Replace cure wands with something more thematic.


General Discussion (Prerelease)

Sovereign Court

Just a small suggestion for a very common item in most groups: Wand of Cure Light Wounds. An item so ubiquitous could do with a new treatment, perhaps a new 'container' all its own, something new Pathfinder could claim as an iconic item.

Beta just seems like a good opportunity to recognize the popularity of certain magic items and make them emblematic of the game.


Seconded. Something much cooler could be imagined from the minds at Paizo.
Anything'd be better than another cure light wounds wand. I'd even settle for something cliched, like a chalice that heals wounds or an amulet with Iomedae's symbol on it.

Dark Archive Bella Sara Charter Superscriber

I am a big fan of non-wand wands - things other than sticks which function exactly like a wand. In one campaign, I introduced a wand of cure light wounds created by a cleric of Vecna. Instead of infusing the target with positive energy to heal, it removed negative energy. So, instead of a wand, it was a hyperdermic needle, which would puncture the skin and draw out the negative energy from the wounded person, causing it to fill with a cold black liquid. Once the needle became full (e.g., ran out of charges), it could no longer be used. If broken, it released a small burst of negative energy, effectively functioning as an inflict light wounds spell in a 5' radius blast.

I also introduced a sunstone from a tribe of lizardfolk. Again, instead of a stick, it was a rock that was warm to the touch and could be used to cast clw. As it's power waned, it became cooler to the touch, eventually becoming a normal stone. If left exposed to the sun for an entire day, there was a chance that it would regain a single lost charge.

Dark Archive

Sebastian wrote:
In one campaign, I introduced a wand of cure light wounds created by a cleric of Vecna. [snip] I also introduced a sunstone from a tribe of lizardfolk.

These are both cool!

In one game, the GM gave us a 'bloodstone.' It had charges of healing that came from stealing life-energy from a holder. The user wouldn't heal overnight, and each hit point he didn't gain went into the stone and became charges of healing magic. (It wasn't a perfect conversion, the stone 'kept some,' but that was the basic concept.)

For Golarion;

a Thassilonian healing relic might appear as a black stone, either smooth and oval or shaped like a small four-sided obelisk, and covered with runic script could function as a 'wand.' Every time one of the charges is used, one of the runes glows and vanishes, eventually leaving a smooth featureless surface.

a more Varisian-centric one might appear as a colorful scarf that is wrapped around the affected person, and can be activated with certain command words. The fine gold-threaded embroidery unravels and transforms into light as charges are used, until the scarf is just a scrap of pale green cloth.

a more recent Chelaxian design might appear as a branding iron, tipped with the symbol of Asmodeus, and it's tip glows cherry-red as it is invoked, causing the usual healing effect, but also leaving behind a red pentacle-shaped burn-mark (which inflicts no damage, and fades overnight).


While I agree with this suggestion, I would like to see the change go further. I would like people to be able to heal up between fights fairly significantly (though not necessarily completely), without any magic. ie through using the heal skill and spending a little bit of time.


Selk wrote:

Just a small suggestion for a very common item in most groups: Wand of Cure Light Wounds. An item so ubiquitous could do with a new treatment, perhaps a new 'container' all its own, something new Pathfinder could claim as an iconic item.

Beta just seems like a good opportunity to recognize the popularity of certain magic items and make them emblematic of the game.

To be honest, there is nothing to prevent Paizo or the GM to classify wands as some sort of hand held device. Be it some sort of hold relic, (can you say fingers of a dead saint?), some sort of mystic gem, or even say a glove.

Sovereign Court

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

While I agree with this suggestion, I would like to see the change go further. I would like people to be able to heal up between fights fairly significantly (though not necessarily completely), without any magic. ie through using the heal skill and spending a little bit of time.

I'm sure you've heard of Monte Cook's Book of Experimental Might I and II?


My suggestion: Put something in there that the mentioned shapes are just suggestions: As long as handling (worn, held, wielded...) and activation (spell trigger, command word) are the same, you can change the actual shape to suit your needs, all with the same feats.

So if the battlemage wants an axe of fire instead of a staff of fire, that's fire by me. Uh, I mean, fine by me.

Have the mallet (but not mullet) of cure light wounds to whack people with until they're whole (don't hit them to hard, or it's gonna take forever!).

A calistrian wand of suggestion probably has a very interesting shape.

