Request For Cheaper Wands


Pathfinder Society

Grand Lodge 1/5

The way I understand it now, you can buy a wand as a Pathfinder but only the 50 charge wands. Now I've come across players who ran a scenario or two, where they could by a 10 charge CLW wand for 1/5th of the cost.

So, why aren't these available to all Pathfinders?

The reasoning behind this is that CLW is a great want to hand to your healer or spell caster but at a certain point you want homeboy to use a bigger stick. So, I might need a CLW wand for about 10 charges or 20 charges at best for levels 1-3 and then I'd like a CMW wand for levels 4-6, except I'm stuck with a lvl. 1 want that still needs to be used up.

And really, who will ever need a 50 charge wand of resist elements? Again a 10 charge wand, would really hit the spot.

Can this be changed come August? Is it too much of a hassle? Just wondering if anyone has ever brought it up?

Grand Lodge 4/5

Wands with limited charges are one of the few things that can be found on Chronicle sheets that make players sit up and take notice of the item list. There are few enough of those items, although Season 4 has been better about putting interesting and unique items on the Chronicles. Even so, people already complain that the items listed on Chronicles are not interesting because they can be purchased under the Fame rules by the time you find them on the Chronicle. What you're asking for is for one of the interesting items to be removed from the Chronicle sheets?

I'd also debate the cost per point of healing of CLW versus CMW wands, but that's not really the question here.

4/5

Also, if you allow wands to be purchased with fewer charges, it devalues the worth of a scroll, which has an unfavorable per-use cost, is harder to use, and provokes an attack of opportunity, but in exchange you can buy them as singletons.

Dark Archive 4/5

All new wands are bought fully charged because you basically commission someone to make a brand new one for you, if you want a second hand wand you have to find it in a scenario (which are the ones with lower charges).

Partially charged wands can lead to massive issues in power level of the PC's for example greater invisibility wands are difficult to buy as a rogue now (21k gold), but if I could buy it at a per charge rate (420gp) all my rogues would have them as that is basically one auto win unless the opponent has see invisibility running.

Effectively 1 charge wands would replace scrolls completely easier to activate with a flat DC20 UMD roll compared to 20+CL for scrolls (with the possibility of requiring a second roll for a sub par stat) and cheaper per casting.

Some examples of strong 1 charge wands

Righteous Might (420/charge) get nice bonuses to hit and damage and DR10/good (as you would pick the evil version of the spell so demons cant bypass your DR)

Greater Invisibility (420/charge) Sneak attack all battle without needing flanks and 50% miss chance for opponent

Holy Sword (Paladin spell 600/charge) +5 Holy Weapon for 1 minute

Grand Lodge 1/5

I'm not asking for 1 charge wands, folks.

I'm asking for 10,15 or 20, charge wands to be made available.

I'm not looking for super cheese but I'd like to have an option to buy a 20 charge wand, instead of a 50 charge wand.

A Holy Sword wand of 10 charges would still cost 6,000gp and a 20 charge one would be 12,000gp. So, still a huge cost. But a lvl. 1 wand with 10 charges for a 150gp is much more manageable to a lvl. 1 PC that a 50 charge 750gp wand.

5/5 5/55/55/5

Those are one of the few useful items on chronicle sheets.

The Exchange 2/5

BigNorseWolf wrote:
Those are one of the few useful items on chronicle sheets.

And to be fair, they've shown up a lot more recently.

Dark Archive 4/5

unlimited access to 10 charge wands is no better than unlimited access to 1 charge wands as most people buying wands are quite willing to use them 10 times, its the 50 charge requirement that actually stops wands being the primary consumable among adventurers.

Lets see 10 charge wands once again just a small sample of strong spells

Fly 2250 gp for 10 charges (I am pretty sure a fighter can use this 10 times without issue)

See invisibility 900 gp for 10 charges (not even available as a potion as its a self only spell and now you can get 10 castings which each last 30 mins for almost nothing)

Darkvision 900 gp for 10 charges (no need to pack oil of daylight at 750gp, you can just buy a darkvision wand and ignore normal darkness)

Daylight 2250 gp for 10 charges (why buy 3 oils when I could buy a 10 charge wand instead?)

