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 Post subject: A wand Crafters guide to using wand's
Unread postPosted: Wed Apr 19, 2017 3:30 pm 
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Quality Control

Joined: Thu Sep 18, 2014 6:55 pm
Posts: 8337
This is a WIP, as there are a lot of spells which can be crafted to wand's... However, seeing as there has been so much discussion lately about wand's and how useful they are, I figured I would do an A-to-Z of the various spells which can be on wand's and what they are useful for. I will also include an approximation of what it would cost you to have someone craft the wand and what the cost per use is. In this first post I won't have very many, but I will edit the post to add more over the coming days/weeks. My hope is that some players, especially newbies, might find a strategy or two that allows them to explore a bit more of the server and be more survivable while leveling. I am assuming 100 uses because you are guaranteed 98 before there is a chance the wand breaks. It is unlikely you will get more than 147 uses though. Recharging a wand costs half the crafting cost. I am assuming 5K for a wand, though they can be had for less.
Here goes!

Red = no use
Green = situational or you can get the same effect cheaper from a vendor item/potion.
Blue = Very useful
Orange = One of the top wands you should have


Acid Splash: Crafting Cost = 375 gold. I suppose you could use it to kill trolls, but for the price of the bone wand you aught to be able to get some weapon with 1 Acid or Fire damage. Skip it!

Aid: Crafting cost - 4,500 gold. You are likely to pay anywhere from 10-15,000 gold for a wand. One recharge will cost 2,250 so per use comes to 17,250/100= 173 gold per use. This is a standard pre-boss buff or even a grinding buff due to the inexpensive cost, but only lasts 3 minutes. This is a good wand, but in most cases you will be able to purchase Potions of Aid for less gold per use and you can find Amulets of Avoreen pretty easily (and they can be placed on the recharger, I think)

Amplify: Crafting cost - 3,750. Likely to cost between 10-15K. Recharge cost of 1875 makes the cost per use approximately 169 gold. You won't use it often, but if you have a PC with listen and no spot this is much cheaper than C&C (the two do not stack). Nice wand to have when you want to ensure you don't have a hidden eaves dropper about.

Animate Dead: Crafting cost - 33,750. Likely will cost at least 40K, probably 45. Recharge cost of 16875 comes to 619 gold per use. The CL makes the cost too high for what you get. The 3rd level version is not heping anyone over level ~10 or so, but no one level 10 or less has 45K to throw down on such a wand. If the CL was 5 the cost would be 11,250 and the wand would probably sell for 20K or less, making it a possibility to help level since the summon lasts a long time. Unfortunately where it is it serves little purpose.

Balagarns Iron Horn: Crafting cost - 10,500. Wand will likely cost ~17-20K, recharge cost of 5,250 for a total cost per use of ~253 gold per use. Actually not a bad wand to have... Any caster type you catch off guard could be interrupted since wands activate instantly and caster types tend to have low Strength. So if, for instance you were to use such a wand on Chaos and he were to fail his strength check, you may not have to deal with him gating in a demon or hitting you with vampiric feast. There is no saving throw against the spell, it is simply a knockdown with an effective strength of 20, so if you are talking about PvE or even PvP in some cases this could be all you need for victory. It's not going to be 100 %, but d20+5 against a low STR/DEX caster will probably have at least a 60% or higher chance of success (assuming both STR and DEX are 16 or lower).

Bane: Crafting Cost - 3,750, total cost ~12K, cost to recharge 1,875 = ~139 gold/use. loPretty useless as the enemy gets a Will save, the CL is 5 and assuming you aren't a caster the DC is going to be super low. Skip it.

Barkskin: Crafting Cost - 18,000, total cost ~28,000, cost to recharge 9,000 = ~370 gold per use. Clever how the CL of 12 is 1 below what is needed for +5 Natural AC, making the cost as high as possible without granting maximum AC benefit from the spell. Here is the thing, 28,000 gold is a lot less than the minimum 200K it costs for a +4 Natural AC item, so in the absence of such an item a wand of Barkskin (or Spiderskin) is a fantastic substitute. On one of my characters I have such a wand even though he has a +4 Natural Armor Amulet so that in some area's I can wear an amulet with 28 SR or one that gives a bonus to perform. Even if you have a +3 item, I'm sure everyone knows the extra 1 AC here and there is how you get from low-mid 40's to 50 AC.

Bear's Endurance: Crafting Cost - 4,500, total cost ~15,000, cost to recharge 2,250 = ~173 gold per use. Only lasts 3 minutes, there is a belt that lasts 15 mins/day... Also, when you go below zero due to CON going down you die so it can be dangerous!

Bestow Curse: Crafting cost 15,000 total cost ~25,000, cost to recharge 7,500 = ~325 gold per use. Allows a saving throw and the DC is going to be easy to beat so there is little use for such a costly wand.

Bless: Crafting cost 1,500, total cost ~10,000, cost to recharge 750 = ~108 gold / use. Great 2 minute buff, but potions of bless cost something like 30 gold each, so it's much cheaper to buy potions than craft a wand.

Bless Weapon: Crafting Cost 4,500, total cost 15,000, cost to recharge 2,250 = 173 gold per use. Even if you had to pay double for this wand, it's worth it. 1 piercing damage vs. evil is nothing, of course, but 2d6 vs. undead is nice and making any weapon good aligned is the real bonus! Want to take on the Balor or the Pit Fiend? This wand makes for a big help in doing damage since it get's through one part of their DR (the other being either Cold Iron or Alchemical Silver). This should be a wand everyone should have in their inventory.

Blindness and Deafness: Crafting Cost 4,500, total cost 15,000, cost to recharge 2,250 = 173 gold per use. Allows a save with a crappy DC, skip.

Bull's Strength: Crafting Cost 22,500, total cost 32,500, cost to recharge 11,250 = 438 gold per use. Expensive, but allows an alternative to odd STR stat. Since it lasts 15 minutes you could wear a ring of might and just use the wand when you become overloaded or want the extra +1 AB/Damage for a boss. Less useful if an item becomes available, but even then the wand costs about 10% of what such an item would cost making it a viable method to get similar results. ***Special note, Cleric with STR domain can craft these wands for 10,000 gold cheaper (Bull's STR as a level 1 spell) which would bring the cost per use down to 338 gold.***

Burning Hands: Crafting cost 3,750, total cost ~12K, cost to recharge 1,875 = 139 gold / use. 5d4 fire damage in a cone... I suppose if you can take down several trolls quickly this could finish them all off, but there are more efficient ways to do so. Skip.

Call Lightning: Crafting cost 22,500, total cost ~30K, cost to recharge, 11,250 = 413 gold / use. ~35 damage to enemies around you that fail their reflex save, but since the DC is pretty low it will probably be more like ~17.5 damage. Just not worth the cost.