Scarab Sages

KaeYoss wrote:

My suggestion: Put something in there that the mentioned shapes are just suggestions: As long as handling (worn, held, wielded...) and activation (spell trigger, command word) are the same, you can change the actual shape to suit your needs, all with the same feats.

So if the battlemage wants an axe of fire instead of a staff of fire, that's fire by me. Uh, I mean, fine by me.

Have the mallet (but not mullet) of cure light wounds to whack people with until they're whole (don't hit them to hard, or it's gonna take forever!).

A calistrian wand of suggestion probably has a very interesting shape.

Hey - It's the jesters pun day...now I have to get the creepy, powerful cleric with his mullet of cure light wounds out of my braiinnns...ah the pain...

Seriously, I like the Idea. I see no hindrance to open the form of charged items to not only include wands.
As far as callistrian wands are concerned - one of the players in my forgotten realms group is playing a favored soul of sharess - once in a while I can't help myself to make interesting modifications for treasure she finds (jewelry, magic armor, magic locations) if said treasure is tied to her godess. (I do that for other gods as well, but these often turn out to be the most interesting...)


Werecorpse wrote:

While I agree with this suggestion, I would like to see the change go further. I would like people to be able to heal up between fights fairly significantly (though not necessarily completely), without any magic. ie through using the heal skill and spending a little bit of time.

I have to agree with Werecorpse. Heal seems to be a 'why bother?' skill, especially at higher levels. Healing magic in all its forms, outstrips the Heal skill easily - and that is as it should be.

However, I'd like the Heal skill be be a bit more useful, something to augment healing magic or a viable, if less efficient, alternative to clerical magic. I don't want to see a drastic upscaling of the Heal skill, that would be ridiculous, but I would like to see it be more effective.

I play a ranger in a cleric-less party. Due to that, I've maxed out his Heal skill and taken some feats to further increase his skill checks for healing. Despite this, about all my ranger can do in the field is stabilize the dying.

You got hit with negative energy? Ability score damage? Forget about it - you're shtoinked.

I'm lucky in that I have a DM who is willing to work with this, and my character found a semi-magical healing kit that, while not up to the standard of most curative magics, helps.

We're fools for not having a cleric, perhaps, but no one wanted to play one, and I put forth to the DM the idea of a ranger acting as 91B [combat medic].

Sorry for the digression. Regarding the OP, does anyone remember the scene in 'Conan the Barbarian' where Conan is trussed up, painted in runes, and his companions [the wizard and Conan's girl - the character names escape me] have to fend off the spirits from the other side?

Okay, so that's a resurrection spell or the like, but the idea of a paint pot used to scribe healing runes around a wound always seemed like a cool idea to me.

Any other suggestions?


There's another thread from a while ago lamenting the uselessness of the heal skill.

My notion is that is needs to restore HP (something Pathfinder already allows) but a useful number over a period of hours. I would like to see curative magic as "healing fast enough to use in combat," and virtually everything else could be achieved with the heal skill and time.


My comments are on the healing vessel not the healing mechanic.

I like the idea of Holy Symbols that are empowered to do something associated with the deity. Obviously, Healing domains would heal. Or maybe allow healing at range or a bonus. Protection might give Saving Throw bonuses ( to allies or the carrier, I don't know). But War and Strength might give Bull's Strength or a damage bonus. I have not thought it through, but Holy Symbols seem an area to emphasis divine domains. But healing would be the default for positive energy aligned dieties.

And Holy Symbols do not need to be amulets. An Greatsword of Gorum or Scepter of Asmodeus might be cool. Cayden's wine flask of healing?

Dark Archive

toyrobots wrote:

There's another thread from a while ago lamenting the uselessness of the heal skill.

My notion is that is needs to restore HP (something Pathfinder already allows) but a useful number over a period of hours. I would like to see curative magic as "healing fast enough to use in combat," and virtually everything else could be achieved with the heal skill and time.

Agreed. The 'Treat Deadly Wound' option currently in Pathfinder Beta is too little, too late. (I'd change the the Healer's Bag doses to 1 per hit point cured, as well. As currently written, a 1st level character would get back *one hit point* of curing from 25 gp worth of Healer's Kit! A Potion of Cure Light Wounds, on the other hand, would cost only 50 gp and restore 1d8+1 hp, and require no skill check.)