Barkskin 900 gp for 10 charges (yay +2 natural armor for 30 minutes a charge at less than half the price of an amulet of natural armor +1)

Remember that a 10 charge wand is the same cost as 3 potions of the same spell (or 6 scrolls) so if you plan to use something more than 3-6 times a wand is by far the better choice if it is available

Shadow Lodge 3/5

A good fix for this would be to make the limited-charge wands more prevalent on chronicles/in scenarios. Maybe moreso than what season 4 has done.

Dark Archive 4/5

Eric Saxon wrote:

I'm not asking for 1 charge wands, folks.

I'm asking for 10,15 or 20, charge wands to be made available.

I'm not looking for super cheese but I'd like to have an option to buy a 20 charge wand, instead of a 50 charge wand.

A Holy Sword wand of 10 charges would still cost 6,000gp and a 20 charge one would be 12,000gp. So, still a huge cost. But a lvl. 1 wand with 10 charges for a 150gp is much more manageable to a lvl. 1 PC that a 50 charge 750gp wand.

Who is making these partially charged wands? How are they making them?

If you can show me a way to make a partially charged wand with the crafting rules, than I may support the purchase of these wands in greater quantities. However, if the only choice while creating a wand is to make it with 50 charges, I'm confused as to where all these 1/5th charged wands are coming from.

Shadow Lodge 3/5

He's looking at it from a game design standpoint more than a lore-based one, so it's difficult to answer a question based on who/how are they being made.

Having said that, it's not unreasonable to say it requires less magic power to make a weaker wand; is there a magic formula that determines that a wand must have exactly 50 charges? Why that number?

Game design, that's why.

Dark Archive 4/5

However the point is that it is semi-unreasonable from a cost-to-benefit point of view when considered with other forms of consumables to allow wands (which are the cheapest per cast consumable) at quantities lower than around 40, which I believe was why the standard of 50 charges was created originally.

The only point at which low charge wands is even considered in standard pathfinder play is tourney style environments (in which players want the maximum number of advantages at the smallest resource cost).

Allowing PC's to find and buy a single wand with lesser charges is a nice advantage for a chronicle sheet, and makes sense within the environment of the world itself. Allowing unlimited access to such a resource is a very bad idea and one that should be strongly argued against.

Also Eric, while you may not be looking a super cheese the point is that low charge wands are a great way for a PC to unlock abilities that their class normally should not have without large expenditures (thus leading to people clearing encounters effortlessly ramping up the arms race between PCs and scenario writers)

For around 15k gold you could probably buy enough 10 charge wands to last 3-4 scenarios and allow you to solo every niche encounter with very little risk.

This is not even counting the effect of easy to use long term buff spells (like Heroism, Barkskin) that add a significant amount to your expected contribution in an average dungeon complex.

Grand Lodge 1/5

Exactly, why must it be 50 charges? Anyone have a particularly good reason for them being 50 charges? None that I can find.

-

As for the 10 charge wands vs. permanent item argument. They remain permanent items. So go ahead with your +2 natural armor charges for 900 gp. If you use it in 10 fights or roughly 3 scenarios. You're out 900gp. Now you have to spend another 900 gp and use it all over again and each time, you do use it, you have to spend a turn doing so.

So, about 20 fights later or about lvl. 3 you've blown through 1,800 gp, while the guy next to you has a permanent item, doesn't have to burn turns while his party is being slaughtered. The idea that wands would take over permanent items in every aspect, is a joke and an attempt at trying to win an argument without a strong point to back it up.

Player: Ooh, look at me, I cast barskin.
DM: Monster 1 attacks fully.
Player: I'm casting shield.
DM: Monster 1 attacks fully.
Player: I'm casting fly.
DM: Monster 1 gets an AoO, you die.

Have fun buying wands for everything and trying to use them mid fight. And if you want to spend GP trying to cast all these spells, have at it. So each fight you're going to cast 800gp worth of spells?

Going to be one poor Pathfinder with no gear to show for it, if you do.

