Wands Recrafted (PFRPG) PDF

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The "Recrafted" series seeks to redesign certain rules components for the Pathfinder Roleplaying Game. In this instance we look at magic wands.

A frequent complaint regarding magic wands is that they are basically nothing more than “spell-in-a-stick” items. In this supplement, we reimagine wands in a way that makes them more interesting as well as relevant to the casters who use them. Hopefully these rules will make every spellcaster at your table want to have a wand of his or her own that is custom-made to their character's portfolio of magical expertise—items they will keep for a long period of time and use over and over again.

This product includes rules for crafting 'complex' wands as well as ten new wands using the rules, including:

  • Blight Witch's Wand
  • Conductor's Wand
  • Totem Animal Wand
  • Vampire Hunter's Wand
  • Wand of Cinders
  • Wand of Force
  • Wand of Good Fortune
  • Wand of Illustrious Healing
  • Wand of Temporal Ravaging
  • Wand of Winter

Nine new Feats, including:

  • Bloodfired Recharge
  • Channeled Recharge
  • Hexing Recharge
  • Inspired Recharge
  • Reservoir Recharge
  • Studious Recharge
  • Wand Counterspell,
  • Wand Counterspell, Improved
  • Wand Counterspell, Absorbent

In addition, this product makes use of an assortment of spells* from third-party Pathfinder Roleplaying Game publishers, including:

  • 1001 Spells by Rite Publishing
  • Genius Guide to Air Magic by Rogue Genius Games
  • Villains Rebirth by Bastion Press
  • Book of Divine Magic by 4 Winds Fantasy Gaming
  • Forgotten Foes by Tricky Owlbear Publishing, inc.
  • Book of Heroic Races Compendium by Jon Brazer Enterprises
  • * All necessary spell details are included, no further purchases are necessary.

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    4.00/5 (based on 1 rating)

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    4/5

    This is a relatively small pdf. 17 pages long, crunch starts at page 3 and legal information/ads start on page 15 so its about 12 pages of content. So what's in the content?

    The product introduces 'complex' wands. Disappointingly these pretty much boil down to being mini-staves in function. They're rechargeable using a spell once a day, it has a few spells that drain it's charges, ect. I don't really get it.

    Then there are some feats to interact with the wands allowing you to recharge via channel energy, bloodline power uses, hexes, ect. Then there's some feats that lets you counterspell using wand spells and even recharge that way. What seems to be a tradition, there are new spells showcased from various third party sources, which is nice, If you like them it tells you what to get.

    In the end I'm somewhat disappointed. I was kind of expecting something thoroughly game changing and new and what I got was some stave jrs. They aren't BAD they just aren't that much different from staves. But they are kind of better than staves in that they have more ways to recharge so there's that. As far as I can tell there's nothing wrong with it mechanically.

    I'll give it 4 out of 5. If you want some stave-like wands there there you go but don't expect too much out of it other than just a new say to make wands.


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    Thanks Liz!


    Do the wands have enhancement bonuses? Well I'll find out friday. Probably review by Sunday.

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