Wand Mage (3.5e Class)

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Wand Mage

Wand Mages are fringe wizards. They have attuned their magical abilities in to a fine craft, almost like a bard and his instrument. Wand Mages specialize in the use of [Wands], so much so that they can only channel their magics through Wands.

Making a Wand Mage

A Wand Mage is a very versatile caster, with the ability to wear Light Armors, and cast spells without components, a Wand Mage can be a very dangerous combatant to cross. A Wand Mage has the ability to pour all of their arcane potential in to the Wand. Once this is done, a Wand Mage may cast any spell they know, no matter the level.

Example:

Fudd is a 3rd Level Wand Mage. This gives him, 4 0th level delving slots, 2 1st level delving slots, and 1 2nd level delving slots. Giving him a total of 7 Delving Slots total. He cannot cast higher than 2nd level spells (even if he has 3rd or higher level spells in his spell book), but he could use all 7 slots for 2nd level spells if he chooses to, or any combination that suits his needs.

Abilities: Intelligence is the most important attribute for a Wand Mage because that means they can store more spells in their Wands. Constitution is also important so that they can have more Hit points. Dexterity is a good stat as well, so that they have a higher Armor Class (AC).

Races: Mana Human

Alignment: Any.

Starting Gold: 6d10×10 gp (400 gp).

Starting Age: "As wizard".

Table: The Wand Mage

Hit Die: d6

Level Base
Attack Bonus
Wand Base
Attack Bonus
Saving Throws Special Delving Slots per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +1 +0 +0 +2 Summon Familiar, First Wand , Wand Enchantment, Mage Feat 3 1
2nd +1 +2 +0 +3 +3 4 2
3rd +1 +3 +1 +3 +3 Second Wand 4 2 1
4th +2 +4 +1 +4 +4 Mage Feat 4 3 2
5th +2 +5 +1 +4 +4 Third Wand 4 3 2 1
6th +3 +6/+1 +2 +5 +5 4 3 3 2
7th +3 +7/+2 +2 +5 +5 Fourth Wand 4 4 3 2 1
8th +4 +8/+3 +2 +6 +6 Mage Feat 4 4 3 3 2
9th +4 +9/+4 +3 +6 +6 Fifth Wand 4 4 4 3 2 1
10th +5 +10/+5 +3 +7 +7 Familiar Pouch 4 4 4 3 3 2
11th +5 +11/+6/+1 +3 +7 +7 Sixth Wand, Mage Feat 4 4 4 4 3 2 1
12th +6/+1 +12/+7/+2 +4 +8 +8 4 4 4 4 3 3 2
13th +6/+1 +13/+8/+3 +4 +8 +8 Seventh Wand 4 4 4 4 4 3 2 1
14th +7/+2 +14/+9/+4 +4 +9 +9 Mage Feat 4 4 4 4 4 3 3 2
15th +7/+2 +15/+10/+5 +5 +9 +9 Eighth Wand 4 4 4 4 4 4 3 2 1
16th +8/+3 +16/+11/+6/+1 +5 +10 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +17/+12/+7/+2 +5 +10 +10 Ninth Wand, Mage Feat 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +18/+13/+8/+3 +6 +11 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +19/+14/+9/+4 +6 +11 +11 Tenth Wand 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +20/+15/+10/+5 +6 +12 +12 Mage Feat, Master Wand 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha). You start with 4 ranks on Craft (Wand) and each level you increase it by 1

Class Features

Weapon and Armor Proficiency: Weapon and Armor Proficiency: Wand Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They are proficient with Light armors, but no shields. Heavy and medium armor types interfere with a Wand Mage’s movements, which can cause the

Spells: A Wand Mage casts arcane spells which are drawn from the sorcerer/wizard spell list. A Wand Mage must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Wand Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wand Mage’s spell is 10 + the spell level + the Wand Mage’s Intelligence modifier + Eventually Wand modifier. Like other spellcasters, a Wand Mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wand Mage. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a Wand Mage may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 30m delving his mana in the Wand, for this reason he doesn't need any component or Xp cost. A Wand Mage can use any spell slot as a lower or higher splell slot, since he can cast spell of that level.

Rest: To prepare her daily spells, a Wand Mage must sleep for at least 4 h i good conditions, or 8 in normal/bad condition. The Wand Mage does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need to sleep for some reason, she still must have 4 hours of restful calm before preparing any spells.

Bonus Languages: A Wand Mage may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar: A Wand Mage can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The Wand Mage chooses the kind of familiar he gets. As the Wand Mage advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the Wand Mage, the Wand Mage must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a Wand Mage’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

Familiar Pouch At level 10, the Wand Mage may have more than one familiar at time. But there can be only 1 familiar on his plane of excistance. He can send his familairs in a secret plane where all creatures become drowsy, also creatures as Elves. The Wand Mage as a round action can send one of his familiar in the secret plane and revoke a creature from that plane back, 5 feet close to the Wand Mage. When a familiar is on the secret plane, the Wand Mage still has a link with it, meaning he still get all buffs realted to the Familiar. When At level 10 he get also a bonus Familiar.