Dark Archive 4/5

I cast barkskin once or twice per scenario (with my monk, sorcerer, and other PCs with the spell), the duration on the wand is 30 minutes which is more than enough time to clear a dungeon complex (without needing to waste combat rounds buffing).

2 charges per scenario for 36 scenarios is about 70 charges, costs 6300 which is cheaper than the +2 amulet of natural armor (costs 8k), and I could buy it in 900 GP sections rather than buying it all at once.

You assume people would use the wands mid fight, however the majority of the wands noted are 10min/level (see invis, barkskin, heroism) or 1hour/level (darkvision, mage armor) spells. You could use a single rnd/level buff at the start of a combat if you needed it, fly would be used if you actually needed to fly during an encounter, I dont know about you but my ranger/rogue needed to fly about 8 times over 13 levels, so a 10 charge wand would have been cheaper than the 8 potions.

So yes wands could quite easily replace permanent magical items for many bonuses.

Combat is more like the following

Pre Combat (Player casts Heroism and Barkskin at the entrance to the dungeon complex and shield at the entrance to the room if he thinks the room might be dangerous)

Player: I cast haste (+1 to hit and AC and an extra attack)
Monster: moves into range and attacks once vs the PC's base AC +7 and misses
Player: I full attack with +3 to hit and 1 extra attack at full BaB
Monster: dies

Total Cost is 90 for barkskin, 15 for shield, 225 for haste, 225 for heroism (555 gold per encounter to completely marginalize the encounter).

If the monster goes invisible you pop a charge of see invis (90gp), if the monster casts darkness you pop a charge of darkvision (90gp), if the monster casts deeper darkness you pop a charge of daylight (225 gp).

Notice that all the consumable costs are cheaper than the equivalent potion, and you are able to use them even while unable to see (unlike scrolls).

Unlimited access to partially charged wands allow people who have even a small amount of optimization and tactical knowledge to be able to completely ignore party composition when starting a session (as you can cheaply obtain the spells you require), thus raising the expected level of a party and further marginalizing newer players, if anything people should be discouraged from optimizing too far by changes not enabled to do it easier and with lower investment.

Dark Archive 4/5

I find your example disingenuous. Barkskin has a duration of 10 minutes/level, which means a potion, scroll or wand of it would last 30 minutes. Shield, as a first level spell, is a wand purchasable for a very cheap 750 gp (or 2 prestige points), and can therefore be spammed. Fly is not something that you buff up with unless you actually need to fly in an encounter.

Furthermore, if these ARE wands, then you don't provoke any attacks of opportunity using them. Furthermore, who would stand and be full attacked while trying to buff up?

In any case, wands are bought fully charged because the crafting rules require them to be fully charged. Consider wands you found on chronicle sheets logged at the Used Wand Dealer of Absalom. Those are your partially charged ones. However, you can't make them like that. The rules say so.

Grand Lodge 1/5

Yes, but why do the rules have to set 50 charges on a wand? Why not wands of 20 charges? Also, you want to spam spells, go for it.

Back to the previous response.

Casting the spell won't provoke an AoO, digging around in your backpack of a 1,000 wands to get the one you want, that's a bit different. But even if it doesn't because of a Handy Haversack, I don't know what dungeons you are talking about.

This is the PFS forum and most scenarios don't happen in a dungeon, where you clear the dungeon in 30 minutes or less. I've played over 30 scenarios now and I've had very little dungeon crawling involved. The Devil We Know series was the closest thing to it, everything else, took hours to explore. Check for traps, find a door, go down this dungeon, read the runes, figure them out, listen at the next door.

So sure, if you have a party of Orc Barbarians who want to clear out everyone and kill everything that's great but you never know when you'll meet the bad guys. And if you walk around casting it every 30 minutes, as a GM, I'm going to MAKE you cast it every 30 minutes. You want to cast a barkskin spell every 30 minutes, guess what your wand burned out in the middle of the forest on your way there, take 10 charges off, since it took 5 hours to get there.

