Alternate range weapons for arcanists...


3.5/d20/OGL


Blast Wand, Blast Rod & Blast Staff
I don’t know about you, but I hate it when my low-level wizard has depleted his offensive spells during the course of an adventure, and has to lug out a crossbow to be of any help during combat, or just to deter pesky vermin at range. It just doesn’t meld with my image of the wizard.

Here are a trio of ranged weapons, wand, rod and staff that are equivalent to some basic ranged weapons. I’ve factored in the cost of the equivalent of 50 rounds of ammo to each.

How'd I do with these, so far I've been told they're really under priced. ~ thanks in advance...

Feats
My thought is that ranged weapon feats such as Point Blank Shot, Precise Shot, Rapid Shot, Many Shot, Shot on the Run and Weapon Focus – but not weapon specialization would apply to these alchemical weapons.

Blast Wand
A blast wand can be made by a character with the Craft (alchemy) skill DC 15.
The physical qualities of a blast wand are the same as a magic wand.

A blast wand is an alchemical weapon that allows an arcane spell caster to fire raw arcane energy through it as bolts of magical force. Only arcane spell casters can use the blast wand’s magical force attack. The color and thematic appearance of these blasts are set by the player. Treat this attack as a ranged attack with a range increment of 50 feet. Each blast wand has 50 charges when created, and each bolt of force fired from it expends one charge. A blast wand that runs out of charges is just a stick. A blast wand can be re-charged by use of the Craft (Alchemy) skill, DC 12 at the expense of 5 gp in materials.

Attacks with a blast wand deal 1d4 points of force damage and deal double damage on a critical hit. It has a range increment of 50 feet. Even though blast wands use the spell trigger activation method, firing a bolt from a blast wand is a standard action that provokes attacks of opportunity. A blast wand used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals 1d2 points of non-lethal damage. (1 lb., 5 gp) Equivalent weapon: Sling (Dmg 1d4, range: 50', Cost: 1sp/10 bullets)

Blast Rod
A blast staff can be made by a character with the Craft (alchemy) skill DC 20.
The physical qualities of a blast rod are the same as a magic rod.

A blast rod is an alchemical weapon that allows an arcane spell caster to fire raw arcane energy through it as bolts of magical force. Only arcane spell casters can use the blast rod’s magical force attack. The color and thematic appearance of these blasts are set by the player. Treat this attack as a ranged attack with a range increment of 80 feet. Each blast rod has 50 charges when created, and each bolt of force fired from it expends one charge. A rod that runs out of charges is just a smooth club. A blast rod can be re-charged by use of the Craft (Alchemy) skill, DC 12 at the expense of 10 gp in materials.

Attacks with a blast rod deal 1d8 points of force damage, with a threat range of 19-20 and deal double damage on a critical hit. It has a range increment of 80 feet. Even though blast rods use the spell trigger activation method, firing a bolt from a blast rod is a standard action that provokes attacks of opportunity. A blast rod is treated as a club for the purposes of melee combat, and crafting masterwork or otherwise special versions of them. Magical enhancements to a blast rod only affect its ranged attack. Enhancements to the melee capabilities of the weapon must be made separately.

Normally, firing a blast rod requires two hands. However, you can fire a blast rod with one hand at a -4 penalty on attack rolls. You can fire a blast rod with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. (5 lbs., 80 gp) Equivalent weapon: L. Crossbow (Dmg 1d8, range: 80', Cost: 35gp + 1gp/10 bolts)

Blast Staff
A blast staff can be made by a character with the Craft (alchemy) skill DC 25.
The physical qualities of a blast staff are the same as a magic staff.

A blast staff is an alchemical weapon that allows an arcane spell caster to fire raw arcane energy through it as bolts of magical force. Only arcane spell casters can use the blast staff’s magical force attack. The color and thematic appearance of these blasts are set by the player. Treat this attack as a ranged attack with a range increment of 80 feet. Each blast staff has 50 charges when created, and each bolt of force fired from it expends one charge. A staff that runs out of charges is just a quarterstaff. A blast wand can be re-charged by use of the Craft (Alchemy) skill, DC 12 at the expense of 10 gp in materials.