Cat's Grace: Crafting Cost 22,500, total cost 32,500, cost to recharge 11,250 = 438 gold per use. Expensive, but allows an alternative to odd DEX stat. Since it lasts 15 minutes you could wear a ring of the Knight or other +2 DEX item with other bonuses and just use the wand when you want the extra +1 AB/AC for a boss or need a bump to DEX based skills. Less useful as a +4 DEX item is available, but the wand costs about 10% of what the item costs, making it a viable method to get similar results.

Cause Fear: Crafting Cost 2,250, total cost ~10,000, cost to recharge 1,125 = 112 gold / use. Inexpensive, but the DC will be very low so there really is not much point.

Charm Monster: Crafting cost 30,000 total cost ~38,000, cost to recharge, 15,000 = 530 gold / use. Super expensive, low DC, skip!

Charm Person: Crafting cost 7,500, total cost ~15,000, cost to recharge, 3,750 = 188 gold / use. less expensive, but even lower DC...

Clairaudience and Clairvoyance: Crafting Cost 33,750, total cost ~42,000, cost to recharge, 16,875 = 589 gold / use. While very expensive, +10 to spot or listen is still a fantastic buff if you are worried about eaves droppers. Does not stack with Amplify so if you have a PC without spot the Amplify wand is better from an expenses perspective.

Cloud of Bewilderment: Crafting Cost 4,500, total cost 15,000, cost to recharge 2,250 = 173 gold / use. While the DC is low it is a cloud effect increasing the chance that at least one enemy fails the saving throw. Blind/Stunned enemies are out of the fight, eligible for sneak attacks and just generally in a bad way so this is a really nice wand in some situations where there are many enemies since one or more of them may roll a 1.

Color Spray: Crafting Cost 1,500, total cost ~8,000, cost to recharge 750 = 88 gold / use. Cones are difficult to aim right and don't persist like clouds do, otherwise would be green. As is it can be difficult to hit multiple enemies to make them save vs. the stun effect so even though it is cheap, it's use is far too limited for anyone, but very low level characters that can't afford such expense.

Combust; Crafting cost 4,500, total cost 15,000 cost to recharge 2,250 = 173 gold / use. Occasionally you may find such a wand, otherwise it would probably be red due to the high cost. However, it can be useful for ~9 fire damage to kill trolls if you don't have other fire/acid available. If you are paying to have it crafted it is a losing proposition since it costs more than you get per troll hide, but if you find one and don't have another source of fire/acid damage recharging it for 50 uses is only costing you ~45 gold / use which isn't bad... Still probably better off carrying a bunch of Alchemist fire until you can get an acid/fire weapon.

Confusion: Crafting Cost 30,000, total cost ~38,000, cost to recharge 15,000 = 530 gold / use. Low DC and very high cost = skip.

Contagion: Crafting Cost 15,000, total cost ~22,000, cost to recharge 7,500 = 295 gold / use. There is a bug (which I don't think we have fixed) where Contagion uses a set DC, making the wand as useful as the spell. Unfortunately the set DC is low and the spell is not useful at all, so neither is the wand.

Conviction: Crafting Cost 7,500, total cost ~15,000, cost to recharge 3,750 = 188 gold / use. +2 all saves at a pretty cheap cost. Nice! Decent duration (10 Min/level, so as a CL10 wand it lasts 100 minutes per use if not dispelled).

Cure Critical Wounds: Crafting Cost 21,000, total cost ~30,000, cost to recharge 10,500 = 405 gold / use. Would be blue, but it's pretty expensive. If you find one (rare) it's worth using and recharging, and it is worth crafting on a low STR character. After all, 100 heal kits will cost between 5-10,000 gold vs the ~40,500 it will cost for 100 charges of a cure critical wand. With no points in heal and low wisdom they may not heal as much as the wand, but they're so much cheaper it's no contest anyway. As said, low STR characters are going to use wands to save weight, but will generally use Cure Moderate/Serious/Critical wands that they find rather than buying them. ***Will not comment on each individual cure wand other than to say Cure Serious wounds was made CL15, making it cost MORE than Cure Crit, so if you are going to pay to have such a wand crafted, keep that in mind.***

Darkness: Crafting Cost 4,500, total cost ~15,000, cost to recharge 2,250 = 163 gold / use. If you have Blindfight feat or are good enough to aim it so you are within the darkness and enemies are not it could be blue. Grants 20% concealment for 3 minutes so in some cases might be a decent stand in for displacement, since it's about half the cost.

Daze: No enemy will fail it's DC, so it's cheap, but useless.

Death Armor: Costs the same as Darkness... 1d4 + 2 magic damage to anyone who hits you in melee for 18 seconds... Waste of gold.

Death Knell: Again, 15K for the wand, same as Darkness. I suppose you could argue that if you use the wand as the kill shot you gain +2 STR and some HP for 30 minutes, but there are far easier ways to do both.... Spend the 15K on a Ring of Might (or 20K max), skip.

Death Ward: Crafting cost, 21,000, total cost ~31,000, cost to recharge 10,500 = 415 gold / use. Immunity to Negative Energy, Death Magic, Ability Decreases, and negative levels. Consider that a potion of lesser restoration costs between ~90-110 gold each and then consider how many of them you have to use in some dungeons. Next consider how bad it sucks when you get hit with an instant death effect and end up in the fugue on a poor roll... Or when you get a negative level and have to find a priest. No matter how you cut it this wand is a small price to pay in many areas of the server. If you are in an area with dispels you have to be more judicious, but without dispels it will last a long time (7 in game hours or 105 real time minutes).

Deep Slumber: If you aren't sensing a pattern, DC spells in general should be skipped unless they have a decent AoE and even then are only useful on the rare occasion where you hit a bunch of enemies and hope for a 1. In any case Deep Slumber is only marginally useful for a real caster, on a wand you may as well just gift one of my toons the ~20,000 gold or so you would pay for this thing for all the use you'd get out of it... Unless you just plan to try and put level 10 or less PC's to sleep as a prank. :P

Dismissal: I would love to make this green because as a CL18 wand the DC could potentially be decent because of how the spell works, but the cost of the wand is going to exceed 60,000 gold and the recharge will be another 27,000 gold. It's not like you can dismiss the Pit Fiend or the Balor with it so I just can't recommend spending that kind of gold.

Dispel Magic: 32,500 gold and you can dispel Assassin and Blackguard PC's that didn't take Practiced Spell Caster. As a CL10 wand the check will be d20 +10 vs. 11+CL. So a level 10 caster requires you to role an 11 or better (50%). You could argue that you still have a chance of dispelling a caster level 19 (5%), but is it worth the amount of gold you are dropping? Breach is simply a far better option.

