Wands vs Rods


Rules Questions

Grand Lodge

This may have been answered elsewhere and I apologize if it has (my Search Fu turned up nothing).

First from the PRD it says that "Rods are scepter-like devices that have unique magical powers and do not usually have charges. Anyone can use a rod." So.... they can do just about any spell effect you want to throw in it is what I get out of it without a level limit.

In contrast, Wands are limited to 4th level or lower and require a caster or UMD to activate.

so... other than the cost, is there any reason why I cannot make a Rod of Harm with the metamagic feat Range (from APG)? This spell level would effectively be level 7 for Short Range.

Then, say modify the Rod to perhaps 1 use per day (because it is a NASTY item), only usable by evil creatures (similar to Rod of Viper being usable by evil only). Additionally the Rod functions as a Mace +2.

Now, if so... how do I figure out costs on this thing?

[NOTE: this is for a BBEG not for a PC. The PCs will loot the item, no doubt, hence the usable by evil only]

Dark Archive

Krome wrote:
so... other than the cost, is there any reason why I cannot make a Rod of Harm with the metamagic feat Range (from APG)? This spell level would effectively be level 7 for Short Range.

You can make a weapon with a spell like power and this is similar.

Quote:
Then, say modify the Rod to perhaps 1 use per day (because it is a NASTY item), only usable by evil creatures (similar to Rod of Viper being usable by evil only).

That saves a chunk of cash for sure.

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Additionally the Rod functions as a Mace +2.

Then I think that it is costed as a weapon with a spell like effect

Quote:
Now, if so... how do I figure out costs on this thing?

Start with the weapon costs. Mace + Masterwork + "+2" weapon. 8305?

add unrelated spell like power 7x13*2000 (182000) (13th caster level effect)

once per day /5 (36400)

evil use only - reduce price by 30% - depends whether the whole item is alignment specific or just the spell like effect.

So if all of it is evil use only then (8305+36400)*70% = 31500
If it is always a +2 mace then 8305 + (36400*70%) = 34000

I hope...

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Krome wrote:

This may have been answered elsewhere and I apologize if it has (my Search Fu turned up nothing).

First from the PRD it says that "Rods are scepter-like devices that have unique magical powers and do not usually have charges. Anyone can use a rod." So.... they can do just about any spell effect you want to throw in it is what I get out of it without a level limit.

In contrast, Wands are limited to 4th level or lower and require a caster or UMD to activate.

so... other than the cost, is there any reason why I cannot make a Rod of Harm with the metamagic feat Range (from APG)? This spell level would effectively be level 7 for Short Range.

Then, say modify the Rod to perhaps 1 use per day (because it is a NASTY item), only usable by evil creatures (similar to Rod of Viper being usable by evil only). Additionally the Rod functions as a Mace +2.

Now, if so... how do I figure out costs on this thing?

[NOTE: this is for a BBEG not for a PC. The PCs will loot the item, no doubt, hence the usable by evil only]

I remember a telling statement of the rules for magic item creation in Ars Magica. "The rules of this section are intended to control magic item creation by the PCs. Items crafted by others need not be bound by them." You don't need rules to create an item that you're placing there just to harm the PCs, that they won't be able to use or sell.

Dark Archive

LazarX wrote:
You don't need rules to create an item that you're placing there just to harm the PCs, that they won't be able to use or sell.

I have been in games where neutral characters sold on evil items to "collectors".

Grand Lodge

ZomB wrote:
LazarX wrote:
You don't need rules to create an item that you're placing there just to harm the PCs, that they won't be able to use or sell.
I have been in games where neutral characters sold on evil items to "collectors".

Yeah exactly I do expect the PCs to grab it and sell it.

ZomB, (love that name) this is pretty much the same math I came up with just I was calling it a rod.

I figure the same costs for the spell and weapon part of it. I figure +2 is always on, so I come up with 33,785 (essentially 33,800). You got me looking at the differences between rods and weapons now, and really I don't see much of a real difference at all in form and function. Like a Rod of Alertness is essentially a +1 mace with some spell powers, and Rod of Flailing, or even Rod of the Viper. They all just seem to be a weapon with spell effects added.

I like the idea of calling it a rod, more for flavor than anything else. Simply because magic rods are almost nonexistent and an after thought (except metamagic rods).

are there some extra cost for rods that I am missing?

Dark Archive

Krome wrote:
I figure the same costs for the spell and weapon part of it. I figure +2 is always on, so I come up with 33,785 (essentially 33,800).

2 or 3 significant figures is as fine as the system seems to go and as it is an approximate measure that seems reasonable.

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You got me looking at the differences between rods and weapons now, and really I don't see much of a real difference at all in form and function. Like a Rod of Alertness is essentially a +1 mace with some spell powers, and Rod of Flailing, or even Rod of the Viper. They all just seem to be a weapon with spell effects added.

You might need _both_ Craft Rod and Craft Arms and Armor for the rod that is usable as a weapon

Many rods overlap with wondrous items too. It's a flavor thing.

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I like the idea of calling it a rod, more for flavor than anything else. Simply because magic rods are almost nonexistent and an after thought (except metamagic rods).

I would have made rods for effects where it isn't a weapon by default (ie rods that morph into weapons), but that boundary seems to have already been blurred by the Alertness rod.

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are there some extra cost for rods that I am missing?

Not that I am aware of.


ZomB wrote:
Quote:
I like the idea of calling it a rod, more for flavor than anything else. Simply because magic rods are almost nonexistent and an after thought (except metamagic rods).

I would have made rods for effects where it isn't a weapon by default (ie rods that morph into weapons), but that boundary seems to have already been blurred by the Alertness rod.

Or the Rod of Lordly Might.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I think the reason for making it a Rod vs. a Weapon would be for proficency purposes. I believe that eveyone is proficient with a Rod.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

All weapons that are rods are found in the rods section, not the weapons section. To me that means they are rods first and weapons second. In any case, you need both CRAFT MAGIC ARMS AND ARMOR as well as CRAFT ROD in order to make weaponized rods.

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