Some sort of other cap than 'once per day' might also make sense, to allow more than one 'bandaging attempt' per day to be useful. Perhaps a character can only receive Heal check healing equal to his HD/character level + his Con modifier or something, so that a 3rd level Ranger with a Con 14 would be able to get up to 5 hit points worth of Healing per day from uses of the 'Treat Deadly Wound' function of the Heal skill.

But that's all stuff to be brought up when the feedback hits the skills phase.

Now I'm wondering what a wand of cure light wounds made by Rovagug's clergy would look like... Perhaps a branch from a tree that is partially burned, with the use of the 'wand' resulting in the tip catching on fire and part of the branch burning away and being destroyed, with the healing effect coming from the one who smears the ashes on his wound and inhales the smoke, feeding off of the destruction of this representation of the natural world. The wand gets smaller and smaller, with more and more of it taken up by charred remains, until the last 'charge' is burned and what is left crumbles into ash.

Scarab Sages

Duncan & Dragons wrote:

My comments are on the healing vessel not the healing mechanic.

I like the idea of Holy Symbols that are empowered to do something associated with the deity. Obviously, Healing domains would heal. Or maybe allow healing at range or a bonus. Protection might give Saving Throw bonuses ( to allies or the carrier, I don't know). But War and Strength might give Bull's Strength or a damage bonus. I have not thought it through, but Holy Symbols seem an area to emphasis divine domains. But healing would be the default for positive energy aligned dieties.

And Holy Symbols do not need to be amulets. An Greatsword of Gorum or Scepter of Asmodeus might be cool. Cayden's wine flask of healing?

Indeed, there's no need for a diety to only have one holy symbol, or for all clerics to hold the same one, especially if they follow different aspects (and possibly, avatars) of that diety, possibly with emphasis on different domains.


feytharn wrote:


Hey - It's the jesters pun day...

Every day is the jester's pun day.


DitheringFool wrote:
Werecorpse wrote:

While I agree with this suggestion, I would like to see the change go further. I would like people to be able to heal up between fights fairly significantly (though not necessarily completely), without any magic. ie through using the heal skill and spending a little bit of time.

I'm sure you've heard of Monte Cook's Book of Experimental Might I and II?

I have... I have pdf of 1 but I am not sure what you are getting at here. What was his mechanic?


Sebastian wrote:
. . . it was a hyperdermic needle, which would puncture the skin and draw out the negative energy from the wounded person, causing it to fill with a cold black liquid. Once the needle became full (e.g., ran out of charges), it could no longer be used. If broken, it released a small burst of negative energy, effectively functioning as an inflict light wounds spell in a 5' radius blast.

Woah! That is just too cool. Love the atmosphere.

"You're hurt - let me take care of that for you"

"Hey no way! Get that creepy suction-thing away from me! I'll just keep my injury till we find a temple."

(Casts hold person) "Er hem. I'm afraid we're going to need our warrior back on his feat. You'll thank me in a moment. . ."

The Exchange

i agree, we need a new option rather than tapping a friend with a heal stick. I say make them magical holy symbols, a necklace that you can hold to imbue your hands with healing energy. ( im a big fan of bettering heal too, as well as the eternal wands from eberron)

Dark Archive

Creepiest healing 'wand' ever would be some squealing undulating thing that looks like a tiny octopus, and splorches onto the wound and heals it, leaving behind a numbed tingly former wound sealed in greenish-tinted mucus.

After it 'eats' fifty wounds like this, the critter swells up like a ballon and pops, with some shimmering rainbow-hued translucent incorporeal serpentine form rising out of it and flying away, having completed it's larval stage by feeding on the wounds of others.

Paizo Employee Chief Technical Officer

[moved to Pathfinder RPG forum]

Sovereign Court

I loved the different flavored healing "potions" on one book (I think one of the complete books) that were healing tiles you broke to activate. Actions were the same, but I could have a character wearing a charm bracelet full of cure light wound tiles.

Dark Archive

Jess Door wrote:
I loved the different flavored healing "potions" on one book (I think one of the complete books) that were healing tiles you broke to activate. Actions were the same, but I could have a character wearing a charm bracelet full of cure light wound tiles.

Yeah, potions are a great one to transform into just about any sort of 'consumable.' Back in 2nd edition, I had a mage class variant that crafted items, and then used them to activate spells. One might write scrolls in the morning and then read them to 'cast' them, another might brew together elixers and either drink them and splash them at another, etc. The Complete Sha'ir Handbook had a few variations on this theme as well, such as a 'spellweaver' that wove spells into cloth and then tore them to release the magic at a later time.