I'll draw you a map of a house you got sent to looking for the bad guy, you walk in and you cast your spells before you walk in, oh its the house of the contact that will take you to the house of the guy you're looking for and his house is across town. Have fun burning up your charges, walking in the middle of the night looking for BBEG named Bob, except you failed your knowledge local rolls and I didn't tell you. Have fun doing it all over again, the next day.

So, wands are great, no doubt about it. But I as the GM am under no obligation to tell you which darkness spell was cast. So, now you have to cast dark vision every time or daylight which is more expensive. And each time, you are burning 2 turns while the BBEG are banging on your cleric. Its the GMs job not to allow that sort of 'well aged gouda' and make you feel it.

Liberty's Edge 4/5 5/5

Eric: you're ignoring the effect this would have to availability based on Fame, and the impact to game balance.

At the moment, 2nd-level wands (4500gp) are available when a PC reaches 18 Fame, so approx. 4th or 5th level.

A 10-charge wand would cost 900gp, and would be available at 9 fame, so approx. 2nd or 3rd level - significantly earlier than before.

Either that, or you put in some exception to the normal rules, stating that low-charge wands still use the full value of a 50 charge wand for purposes of availability via Fame. Given how confusing some people already find item availability, this would be fraught with problems.

No change to the existing rules, please.

Grand Lodge 1/5

Can't buy a wand because of fame requirements. What a giant PFS joke.

Yeah, that never sat well with me either. A wand gets made by a spell caster for half the price you pay. 4,000gp wand only costs the caster 2,000gp and you can't buy it because you aren't famous enough.

Sorry, you've got 4,000gp and you can buy it, have at it. You want to buy it from PFS, they should provide a discount for buying from the guild PX. If I have 40,000gp in my bank account, I can buy a Mithral Full-Plate +5 on the open market without being a "Famous Pathfinder." So why is my PC not allowed to go and buy whatever he can afford?

Upgrading an item, I can see that as a different story. But just a straight purchase in Absalom. "Money talks, bs walks," would be my motto. It certainly is the motto of the City of Absalom.

Just one more rule that needs an adjustment but that's for another thread.

And yes, please change existing rules.

Liberty's Edge 4/5 5/5

Eric Saxon wrote:
that's for another thread

Indeed.

5/5 *

Adam Mogyorodi wrote:
In any case, wands are bought fully charged because the crafting rules require them to be fully charged. Consider wands you found on chronicle sheets logged at the Used Wand Dealer of Absalom. Those are your partially charged ones. However, you can't make them like that. The rules say so.

Mergy already explained it here, but CRB crafting rules say you make wands fully charged. PFS doesn't have a precedent of changing mechanics from the CRB (with minor exceptions) so if what you are advocating is a change to the CRB rules, the PFS forum is probably not the best avenue for them.

Along with Paz, I'm happy leaving short-charge wands as a reward in chronicle sheets. Want only 10 of a spell, get 10 scrolls.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

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Put me in the 'limited use wands on sheets only' catagory.

Besides, a limited use wand tells a story.

"Yup, wand of flame blade is a nice little toy. Took it off a dead succubus. shame it only has 5 charges left."


Still, the question remains...

What happens to all these partially charged wands the adventurers find and then sell to MagiMart (for an appropriately lowered price, calculated from the remaining charges)?
Are those sent to magical recycling, or why don't they ever appear to be re-sold to other customers?

Liberty's Edge 5/5

They are. The factions buy them up and resell them to members at full price.

The Exchange 5/5

Midnight_Angel wrote:

Still, the question remains...

What happens to all these partially charged wands the adventurers find and then sell to MagiMart (for an appropriately lowered price, calculated from the remaining charges)?
Are those sent to magical recycling, or why don't they ever appear to be re-sold to other customers?

actually, I find there to be a bit of a disconnect from finding a partly charged wand and having 4 to 7 people at the table walk away with it.

How the heck?

Player 1 "Did ya buy the Wand with 10 charges last game?"
Player 2 "Heck yah! already handed it to the Wiz to cast on me..."
Wiz (Player 3) "On now let me get this strait... you guys each gave me a wand with 10 charges... and you each picked this wand up last time you played... why did the monster have 5 wands of the same spell? Each with 10 charges left?"

