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3.5/d20/OGL

Silver Crusade

I am currently playing in a STAP campaign as a Knight with one level of sorcerer. I have an idea for a new feat , but I’m afraid it may be over-powered (or even worse, munchkined).

Quicken Wand

Prerequisites:
Craft Wand, Quicken Spell

Benefit:
You can cast a spell from a wand as a swift action. Doing so takes a number of extra charges from the wand to equal or exceed the quickened spell level. Thus a wand with a first level spell would take five charges, a second or third level spell would take 3 charges, and a fourth level spell would take two charges.

Normal:
Casting a spell from a wand takes a standard action.

Now for the munchkin part. Combine this with a Deathwand weapon (Arms & Equipment Guide 103-104), and you could get a +20 to hit and no miss chance every round for 10 rounds. That limits it a bit, but with a day and 325gp, you could craft a new one. Is this way too powerful?


Well, I dont have The Arms and Equipment Guide, also I don't know what the Deathwand thing is. It sounds okay, though...


My first take on it is that it is too powerful.

While I know where you are coming from in the charge cost area... It doesn't "feel" right in the spirit of the game.

It costing a number of charges equal to the quickened level of the spell seems more correct. Or at least a number of additional charges equal the level increase to quicken a spell (a flat 5 charges each).

It could also use a section stating that you can only normally get one of these quickened wand castings in a round, and maybe add in a limiter of the wand can't be used again the same round... But I don't know if I am not taking it too far the other way...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Ok, I think it's almost fair.

The only Deathwand weapon is the crossbow. Now I suppose making a deathwand sword isn't out of the question, but that's another DM allowance.

To use this feat you have to have one hand holding the wand. That precludes using a two handed weapon (unless you want to drop the wand) for power attack cheese. Also if you're in melee and you want another spell, you want either still spell (and a full round action) or drop something.

If you're in melee, that wand is sunderbait for someone with improved sunder.

It's three feats to get to. one of which (in Core rules) doens't help the sorcerer. Make it 5 charges to use, and it's balanced for a quick punch, (Like a double tap fireball, or a magic missle volley) but not overpowering.


Isn't there a feat called Metamagic Item that does this? It's in Complete Mage, I think.


Also check out the Eberron Artificer, he can apply metamagic feats to a wand (Wand Mastery? Metamagic Spell Trigger?). I think it works along the line: 1 charge + 1 charge/lvl increase of metamagic feat, but it might be an infusion.


Artificer indeed does have the supreme metamagic spell trigger ability.

It's so nice in fact, that my DM banned the use of Eternal Wands (MIC) of Swift Haste (SC) in conjunction with persistent spell.

Worry not, Swift Haste is 'Range: Personal', so it meets the prereqs for application of the metamagic.

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