Pretty much any craft skill could work here, although gemcutting and clockwork creation are both old standbys. (Gem Magic even made it into 3rd edition, and the Artificer could be seen as a variation on crafted clockwork 'spellcasting.')

The only real mechanical factor in consumable creation is whether or not it the user needs to be able to cast the spell, or fake it with UMD (Scroll) or anyone can activate it (Potion).

A 'scroll' could appear as a potion that only works if the drinker can cast the spell in the bottle, and a 'potion' could appear as a scroll that any (literate) person could read and activate.

Variant magic item creation is *wide open,* and 3E had a plethora of Feats (such as the FR Gem Magic feat or the 'candle casting' or 'blood potions' from Tome & Blood) to allow for variations on that theme.

Somewhere in Minkai, there are spellcrafters who fold tiny pieces of expensively crafted paper from only the most auspiciously appropriate trees according to exact arcane mathematics. These tiny figures might resemble animals or puzzle boxes or human figures, and when thrown down or unfolded, release magic just like the 'scrolls' and 'potions' of the Western traditions.

Replace the bonus 'Scribe Scroll' feat for a Minkai Wizard with 'Fold Spell,' and it's a done deal. The cost, time to prepare and activation methods don't need to change at all.


And now a Minkai origami evoker will be showing up in my game at some point...

"You guys find a beautifully rendered phoenix made only of paper that seems to dying out."

"Detect Magic and Spellcraft?"

"Delayed Blast Fireball with two rounds left..."

Dark Archive

Golarion Goblin wrote:

And now a Minkai origami evoker will be showing up in my game at some point...

"You guys find a beautifully rendered phoenix made only of paper that seems to dying out."

"Detect Magic and Spellcraft?"

"Delayed Blast Fireball with two rounds left..."

Heck yeah!

Although I pity the fingers of the wizard who is preparing Evard's Black Tentacles.

One possibility?


M. Balmer wrote:
Sorry for the digression. [the wizard and Conan's girl - the character names escape me]

Valeria


I love non-standard magic items. Generic stat boosters and CLW wands are two pet peeves.

I make up small cards with magic items for my players similar to Paizo's item cards but they usually have a picture and a small description of the item. I try to make the magic items unique and more tuned to the individual player.

Thanks for the suggestions above guys, I love them. I don't know if I have anything beyond what you have already written down though.

In particular I know I am going to use the wand that degrades as it's charges are burned.

Some similar thoughts forgive me if someone's mentioned these above:

  • Potions that are small slips of paper, when placed on the tongue they dissolve and the spell takes effect.
  • Potions that are small ceramic tiles
  • A 'wand' shaped like a bracelet (does not take a slot) that casts shield (for a Dresden Files fan in my game).
  • A 'staff' that is a scythe/ longsword/ whatever
  • A 'wand' that is a deck of cards where you pull each card from the deck and throw it to trigger the effect.

Pretty much your imagination is the limit, IMO the rules for what a wand/staff/potion/scroll are is all based on the mechanics and the form they take can vary from caster to caster.

One thing I like about the idea someone used above about crafting magic into items is it works quite well with vancian magic. During your hour of 'concentration' you fold the paper, craft the item, or inscribe the rune. So you 'memorize' the spell by creating a physical manifestation of it. It works well for any spell that has a somatic and material component.

Dark Archive

Dennis da Ogre wrote:
A 'wand' that is a deck of cards where you pull each card from the deck and throw it to trigger the effect.

Ooh, I like this one! The slips of paper that dissolve on the tongue give me flashbacks to growing up with hippies, 'though. :)

Dennis da Ogre wrote:
One thing I like about the idea someone used above about crafting magic into items is it works quite well with vancian magic. During your hour of 'concentration' you fold the paper, craft the item, or inscribe the rune. So you 'memorize' the spell by creating a physical manifestation of it. It works well for any spell that has a somatic and material component.

Even for spells that don't require a material component, the craftsmage could still go through the motions. The action of folding the paper (working the calculations, brewing and drinking the elixer, inscribing the formulation, polishing the gemstone) creates the necessary patterns in his mind, even if he unfolds the paper (or whatever) immediately and uses it for something else.

