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Re: Magic Wands

Posted: Thu Feb 19, 2009 6:03 pm
by dark brandon
I'd just go with the suggestion that wands are typically PPE batteries that can be syphoned to cast spells.

That makes casting spells "easier"

Re: Magic Wands

Posted: Mon Feb 23, 2009 1:04 pm
by Glistam
You could see the Mystic Varja from the Mystic China book as a sort of "wand." Those devices can be set up to contain PPE and also activate spell effects upon use. A Mystic Varja that was set up right could always give you some PPE based on location (recharging it's Chi based on Chi flow and casting the spell Convert Chi to PPE).

It sounds like what you're looking for doesn't exist in a standard way. Your best bet would be to find a spell that "helps" the caster in some way you're looking for, and then have the device mimic that spell.

Re: Magic Wands

Posted: Wed Feb 25, 2009 11:56 am
by Glistam
Techno-Wizardry (Rifts) or Alchemy (Palladium Fantasy), combined with the spell research rules from Through the Glass Darkly should be able to create items along the lines of what's listed below:

-Wand of Persistence
A spellcaster who, during spellcasting, focuses his spell through the device will see the duration of his spell doubled. This only works on spells level 6 and lower. The Wand has 50 PPE and each use of this ability drains 12 PPE, plus the PPE of the spell being cast, from the item. The mage still pays for the casting of the spell normally. This is simply a variation of the Talisman spell combined with the Energize Spell spell. Depending on wand construction, more than 50 PPE could be available (multiple Talisman spells for PPE storage). The mage must recharge this wand with PPE as it's used up. Casting a spell through the wand uses up the standard actions of spellcasting.

-Wand of Reach
A spellcaster who, during spellcasting, focuses his spell through the device will see the range of his spell doubled. This only works on spells level 6 and lower. The Wand has 50 PPE and each use of this ability drains 12 PPE, plus the PPE of the spell being cast, from the item. The mage still pays for the casting of the spell normally. This is simply a variation of the Talisman spell combined with a modified Energize Spell spell. Depending on wand construction, more than 50 PPE could be available (multiple Talisman spells for PPE storage). The mage must recharge this wand with PPE as it's used up. Casting a spell through the wand uses up the standard actions of spellcasting.

-Wand of Destruction
A spellcaster who, during spellcasting, focuses his spell through the device will see the damage of his spell doubled. This only works on spells level 6 and lower. The Wand has 50 PPE and each use of this ability drains 12 PPE, plus the PPE of the spell being cast, from the item. The mage still pays for the casting of the spell normally. This is simply a variation of the Talisman spell combined with a modified Energize Spell spell. Depending on wand construction, more than 50 PPE could be available (multiple Talisman spells for PPE storage). The mage must recharge this wand with PPE as it's used up. Casting a spell through the wand uses up the standard actions of spellcasting.

Other ideas:
-The Amulet spell allows the creation of an item which can "See The Invisible". Could other spells with the same (or less) PPE costs at the same (or less) spell level be substitued for a permanent effect?
-Devise an object which uses the Magic Protection of an Amulet as a trigger for stored Negate Magic or Dispel Magical Barriers spells. When the wearer is force to save versus magic the appropriate counter-spell activates.
-The section on Charms from "Through the Glass Darkly" (pg 44-45) contains info on creating items which can aid a mage. Make those items wands and you've probably got what you're looking for.

Re: Magic Wands

Posted: Sat Mar 14, 2009 12:51 pm
by Thinyser
I use the PPE channeling rules so I would design an item that allows 50% more PPE per action to be channeled for faster casting, as well as doing one (or two or all three depending on how powerful you want it to be) of the following: increase range, damage or durration, by 50%... or possibly one of those selected at the time of spell casting so you could increase damage on one casting and duration on another.

If you really wanted to make it badass have it studded with diamonds and emeralds for PPE storage too.



Just some ideas.

Re: Magic Wands

Posted: Mon Mar 16, 2009 1:09 pm
by Glistam
Using the rules for making Charms from pages 44 and 45 of Through the Glass Darkly seems to be the perfect legit way to make the sort of items the OP is looking for. Minor beneficial effects unrelated to an item casting the spell or storing PPE. You can give bonuses to strike with spells, you can provide a bonus to specific skill usage, and others.