Wands

Wands are created with the standard 50 charges. Unfortunately, one cannot know with 100% certainty how many charges remain in a wand they did not create or failed to keep a proper tally on. A wand found or perhaps sold will have an unknown number of charges. With an unknown number of charges the depth of a wand’s charge will be represented by a die value:


|d20|For a wand near full charge|
|d12|For a wand that has seen some use|
|d10|For a wand beginning to lose its magic|
|d8|For a wand with waning power|

When a wand of unknown charges expends a cast the caster will its charge die. If this roll’s resultant is a natural 1 the wand’s charge die will become one step lower on the above table. A wand of waning power (d8) that loses a charge value, is exhausted.

Alternately, a new wand may have 25 charges. When the wand is successfully used flip a coin;
If the result to “Tails”/“YES”/“1” the wand loses one of its charges.
If the result is “Heads”/“NO”/“2” the wand does not loose one of its charges.

The decision must be made at the time the wand it taken into possession or made. Once chosen this decision cannot be altered or changed. Wands changing in ownership must follow the original owners decision. No exceptions.

Spell Craft skill checks will still determine the properties of a wand such as; school, spell, caster level and save DC, but, the amount of remaining charges will default to the above table.

Wands from a trusted source will most-likey have 50 charges. If a swindler of a shop keeper attempts to Bluff the value of a wand a character may use Spell Craft to determine the true charge die of the item. Also, a Sense Motive skill check will be granted to avoid being bluffed.

There is a moratorium placed on the topic of wand charges EXP Date June 2014

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Wands

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