Attacks with a blast staff deal 1d10 points of force damage, with a threat range of 19-20 and deal double damage on a critical hit. It has a range increment of 120 feet. Even though blast staffs use the spell trigger activation method, firing a bolt from a blast staff is a standard action that provokes attacks of opportunity. A blast staff is treated as a quarterstaff for the purposes of melee combat, and crafting masterwork or otherwise special versions of them. Magical enhancements to a blast staff only affect its ranged attack. Enhancements to the melee capabilities of the weapon must be made separately.

Normally, firing a blast staff requires two hands. However, you can fire a blast staff with one hand at a -4 penalty on attack rolls. You can fire a blast staff with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. (6 lbs., 110 gp) Equivalent weapon: H. Crossbow (Dmg 1d10, range: 120', Cost: 50gp + 1gp/10 bolts)


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Durendal wrote:

Blast Wand, Blast Rod & Blast Staff

I don’t know about you, but I hate it when my low-level wizard has depleted his offensive spells during the course of an adventure, and has to lug out a crossbow to be of any help during combat, or just to deter pesky vermin at range. It just doesn’t meld with my image of the wizard.

Possible solution: give up the Summon Familiar ability to cast a single 0-level spell as an at will ability. If the wizard is a specialist, the 0-level spell must be in their specialty school.

Also, look at the Reserve feats in the Complete Mage and the Immediate Magic options in the Player's Handbook II.


I like these, the only thing I can say is, change it to energy damage; force damage is, in my opinion, overly powerful for such basic items.

Sovereign Court Contributor

I would go with unspecified damage, making it subject to DR and also clarify that it not be a ranged touch attack.

The other balance issue that I see is that crossbows and slings require reload times, and these blasters don't seem to. I'm not sure offhand how the weight stacks up either, but many players ignore encumberance anyways.


Rambling Scribe wrote:
I would go with unspecified damage, making it subject to DR and also clarify that it not be a ranged touch attack.

For some reason it never even occured to me to go unspecified, sounds good. Good point to call out that it's not a ranged touch attack.

Rambling Scribe wrote:
The other balance issue that I see is that crossbows and slings require reload times, and these blasters don't seem to. I'm not sure offhand how the weight stacks up either, but many players ignore encumberance anyways.

Yeah, this kind of bothered me too - obviously not enough - but I suppose I could write in a cooldown time between firings???

Sovereign Court Contributor

Durendal wrote:
Rambling Scribe wrote:
The other balance issue that I see is that crossbows and slings require reload times, and these blasters don't seem to. I'm not sure offhand how the weight stacks up either, but many players ignore encumberance anyways.
Yeah, this kind of bothered me too - obviously not enough - but I suppose I could write in a cooldown time between firings???

Actually, I was thinking about it and the wand and rod are mostly equivelant, because firing them is a standard action, not an attack action, which means you can't fire more than once per round. Yes you can do something else with your move action, but you also can't take rapid reload to increase your rate of fire, so it balances.

I think if you made firing the staff a full round action to fire, it would similarly approximately balance the reload time. I'm not sure how to justify this in game, but what the heck.

As an aside, in my game I give casters unlimited 0-level spells (with no cure minor wounds allowed), so they can ray of frost, acid splash or disrupt undead til the cows come home. I've found it doesn't hurt the game. Actually, I've found it to be a very effective solution to the original problem. Your blast wands are too though.


Dude, what great idea to make Cantrips and Orisons free. I'm using this immediately!


Rambling Scribe wrote:
As an aside, in my game I give casters unlimited 0-level spells (with no cure minor wounds allowed), so they can ray of frost, acid splash or disrupt undead til the cows come home. I've found it doesn't hurt the game. Actually, I've found it to be a very effective solution to the original problem.

Do they need to prepare the spells in advance or do you allow it to be played like a sorcerer knowing all the cantrips and having a 0th level - at will ?

I really like the idea, but at low level, the impact must be greater?

Dark Archive

Rambling Scribe wrote:
As an aside, in my game I give casters unlimited 0-level spells (with no cure minor wounds allowed), so they can ray of frost, acid splash or disrupt undead til the cows come home. I've found it doesn't hurt the game. Actually, I've found it to be a very effective solution to the original problem. Your blast wands are too though.