Displacement: Crafting Cost 20,250; Total Cost ~30,000, cost to recharge, 10,125 = 401 gold/use. This would be Blue or possibly even Orange except for the simple fact that there are cloaks that give 3 uses/day of CL9 displacement as well as the fact that you can find wands and other items with 1 use / day. Why would someone pay 30,000 gold for 50 uses on a wand when cloaks are sold for 20K that have 3 uses/day? It is a key spell, so I'm not dissing the usefulness, only the fact that the wand cost is too high due to the availability of other items which never have to be recharged or break.

Dominate Animal: Does this need an explanation? Has a saving throw, only works on animals, costs over 20K...

Dominate Person: I suppose you could go green on this one from an RP perspective, but the low CL makes it unlikely PC's will fail the saving throw. Not to mention there is a bard instrument that has this as a use per day if you have UMD. In any case, it will cost over 30K if you want such a thing.

Doom: I wish this was better, if we are talking the infinity engine BG games Doom is nice as it gives -1 with no save! However, in this iteration it gives -2 if a will save is failed. DC spells and wands are bad, so even at a relatively inexpensive cost of ~13,000 gold it still is not really worth it.

Eagles Splendor: Crafting Cost: 22,500, Total Cost ~32,500, cost to recharge 11,250 = 437 gold / use. For some builds this could very well be considered Blue, but leaving it as green since the fact that only 'some builds' means it is situational. 15 minutes of +4 Charisma is great for build types that gain from CHA. Of course you have EDM to get extra uses of turn undead as well as +2 damage and +2 rounds so for Fighters (or other non-casters/those that don't have access to the spell) that dip Cleric/Paladin/Blackguard, this can be better than Potions (which are a cheaper option, but only last 3 minutes). This is also nice for Feinters since many of them don't have room to wear a +3 CHA item as they are doing everything they can to pump Bluff score while also maintaining a high enough AC since they may not have HiPS. Men-at Arms also have use for this wand specifically for their special Taunt abilities.

Elemental Shield: Crafting Cost 36,000, Total Cost ~46,000, cost to recharge 18,000 = 640 gold/use... This could almost be red because of the extremely high cost coupled with the fact that it only lasts for 12 rounds/use. However, 50% immunity to Fire and Cold is no joke and could be a life saver in certain area's of the server. Especially when you consider that you can find 20% immunity items which, when stacked together and with the wand could grant you full immunity for over 1 minute. For those that can afford it and do not have access to Energy Immunity spells this is not a bad substitute even if it is only used rarely for certain boss battles, when it is used it will be beneficial.

Endure Elements: Crafting Cost 1,500, Total Cost ~9,250, cost to recharge 750 = ~100 gold / use. You could consider it red, certainly... However, when levelling gaining DR 20/- to all energy types for 24 hours at a 100 gold cost can be a life saver. Running over a trap that does ~30 electrical (or whatever) right before being mobbed by 2 or 3 enemies can ruin a level 10's day. This wand will make it a bit less of an issue for a moderate cost. Honestly, you might be able to purchase such a wand for 6-7K if you know a wand crafter that will give you a deal or something. In any case, nothing super special, but it's a cheap bonus 20 HP / use against energy damage, possibly more if you get hit by low amounts of multiple energy types.

Enervation: Crafting Cost 21,000, Total Cost ~31,000, Cost to recharge 10,500 = 415 gold / use. An underappreciated spell and wand. -1d4 (~2.5) levels with a chance at a crit and no save. Note, however that some bosses are immune, as is any player, or mob under the effects of Shadow Shield or Death Ward and Undead. There are still some bosses and many mobs where such a wand can help though, especially in the mid levels. In PvP against a non-protected player it could very much swing the pendulum in your favor.

Entangle: Crafting Cost: 3,750, total Cost ~14,000, cost to recharge 1,875 = ~160 gold/use. The only reason it is green instead of blue is because Grease is cheaper. However, Entangle does have a longer duration at 8 rounds. The great thing about these first level spells is that even on a successful save movement speed is reduced to 50% and Wands activate faster than spells. So it is a great way to keep a group of enemies or a single dangerous enemy where you want them prior to throwing down a mass save or X spell or some other nasty effect like cloudkill, Evard's Tentacles, Acid Cloud or what have you. This is also a fantastic "OH @%#!" button to hold enemies at bay to allow you to escape if that becomes necessary. A fairly cheap option too.

Evard's Black Tentacles: Crafting Cost: 45,000 gold, total cost ~55,000, cost to recharge 22,500 = 775 gold / use. The custom changes on this server make this green instead of red...However, the high cost makes it closer to red anyway. It is useful though since the Attack roll will be made at d20+19 and the grapple check is d20 + 23 against the targets d20+BAB+STR modifier. So against low STR types with lowish AC such as caster mobs you can get decent use... By laying Grease or Entangle down you can force multiple rounds of enemies being attacked. Still, it is not good for Epic content and it is unlikely you can afford it prior to epics so it is a bit of a specialized wand that rarely if ever would be seen. Nice use, but simply too expensive.

Fear: You can find one or buy it on auction for RP or whatever, but to purchase a crafted one is going to cost ~25,000 gold and since it is a wand the DC is very low so it is all but useless. Add to the fact that PfA or Mindblank offers immunity along with many items in game and there is no reason to ever craft or purchase such a wand.

Find Traps: This is probably red/no use rather than situational... However, these are only 4,500 to craft, so about 15K to purchase; ~172 gold / use. In Epic dungeons without evasion or in DM events knowing where a trap is could save your life. Would be more useful if Find Traps worked like PnP where it has a long duration and gives a bonus to search skill to detect traps. In this game it is a bit more limited as it only finds traps within 30 meters when cast. Still not terrible as traps can cause a lot of damage and it is pretty cheap to use, but really would only be useful in DM events or if you had some kind of RP with a PC that was constantly setting traps in your path. :P

Fireball: 10d6 damage and many enemies have fire resistance even if not lore appropriate. Also, such wands can be found, as can necklaces and other items to do this, so why pay for a wand crafting when such an item can be found on the auction at times for less than a bone wand?

Fireburst: There are simply less expensive ways to kill trolls...

Flame Arrow: The CL (18) is not ideal, as either 16 or 20 would make it cheaper to craft or grant an additional arrow. Still....4 arrows @ 4d6 Fire damage is 16d6 which is a pretty strong single target damage. However, it's going to cost you around 50,000 gold for such a wand (~700 gold per use). While it allows a reflex save for 1/2 damage, this is a decent wand if you want a cheap way to remove some other players wand of least mantle, but then if you care about a mantle you are a caster and have better ways of dealing with that!

Flamestrike: Not even that great of a spell when cast by a caster... It also will cost you over 60K and another ~28 if you chose to recharge it (880 gold/use!)

