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The Wand Master

November 25th, 2011

Joshua Zaback

From the Workshop Archive 

                Hello everyone, and welcome to another great edition of From the Workshop, where we bring you new and fantastic content for your Pathfinder game.  As some of you will know, Wand Week is coming to a close and this will be the final article celebrating the wand for quite some time, or at least a little while.  This still being Wand Week, however, you might guess what today's article is about: wands – or rather, since wands are pretty well-defined already and there just isn't a whole ton of room to do stuff there, today's article will focus on the wand wielder.


                As such, I've created a new prestige class of expert wand users to allow you to make more use out of these sensible magical items.  Simply known as wand masters, these wand-brandishing heroes take the wand to new heights.


Wand Master

                Wand masters, as their name might imply, are experts at working wonders with wands.  Over the course of their training, they have mastered the creation, operation, and magical workings of their chosen implement.  Taking the wand to new heights, the wand master typically caries a variety of wands, usually of his own making, to overcome a wide array of challenges.  When it comes to wands, there just isn't anyone better than a wand master.

                Role: Wand masters are great generalists. Though nearly all were spell casters of some kind before joining the ranks of the wand master, some were simply craftsmen looking to explore magical solutions to the world’s problems.  Often equipped with a wide variety of magical wands, wand masters are competent at nearly any task, though are often less skilled than dedicated masters, allowing them to fulfill the function of several people, but not quite as well as several highly trained specialists.  Still, many groups benefit from a wand master’s ability to pitch in with virtually any problem by offering a bit of magical aid.

                Alignment:  Wand masters come from all walks of life and can be of any alignment, so long as they have a passion for wand-based magic.  The strict dedication required to pursue the craft of wand making, however, makes the class slightly favored by lawful characters.
                Hit Die: d6.

Requirements
                To qualify to become a wand master, a character must fulfill all the following criteria.
                Feats: Craft Wand.
                Skills: Spellcraft 5 ranks.
                Spellcasting: Ability to cast first level arcane or divine spells.

Class Skills
The wand master’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (arcana) (Int), and Spellcraft (int).
Skill Ranks at Each Level: 2 + Int Modifier.


Class Features

Weapon and Armor Proficiency: The wand master gains no proficiency with weapons or armor.

Spells per Day: At the indicated levels, the wand master gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a wand master, he must decide to which class he adds the new level for the purposes of determining spells per day.

Wand Mastery (Ex): A wand master can create wands of any spell of 5th level or lower with his Craft Wand feat.  He must know the spell and be able to cast it in order to create a wand this way.  At 9th level, the wand master can create wands of any spell of 6th level or lower with the Craft Wand feat.

Wand Power (Su): Beginning at 2nd level, the wand master treats the caster level of any spell he casts from a wand as 1 level higher than it actually is.  This bonus increases by an additional +1 every 2 levels thereafter (4th, 6th, etc.).

Wand Recovery (Su): Beginning at 3rd level, the wand master gains the ability to recharge any wand once per day.  Once per day, a wand master can restore 1d6 charges to any wand he touches by expending two spell slots of the same level of the spell stored in the wand.  This ability cannot be used to bring a wand’s charges over 50.

Call to Hand (Su): Beginning at 5th level, the wand master can call to his hand any wand within 10 feet.  As a swift action, the wand master can cause a single unattended wand within 10 feet of him to disappear from its current location and materialize in his hand.  He may use this ability no more than once per minute.

Improved Wand Recovery (Su): Beginning at 7th level, a wand master gains a greater ability to recover wands.  As a full round action once per week, the wand master may restore 10 charges to a single wand of 3rd level or below he touches.

Metamagic Wand (Su): Beginning at 10th level, whenever a wand master casts a spell from a wand, he may apply any one metamagic feat he knows to the wand without increasing the spell level.