GM NOTES: Wands
To make a wand the mage must possess certain spells and skills:
  • Enchantment at skill level 12 or higher
  • Alchemy at skill level 12 or higher
  • The spell category of the wand to be made (i.e. Pyromancy for a wand to improve pyromancy spellcasting) at 12 or higher
  • Magic, White or Grey (or Magic, Black for evil mages) at level 10 or higher
  • Rituals at level 12 or higher
  • Incantations at level 10 or higher
  • Fabrication, Wood at level 12 or higher

    To make the wand the mage must research a formula of components needed to infuse power into the wand. The GM will need to randomly roll 20 or more components off the component chart (page 84) at +20% to the "cost of components" rolls.
    Also the mage will need to carve the wand from wood taken from a tree struck by natural lightning. The wand will need to be engraved with symbols reflecting the type of magic it is enhance. The carving and enchanting of the wand must be done within 3 days of the lightning strike.
    Once the mage has gathered all the needed components to enchant the wand and has finished the carving, the components must be ground up into a cauldron (or whatever) that is filled with boiling rainwater. After the components are added to the pot the mage must place the wand into the mixture and keep the brew simmering for 24 hours, once 24 hours have past the wand is removed from the mix (niether the wand nor the mix can be used again) and the mage must make checks for, and succeed in, Ritual, Incantations, Magic, and all 3 spell categories. If the checks are all successfull then a magic wand has been created, the wand will grant a 5% bonus to casting any spells of the appropriate category as well as substituing as any needed components the mage would normally need during casting.
    Mages who require expensive or rare items for spell components covet these wands above many other more powerful magic items.

    |Wands Main PageThe Warehouse Main Page|

    Source Material: William Travis


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