Flame Weapon: One of a very small number of reasons to have a crafter Druid is Flame Weapon... CL17 making it EXPENSIVE 45,500 to craft, plus markup and a bone wand = ~56,000 gold, add in 22,750 for 1 recharge and it's about ~788 gold / charge. That may seem rather steep...However, each charge is 17 minutes of 1d8 fire damage on your weapon which makes this a fairly strong buff that basically anyone can make good use of. The cost will make it somewhat prohibitive until epics, but this is a good thing in my opinion as such a strong buff would make some of the lower level content too easy. In any case, if you can afford it this is a really nice wand to have for any PC that uses a weapon.

Flare: Even for casters this spell allows a fortitude save to negate and the majority of enemies you would want it to effect have Fortitude as their 'high' saving throw! It only causes -1 AB on a failed save so would be nice if it was a reflex or something... Anyway, this isn't a great spell for casters, but it is cheap...However, it really is not worth the cost of the bone wand so just skip it!

Fox's Cunning: For most this is probably red and eventually no one should pay for this. However, non-caster builds that include Duelist or Invisible Blade can make use of such a wand until they can afford the +4 INT Helm, or if they have the helm slot taken up by a +4 deflection or other important item, the wand can also be a useful alternative. The cost to craft is 22,500 so total cost is ~32,500 + 11,250 to recharge = ~440 gold/use. Not bad considering it lasts 15 minutes. Of course Wizards want the INT helm for the bonus spells and such, but builds that use INT for AC and/or damage would do well to consider such a wand in some cases.

Freedom of Movement: Cost to craft: 21,000 (15,750 with travel domain), total cost ~31,000, cost to recharge 10,500; cost per use: 415 gold. I think there is one epic area that has assassins that can cause you to be held, so solo I suppose such a wand has it's place...Except I am pretty sure there are also mobs that can dispel it. It's a rather costly wand with a rather narrow use. However, if you are going to try using scrolls of Tortoise shell (for instance) it is a consideration that you will want some way to consistently apply Freedom of Movement before such spells that hinder it. Even though technically not supposed to work there is no rule against it on this server.

Gedlee's Electric Loop: Cost to Craft: 4,500, total cost ~15K, cost to recharge 2,250; cost per use: 173 gold. Low CL wand with low DC, allows a reflex save and does relatively minor damage (2d6 electrical, 1/2 on successful save). Only if the enemy fails the reflex save do they also make a will save or be stunned for 1 round. It is actually a kind of neat spell for DC Casters to use on melee mobs, but on a wand it is basically worthless.

Ghostly Visage: Cost to Craft: 22,500, total Cost ~33,000, cost to recharge 11,250; cost per use: 443 gold. Situational at best since it is a rather expensive wand and by mid levels many areas mobs have magic weapons bypassing the 5 DR. However, immunity to Magic Missile is nice in some area's and 10% concealment for 15 minutes isn't a bad thing. There are better/more important wands out there, but this is certainly not 'red' in my point of view.

Ghoul Touch: Cost to Craft: 4,500, total cost ~15,000; cost to recharge: 2,250; cost per use: 173 gold... it is a melee touch attack and allows a fortitude save so may as well just put the gold in a campfire and then put the fire out for all the good such a wand would do, by the time you can afford it.

Glyph of Warding: Cost to Craft: 11,250, total cost ~20,000; cost to recharge: 5, 625; cost per use: 257 gold. It's green because it can be used in RP similar to alarm spell, but also as a 'first strike' against hostile creatures. In reality it's red, the vast majority of the time and a lot of gold for such limited use.

Grease: Cost to Craft: 1,500, total cost ~10,000; cost to recharge: 750; cost per use: 109 gold. I generally carry one of these even on my wizards since it activates faster than a spell. Only lasts 12 seconds, but it is an insanely cheap "Oh $#@&" button, and you can't have enough of those. At around 10K to pay a crafter for one you can afford it relatively early. One of those wands you won't likely use all that often, but when you do, you'll be very glad you had it! It can also be used as a first round offensive option to get mobs stuck within a chokepoint if you plan on launching some kind of AoE, but the short duration means you get maybe a round and a half before the spell wears off.

Greater Invisibility: Cost to Craft: 21,000, total cost ~31,000, cost to recharge: 10,500; cost per use: 423 gold per use. While I love Greater Invisibility for a first strike plus displacement effect, this is a pretty expensive wand and only lasts 7 rounds (42 seconds) per use. Displacement cloak lasts 54 seconds and gets 3 uses per day and invisibility wands are way cheaper and last for 3 minutes. If you really want Greater Invisibility it is an option, but applying invisibility followed by displacement will be cheaper than a single Greater Invisibility and will give you longer duration on both effects.

Greater Magic Weapon: Cost to Craft: 15,000, total cost ~25,000, cost to recharge 7,500; cost per use: 332 gold. At CL5 it is only giving you a +1 EB so by the time you can afford it, it's useless. I have tried selling CL16 elixirs which give a long duration +4 EB and no one bought them on auction so I imagine there isn't much demand even if the CL was higher (it would be very expensive at CL16). There is a charge item that offers GMW for +3 EB for sale that would be an affordable alternative option.

Greater Resistance: Cost to craft: 21,000, total cost ~31,000, cost to recharge: 10,500; cost per use 423. Last 24 hours (6 hours real time, if not dispelled) and gives +3 bonus to all saves... So many people complain about builds with low saves (I have been one of these people in the past), but there are many options to improve them with items like this. Only reason it isn't blue is the availability of Greater Heroism and Superior Resistance Scrolls that are just as affordable. Scrolls can only be stacked in 10's and Greater Heroism doesn't last nearly as long, but Superior Resistance is obviously a Superior option.

Gust of Wind: Cost to craft: 15,000, total cost ~25,000, cost to recharge: 7,500; cost per use 332 gold. Certainly has it's place to clear out cloud spells, but the DC will be too low for the knockdown effect to be reliable. You can find these in drops and occasionally Mudd's auction for far cheaper since you aren't likely to use them very often. If it worked against Storm of Vengeance it would be blue or maybe orange, but it doesn't.

Hammer of the Gods: Cost to craft: 60,000, total cost ~70,000, cost to recharge: 30,000; cost per use 1,020 gold. A solid spell for a DC Cleric thanks to the daze effect on failed save. However, as a wand it is exceedingly expensive due to being CL20 and the DC effect is unlikely to apply if you aren't a DC cleric. 5d8 AoE damage isn't worth over a thousand gold.

Haste: Cost to craft: 22,500, total cost ~32,000, cost to recharge 11,250; cost per use 441 gold. Note that Haste wands found in drops are CL5, but crafted haste wands are CL10 so last a full minute. This would be Orange, but there are boots and other items that grant 1-3 uses per day of haste. Some items only give haste (5), but many do give the CL10 variety so with patience and some gold you can carry 2 or 3 items and have 3-9 minutes per rest of haste. The wand is still a solid option, but I prefer the crafted version as 30 seconds of haste will burn through charges quick.

