Wolfweress |
I'm currently GMing a campaign and one of the players picked up a wand off of the monster. When asked the number of charges, I told them the amount which was 5 charges created by a 4th level. The rules lawyer of the group informed me that since it was 4th level each charge could be expanded 4 times before that charge was gone and that it was impossible for a played to pick up a wand with 5 charges only it had to be an even number. If I go by the math it seems the spell on the wand can be cast 20 times instead of just 5 times. Maybe I'm wrong but doesn't 1 charge equal 1 expenditure?
Drakkiel |
Wow...I wonder where he even got the idea for that? Anything that has a "charge" expends only one charge per use UNLESS it specifies differently...in the case of wands its only one charge...but there are items that let you choose more like "Ring of the Ram"...you can expend more charges for it to deal more damage and get a boost to its CMB for bull rushing
Drakkiel |
Recharging Staves: Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.
YES...I know...hence the sarcasm of the first sentence itself...not to mention I said "UNLESS it specifies differently"
The post was sarcasm followed by an explanation so the OP would maybe see where he may have gotten the idea from an item instead of jumping straight for staff for the reason. And just so you don't think of this post as insulting I will leave you with the kirby dance
<(")> <("<) <("^) <(")> (>")> (^")> <(")>
Komoda |
A Cure Light Wounds wand created by a 4th level caster cures 1d8+4, instead of the standard wands 1d8+1.
The above is possible, but it will coast a lot of coin.
The formula for wands is caster level x spell level x 750 gp.
So a normal cure light wounds wand is 1 (CL) x 1 (SL) x 750 = 750 gp
The wand mentioned above is 4 (CL) x 1 (CL) x 750 = 3000 gp.
That is a lot of extra coin for +3 healing. I would rather have 4 wands of cure light.
Vod Canockers |
Quote:A Cure Light Wounds wand created by a 4th level caster cures 1d8+4, instead of the standard wands 1d8+1.
The above is possible, but it will coast a lot of coin.
The formula for wands is caster level x spell level x 750 gp.
So a normal cure light wounds wand is 1 (CL) x 1 (SL) x 750 = 750 gp
The wand mentioned above is 4 (CL) x 1 (CL) x 750 = 3000 gp.
That is a lot of extra coin for +3 healing. I would rather have 4 wands of cure light.
Wasn't advocating its purchase, just using it as an example of how CL varied with wands.
Joesi |
This is will be evident/known information for most of you, but since some people may not fully know this, I might as well mention the following while we are on this topic:
A higher caster level character isn't forced to create higher caster level spell spell-trigger/completion items; they can chose any caster level equal or lower than their own, as long as it's not lower than the CL required to cast the spell that the item uses.
For instance, generally players/characters will only craft CLW CL 1 wands regardless of their level, since it's the most cost-effective form of healing than higher CL CLWs, (or than some higher level heal spells like CMW for that fact).