It doesn't *need* to be a craft either. Someone could use a form of Performance (kata) to go through 'moving meditation' that impress arcane energies into her mind and body, to be released with sharp, sudden motions and shouted kiai from where they sit within her abdomen, trembling slightly, contained by her iron discipline after she spent her morning building these energies up within herself.

The main difference between this sort of mage and any other Wizard is that they would likely have high ranks in whatever Craft, Perform, etc. skill they use to 'prepare' their spells in the morning.


Set wrote:
Dennis da Ogre wrote:
A 'wand' that is a deck of cards where you pull each card from the deck and throw it to trigger the effect.
Ooh, I like this one! The slips of paper that dissolve on the tongue give me flashbacks to growing up with hippies, 'though. :)

I won't comment on my college daze... err days and dissolving paper.

Incidentally, the deck of cards is quite reminiscent of a certain X-men's power...

Set wrote:

Even for spells that don't require a material component, the craftsmage could still go through the motions. The action of folding the paper (working the calculations, brewing and drinking the elixer, inscribing the formulation, polishing the gemstone) creates the necessary patterns in his mind, even if he unfolds the paper (or whatever) immediately and uses it for something else.

It doesn't *need* to be a craft either. Someone could use a form of Performance (kata) to go through 'moving meditation' that impress arcane energies into her mind and body, to be released with sharp, sudden motions and shouted kiai from where they sit within her abdomen, trembling slightly, contained by her iron discipline after she spent her morning building these energies up within herself.

The main difference between this sort of mage and any other Wizard is that they would likely have high ranks in whatever Craft, Perform, etc. skill they use to 'prepare' their spells in the morning.

Yeah I really dig this idea, I would almost suggest the wizard would use craft(origami) instead of spellcraft. I don't think that works very well though.

RPG Superstar 2009 Top 16, 2012 Top 32

Set wrote:

Creepiest healing 'wand' ever would be some squealing undulating thing that looks like a tiny octopus, and splorches onto the wound and heals it, leaving behind a numbed tingly former wound sealed in greenish-tinted mucus.

After it 'eats' fifty wounds like this, the critter swells up like a ballon and pops, with some shimmering rainbow-hued translucent incorporeal serpentine form rising out of it and flying away, having completed it's larval stage by feeding on the wounds of others.

That's awesome!


A bag of Ginger Dragons
Aura faint evocation; CL 1th
Slot: none; Price 750 gp; Weight
Description
Bought from a mysterious Tian alchemist in the back streets of Old Korvosa, Ginger dragons appear to be intricately moulded boiled sweets in the shape of a wing less and bearded dragon. Made form the exotic spice, ginger, these sweets seem to burn the mouth when sucked upon. They are provided in a little paper bag, hand painted with an image of a dragon, with numerous finely detailed Tian characters surrounding it.

Some one who is familiar with the technique may pop one in their mouth and start chewing (free action), at which point, if they blow out quickly with all their might(standard action) a gout of flame will erupt from their mouth and engulf those near by.

Ginger dragons function as a CL 1 wand of burning hands, save that they take a free action to prepare and that for one hour after use, you suffer a -1 to deplomacy and Bluff checks and a -2 to performance (sing) due to your mouth being slightly burned.

Construction
Requirements Craft wonderous item, burning hands; Cost 375 gp


Hazbar's deck.
Aura faint evocation; CL 5th
Slot: none; Price gp 3750; Weight
Description
First envisioned by Ragn Hazbar of riddleport, This beautifully illistrated harrow deck was designed to ensure that its owner is never without a weapon. Enchanted to produce magic missiles, it is activated with a flick to the top of the deck. After this three cards must be pulled from the top of the deck and thrown at the intended target. In flight they appear to glow and unearingly strike the right target. Despite this, the pack always has the right number of cards.

This item functions as a CL5 wand of magic missile, save that those without profession (gambler) must take a full round action, which provokes to activate this item. Those with profession gambler may us it as a standard action which does not provoke.

Construction
Requirements Craft wand, Magic missile; Cost 1875 gp

Dark Archive

Zombieneighbours wrote:

Hazbar's deck.

This item functions as a CL5 wand of magic missile, save that those without profession (gambler) must take a full round action, which provokes to activate this item. Those with profession gambler may us it as a standard action which does not provoke.

Okay, Gambit want's his schtick back!

Seriously 'though, that's freaking *awesome.*

A painted deck would also make an interesting variation on a Bag of Tricks. You have to shuffle the deck and pick and throw a card at random, which becomes the specific animal depicted on the card. It only works the normal amount of times per week, and cards thrown after that are just that, cards.


