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As a GM I allow the recharging of wands, it just costs the per charge cost of making the wand in the first place.
What I also allow is to have multiple spells loaded into the same wand with an 1.5 increase in cost for all spells past the primary.
This makes loosing one far worse, but less to have to carry, and with command words worked out, quite a nasty surprise for people to have to deal with...
When doing it I have the charges for spells separate, though you could combine them like a staff, but not sure how I would cost it.
And does it say anywhere that a wand must be a stick, a dagger might fit into the specs of a wand as a metal wand is a possibility in the description ;)
Though that's all up to how flexible a GM you have.

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Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.
thedarkelf007 is on point for making a dagger a wand. Or a baton. Etc.

MC Templar |

Wands wrote:Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.thedarkelf007 is on point for making a dagger a wand. Or a baton. Etc.
I think that plan falls apart at "...and weighs no more than 1 once"

A highly regarded expert |

Short answer is no. If your bard also has Craft Wand and you anticipate problems finding a masterwork stick to make a replacement, you could ask your GM if you could pro-rate the crafting cost.
That's kinda my take. If you craft wands, you know how many charges they have, and can recharge them at a prorated price.
If you didn't make them, how do you know how many charges they have, in character?