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  1. - Top - End - #1
    Orc in the Playground
     
    EvilClericGuy

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    Default Wands, Wands, and more Wands

    Ok so heres my thought, as a low Level wiz/caster, what should be the first magic item you get, more specificly what wand should you first buy, spell wise.


    charm person
    cause fear
    magic missle
    etc...

  2. - Top - End - #2
    Bugbear in the Playground
     
    de-trick's Avatar

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    Default Re: Wands, Wands, and more Wands

    magic missile I'd would say so you don't have to waste a spell slot on it
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    Bugbear in the Playground
     
    HalflingRangerGuy

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    Default Re: Wands, Wands, and more Wands

    as wands will have minimum caster level and minimum prime requisite ability score modifier when you purchase them, it is always useful to craft your own for save or die or save or lose spells so ca set caster level and dc's. generic wands are best for damage spells, save or partial spells, and generic utility spells that you do not want to memorize but need everyday, like rope trick, alarm and stuff.

    cause fear and charm person are both save or suck/lose, magic missile is a sucky first level spell(w00t 2d4 damage!!!). good choices from phb include glitterdust, rope trick, silent image.
    My mother says: those on fire should roll.

  4. - Top - End - #4
    Orc in the Playground
     
    EvilClericGuy

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    Default Re: Wands, Wands, and more Wands

    ok, i think ill go with glitter dust, blind/reveal invis is very promising.

    unless i can get rope trick at CL 9 but that would be expensive.

  5. - Top - End - #5
    Halfling in the Playground
     
    GreataxeFighterGuy

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    Default Re: Wands, Wands, and more Wands

    Mage Armour

    Even at caster level 1st it's still 1 hour duration. Saves you a spell slot every day for spells that are influenced by CL and DCs.

  6. - Top - End - #6
    Troll in the Playground
     
    Lord Lorac Silvanos's Avatar

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    Default Re: Wands, Wands, and more Wands

    Quote Originally Posted by cupkeyk View Post
    as wands will have minimum caster level and minimum prime requisite ability score modifier when you purchase them, it is always useful to craft your own for save or die or save or lose spells so ca set caster level and dc's.
    Crafting your own will not influence the DC. The minimum ability score needed to cast the spell is always used except for staffs.
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  7. - Top - End - #7
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: Wands, Wands, and more Wands

    Quote Originally Posted by Sornjss Lichdom View Post
    Ok so heres my thought, as a low Level wiz/caster, what should be the first magic item you get, more specificly what wand should you first buy, spell wise.
    Detect Magic. Definitely the first wand my wizards would pick up.

    Light would be a good option, but Everburning Torches kind of replace them.

    Prestidigitation wouldn't be a bad idea either.
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  8. - Top - End - #8
    Bugbear in the Playground
     
    SamuraiGuy

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    Default Re: Wands, Wands, and more Wands

    I've found a wand of Unseen Servant to be useful on many occasions.

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  9. - Top - End - #9
    Dwarf in the Playground
     
    Zombie

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    Default Re: Wands, Wands, and more Wands

    Detect magic and read magic and then mage armour

  10. - Top - End - #10
    Firbolg in the Playground
     
    Planetar

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    Default Re: Wands, Wands, and more Wands

    Pretty much anything with a saving throw is a waste of time. By the time you can buy a 1st level wand without noticing the hit in your budget (say 4th-level and up) the monsters are not going to be impressed by a DC 11 saving throw. I guess you could get a wand of Sleep or Colour Spray and just keep spamming it until they fail their save, but as soon as the monsters hit 5 HD even that won't work.

    Cause Fear might be useful, just because it does something on a failed save, but the wand's going to become deadweight as soon as you start running up against opponents of 6 HD or higher. Charm Person in a wand is almost useless except in very specialised situations.

    More effective options for minimum-CL wands:

    • Detect Magic - Cheap and very useful. Unless you have a Warlock or similar character in your party, this is the first wand you should buy.

    • Grease - My favourite choice for a wand. Sure, they'll probably pass the Reflex save, but they might not be so lucky with the Balance check, and they're flat-footed in the meantime.

    • Protection from Evil - +2 AC and +2 to saves is big at low levels, and this can be a life-saver if someone gets charmed or dominated.

    • Shield - If you're dungeon-crawling, this can be another life-saver. Use a charge from it just before you walk into any dangerous area.

    • Mage Armour - This one is iffy. You'll usually have a spare slot to just cast the spell. But it lets you free up your main slots for attack spells, which can make it worth it. I think it's better to just buy a Pearl of Power, though.

    • Summon Monster I - Instant trap-detector. "Okay, little doggie, now run down the corridor." *BANG!* *yelp!* *poof!* "Yup, it's trapped."


    - Saph

    PS - Don't get a CL 9 wand of Rope Trick. Really, it's pointless. It costs 13,500 gold! By the time you can afford that you'll be about level 9 anyway, and why would you want to spend a third of your character's wealth to free up one second-level spell slot? I'll never understand why TLN recommended this one.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

  11. - Top - End - #11
    Barbarian in the Playground
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    Default Re: Wands, Wands, and more Wands

    I'm surprised people are suggesting wands of 0th level spells - I don't think I've ever run out of those. It's not like you need to cast Detect Magic every other round.