Hold Animal: Cost to craft: Cost to craft: 4,500, total cost ~14,000, cost to recharge 2,250; cost per use 165 gold. Why would you ever use this?

Hold Monster: Cost to craft: 21,000, total cost ~31,000, cost to recharge 10,500; cost per use 423 gold. It's a DC spell with a low CL. Hold spells allow a save every round so are really only useful for enchantment focused casters with high DCs.

Hold Person: Cost to craft: 6,750, total cost ~16,750, cost to recharge 3,375, cost per use 205 gold. See above.

Holy Sword: Cost to craft: 45,000, total cost ~55,000, cost to recharge 22,500, cost per use 791 gold. It's only usable if your PC is Lawful Good or it would be Orange. 2d6 divine damage vs. evil alongside +5 EB is strong, add in a Dispel Magic effect that can work even against some epic opponents and it's really strong. Each charge lasts a minute and a half so it's a fantastic boss buff. I personally don't have any characters that use such a wand, but know several who do and they can really help out with lowish damage builds that are strong on defense and attack bonus.

Ice Storm: Cost to craft: 27,000, total cost ~37,000, cost to recharge 13,500, cost per use 515 gold. CL9 means 3d6 bludgeoning damage and 5d6 Cold damage with no save. If you want an AoE damage wand this is likely the best one. This is still only doing an average of ~28 damage in the AoE so really isn't worth the price IMO.

Identify: Cost to craft: 2,250, total cost ~12,000, cost to recharge 1,125, cost per use 134 gold. Considering every vendor on the server can identify items, some for as little as 25 gold and Lore potions are even cheaper there really is no reason for this.

Improved Mage Armor: Cost to craft: 22,500, total cost ~32,500, cost to recharge 11,250, cost per use 446 gold. +6 Armor AC, yes please. At CL10 it will last 150 minutes real time unless dispelled. Useful for anyone who wants +2 AC even on top of epic armor...so...useful for everyone.

Infestation of Maggots: ****In the interest off completing the more beneficial wands anything I flag as red is not getting pricing details from this point on. I will try and fill them in later**** Short story is this is a DC spell with low DC and no effect on a successful save, so not a good investment.

Inflict "X" Wounds: Cost varies, but highest cost is inflict critical which will cost you around 653 gold per use. Pretty expensive, but it is a way to heal undead minions for all you aspiring Necromancers (who aren't Clerics) out there.

Invisibility: Cost to craft: 4,500, total cost ~15,000, cost to recharge 2,250, cost per use 176 gold. This would be orange, but Potions are cheaper at NPC merchant. It's Blue instead of green because one wand of 50 charges is better than carrying around stacks of potions. There are so many uses for invisibility... When combined with haste it can vastly shorten a weekly quest run since you can bypass the majority of combat with enemies that give 1XP and just get whatever you need to complete the quest. Also keeps your epic toon running around the bandit caves from disturbing the actual players that belong there. Obviously the more IC use which I like is as an "Oh $#@&" button to break spell lock or get away when needed. It is not a 100% savior since some enemies will have true sight up, but if you're facing a trip to the fugue and you don't have other options it's worth a shot. Obviously a potion or scroll of Ethereal Jaunt would be preferable, but that isn't nearly as easy to acquire unless you pay a PC Master Alchemist for elixirs or other PC for scrolls. Invisibility is a far more affordable option, obviously.

invisibility Purge: Cost to craft: 11,250, total cost 21,000, cost to recharge 5,625, cost per use 272 gold. Only green because there is such a wand that drops pretty frequently. However, the dropped wand is 5 charges per use so it is actually MORE expensive to recharge then buying a player crafted wand. So if you need one it's worth it to pay a crafter unless you get lucky with a drop or there is one available on Mudd's. Still only green because Blindsight or See Invisibility is a cheaper alternative that doesn't annoy players who happen to be running by invisibly.

Invisibility Sphere: Cost to craft 11,250, total cost 21,000, cost to recharge 5,625, cost per use 272 gold. About 100 gold more than Invisibility and the sphere isn't perfect, but it is a little more easy to use these days. Being able to make a whole party invisible is great in certain situations and could be useful for DM events in conjunction with Silence. At a minimum it lasts 2 minutes longer than Invisibility wand/potion which breaks down to it actually being a little CHEAPER than invisibility wand per minute (176/3 minutes = ~59 gold per minute vs. Sphere 272/5= ~54 gold per minute).

Isaacs Lesser Missile Storm: Cost to craft 39,000, total cost 49,000, cost to recharge 19,500, cost per use 699 gold. You get the full 10 missiles so it does ~35 damage to a single enemy with no save, but that is not much damage for the cost. If they had made it CL10 instead of 13 it would have saved 9,000 gold on the crafting and 4,500 on the recharge which would have made it a marginally better wand to purchase....However, at the end of the day 35 damage to a single enemy is pitiful so why would you bother?

Keen Edge: Cost to craft 11,250, total cost 20,000, cost to recharge 5,625, cost per use 261 gold. Would be orange, but the availability of charged items that cost less than the crafting of the wands as well as the ability to find wands of Keen in the environment makes paying twice as much for a wand crafted by another player unrealistic. It's a fantastic spell which replaces a feat, so not saying anything against it, just that it's not worth paying for a crafted wand of keen.

Knock: Cost to craft 4,500, total cost 14,000, cost to recharge 2,250, cost per use 166 gold per use. Some may say it should be red cuz you can bash chests/doors. Others may say it's blue because you can unlock multiple objects in one use and it's faster than bashing or *gasp* a nice IC way to handle locks. My take is it's green because 1 point in open locks is enough for many chests if you have a focus on DEX or keep the various enchanted lockpicks you find while looting. Yes you can bash, but Knock / Open Locks is faster. Still, any unbashable lock which requires open locks skill will not succumb to the Knock spell. If such locks were effected this would likely be orange for anyone that doesn't have significant skill in open locks!

Least Spell Mantle: Cost to craft: 21,000, total cost 31,000, cost to recharge 10,500, cost per use 423 gold. This wand is one of the main reasons forum goer's sometimes lament that whoever is willing to spend more gold wins PvP. Not always the case, but it is the case often enough to have merit. With this wand any spell that is susceptible to Spell Resistance will be absorbed for 5-8 spell levels and having 1 level of absorbtion left will still absorb a 9th level or even epic spell. Unfortunately a quickened Isaacs Lesser Missile Storm is guaranteed to destroy your mantle which will allow for the save or die/suck spell that follows to hit you. My personal take is the wand is more a PvE tool than PvP. Yes it can help in PvP against an inexperienced DC Caster, but against anyone worth their salt they have half a dozen other ways to ruin your day. End of the day it is absolutely one of the top wands to have in your inventory, but don't fall in to the trap of thinking it will save you from every spell caster out there.