(Edit: Not that I want this to change! I'm happy with the way it's done now!)

Sczarni 1/5

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If you get unlimited partially charged wands, then I want to buy Greater Arrows of Slaying in increments of 2. If we're going to unbalance the game, let's go whole hog!

Dark Archive 4/5

Eric Saxon wrote:

Can't buy a wand because of fame requirements. What a giant PFS joke.

Yeah, that never sat well with me either. A wand gets made by a spell caster for half the price you pay. 4,000gp wand only costs the caster 2,000gp and you can't buy it because you aren't famous enough.

Sorry, you've got 4,000gp and you can buy it, have at it. You want to buy it from PFS, they should provide a discount for buying from the guild PX. If I have 40,000gp in my bank account, I can buy a Mithral Full-Plate +5 on the open market without being a "Famous Pathfinder." So why is my PC not allowed to go and buy whatever he can afford?

Upgrading an item, I can see that as a different story. But just a straight purchase in Absalom. "Money talks, bs walks," would be my motto. It certainly is the motto of the City of Absalom.

Just one more rule that needs an adjustment but that's for another thread.

And yes, please change existing rules.

According to the core rules, you can only buy that 40,000 gp item if it actually exists on the open market. Checking the Gamemastery Guide, I see that the largest settlement possible (Metropolis) is only guaranteed to have items worth 16,000 gp or less. That means that your +5 mithral full plate is actually surprisingly hard to find. If I recall correctly, it would count as a major magical item, of which a metropolis only has 3d4 (randomly rolled of course).

That's what fame is for. You asked for it, and because you're a famous enough Pathfinder, the Society sends its agents out to locate a seller who deals in such powerful armour.

PFS does not exist to serve your whims. The fame rules, the lack of custom item creation, etc. are there for a reason. If you want a rules change, please give a reason beyond "I want this item sooner."

Shadow Lodge

Adam Mogyorodi wrote:
Furthermore, who would stand and be full attacked while trying to buff up?

*raises hand*

Last week, actually. My alchemist was in front of the rest of the party, at the exit of a five foot wide canyon, when a bunch of enemies ran up on us. I took the AoOs to buff up my AC using extracts, then sat there blocking their path. Got hit all of once...

Granted, putting myself between my allies and "danger" WAS my faction mission...

Anyways, ignore the derail.

Scarab Sages 5/5

SCPRedMage wrote:
Adam Mogyorodi wrote:
Furthermore, who would stand and be full attacked while trying to buff up?

*raises hand*

Last week, actually. My alchemist was in front of the rest of the party, at the exit of a five foot wide canyon, when a bunch of enemies ran up on us. I took the AoOs to buff up my AC using extracts, then sat there blocking their path. Got hit all of once...

Granted, putting myself between my allies and "danger" WAS my faction mission...

Anyways, ignore the derail.

Hoo-Wee! Us do dis all da time!

Normal like dough, the rest of dem Pathfinders day jus' run on past me and like to get themselves kilt...

point of view from an Armored Wall Cleric

Grand Lodge 4/5

@Eric: You might as well take the request for the basic charges per wand to be changed from 50 over to the Rules forum, since that is the place for requests for Pathfinder rules changes.

You will probably want to be careful in how you request the change, including actual mechanics reasons for it, so that the regular posters don't call you a min./maxer, and so that you can actually give a good rules-worthy reason for the change.

You might want to look at the post that caused Mike Brock to change his mond about the legality of Magical Knack in PFS as an example of how to approach requesting fundamental rules changes.

@Everyone: Found a way to use a first level wand and a cracked Ioun stone which costs 2000 gp to cause interesting, if unintended, effects on the game.

Spell Storing items allow bypassing some of the spellcasting limitations, like no personal spells in potions. Get a spell storing item which can hold spells of the correct level, a wand of that spell, and all you need is a spellcaster or UMDer to refill the item from the wand for you, and you are golden.

Want True Strike? No problem. How about a Cure Light Wounds? Easy peasy.

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