    I like Magic Missile - that way you're always going to be doing something useful in every round of combat, which can otherwise be a bit tricky for low level wizards. Grease can always be fun. Mage Armour is a good suggestion, as you're unlikely to be going for more than an hour anyway. Charm Person would be good if you're going to be meeting lots of people you don't want to immediately kill - that way, you will always have it on hand if needed. Though I imagine the temptation to start charming every barman and shopkeeper will become difficult to resist. Or maybe that's just me?
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  12. - Top - End - #12
    Firbolg in the Playground
     
    Planetar

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    Default Re: Wands, Wands, and more Wands

    Quote Originally Posted by Ethdred View Post
    I'm surprised people are suggesting wands of 0th level spells - I don't think I've ever run out of those. It's not like you need to cast Detect Magic every other round.
    If you're in a dungeon with magic traps, then being able to cast Detect Magic every time you run up against something suspicious-looking is very, very useful, trust me. It's also handy to be able to quickly scan a room to find out if anything has a magic aura. Plus the wand costs only 375 gold, halved if you make it yourself. Worth the money.

    - Saph
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

  13. - Top - End - #13
    Titan in the Playground
     
    Keld Denar's Avatar

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    Default Re: Wands, Wands, and more Wands

    I'd disagree with a wand of glitterdust. That spell is soooo useful, I'd have one memorized at all times at lower levels, 2 at 6th level and above. Plus, since it's save dependant, and a 2nd level spell, its gonna have a DC of 13, not so hot.

    Ray of Enfeeblement would be a good wand. Handing out between -1 and -4 to attack and damage (-2 to -7 str) to everything you come across will save your cleric a lot of healing time. Ray of Stupidity is another good one. Keep blasting the enemy wizard/archivist until he's reduced to a commoner with good will saves or auto-disable animals at the flick of a wrist.

    See Invisibility or Invisibility Purge would be good utility on a wand. Automatic, no save, no real level dependant effects, and really a life saver when you need it.
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  14. - Top - End - #14
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    SolkaTruesilver's Avatar

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    Default Re: Wands, Wands, and more Wands

    - Wand of Enlarge Person
    - Wand of Haste
    - Wand of Cure Critical Wound

    any good refular buffs is good to have in a wand.

    One nasty is Wand of Enervation. Nasty nasty nasty..
    Last edited by SolkaTruesilver; 2007-07-20 at 02:18 PM.

  15. - Top - End - #15
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Wands, Wands, and more Wands

    Five prorated wands with 10 charges or 10 prorated wands with 5 charges are generally better than a single fully charged wand in most circumstances and can be situationally useful at at most levels depending on the spells chosen particularly with a Heward's Handy Haversack.

    Color spray and sleep are nice at low levels (1-4) but scrolls you can generally make yourself are cheaper since you normally have the scribe scroll feat at level 1 and can make level one scrolls for half market cost (12.5 GP).
    Last edited by CASTLEMIKE; 2007-07-20 at 02:27 PM.

  16. - Top - End - #16
    Halfling in the Playground
     
    Dark_Wind's Avatar

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    Default Re: Wands, Wands, and more Wands

    True strike. No save involved, duration is not CL dependant (always 1 round), and not always worth preparing but good to have around. It's like it was designed to be a wand.

    I like having a mirror image wand, too. True, it isn't quite as good as casting it yourself, but it frees up a 2nd level slot for other things. On that note, invisibility makes for a nice wand, as well.
    Last edited by Dark_Wind; 2007-07-20 at 02:23 PM.
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  17. - Top - End - #17
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    SolkaTruesilver's Avatar

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    Default Re: Wands, Wands, and more Wands

    I prefer keeping myself a 4-th level slot for Greater Mirror Image. as an immediate casting, you don't have to care about pre-casting it.

  18. - Top - End - #18
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Wands, Wands, and more Wands

    Wands? i find wands to be very non-threatening, staffs are much cooler.
    the "You shall not pass" thing in lord of the rings could not have been done with a wand.

  19. - Top - End - #19
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Wands, Wands, and more Wands

    wait, Pixie in the playground? how the hell did that happen?!?

  20. - Top - End - #20
    Ogre in the Playground
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    Default Re: Wands, Wands, and more Wands

    Quote Originally Posted by Tiak View Post
    wait, Pixie in the playground? how the hell did that happen?!?
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  21. - Top - End - #21
    Eldritch Horror in the Playground Moderator
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    Default Re: Wands, Wands, and more Wands

    IMO, wands work best holding buff spells like Invisibility, Bull's Strength, etc.

  22. - Top - End - #22
    Banned
     
    SwashbucklerGuy

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    Default Re: Wands, Wands, and more Wands

    Best low-level wand spell? Probably wand of web, or ditto of grease (the duct-tape and WD40 of the D&D world). AFAIR neither is level-dependent in their effects. Both are so tasty I can't decide which I'd rather have.

    Create as minimum caster level items and own the battlefield.

  23. - Top - End - #23
    Titan in the Playground
     
    AssassinGuy

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    Default Re: Wands, Wands, and more Wands

    Quote Originally Posted by cupkeyk View Post
    as wands will have minimum caster level and minimum prime requisite ability score modifier when you purchase them, it is always useful to craft your own for save or die or save or lose spells so ca set caster level and dc's.
    That isn't the reason to craft your own wands. The reason to use higher caster levels is for spell power (strength, duration) dependent on that caster level.
    Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

    Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.
    Use Magic Device also has its own exceptions, especially with Activate Blindly and mishaps.

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