to wand or not to wand?


Advice


I've recently begun playing a bard and was curious:

Is it a plausible strategy to carry numerous wands and constantly buff and debuff? Is this a waste of gold? Is this a waste of actions?

In theory, with my lingering performance:

- I start a performance, end it on the next round, and the party continues to receive bonus for a total of 3 rounds before I start another performance.

- In those 2 rounds inbetween starting performances, throwing out buffs and defuffs with wands seems an overall better use of my standard action, than ranged or melee attacks that have little damage

- If this is a decent strategy, what are the best array of wands to carry?

Thank you for your thoughts.


If you are low level and you aren't particularly good at melee or archery this is indeed a good strategy. I would use some combination of Cure Light Wounds (you want this mostly for outside combat, but if you have it you might want to use it,) Ill Omen, Magic Missile and Burning Hands. You want the evocation wands at higher than first level if at all possible. 3,750 gold for a 5th level wand of Burning Hands would let you pile on some damage and have reliable swarm control.

Scarab Sages

My wizard took craft wand at 5th level. I'm sure that at 12th level it will be obsolete, but then we are using the retraining rules, so I can trade it out later.

It has been really useful already. I have a list of about 5 wands that I'm using regularly and I keep finding more. Obviously more expensive ones are on the horizon.

I'd give it a thumb's up.


At low- and mid-level, wands are a Gods-send (sic). I'd either get wands with spells I don't know to increase the repertoire and versatility, or wands with spells I dó know and cast regularly as a backup for when I run low on spells-per-day.
For instance, if you find yourself casting Cat's Grace and Haste every single combat, you'll run out of 2nd level slots like crazy; get some wands of those two to save on spells-per-day. Or if you feel like you're lacking in direct confrontation, get some evocation-spell wands to help blast the ever-loving crud out of your enemies.
Unless your GM loves to throw in wands with spells nobody really uses, they're never a bad thing to find; if you buy or craft them, you get to choose the actual spells. And even at minimum caster level, some of the higher level wands are always a better option than plinking away with your crossbow; if you can choose between an attack roll vs. AC to deal 1d10 damage, or 5d6 fire damage in an area with a save for half, it quickly becomes a no-brainer.
I'd say "go for it"!

Grand Lodge

Wands can dramatically enhance your staying power in fights, as you won't be limited to just your spell slots and rounds of performance. I highly recommend it.

Grand Lodge

Wands are terrific for Bards, and not just for Bard spells. At 8th level, my Bard has a UMD score of +15. A couple levels higher, and she'll be pretty much fail-proof using any wand.

Good bargain-hunter tip, check out wands off the Paladin or Ranger spell list. Very often you can get wands of second level spells like Resist Energy or Lesser Restoration for first level prices. And once the ACG comes out, you can probably add arcane spells off the Bloodrager spell list to that too. :)


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Assuming you are focusing on UMD, then wands can be a good strategy that is also reasonably cheap.

The key is first to look for spells that provide effects that are not reliant on DC (as Wand DC is always the minimum - easy save!) and secondly avoid spells that require caster level to be effective.

First level wands are extremely cost effective. Running through 50 charges of something you will use 1/battle ends up taking a long time, and for 750 gp, is a steal.

Here's some basic options to get you started:

Bless: A simple and effective 1st level buff that is not DC reliant or overly CL reliant (Edit: Had a quick concern that this might not stack with Inspire Courage - no worries, it's a morale bonus and inspire is a competence bonus - stackable!)

Silent Image: Note there is "no save" until the enemy "interacts" with the illusion - this usually requires a wasted attack or at least a wasted move action on the part of the enemy. CL is not a factor. First level spell.

Lesser Restoration: OK, going to throw some cheese here, but technically a first level spell for Paladins, so a first level LR wand is technically possible. If so, a great deal.

Remove Fear: Situational, and you may not need 50 charges, but a useful wand to have in reserve.

Protection from Good/Evil/Law/Chaos: A great way to subvert mental control of a fellow PC. First level and not DC dependent.

Entangle: OK, the immobilization effect is DC dependent, but the difficult terrain effect is not, and the area is quite large, first level spell. (At low levels, Grease will accomplish the same thing with a smaller area, but no UMD roll)

Obscuring Mist: No DC, not level dependent, first level spell - can be useful even at high levels. (later on, treat yourself to a Fog Cloud wand for better versatility)

True Strike: Wand left hand/Whip right hand. True strike-trip, True strike-trip.

Ray of Enfeeblement: Unfortunately, you can expect a 1/2 effect because of the saving throw, but 1/2 effect is still going to usually be 2 points of strength loss. That's minus 1 to hit and damage.

Enlarge Person: Fighter types love this buff. No DC, first level casting will last the whole battle.

That should get you started.


Mhe aside for bless, pretty much all worthwile buff spells are either high level (haste, heroism) or scales with caster level (divine favor) so when you are high level enaugh to be able to afford those, your spell slots are probably abundant enaugh to be the more convinient route. Unless you are playing PFS where consumable are not allotted against your WBL, wand are a bit too much of a gold dump.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Treantmonk wrote:

Assuming you are focusing on UMD, then wands can be a good strategy that is also reasonably cheap.

You LIVE! Or have you been subletted? :)

Scarab Sages

PSusac wrote:

My wizard took craft wand at 5th level. I'm sure that at 12th level it will be obsolete, but then we are using the retraining rules, so I can trade it out later.

It has been really useful already. I have a list of about 5 wands that I'm using regularly and I keep finding more. Obviously more expensive ones are on the horizon.

I'd give it a thumb's up.

It can be useful at high level too if you take Staff-like wand. Using your own caster level on minimum CL wands is fantastic.

Scarab Sages

True, but my GM only allows CRB and APG so no Staff-like wand for me.

:-/


LazarX wrote:
Treantmonk wrote:

Assuming you are focusing on UMD, then wands can be a good strategy that is also reasonably cheap.

You LIVE! Or have you been subletted? :)

I don't visit often anymore, but once in awhile...

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