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General Rules:

  • Wands are temporary items crafted using time, tools, and magical cores.

  • Wands can be used by anyone, but only you can craft or recharge them.

  • The spell level you can embed in a wand depends on your level and source (scrolls, potions, cores, etc.).

  • From level 7 onward, you gain +1 wand spell slot every 2 Artificer levels.

 

Level 1–3: Burner Wandcrafter

  • You can craft Burner Wands, improvised single-use wands that cast one spell up to 2nd level.

  • Requirements to Craft:

    • A shaft (wood, metal, bone, etc.)

    • A magical core (e.g., minor monster part, magical crystal, etc.)

    • Spell source: You must be able to cast the spell yourself or use a scroll as the source.

  • Function:

    • The wand casts the chosen spell once, then breaks.

    • Spellcasting uses your Artificer spell DC.

  • Limit: INT modifier number of active Burner Wands (min 1).

  • Crafting Time: 1 hour.

 

Level 4–6: Alchemical Core Crafter

  • You can now use potions as cores, consuming them to imbue wands with spells thematically linked to the potion (e.g., Potion of Fire BreathBurning Hands).

  • This replaces the need for rare magical cores.

  • Still limited to single-use wands, casting spells up to 2nd level only.

  • You gain advantage on crafting if you have proficiency with Alchemist’s Supplies.

 

Level 7–9: Wand of Broken Things

  • You can now craft Multi-Charge Wands, starting with 2 charges.

    • You gain +1 charge every 2 levels starting from level 7:

      • Lvl 7–8: 2 charges

      • Lvl 9–10: 3 charges

      • Lvl 11–12: 4 charges

      • Lvl 13–14: 5 charges

      • Lvl 15–16: 6 charges

      • Lvl 17: 7 charges

  • Max spell level you can imbue: 5th-level (via scrolls only).

  • To create such a wand:

    • You must destroy a magical item, absorbing its power as a core.

    • Roll an Arcana check (DC 12 + spell level) to successfully extract the essence. On failure, the item is destroyed but the wand fizzles.

  • Scrolls can be used directly as templates for spells.

 

Level 10–13: Arcane Channeler

  • Max spell level for scrolls increases to 7th level.

  • You may now store your own prepared spells in crafted wands if you expend a slot during crafting.

  • Potions can be amplified (e.g., Potion of Greater Healing may power Mass Healing Word).

  • You may harvest magical effects from glyphs, traps, or arcane phenomena and bind them into wands with DM approval.

  • Wands gain scaling DC based on your Artificer level or use original item's DC.

 

Level 14–16: Wandwright Ascendant

  • You can now imbue spells up to 9th level, if you have the scroll or item source.

  • You can safely distill power from:

    • Legendary potions

    • Ancient artifacts (DM’s discretion)

    • Wild magic fields or unstable arcane sources (with Arcana DC 20+)

  • Overload Crafting: You may expend a 2nd infusion slot to give the wand a “burst mode,” letting one of its charges be cast with maximized damage, but destroying the wand afterward.

 

Level 17: Master Wandmaker

  • You may craft Permanent Custom Wands.

  • Channel Overload (once per long rest): Sacrifice a wand to cast a stored spell at +1 level with maximized damage, creating an explosion (force damage = ½ Artificer level, DEX save vs. spell save DC).

 

Wand Failure Table (d20)

Roll 1d20 when a wand misfires, overloads, or backfires.

d20 Failure Effect
1 Arcane Backlash – You take force damage equal to twice the wand’s spell level. Your eyebrows are also gone.
2 Wild Magic Surge – Roll on the Wild Magic Surge table. The wand casts a completely unrelated spell instead.
3 Wand Meltdown – The wand melts in your hand, leaving behind a gooey, smoking stick. You take 1d6 fire damage and gain disadvantage on tool checks for 10 minutes.
4 Spell Echo – The spell fires twice… in random directions. Roll for new targets (including allies).
5 Polarity Inversion – Your hair stands on end and your skin glows faintly. You float 1d4 feet off the ground for 1 minute, unable to control movement.
6 Misfire – The wand emits a harmless but dramatic burst of light and sound. Nothing happens, but everyone within 60 ft thinks something horrible is about to.
7 Temporal Fizzle – You freeze in place for 1 round, blinking in and out of phase. You can't be targeted or take actions during this time.
8 Arcane Feedback – The wand throws you 10 feet backward. Make a DC 13 DEX save or land prone.
9 Echoing Spell – The spell repeats at the start of your next turn with the same target, regardless of intention.
10 Overload Static – All magical items within 10 feet spark and buzz. No effect now, but next magical item used has disadvantage.
11 Rebound – The spell hits you instead of the intended target.
12 Surge of Emotion – You burst into tears/laughter/screaming. You’re affected by the Confusion spell for 1 round (no save).
13 Wand Scream – The wand emits a banshee-like shriek and crumbles. Everyone within 20 ft makes a DC 10 CON save or is deafened for 1 minute.
14 Mini Explosion – The wand explodes in a 5-ft radius. Everyone in the area (including you) takes 1d8 force damage.
15 Reverse Polarity – For the next minute, you can only cast spells at yourself, even if it doesn’t make sense. DM interprets.
16 Mundane Sparkles – A shower of rainbow sparks bursts from the wand, coating the area in glitter. No mechanical effect… but everything is very sparkly now.
17 Delayed Detonation – Nothing happens. 1d4 rounds later, the spell randomly fires from wherever the wand was last held or dropped.
18 Phantom Spell – You believe the spell worked. DM pretends it did. It absolutely did not.
19 Wand Possession – The wand emits a strange voice. For the next hour, it critiques your every decision in a snide tone. No effect unless you fail a DC 15 CHA save, in which case you have disadvantage on concentration checks.
20 Cursed Bond – The wand fuses to your hand for 1d4 hours or until Remove Curse is cast. It whispers secrets you don’t want to hear.
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