Lesser Dispel: Short story is it will only dispel up to CL15 wards with a low probability of success. By the time you can afford any wand to be crafted this just would not ever be worthwhile.

Lesser Restoration: At 171 gold per use it's cheaper to buy potions. If you are chewing through the potions fast enough for a stack of 10 to not be enough you should be applying Deathward.

Lesser Spell Breach: cost to craft 21,000, total cost 31,000, cost to recharge 10,500, cost per use 423 gold. Great for non-casters to bring down protections. It only brings down two and the effect is randomized, so no guarantee the 2 (out of 10+) wards you bring down are the ones you want. Personally I kind of preferred the non-random/vanilla implementation where both sides know what is coming down in case of a breach, but either way, for a non caster this is a useful wand for both PvE and PvP.

Lesser Vigor: due to the cost of the bone wand potions of lesser vigor are cheaper. no reason to craft/purchase this wand.

Light: At CL5 the duration is decent, but with a bone wand the cost per use is ~120 gold per use or so. Better to just use a torch until you find an item that has some kind of light included in the enchantments.

Lightning Bolt: CL10 means it's expensive, but the DC is still low so you're only going to average ~17.5 damage per enemy you catch in a straight line.

*Living Undeath is disabled on BGtSCC*

Mage Armor: costs about 125 gold per use with the cost of bone wand and paying the crafter... Potions cost about 50 gold each so no reason to go with the wand.

Magic Circle Against Alignement: Cost to craft 11,250, total cost 21,250, cost to recharge 5,625; cost per use 274 gold. Only green because there is wand of Protection From Alignment as well as items with 3/day protection from alignment. All of which are cheaper options in the long run. Let actual clerics and wizards cast circle against alignment, if you are using wands, they are generally for self-buffing.

Magic Missile: 5d4+5=~17.5 damage to a single enemy. What would be the point? It isn't cost prohibitive and the unlimited staffs you can buy aren't caster level 9 so I suppose it has it's place. The problem is by the time you can afford the ~17,000 gold to get one of these you aren't likely to need it.

Magic Vestment: CL5 so it only grants +1 AC... Much cheaper to go for a wand (or potions/scrolls) of Mage Armor with better results.

Magic Weapon: +1 EB is a nice little buff at low levels, but buy the time you can pay for the crafting you're likely to already have at least a +1 EB weapon.

Mass Camouflage: It lasts minute per level instead of hour per level, else it would be green. Would never be more than green in my opinion because having wards up around other players makes stealth near useless. Any ward that wears off shows your location with an icon over your head...same occurs on area transitions. Thus any ward that would improve your stealth will ironically increase your likelihood of detection. In DM events it may have some use on stealth missions, but since it only lasts 13 minutes and DM events can take quite a bit of time to RP through it would be difficult to keep active.

Mass Lesser Vigor: There are far cheaper ways to get healing. If you can afford this wand you can afford a cloak of regen that also gives other perks.

Melf's Acid Arrow: There are cheaper ways to kill trolls, which is really the only use this wand would have.

Mestil's Acid Breath: An expensive way to do very little damage.

Mirror Image: Cost to craft: 18,000, total cost 28,000, cost to recharge 9,000, cost per use 378 gold. I generally keep one of these even on my Wizards. That way I can memorize one Mirror Image and if bad things happen and all images disappear I have a way to reapply them. On non-wizards this is a great wand to use in conjunction with any kind of Concealment. Some possible ways to add concealment are Displacement wands/cloaks (50%, lasts 54 seconds), Ghostly Visage (10%, lasts 3 minutes), Darkness (20%, only lasts 3 rounds), or Deez's Repulsive Barrier (can be crafted in to an Elixir, CL15 for 15% Concealment for 15 minutes). This is one of those wands that let's a sub-optimal build solo content at or above it's CR (in conjunction with other such wands, and assuming going to an area with no dispels). Note that in the mid levels with a CL12 this is a strong wand because it will rarely be taken down by a Lesser Dispel.

Moon Bolt: cost to craft 21,000, total cost 31,000, cost to recharge 10,500, cost per use 423 gold. The reason it isn't red is against living targets they take 2d4 strength damage and a successful fortitude save for half. Thus against high STR targets you can still give them a ~2.5 STR malus with this wand. Note, however that as far as wands go the 1d6+1 you get from Ray of Enfeeblement is a cheaper option. The reason Moonbolt isn't red is that it is not subject to spell resistance (and thus not stopped by mantles). Ray of Enfeeblement doesn't allow a save, but is effected by spell resistance so both wands are somewhat useful in certain circumstances. Not the first wand I'd buy, but still one that has it's uses.

Neutralize Poison: Use Heal kits and lesser restoration (or better yet, Deathward!)

Orb of Acid (or other Orb spells): Cost to craft 21,000, total cost 31,000, cost to recharge 10,500, cost per use 423 gold. Why isn't it red? Well, orb spells give no save against the damage so at CL7 you get 7d(4/6/8) damage and Spell Resistance doesn't work. The secondary effect is not likely to occur (unless the enemy roles a 1), but ~24.5 damage with a chance to apply an effect isn't a bad thing I suppose. I still would never waste the gold on one, but I suppose these wands might be useful as a ranged attack option if you don't want to carry loads of arrows/bolts/bullets/whatever.

Owls Wisdom: Crafting Cost 22,500, total cost 32,500, cost to recharge 11,250 = 438 gold per use. Good for the same reasons as Bull's Strength. +4 WIS item is on an amulet so if you have a Monk or Monk/Rogue type this wand is an intriguing option. +2 AC, stunning fist DC, possibly Attack Bonus while keeping your amulet slot open for a Natural Armor Amulet. Also not a bad wand for Caster Clerics in case they get dispelled/lose Owl's Wisdom and want to keep their DC's up. 15 minutes is a decent enough amount of time to make it something to consider.

Phantasmal Killer: DC spell on a wand has a very low chance of success. Spells that allow 2 saves have an even lower chance of success.

Poison: Not even a good spell for casters, no better on a wand.

Polymorph Self: 21,000 / 31,000 total cost, 10,500 to recharge, 423 gold per use. Should probably be red, but at a minimum the changes on this server do provide some possible role play uses for this wand. From a mechanical standpoint if you aren't a true caster the spell has limited benefit which will make polymorph forms a poor option. Still, RP and fun factor make a wand like this kinda cool, if you can afford it. I know I've had fun with potions of Shapechange I've found while adventuring... :twisted:

Prayer: 11,250 / 21,000 total. 5,625 to recharge, 272 gold per charge. This would be blue, but it only lasts 30 seconds. Still, not a bad buff right before a boss battle. The issue is you can only realistically apply 1 short term buff from a wand before a boss fight. Bless and Aid are cheaper and last longer, while Displacement and/or Haste are better options for your last buffs right before you rush the boss. You can also get a semi-rare book (prayer to the Overgod) that gives Prayer 3/day (I think).