Ok, so i freely admit i have been listening to abney park far to much in the last 24 hours, i hope you enjoy these three steampunk/spelljammer inspired offerings to the flavourful wands list.

Captain Roberts Etheric Resonance Goggles.
Aura faint divination; CL 5th
Slot: goggles; Price 11250gp; Weight
Description

These Goggles are the property of Captain Robert, of Her Majesties SpellJammer Ophelia, who operates under a Britannic Letter of Mark in the Ether near Golarion. These goggles were crafted to help in the assessment of cargo taken during boarding actions but also have use in navigating ether storms. The Goggles are made from brass, with many clockwork elements used to automatically focus the myriad liquid and gas filled lenses within

This item functions as a CL5 wand of Arcane Sight, which is must be worn to use.

Construction
Requirements Craft wand, Arcane Sight; Cost 5625gp

------------------------------------------------------------------------

Dr. Von Rakks plane phase shield emitter.
Aura faint transmutation; CL 5th
Slot:none; Price 11250gp; Weight
Description

Britannic dimensional science relies upon long string acanomathimatics to twist dimensional boundaries. This has led to reliance upon difference engine by Arcanists of the Britannic Empire. Until fifty years ago, this severely limited the mobility of arcanists, as even the smallest and lightest of difference engines tended to be the size of a welsh dresser and way as much as a chest full of gold ingots. That was until the development of the picket difference engine. Immensely powerful computational device which could be made as small as pocket watchs by storing the mechanics of the engine within a pocket dimension created by the device itself.

An early pioneer of such devices was Doctor Von Rakk, an evil criminal genius who's plots threaten Britannia even after his demise. In their daring assault on Von Rakk's fortress, Magdalene Veen came into possession of this example of his work, a single purpose defense sheild generator which works by putting the user out of phase with the rest of the material plane. It looks to the eye of the unobservant to be a simple silver and steel pocket watch, but its internal working which fill a four meter cube within the case and lack of a clock face put lie to this pretense.

This item functions as a CL5 wand of blink, which is must be worn to use. Even Identify will not provide answers as to the nature of this device, unless the caster has at least three ranks in Knowledge the planes.

Construction
Requirements Craft wand, blink; Cost 5625gp

------------------------------------------------------------------------

Dr. Grordbort's Victorious Mongoose, 1902a - concealable lightning pistol.
Aura faint evocation; CL 5th
Slot:none; Price 11250gp; Weight
Description
"The perfect accessory for any lady, this handy little minx of a weapon can reliably discharge fifty powerful lightning arcs capable of slaying most advisories. They are also handily concealable, which we all know is a must for any self respecting young lady in Britannic society."
These lightning pistols are infamous in Britannic society and the great beyond in general thanks to several high profile murders in which these lightning pistols where the murder weapon.

This item functions as a CL5 wand of lightning bolt. It receives a +1 circumstance modifier to slight of hand checks to conceal it on ones person, while in the Great beyond, these pistols reputation provide +1 circumstance modifier to intimidate checks

Construction
Requirements Craft wand, lightning bolt; Cost 5625gp


I would like the change for the thematic description, but not an actual change in rules, if that makes any sense. In other words, if a cleric wants to say that the wand he created looks like a holy symbol, or prayer beads, or whatever, he can, but it is still, according to the rules, a wand.

There was a section on this, I think, in Complete Arcane, where they mentioned things like potions that were other forms of consumables rather than a fluid, and things of that nature.

I wouldn't want the rules for creating the item to stray from wands, but I have no problem with some flavorful alternate descriptions.


KnightErrantJR wrote:

I would like the change for the thematic description, but not an actual change in rules, if that makes any sense. In other words, if a cleric wants to say that the wand he created looks like a holy symbol, or prayer beads, or whatever, he can, but it is still, according to the rules, a wand.

There was a section on this, I think, in Complete Arcane, where they mentioned things like potions that were other forms of consumables rather than a fluid, and things of that nature.

I wouldn't want the rules for creating the item to stray from wands, but I have no problem with some flavorful alternate descriptions.

I certainly agree in principle, but would also like to see a quirks system build into magic items. So that wand x is easier to conceal but can only be used by rogues, while wand y can gives a bonus to spell craft but it also takes up a body slot while warn.

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