as many
charges when you discharge it), and its misfire value increases by 4.
Spell Level
|
Misfire
|
Reflex DC
|
Cantrip/Orison
|
1 (0 ft.)
|
10
|
1st
|
1 (5 ft.)
|
11
|
2nd
|
2 (5 ft.)
|
12
|
3rd
|
3 (5 ft.)
|
13
|
4th
|
4 (10 ft.)
|
14
|
If a wand with the
broken condition misfires again, it explodes. When a wand explodes, pick one
corner of your square—the explosion creates a cone-shaped burst from that point
of origin. A wands burst size is equal to 5 feet times 1/2 the level of the
spell stored in the wand (round down; minimum 0 feet). Any creature within this
burst (including the wand’s wielder) takes 1d6 points of damage per five charges remaining in the wand (round
down; minimum 1d6 points of damage)—a Reflex save (DC 10 plus the level of the
spell stored in the wand) halves this damage. If the wand’s burst size is 0 ft.
it only affects the wand’s wielder.
Scatter Weapon
Property: All wands storing spell which can affect multiple
targets are treated as having the scatter weapon property. This means it can either
be used to target within range with the spell’s effects or attack all creatures
within area of the spell. If the wielder decides to attack all creatures in the
area of the spell, he must make a separate attack roll against each creature.
Each attack roll takes a –2 penalty and its attack damage cannot be modified by
precision damage or damage-increasing feats such as Vital Strike. Effects that
grant concealment, such as fog or smoke, or the blur, invisibility,
or mirror image spells, do not foil a scatter attack. If any
of the attack rolls threaten a critical, confirm the critical for that attack
roll alone. A wand that makes a scatter shot misfires only if all of the attack
rolls made misfire.
Bucklers: You can use a wand without penalty while carrying a
buckler.
Discharge while Prone: Wands, like crossbows and firearms, can be discharged
while their wielders are prone.
Masterwork
Quality Wands:
When crafting a wand, the spellcaster may decide to craft it as a masterwork
weapon (granting a +1 enhancement bonus to attack rolls with it). Doing so adds
the normal 300 gp (150 gp raw materials) to the cost of the wand.
Recharging
Wands:
A spellcaster may recharge a wand by taking the Harvest Essence feat (see
below).
Use
Magic Device:
You do not have to have ranks in Use Magic Device to discharge a wand.
Wandslinging
Feats
Wandslinger (Combat)
You
have enough arcane knowledge to discharge wands like firearms.
Prerequisites: Base attack bonus
+1, Knowledge (arcana) 1 rank.
Effect: You can implement
wands as weapons following the wandslinging rules (see above).
Normal: Only spellcasters
with the appropriate spells can discharge wands.
Daring Wandslinger
(Combat)
You can
discharge two wands in a round or one wand twice in round.
Prerequisites: Wandslinger, base
attack bonus +6 or Two-Weapon Fighting.
Effect: If you have a base
attack bonus of +6 or higher, you may discharge a wand twice in one round. The
second attack is made at a –5 penalty, as normal.
If you have the
Two-Weapon fighting feat, you may wield a wand in each hand and discharge each
wand once in a round. Both wands are treated as light weapons, and your attacks
incur the normal penalties for two-weapon combat.
When you utilize this
ability to discharge one or more wands in a single round, each discharge
consumes 1d4 charges, instead of the normal 1.
Normal: You can only
discharge
Harvest Essence
You can distill
magical items down to their most basic essence and can use it to recharge
wands.
Prerequisites: Craft Wands, caster
level 5th, see text.
Effect: You gain the ability
to salvage magical essence from a magical item and use that essence to recharge
wands. You must spend a day with the item and have the appropriate item
creation feat. After one day, make a concentration check (DC 15 + the item’s
caster level). If you succeed, the item is destroyed and you gain a number of
points of magical essence equal to 1/4 the value of magical item. If you fail
nothing happens and you may try the concentration check again after spending
another day with the item.
You need spend a
number of points of magical essence dependant on the level of the spell stored
in the wand to recharge one charge of a wand (see below). If the stored spell
requires an expensive material component, you must also expend a number of
points of magical essence equal to the cost of the material component per
charge. You may recharge a number of charges equal to four times your key
spellcasting modifier.
Spell Level
|
Magical Essence
Points per Charge
|
Cantrip/Orison
|
8
|
1st
|
15
|
2nd
|
90
|
3rd
|
225
|
4th
|
420
|
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