Alternate energy cantrips from Sean Reynolds.

For the times you want a wizard who throws something other than acid or cold.

The Exchange

Great idea. I just started DMing RotRL campaign with a bunch of guys that last played in 2nd edition. The wizard cast his two 1st level spells on the very first combat.

Spoiler:

The one with the goblins not even really attacking the party. There are a few more battles lined up with some tough ones at the end. So he basically is reduced to a terrible range attacker now. Hopefully he has learned his lesson.

I will add something like this to the game once they get near the end of Burnt Offerings. He was already joking about using a wand like his WoW character. However for this weapon I may drop the damage down a notch so he doesn't get tempted to sit back and blast away on everything. Or maybe lower the charges down to 20 or 25. Basically just enough to get them through a couple fights so they can head back to town to resupply.


Thanks for all the input and suggestions. At will orisons & cantrips sound like fun, and I may give them a try before long. For the sake of completeness here are the changes made to the original idea.

Changes from previous version: Charges lowered to 20, damage type clarified – subject to damage reduction, non-magical bludgeoning, staff now takes full round to fire to match damage output of heavy crossbow, prices brought closer to the pricing of sling, & crossbows, while reflecting the advantage that their nature is easier to conceal (up a sleeve in the case of the wand, which NPCs would probably suspect was more than a stick anyway).

Blast Wand, Blast Rod & Blast Staff
Even though these weapons require an arcanist to be fired, they are essentially alchemical in nature, hence they do not count as magical weapons for the purposes of overcoming damage reduction. Their damage is treated exactly as weapon damage (bludgeoning). The color and thematic appearance of the blasts can be set upon acquisition or creation. These thematic effects have no other properties past their appearance. (e.g. a blast staff may appear to hurl wildly twisting streams of flame, but these streams can neither ignite flammable materials, nor strike anything outside of direct line of sight targets.) Attacks made with these weapons are ranged attacks, not ranged touch attacks.

  • Blast Wand: (20 charges) 5gp, Dmg. 1d4 (bludgeoning), range: 50’, 1 lb. (re-charge: 1gp) Standard action to fire
  • Blast Rod: (20 charges) 50gp, Dmg. 1d8 (bludgeoning), range: 80’, 5 lbs. (re-charge: 5gp) Standard action to fire
  • Blast Staff: (20 charges) 75gp, Dmg. 1d10 (bludgeoning), range: 120’, 6 lbs. (re-charge: 5gp) Full round action to fire

Size: The physical size of these items have an impact on their effectiveness, small versions.

  • Small Blast Wand: Dmg. 1d3 (bludgeoning)
  • Small Blast Rod: Dmg. 1d6 (bludgeoning)
  • Small Blast Staff: Dmg. 1d8 (bludgeoning)

Feats
The ranged weapon feats Point Blank Shot, Precise Shot, Rapid Shot, Many Shot, Shot on the Run and Weapon Focus – but not weapon specialization may applied to these alchemical weapons.

Weapon Details

Spoiler:

Blast Wand
A blast wand can be made by a character using the Craft (alchemy) skill DC 15.
The physical qualities of a blast wand are the same as a magic wand.

A blast wand is an alchemical weapon that allows an arcane spell caster to fire raw arcane energy through it as bolts of bludgeoning force. Only arcane spell casters can use the blast wand’s ranged attack. The color and thematic appearance of these blasts are set by the user upon acquisition. Treat this attack as a ranged attack with a range increment of 50 feet. Each blast wand has 20 charges when created, and each bolt fired from it expends one charge. A blast wand that runs out of charges is just a stick until it is recharged. A blast wand can be re-charged by use of the Craft (Alchemy) skill, DC 12 at the expense of 1 gp in materials. A blast wand cannot hold more than 20 charges at a time.

Attacks with a blast wand deal 1d4 points of bludgeoning damage and deal double damage on a critical hit. It has a range increment of 50 feet. Even though blast wands use the spell trigger activation method, firing a bolt from a blast wand is a standard action that provokes attacks of opportunity. A blast wand used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals 1d2 points of non-lethal damage. Qualities Cost: 5gp, Dmg. 1d4 (bludgeoning), range: 50’, 1 lb. (re-charge cost: 1gp) Equivalent weapon: Sling (Dmg 1d4, range: 50', Cost: 1sp/10 bullets)

Blast Rod
A blast staff can be made by a character with the Craft (alchemy) skill DC 20.
The physical qualities of a blast rod are the same as a magic rod.

