Green Dragon Bone Wands


Homebrew and House Rules


After killing 2 green dragons my adventuring party is looking for things to do with their remains.

What do people think of the idea of making wand blanks from the bones that have some sort of bonus. Is something like the weapon masterwork quality +1 to hit appropriate?

I don't want to make it too powerful (20 tons of Dragon provides a fair number of bones) but I like the idea of dragon handled arcane six shooters.

Wands of Acid Fang come to mind.

S

Liberty's Edge

Sigurd wrote:

After killing 2 green dragons my adventuring party is looking for things to do with their remains.

What do people think of the idea of making wand blanks from the bones that have some sort of bonus. Is something like the weapon masterwork quality +1 to hit appropriate?

I don't want to make it too powerful (20 tons of Dragon provides a fair number of bones) but I like the idea of dragon handled arcane six shooters.

Wands of Acid Fang come to mind.

S

Personally, not to kill flavor for you but this is how I already more/less imagine ALL magical items. You don't go down to the lumber mill and pick up a warped piece of mahogany for a nice wand! You go a special dealer to get the right materials, the rare leathers, and the magical dust. To a lot of people they look at the cost of magic item creation as something where you basically just dump that much gold into the local towns coffers and you suddenly have a lump of magical goo that can be made to do certain things.

Giving a bonus for them being creative is cool and all but going beyond decoration and imposing bonuses to items that will already be magical is... something, I wouldn't do it. Just my 2cp though

Best of luck regardless have fun!


I think MetreicSystem has a point. One other thing to consider is that if you still want to give them something as a bonus, make sure to balance it with some sort of drawback. What comes to mind is an evil, sentient wand.


I am enjoying myself. This is more about flavour than anything else. Yes I imagine similar situations for rare woods and stuff but I haven't found any specifics for wand materials, especially the straight forward ones. I'm just trying to fill in the blanks.

Since the wand is a weapon and stuff made from dragon is generally masterwork +1 to hit might be a neat perk. Do people think that's a bigger bonus than making the spell empowered or something like that?

What's an appropriate drawback for a +1 to hit item? All the wand costs still apply.

You're not going to win points with evil dragons for waving around a wand made from the bones of old charlie.

S

Scarab Sages

to add a bit more flavor, you could only give the bonus for green dragon / earthey element related spells. a wand of magic missile wouldn't be any different than one fashioned from iron. however a wand of acid arrow may do an additional +1 damage, and a wand of summon monster II+ may provide augmented earth elementals. also, don't tell the party about it ahead of time unless they have really good arcana bonuses or make a successful bardic knowledge check, or similar, it will both surprise and delight them when they now have a maximized acid splash wand.


In 3.0 and 3.5, we handled it that the specialized components would aid in crafting the magic item. So a wand of acid arrow or acid splash would have the cost reduced by 10, 20, or even 50% (in the case of a wand of acid splash). And the XP cost would also be reduced. That made it a very nice perk.

Now that it just costs money, I'm not sure that's enough, although you could give them a bonus on the spellcraft check to manufacture the item.


A bonus to the spellcraft check is a great idea. I really just want something that says 'congratulations on supplying your own components'.

I'm still partial to a +1 to hit though.

S


Sigurd wrote:

A bonus to the spellcraft check is a great idea. I really just want something that says 'congratulations on supplying your own components'.

I'm still partial to a +1 to hit though.

S

Okay, so here's an idea. Give it +1 to hit. But make it a -1 to hit on green dragons, or on any evil dragon type. Or +1 to hit most, +5 to hit good dragons, -1 to hit evil dragons, and won't work at all against green dragons. Anything striking your fancy?


What I usually do is set a value on the remains, and they can use those as components for the magical item.

In other words, let's say they want to make an amulet of mighty fists +1. To do so, they decide to use the sinews of the green dragon, as well as her biggest fangs to do so. The materials cost of an Amulet of Mighty Fists is 2,500gp. I decide that the sinews are worth 250gp (fresh and from a powerful creatures), and the two fangs, crossed on a green dragonhide patch is worth 500gp. That means they only need an additional 1750gp worth of magical dusts, ungeunts, etc to apply to the raw parts.

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