Without further ado, the Magic Wand spell for DCC RPG by Daniel J. Bishop (borrowing heavily from Joseph Goodman!):
Magic Wand
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Level: 4
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Range: Self
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Duration: Permanent
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Casting
time: 1 week per caster level
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Save: N/A
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General
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Wands
can be created and imbued with magical energy by wizards using this spell. The material cost is 1,000 gp per caster
level, plus any unusual materials (e.g., an ivory wand requires sufficient
ivory), plus a minimum of 1 point of spellburn per caster level to properly
bond the wand. The wand’s efficacy is
much greater at higher caster levels, and thus the time and material cost
rises as the wizard progresses in power level. Additionally, the caster must have any
spells that will be placed into the wand available, and be able to utilize
them during the casting period. All
costs are expended before the spell check is made, and failure means all
costs are lost; a wand that is improperly enchanted can be re-enchanted to
recover half of the material costs involved.
A spell with a casting time of 1 day or longer cannot be bonded to a
wand.
The
casting period is ongoing with brief spurts of restless sleep, and the caster
does not heal spellburn (or other wounds) during this time.
Each
casting allows the caster to choose
one wand from the eligible results of his spell check or less. With research
practice, and special materials, a wand can be created that performs a
different function of equivalent
power, such as a wand that locates secret doors. These special wands and their abilities
should be devised with the aid of the judge.
The judge determines whether or not a spell check was sufficiently
high for any desired equivalent power to be bonded to the wand!
In
the descriptions below, “original caster level” refers to the level at which
the wizard crafted the wand – if he advances in level after creating the
wand, abilities associated with the creator of the wand’s original caster
level do not increase.
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Manifestation
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One
wand to be crafted by the caster, of any wood, metal, bone, or other
material.
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Corruption
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Roll
1d8: (1-2) Minor; (3-5) Major; (6-8)
Greater.
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Misfire
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N/A
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1
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Lost,
failure, corruption, and patron taint!
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2-11
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Lost. Failure.
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12-15
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Failure,
but spell is not lost.
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16-17
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The
caster succeeds in creating a simple wand, which is linked to one spell that
he knows and has available at the time of casting. By focusing that spell through this wand, a
spellcaster is able to gain a +2 bonus to his spell check. A spellcaster cannot use two or more wands
to increase this bonus.
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18-21
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The
caster succeeds in creating a simple wand, which can be used to cast a single
spell that he knows and has available at the time of casting. The caster must succeed in a spell check
for that spell as part of the casting; if the caster fails, the creation of
the wand fails. If the caster
succeeds, the spell can be cast once per day per original caster level of the
wizard (and using the spell check bonus of the wizard at the time the wand is
created). The wizard can choose a
command word, which must be known and uttered to cast a spell through the
wand.
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22-23
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The
caster succeeds in creating a wand, which can be used to cast up to three
spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not thematically
linked (Judge’s ruling), each additional spell to be placed in the wand
(after the first) may suffer a cumulative -2 penalty to their spell checks. The spells placed in the wand can be cast
once per day per original caster level of the wizard, using the spell check
result at the time the wand is created.
The wizard can choose a command word for each spell, which must be
known and uttered to cast each spell through the wand. If the wizard chooses to place only one
spell in the wand (not as a result of a failed spell check), the wand can
also be crafted to grant a spellcaster a +2 bonus to spell checks when
casting that spell with the wand as a focus.
This bonus does not apply when an actual “charge” of the spell is used
from the wand, and a spellcaster cannot use two or more wands to increase
this bonus.
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24-26
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The
caster succeeds in creating a wand, which can be used to cast up to three
spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. If the wizard
chooses to place only one spell in the wand (not as a result of a failed
spell check), the wand can also be crafted to grant a spellcaster a +2 bonus
to spell checks when casting that spell with the wand as a focus. This bonus does not apply when an actual
“charge” of the spell is used from the wand, and a spellcaster cannot use two
or more wands to increase this bonus.
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27-31
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The
caster succeeds in creating a wand, which can be used to cast up to three
spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. In addition, by
using the wand to focus any of the spells it contains, a spellcaster is
granted a +2 bonus to related spell checks.
This bonus does not apply when an actual “charge” of the spell is used
from the wand, and a spellcaster cannot use two or more wands to increase
this bonus.
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32-33
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The
caster succeeds in creating a great wand, which can be used to cast up to
three spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. In addition, by
using the wand to focus any of the spells it contains, a spellcaster is
granted a +4 bonus to related spell checks.
This bonus does not apply when an actual “charge” of the spell is used
from the wand, and a spellcaster cannot use two or more wands to increase
this bonus.
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34+
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The
caster succeeds in creating a great wand, which can be used to cast up to
three spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. In addition, by using
the wand to focus any of the spells it contains, a spellcaster is granted a
+4 bonus to related spell checks. This
bonus does not apply when an actual “charge” of the spell is used from the
wand, and a spellcaster cannot use two or more wands to increase this bonus.
Finally,
the caster may grant the wand one unique ability, which can be used through
the wand as though it were a spell.
These abilities should be no more powerful than a third level spell as
a rough estimate, and should be thematically tied to the spells contained by
the wand. These special powers should
be determined with the aid of the judge.
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