A blast rod is an alchemical weapon that allows an arcane spell caster to fire raw arcane energy through it as bolts of bludgeoning force. Only arcane spell casters can use the blast rod’s ranged attack. The color and thematic appearance of these blasts are set by the user upon acquisition. Treat this attack as a ranged attack with a range increment of 60 feet. Each blast rod has 20 charges when created, and each bolt fired from it expends one charge. A blast rod that runs out of charges is just a smooth club until it is recharged. A blast rod can be re-charged by use of the Craft (Alchemy) skill, DC 12 at the expense of 5 gp in materials. A blast rod cannot hold more than 20 charges at a time.

Attacks with a blast rod deal 1d8 points of bludgeoning damage, with a threat range of 19-20 and deal double damage on a critical hit. It has a range increment of 60 feet. Even though blast rods use the spell trigger activation method, firing a bolt from a blast rod is a standard action that provokes attacks of opportunity. A blast rod used as a melee weapon is treated as a club for the purposes of melee combat, and crafting masterwork or otherwise special versions of them. Magical enhancements to a blast rod only affect its ranged attack. Enhancements to the melee capabilities of the weapon must be made separately.

Normally, firing a blast rod requires two hands. However, you can fire a blast rod with one hand at a -4 penalty on attack rolls. You can fire a blast rod with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. Qualities Cost: 40gp, Dmg. 1d8 (bludgeoning), range: 60’, 5 lbs. (re-charge cost: 5gp) Equivalent weapon: L. Crossbow (Dmg 1d8, range: 80', Cost: 35gp + 1gp/10 bolts)

Blast Staff
A blast staff can be made by a character with the Craft (alchemy) skill DC 25.
The physical qualities of a blast staff are the same as a magic staff.

A blast staff is an alchemical weapon that allows an arcane spell caster to fire raw arcane energy through it as bolts of bludgeoning force. Only arcane spell casters can use the blast staff’s ranged attack. The color and thematic appearance of these blasts are set by the user upon acquisition. Treat this attack as a ranged attack with a range increment of 120 feet. Each blast staff has 20 charges when created, and each bolt fired from it expends one charge. A blast staff that runs out of charges is just a quarterstaff until it is recharged. A blast rod can be re-charged by use of the Craft (Alchemy) skill, DC 12 at the expense of 5 gp in materials. A blast staff cannot hold more than 20 charges at a time.

Attacks with a blast staff deal 1d10 points of bludgeoning damage, with a threat range of 19-20 and deal double damage on a critical hit. It has a range increment of 120 feet. Even though blast staff use the spell trigger activation method, it takes a moment for a charge to build up, because of this firing a bolt from a blast rod is a full round action that provokes attacks of opportunity. A blast staff used as a melee weapon is treated as a quarterstaff for the purposes of melee combat, and crafting masterwork or otherwise special versions of them. Magical enhancements to a blast rod only affect its ranged attack. Enhancements to the melee capabilities of the weapon must be made separately.

Normally, firing a blast staff requires two hands. However, you can fire a blast staff with one hand at a -4 penalty on attack rolls. You can fire a blast rod with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. Qualities Cost: 55gp, Dmg. 1d10 (bludgeoning), range: 120’, 6 lbs. (re-charge cost: 5gp) Equivalent weapon: H. Crossbow (Dmg 1d10, range: 120', Cost: 50gp + 1gp/10 bolts

RPG Superstar 2008 Top 32

These are about comparable with crossbows. Seem fair.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Wand of Acid Splash*

Faint conjuration; CL 1; Craft Wand, acid splash; Price 375gp

*-same price for ray of frost or variants of these spells using a different energy type.

Acid splash and ray of frost have a range of Close (25 ft + 5 ft/2 levels), but they're ranged touch attacks doing energy damage. Wands of magic missle (CL 1) are twice as expensive, but with a range of Medium (100 ft + 10 ft/level) and no attack roll required.

