Its effects are even stronger against undead or magical foes. This gilded piece of wood allows its user to channel and release bursts of hallowed energy, harming and sometimes even blinding any wronddoer caught in its area of effect. Nevertheless it finds its target more than it misses, and especially Scholars, who have this wand as a starting item, should consider upgrading to +2 or even +3 level, as it deals considerable damage even against the enemies of the Demon Halls. It is the wand with the heaviest direct damage but also the only with no extra effect and the probability to miss or to be affected by the target's armor, making it the second most incosistent wand in its damage, after the wand of Damnation. Unlike Original PD it can't get reforged, even when it is the starting wand of the Scholar. Unlike Original PD it can also spawn infrequently for the other classes, but it is still the Scholar's starting wand. It is now the only wand that can miss its target. these bolts may be affected by the target's armor or miss entirely, but they partially compensate for this by being quite powerful. This wand's effect is quite simple, as it just launches bolts of pure magical energy. In addition, some new combat wands have been added and the rest of them have gotten minor alterations. The wands of Avalanche, Firebolt and Harm were recently completely redesigned and renamed to wands of Damnation, Force Blast and Firebrand. The minimum roll of the wand is always 1∕ 3 the max roll. The true max roll of the wand is found by multiplying the general wand effectiveness, the wand's effectiveness multiplier, and the user's magic power together. When they degrade, combat wands just lose damage output and not max charges.Ĭombat wand damage depends on the user's current magic power, the upgrade level of the wand, and the state of the wand (0 for worst state) in addition to the wand's effectiveness modifier. ![]() The chance to overzap depends on the wand's quality, but it can also be further improved with Quarterstaffs and Rings of Willpower. Also, they can occasionally work even on zero charges. They can't miss (with the sole exception of the wand of Magic Missile and they miscast only if they are cursed or unidentified. Maybe even have them be a quest hub for "Item of the Week" type hunts.Combat wands start with 2 charges at level +0 and get one charge for every upgrade level, with only a single charge being used per zap. Just give them a good name and have a fun voice, cause I have a feeling you'll be using them a lot once the PCs pick up on what can be done. And you should include lots of monster parts in your list cause they could use the help in selling items if you have an NPC that helps deal in those kind of reagents. but you'll need to develop your own ingredient price list to help offset it. I could certainly price out different ingredients as bringing the price down though. Even at half cost you should be looking at 25,000 gold or more. but there is going to be a significant gold expenditure even with the ingredients. I'm liking all the talk of components from everyone though. I really don't think this upper level of wand would fit in to the Very Rare category. Just to buy a wand in this kind of category would cost you 5,001 - 50,000 GP for a Very Rare item or much more than that for a Legendary. everything is much more expensive at this end of the scale. Not only are there simply NO items that have 50 charges. He also should probably roll percentage die and take half the number rolled (so if he rolls 53, he gets 26 charges). 11 x 6 x 750 for 50 charges, plus he needs to incorporate the hair from a Lich into the wand shaft to create this wand.
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