Craft Wands: At 1st Level Wand Mage achieve the knowledge to craft Special Wands and to lik with them. He doesn't need the normal amount of gp to craft them, and doesn't need components or XP. Craftig a Wand needs from 1h to 1 week, and after crafting it, the Wand Mage has to link with it. A linked Wand has a limited number of charges, but regenerate 2 charges/day. Whenever the Wand Mage finds a new Wand, he can link it to him and roll a dice to determine the charges. There may not be any limit to the amount of Wands a Wand Mage has, but if a Wand is 1 mile away from the Wand Mage it becomes a stick, if he didn't circle the zone with chalk. Wand Mage needs 1 hour to link a wand to him. at every odd level he gets a free Wand. First three are 0 level wands, next 2 are 1 level wands, next 2 are level 2 wands, next is a level 3 wand, next is a level 4 wand, next is a level 5 wand.


Wand Cost
Spell Level Caster Level Cost
0 1-5 100 gp
0 6-10 150 gp
0 11-15 225 gp
0 16-20 325 gp
1 1-6 225 gp
1 7-12 325 gp
1 13-19 475 gp
1 20 700 gp
2 1-7 475 gp
2 8-14 700 gp
2 15-20 1175 gp
3 1-8 700 gp
3 9-16 1050 gp
3 17-20 1750 gp
4 1-9 1050 gp
4 10-18 1575 gp
4 19-20 2626 gp
5 1-10 1575 gp
5 11-20 3150 gp
Craft (Wand) DC
Spell Level DC
0 No Craft Check
1 10
2 15
3 20
4 25
5 35
Special Qualities
Spell Level Exceed DC
0 DC 35
1 20
2 15
3 10
4 5
5 0
Determining the special qualities
Spell Level d20 Quality
0 1-16 Minor
0 17-19 Medium
0 20 Major
1 1-14 Minor
1 15-19 Medium
1 20 Major
2 1-12 Minor
2 13-18 Medium
2 19-20 Major
3 1-10 Minor
3 11-17 Medium
3 18-20 Major
4 1-8 Minor
4 9-16 Medium
4 17-20 Major
5 1-6 Minor
5 7-15 Medium
5 16-20 Major
Table: Wands
Minor Medium Major Wand
01–02 detect magic
03–04 light
05–07 burning hands
08–10 charm animal
11–13 charm person
14–16 color spray
17–19 cure light wounds
20-22 detect secret doors
23–25 enlarge person
26–28 magic missile (1st)
29–31 shocking grasp
32–34 summon monster I
35–36 magic missile (3rd)
37 01–03 magic missile (5th)
38–40 04–07 bear's endurance
41–43 08–11 bull's strength
44–46 12–15 cat's grace
47–49 16–20 summon monster II
50–51 21–22 darkness
52–54 23–24 daylight
55–57 25–27 delay poison
58–60 28–31 eagle's splendor
61–63 32–33 false life
64–66 34–37 fox's cunning
67–68 38 ghoul touch
69–71 39 hold person
72–74 40–42 invisibility
75–77 43–44 summon monster III
78–80 45 levitate
81–83 46–47 acid arrow
84–86 48–49 mirror image
87–89 50–53 owl's wisdom
90–91 54 shatter
92–94 55–56 silence
95–97 57 zone of truth
98–100 58–59 web
60–62 01–02 minor creation
63–64 03–05 summon monster IV
65–67 06–07 stoneskin
68 08 charm person, heightened
69–70 09–10 confusion
71–74 11–13 cure serious wounds
75–77 14–15 invisibility greater
78–81 16–17 contagion
82–83 18–19 polymorph
84–87 20–21 divine power
88–89 22–23 poison
90–91 24–25 sending
92–94 26–27 spell immunity
95–97 28–29 cure light wounds, mass
98 30–31 summon monster V
99 32–33 commune
100 34–35 teleport
36–37 contact other plane
38–39 cone of cold
40–41 wall of force
42–45 baleful polymorph
46–50 telekinesis
51–52 true seeing2
53–55 greater dispel magic2
56–59 word of recalling3-4
60 legend lore2
61–65 summon monster VI2
66–68 control weather2
69–72 greater eroism2
73–74 mass cat's grace2
75–77 mass bear's endurance2
78 mass bull's strength2
79 mass eagle's splendor2
80–82 mass owl's wisdom2
83–86 mass fox's cunning2
87–90 spell turning2
91 summon monster VII2
92 greater teleport2
93 finger of death2
94 statue2
95 limited wish1
96 summon monster VIII2
97 spell immunity, greater2
98–99 brain spider 2
100 wish1
  1. You can use Wish once indipendently from your level of if you can already cast it. Once you've casted it, you may roll to determine a new special quality.
  2. This wand doesn't recharge, whenever the charges drop to 0, you may reroll to determine a new special quality for your Wand.
  3. This wand can be used at will without spending charges.
  4. On the first use of this wand you designate the area or the creature
Wand Charges
Craft (Wand) DC Charges
1 1 charge
4-15 2 charges
16-20 4 charges
21-25 8 charges
26-30 14 charges
31+ for each number above 30 +1 charge (Example: 34= 18 charges)

Mage Feats: At 1st, 4th, 8th, 11th, 14th, 17th, 20th level a Wand Mage gains a mage feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, Two-Wand Fighting, Improved Two-Wand Fighting, Greater Two-Wand Fighting, or Spell Mastery. The Wand Mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Wand Mage is not limited to the categories of item creation feats, metamagic feats, Two Wand-Fighting, or Spell Mastery when choosing these feats.