The Exchange

Dragonchess Player wrote:

Wand of Acid Splash*

Faint conjuration; CL 1; Craft Wand, acid splash; Price 375gp

*-same price for ray of frost or variants of these spells using a different energy type.

That's also a spell that deals acid damage, these wands do bludgeoning damage. They're made to make the mages last throughout the first 5 or so levels until they can make a wand of fireball


Look good to me. Pretty balanced, and easily comparable to crossbows. Excellent work!

Dark Archive

Thanks for posting these, I may start using something like them in my campaign.


There's a nice "wand type ranged weapon" in Blue Rose D20. Very cool, I'd check it out sometime - I like yours as well. Figuring costs isn't always a perfect science, but I don't see anything way out of whack.

The Exchange

This is what I made a while back to fill the same role.

Combat Wands

I think this concept works better for a spellcaster than having a wizard using a crossbow. It fits them more, flavor-wise, in my opinion. Attacks with Combat wands are ranged touch attacks.
These wands are made by saturating the wand in rare resins and alchemical substances that are infused with the energy type of the wand to be made.
Although they channel arcane energy, most wands are not magical themselves. For purposes of further enchanting them, they are considered masterwork weapons which are limited to only being able to receive enhancement bonuses (+1 through +5) and not the special abilities of weapons.
Special- For every 3 points the wielder’s concentration check exceeds the wand’s DC, the wielder may add 1 point of their ability bonus (of their primary casting ability, determined by highest caster level) to damage. So a wizard who exceeds the DC by 9 may add up to +3 points of his/her intelligence modifier to damage.
Special- Combat wands are considered one handed weapons for the purposes of two weapon fighting. They require great mental training and focus to use.
Special- Any effect that applies a penalty of bonus to the wielder’s attack, is also applied to the concentration check. Examples: Two weapon fighting penalties, being prone, recipient of a Bless spell.
Special- An attack with a Combat wand is treated as a ranged attack for determining things like attacks of opportunity.

Combat Wands:

Wand Type / Base Cost/ Base Damage / Concentration DC / Range

1 / 750gp / 1d4 / 10 / 40ft
2 / 1000gp / 1d6 / 15 / 40ft
3 / 1500gp / 1d8 / 20 / 60ft
4 / 3000gp / 1d10 / 25 / 60ft
5 / 5000gp / 1d12 / 30 / 80ft

Energy Type / Multiplier Cost*

Fire / 0gp
Cold / 50gp
Electricity / 50gp
Acid / 75gp
Sonic / 100gp
Force / 500gp

(* multiply the energy cost by the wand’s type, and add this cost to the wand’s base
cost to determine the overall price. So a Type 5 Combat wand of Force will cost 7500gp.
5000gp (Wand type 5) + 2500 (Price of the Force energy type time the Wand type: 500X5)


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Hunterofthedusk wrote:
Dragonchess Player wrote:

Wand of Acid Splash*

Faint conjuration; CL 1; Craft Wand, acid splash; Price 375gp

*-same price for ray of frost or variants of these spells using a different energy type.

That's also a spell that deals acid damage, these wands do bludgeoning damage. They're made to make the mages last throughout the first 5 or so levels until they can make a wand of fireball

50 charges of a ranged touch attack doing 1d3 points of energy damage for 375gp. That's definitely in the price range of a sorcerer or wizard after a few encounters (recommended wealth at 2nd level is 900gp); a wand with only ten (EDIT: five) charges is in the price range of a 1st level character (37gp, 5sp; compared to a light crossbow and 10 bolts at 36gp). As long as they can commission a 5th or 6th level sorcerer/wizard to create it (taking a single day), it's cheap and easier to carry around than a crossbow (and probably more effective).

The Exchange

true, but this seems like it would be a very good item for low-money campaigns, like the DM's I play with like to do. These items seem like a great idea.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

True. I was assuming a more typical campaign, without the need to "reinvent the wheel." Wands of acid splash are especially useful in campaigns using Weapon Group Feats since non-elf wizards have to choose between Basic Weapons (club, dagger, quarterstaff) OR Crossbows (heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow), unless they want to spend their feat at 1st level to get both.

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