Hey all, I am building a dungeon and want to use it for 2 campaigns. The first has a steady wizard. The second does not. I am making the key to an important chest in the dungeon casting spells from all 8 schools in the right sequence on the chest. For the group that doesn't have a wizard I figured I could create the Wand of Scholastic Utility to give them. This wand can be used to cast 1 1st level spell from each of the spell schools once per day. The party is a mix of 4th and 5th level characters. For that reason I don't think that this would be a hugely powerful item. On the other hand, that is a lot of extra spells even if they are one offs to add to someone's repertoire. Spells save DC of 13 for all spells that need them.
I'd have a hard time justifying attunement for an item like this, because it doesn't really fit any particular role. Someone will have to compromise themselves to be the "keybearer". However, it is a lot of free spells, which would make it a very potent unattuned item.
Giving the wand 8 charges is one option, but I would recommend having it be a "Recharging Wand", like a monster breath weapons. This would make it practical outside of combat without letting it be abused during combat. With [Recharge 5-6], it will probably only be used 1~2 times per combat, so 3~6 times per "day", which would be about right. (With the exception of Detect Magic, which would probably be used continuously.)
With a "Recharging Wand", you'll want to choose short duration spells to avoid overlapping.
Hey all, I am building a dungeon and want to use it for 2 campaigns. The first has a steady wizard. The second does not. I am making the key to an important chest in the dungeon casting spells from all 8 schools in the right sequence on the chest. For the group that doesn't have a wizard I figured I could create the Wand of Scholastic Utility to give them. This wand can be used to cast 1 1st level spell from each of the spell schools once per day. The party is a mix of 4th and 5th level characters. For that reason I don't think that this would be a hugely powerful item. On the other hand, that is a lot of extra spells even if they are one offs to add to someone's repertoire. Spells save DC of 13 for all spells that need them.
Included Spells:
I'd have a hard time justifying attunement for an item like this, because it doesn't really fit any particular role. Someone will have to compromise themselves to be the "keybearer". However, it is a lot of free spells, which would make it a very potent unattuned item.
Giving the wand 8 charges is one option, but I would recommend having it be a "Recharging Wand", like a monster breath weapons. This would make it practical outside of combat without letting it be abused during combat. With [Recharge 5-6], it will probably only be used 1~2 times per combat, so 3~6 times per "day", which would be about right. (With the exception of Detect Magic, which would probably be used continuously.)
With a "Recharging Wand", you'll want to choose short duration spells to avoid overlapping.