November 22nd, 2011
                Hello  everyone, and welcome to another exciting Grave Plots, where we bring  you new plot hooks and adventure ideas each and every week.  This week is Wand Week here at Necromancers  of the Northwest, and that means that we'll be devoting today's article to  little bits of magical wood.  Personally,  I've never really been a big fan of wands as a means of magical implementation;  they aren't as iconic as staves, or as cool as an athame, and while you can  usually bludgeon someone with a rod when things go bad, if you hit something  with a wand, odds are good you're not going accomplish much.  Furthermore, the mechanical treatment of the  magic wand in 3.5 D&D or Pathfinder has me left feeling  somewhat underwhelmed; after all, the wand is but one of a number of magic  items which, in essence, allow the wielder to cast a predetermined spell a  predetermined number of times before becoming something useless.  Not only do I find this treatment of the  magical tool to be somewhat redundant, I feel that it doesn't really allow for  the wide range of unique functionality that wands tend to carry in folk lore  and popular fiction, though again with rods and staves hanging around, the  game's pretty much got those devices covered.  
          
                In all  honesty, thought, it's not the mechanics that have me lukewarm on wands: it's  probably the fact that every time I hear “wand,” I think about the white and  black number used by stage magicians, and every time an evil wizard brandishes  his insidious magical device, I half expect a puff of smoke and a bouquet of  flowers to be flourished wickedly at the mighty heroes who brought more  impressive weapons.  But really, this  article isn't about how I feel about wands: it's about making the wand a part  of your next adventure.  So how do we  make wands the center of attention in your next adventure?  Good question; let's have a look at some ways  to make the wand a part of your game.
          
                Now,  sure, you could have an adventure  where the PCs delve through a perilous dungeon in pursuit of a unique or  powerful wand, but that would require you create a unique and powerful wand  (which really probably should be a staff or rod instead) and that you simply  make a dungeon and put the wand at the end of it, which really wouldn't leave  me with a lot to talk about. So instead, we'll be discussing how to use wands  during the course of an adventure.
          
Wands in Encounters  
          
                One of  the easiest and most effective things you can do to make any adventure into a  great adventure is to have great encounters, and one of the things the wand  does well is make for better, more entertaining encounters.  Both on the field of battle and off, wands  can bring an extra flourish of magic to spice up already exciting encounters,  and they can do it for cheap – or relatively cheap, anyway. You still can't go  around throwing out wands in every encounter, as that will be both devastating  to your in-game economies and, more importantly, likely to get boring and  predictable pretty quickly.  So it’s  important to use wands sparingly and with attention to where they're likely to  have the most impact on the game.  With that  in mind, let's take a close look at just who you should have wielding these  economy models of magical power.
          
Who Should Have Wands?
          
The answer to this question depends on the situation. When featuring a wand in an encounter, particularly one where it's in the hands of one of the bad guys, it's typically a good idea that the wand be placed where it’s going to be most impressive. Since wands allow a lot of magical muscle for cheap, they can be a great way to put powerful spells at the hands of relatively weak casters. This is especially impressive for low-level boss-type casters, who typically must choose between having offensive or defensive or situational utility spells at the ready, and even then running shy once the battle starts.
                Give that same level 5 wizard a wand of scorching ray (made with only 10  charges, something easily within the reach of his NPC gear), however, and you  change the game, giving him a reliable bit of reoccurring offense for any  battles with meddling adventurers and allowing him to focus his own spell slots  on more defensive and situational magic, and therefore altering the entire  dynamic of an otherwise straightforward and fairly uninspired battle.  The best part is that when your players find  wands in the hands of an NPC corpse, they likely won't have full charges,  meaning you can control just how much magic power you’re handing over to the  PCs at the end of a battle.  
          
                Wands  aren't just good for low-level mage bosses though; lots of other characters  benefit from some non-spell-slot-taxing magical power.  For instance, maybe you don’t want your NPC  wizard’s apprentice to be a pushover when confronting the PCs, but he just  doesn't have the spell power to fight effectively due to his 3 levels of  commoner or whatever; have his master lend him a wand of fireball,  however, and he can unleash some pretty effective flame-based magic ages before  he could actually attempt such a powerful spell.  Want to make that rogue look like a  wizard?  Outfit him with a handful of  wands, allowing him to perform whatever magic you need him to be able to do; he  can even hide them up his sleeves with Sleight of Hand.  Perhaps you want to make the minions of your  high-level wizard (who has since moved on to orbs and staves or what-have-you)  more relevant late game: give 'em a wand of acid arrow or cure  serious wounds and watch the PCs struggle to deal with the little  guys.  
          
                Let's  not forget about another person who absolutely needs a wand, or more  accurately. a lot of wands: the wand purveyor.   Probably my favorite scene involving a wand comes from the Harry Potter  book series (where wands are somewhat more important than in D&D),  when Harry goes to visit the wand shop.   Each wand was specially constructed, and even though each was made only  of wood, the dozen or so wands described in the shop all managed to have some  measure of personality.  Modern-day wand  purveyors and do-it-yourself wiccans (and anyone else looking for a wand for  spiritual or ritual purposes) tend to create wands with a lot of distinct  personality: they tend to be elaborately carved, capped with gems or less  precious stones, painted or otherwise personalized to enhance their  appearance.  I would encourage you to do  this as well; when the PCs are in the wand/potion/scroll emporium, spend a  little time coming up some suitable descriptions for how the wands are  decorated, and come up with a cool magic word to complete the spell  trigger.  Make your decisions involving  the personal history of each wand, and not just solely on the spell contained  within.
          
Well, that’s all for this week, folks; hope to see you next week for the conclusion of our animal week articles. Thanks for reading, and until next time, allow me to wish you all the best in your gaming endeavors.