Protection from Alignment: 1,500 / 11,500, 750 to recharge, 125 gold per use. This would be orange as it is one of the KEY buffs everyone should always have access to. Downgraded to blue as there are weapons, helms and maybe other items that give 3/day casts of this and it lasts a long time. Still, for those with no access to use per day items, this is an inexpensive, easy to acquire wand (can be crafted by arcane or divine crafters) which anyone without other means of getting PfE should have.

Protection from Energy: If it was CL5 instead of 10, it might be worth green status. As it is, the cost is too much to warrant 40 points of elemental protection. Yes it can be like free hitpoints, but it's kinda a crap shoot on whether you might need or not, especially considering the cost.

Quillfire: Weak damage, low DC poison save...skip.

Ray of Enfeeblement: 1,500/11,500, 750 to recharge, 125 gold per use. Since it's a no save spell this has situational usefulness. 1d6 STR damage can certainly be of benefit, but it will only last for 12 seconds. A decent debuff against certain enemies, or even to slow down pursuit if you're trying to escape, but there are better/more consistent wands to use for that (grease). All in all it's not red because it could be useful in a few rare circumstances, but the short duration makes it less than attractive.

Ray of Frost: I suppose it could be green as a low level weapon for wizards and sorcerers, but it's cheaper to buy a staff from Sorcerous Sundries than it is to purchase a bone wand for this.

Remove Blindness/Deafness: I suppose you could carry one of these around for those rare occasions when you get hit with a blindness spell in PvE. I can think of a few times when it lasted annoyingly long on one of my characters, but if you carried every wand around you might use once you'd have no inventory space. It'll likely cost you 20,000 gold though so probably more efficient to carry around a couple scrolls or potions rather than a wand.

Remove Curse: At around 20,000 gold there are cheaper options out there. Getting cursed sucks, especially when it's on a book that weighs 50 pounds and you're playing a hin with 6 STR. However, there are boots that come with a use per day option as well as scrolls or potions to use when needed. Curse doesn't happen enough to warrant carrying a wand around.

Remove Disease, Paralysis, Fear (three different wands): Grouping together because they are all red... Unless you party up all the time and have issues with these things occurring a lot it's a waste of gold and inventory space. Disease is easily cured with healing kits most of the time and the others are only useful to use on party members, not on yourself.

Resist Energy: Fine I guess, but only lasts 10 minutes and 30 points of energy absorbtion isn't stellar anyway (especially at a cost of about 25,000 gold). As you get to know the area's, if there is a particular one you go to often you can likely figure out what the best energy resistance is and just focus on using items to have resistance or DR against that energy type.

Resistance: +1 saves for one minute per use...nope.

Restoration: 21,000/31,000, 10,500 to recharge ~423 gold per use. It's blue instead of orange because a wand of Deathward makes Restoration not needed. However, you could get dispelled and then level drained or otherwise in need of restoring, making it still useful to have around! Lesser Restoration potions are cheaper, but sometimes you need a full restoration!

Sanctuary: allows a will save and only lasts 12 seconds... Invisibility may be more expensive, but at least it will work and have a decent duration (except when enemies have See Invisibility up...)

Scintillating Sphere: weak damage and most enemies will save making it even weaker.

Scorching Ray: I guess it could be green. 4d6 fire damage at a minimum could be used to kill trolls I guess, especially since it's relatively inexpensive. However, it's still more expensive then just buying fire arrows or a fire/acid weapon on Mudd's. Even if you don't have those options, burning hands would be cheaper. No save is always nice, but damage wands in general are just not going to be sexy in the BG environment.

Searing Light: If you really want to cast this just keep an eye out for the helm that allows you to cast it. Either way it's weak damage.

See Invisibility: Relatively inexpensive at about 14,500 gold, 2,250 to recharge, about 171 gold per use. Only lasts 3 minutes per charge and you can find invisibility purge wands in chests and such. However, purge removes the invisibility while See Invisibility does not, making it superior for certain situations. Blindsight would be a better wand and there's always True Seeing, but these wands will be cheaper to craft.

Shadow Conjuration: IMA wand costs only about 1,500 gp more and casting a higher CL Mage Armor would be the only reason you would want this. Yes it also allows for casting higher CL invisibility or Darkness, but the cost is too high to warrant usage.

Shield: 3,750/13,750, 1,875 to recharge, ~159 gold per use. This could be considered Orange, but the epic shops introduced 1/day rings which are pretty cheap, so you could carry ~4 rings around and have shield up most of the time that way. Personally I tend to carry around 2 rings and a wand. That way if I have used both my rings and I need another AC bump the wand is there for emergencies. I rarely use it, but when I need it I am glad it's there!

Shield of Faith: +2 deflection AC for 5 minutes is not as good as +4 Shield AC and immunity to magic missile for 5 minutes. I suppose it could be useful early on, before you have a +2 deflection item, but protection from evil gives +2 deflection AC against most PvE as well as immunity to mind affecting spells. I just can't see a situation where it would be worth forking over the expense. A +3 deflection ring on Mudd's auction will cost about half the price of this wand.

Silence: 4,500/14,500, 2,250 to recharge, ~171 gold per use. Some might say this isn't orange, but it is to me! Cast it on the ground and any PvP or PvE caster loses their spell. Now, you might have to use multiple charges in a given encounter if you can't keep the enemy within the AoE of the silence effect (even if you do it only lasts 18 seconds), but at 171 gold per charge it's worth it. Many players that argue epic bosses are too difficult could benefit from using a silence wand now and then (or a lot).

Sleep: by the time you could afford such a wand any enemies you face are immune to the effects, so what's the point?

Slow: enemies may not be immune, but since the DC is so low they're only likely to fail on a 1 unless you obtain such a wand in the early to mid levels.

Sound Burst: There are relatively easy to acquire items that cast this x/day and even if there weren't it's not worth the cost.

Spike Growth: Expensive wand and if they make their reflex save they aren't slowed so the one thing that would make this useful, doesn't... Grease slows regardless of save so that is the better choice (and cheaper).

Stinking Cloud: Another one that I guess would be useful if you happen to find it at low levels, but once you get to mid levels it's be rare for the daze effect to apply.

Stoneskin: Could be considered green since there are use/day items and craftable herbs on the server to replicate the same effect. However, for emergency use that 10/- Adamantine DR can be useful.

Summon Creature 1-4: Why are these green? Well, I like to use them in certain circumstances such as to set off an epic holy trap without visiting Myrkul... They can also slow down mobs/bosses if you need to escape. However, I don't advocate paying to have such a wand crafted, just use whatever you find in chests or buy one on Mudd's for ~2-4,000 gold.

Tasha's Hideous Laughter: Will save negates...skip.

Vampiric Touch: I suppose it's not totally useless... 2d6 (~7hp) extra hit points isn't 'nothing', but it's also not worth spending 20,000 gold on a wand.

