Ruske Bell |
"Overcharging a Wand
Source Core Rulebook pg. 597 4.0
After the spell is cast from the wand for the day, you can cast it one more time—overcharging the wand at the risk of destroying it. Cast the Spell again, then roll a DC 10 flat check. On a success, the wand is broken. On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."
Bob used a wand. 5 turns later Bob is dead and is looted. Can Jack tell if the wand was already used?
Claxon |
1 person marked this as a favorite. |
Yeah, I would have identifying the item impart that information.
The process for identifying a wand is:
Quote:
If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single Recall Knowledge action and automatically succeed. If it’s not, you must Identify Magic (page 238).