Virtue: +1 temporary hit point...no idea why they even coded such a spell.

Vigor: 2 HP regen for 15 rounds = 30 HP which is certainly better than a wand of Cure Critical Wounds and costs about half the price. If you don't need immediate healing it is better, but wands of Cure Moderate/Serious wounds can be found in chests and are relatively cheap to recharge. healing kits are also cheap, so no real incentive to fork over gold to buy a Wand of Vigor. On top of all this there are belts that cast Vigor two or three times per day.

Wall of Fire: I can see a use for such a wand, especially if you like to grind undead. However, it's pretty expensive at 27,000/37,000 gold, 13,500 to recharge, ~515 gold per use. I wouldn't pay so much for this wand, but that doesn't mean I couldn't find a use for it, just that the use is too limited to be of value IMO.

Web: Grease is cheaper or this is blue. Still a relatively inexpensive wand (4,500/14,500, 2,250 to recharge, 171 gold per use) and even on a successful save movement speed is reduced.

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A Wand Crafter's guide to using wands


Last edited by chad878262 on Mon Jun 25, 2018 2:39 pm, edited 8 times in total.

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 Post subject: Re: A wand Crafters guide to using wand's
Unread postPosted: Wed Jan 10, 2018 4:20 pm 
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Are there any plans to continue this? It's hugely helpful for beginners such as myself.

On another note on the topic of wands - is there a reason I don't see any crafted wands sold on the auction house? Which classes are the best wand crafters based on demand?

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Unread postPosted: Wed Jan 10, 2018 5:42 pm 
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Quidix wrote:
On another note on the topic of wands - is there a reason I don't see any crafted wands sold on the auction house? Which classes are the best wand crafters based on demand?


My experience is somewhat out of date since I haven't played in a while but if things haven't changed the answer is:
Wands are expensive, margins are very small, so unless a sale is guaranteed the auction house cut removes all profit from selling them there.

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There is also a complete list of (arcane) spells that can be added to wands in my arcane spell listing (link below in my sig)

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Thank you!

So what are the top 5 wands one should carry around?

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Quidix wrote:
Thank you!

So what are the top 5 wands one should carry around?


Death ward-Instant death bad. This stops it. Never get fingered or wailed with these. As well as right now they guard against poison debuffs too I believe.
IMproved mage armor- +6 AC and is not dispelled.
mirrors - OP Spell with high ac builds allowing you to survive an encounter or even run away safely
lesser spell mantle - guards against missile storms and bigby spells which are pure hell for any melee build
grease - makes low reflex monsters fall down so you can either kill em, take em on one at a time or run away

That would be my top 5 but really one could carry at least 15 wands for situational scenarios to be honest but that is the top 5 all the time use wands I think.

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Quidix wrote:
Are there any plans to continue this? It's hugely helpful for beginners such as myself.

On another note on the topic of wands - is there a reason I don't see any crafted wands sold on the auction house? Which classes are the best wand crafters based on demand?


Yes, I do plan to continue the list, but the past few months have been very busy... I think the last time I logged in was in early December for about an hour and prior to that was October. I'm still around, but just have not had time to go through all the spells/wands craftable and write out all the details. If there is a specific spell/wand you are thinking about I can likely look in to it within a few days, but Sunday I am traveling to Lisbon for work and then the following week I go to Phoenix. Will not likely have much time for forum stuff or gaming in general. I'm hoping sometime in late February or March things will settle down enough for me to have a bit of free time, then I'll try and prioritize this. Glad you found the small amount I completed useful though!

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A Wand Crafter's guide to using wands


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Aren't Flame Weapon wands only 3 mins or something like that? I have some and they sure don't last 17 mins.

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Glowfire wrote:
Aren't Flame Weapon wands only 3 mins or something like that? I have some and they sure don't last 17 mins.


Last I knew yes the wands are buggy and only last 3 minutes.

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Many wands have a different casterlevel then scrolls. Take a look here.
http://nwn2.wikia.com/wiki/Craft_Wand


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Unread postPosted: Thu Jan 11, 2018 11:22 am 
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Theodore01 wrote:
Many wands have a different casterlevel then scrolls. Take a look here.
http://nwn2.wikia.com/wiki/Craft_Wand


Yep, unless we manually lowered these wands to CL3 instead of 17, which may be the case. I will flag the question to Valefort and see if he can take a look. I was going by stock NWN2 as I thought we were using the vanilla wand caster levels.

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A Wand Crafter's guide to using wands


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 Post subject: Re: A wand Crafters guide to using wand's
Unread postPosted: Thu Jan 11, 2018 11:36 am 
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chad878262 wrote:
Theodore01 wrote:
Many wands have a different casterlevel then scrolls. Take a look here.
http://nwn2.wikia.com/wiki/Craft_Wand


Yep, unless we manually lowered these wands to CL3 instead of 17, which may be the case. I will flag the question to Valefort and see if he can take a look. I was going by stock NWN2 as I thought we were using the vanilla wand caster levels.


The vanilla wand level for Flame weapon says 17 but it is actually 3. That is the bug. I believe Rasael or Vale can fix it and it just may be something got changed in all the new updates and was accidentally reversed back to vanilla....But flame weapon wands have historically been sub par to the scrolls in vanilla NWN2.

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 Post subject: Re: A wand Crafters guide to using wand's
Unread postPosted: Thu Jan 11, 2018 11:41 am 
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This is a great list! Maybe also put a small section for Non-craftable wands too :)

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 Post subject: Re: A wand Crafters guide to using wand's
Unread postPosted: Thu Jan 11, 2018 12:17 pm 
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For that you can take a look here : https://wiki.bgtscc.net/index.php?title=Craft_Wand

It lists all the spells that can be put on a wand.

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 Post subject: Re: A wand Crafters guide to using wand's
Unread postPosted: Thu Jan 11, 2018 12:24 pm 
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Calodan wrote:
chad878262 wrote:
Yep, unless we manually lowered these wands to CL3 instead of 17, which may be the case. I will flag the question to Valefort and see if he can take a look. I was going by stock NWN2 as I thought we were using the vanilla wand caster levels.


The vanilla wand level for Flame weapon says 17 but it is actually 3. That is the bug. I believe Rasael or Vale can fix it and it just may be something got changed in all the new updates and was accidentally reversed back to vanilla....But flame weapon wands have historically been sub par to the scrolls in vanilla NWN2.
The vanilla flame weapon wand level always was 3 and it's cost 4500 here. Why would a lv2 spell have a casterlevel of 17 ? The wand is still overpowered for its cost.
(Can't say who edited the wiki recently. Maybe someone who wanted his dreams come true.)

I just validated the wiki list with my own list, all other entries are the same.


Last edited by Theodore01 on Thu Jan 11, 2018 12:53 pm, edited 1 time in total.

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