Spellbooks: A Wand Mage must obtain spellbooks to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Wand Mages can prepare from memory. A Wand Mage begins play with a spellbook containing all 0-level Arcane spells, plus four 1st-level spells of your choice. For each point of Intelligence bonus the Wand Mage has, the spellbook has one additional spell of your choice, but to use it, you will need the required caster level. At each new Wand Mage level, she gains three new spells of any spell level or levels that she can cast, and he can "upgrade" one or more spell he knows (Example: You can upgrade "Cure light wounds" to "Cure Serious wounds"; or "Cure Serious Wounds" to "Cure serious Wounds, Mass") (based on her new Wand Mage level) for her spellbook. At any time, a Wand Mage can also add spells found in wizards’ spellbooks to her own, or research for a new spell, you'll need an amount of 100 GP for each page, the DM may rsaie this amount. Whenever the Wand Mage get linked to a new Wand, he may add the ability of the Wand to the SpellBook for 50 GP, it will need 1 hour.

Familiars

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a wand mage. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. You may also use another animal as familair, if your DM admit it.

A familiar also grants special abilities to its master ( a wand mage), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. If DM allowed to choose another familiar, he should provied you also a new buff that can be: +3 on a check/+2 on a save/+1 on an Ability/Bonus HP/Bonus CA/Bonus on Spells and so on.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
  1. A raven familiar can speak one language of its master's choice as a supernatural ability.
  2. Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Master
Class Level
Natural
Armor Adj.
Int Special
1st-2nd +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th +2 7 Deliver Touch Spells
5th-6th +3 8 Speak with Master
7th-8th +4 9 Speak with Animals of Its Kind
9th-10th +5 10
11th-12th +6 11 Spell Resistance
13th-14th +7 12 Scry on Familiar
15th-16th +8 13
17th-18th +9 14
19th-20th +10 15

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.

Table: Epic Familiar Special Abilities
Master
Class Level
Natural
Armor Adj.
Int Special
21st–22nd +11 16 Familiar Spell
23rd–24th +12 17
25th–26th +13 18 Familiar Wand
27th–28th +14 19
29th–30th +15 20
31st–32nd +16 21 Familiar Spell
33rd–34th +17 22
35th–36th +18 23
37th–38th +19 24
39th–40th +20 25
41st–42nd +21 26 Familiar Spell

Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.

Familiar Wand: The familiar gains the ability to act like a Wand, allowing the Wand Mage to channel her spells through the familiar as if it were an Wand. Essentially giving the Wand Mage an additional Wand.

Epic Wand Mage

Table: The Epic Wand Mage

Hit Die: d6

Level Special
21st
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

2 + Int modifier skill points per level.

Spells: The Wand Mage’s caster level is equal to her class level. The Wand Mage’s number of spells per day does not increase after 20th level. Each time the Wand Mage achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Familiar: The Wand Mage's familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.

Bonus Feats: The epic Wand Mage gains a bonus feat (selected from the list of epic Wand Mage feats) every three levels after 20th.

Epic Wand Mage Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the Wand Mage may select any item creation feat or metamagic feat not listed here.


Wand Mage Feats

Gap Mage

The Wand Mage has discovered an opening between the Arcane, and the Divine.

Prerequisite

Wis15, Ability to use a Wand.

Benefit

You can now cast and prepare 0th, 1st, 2nd, and 3rd level Divine spells.

Normal

You are only able to use Arcane spells.

Two-Wand Casting

You can Cast with an Wand in each hand. You can make one extra attack each round with the second Wand.

Prerequisite

Dex15, Wand Base Attack Bonus+3, Ability to use a Wand.

Benefit

Your penalties on attack rolls for casting with two Wands are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal

You are unable to use two Wands at the same time.

Special

A Wand Mage can gain this as a Mage Feat, but only if she is wearing light, or no armor. |

Breach Mage

The Wand Mage has discovered a larger link between the Arcane, and the Divine.

Prerequisite

Wis17, Gap Mage, Ability to use a Wand.

Benefit

You can now cast and prepare 4th, and 5th level Divine spells.

Normal

You are only able to use Arcane spells.

Improved Two-Wand Casting

You are an expert at casting with 2 Wands.

Prerequisite

Dex17, Two-Wand Casting, Wand Base Attack Bonus+8, Ability to use a Wand.

Benefit

In addition to the standard single extra casting you get with an off-hand Wand, you get a second casting with it, albeit at a -5 penalty.

Normal

Without this feat, you can only get a single extra casting with your off-hand Wand.

Special

A Wand Mage can gain this as a Mage Feat, but only if she is wearing light, or no armor.

Bridge Mage

The Wand Mage has attained a higher understanding of the link between the Arcane, and the Divine magic.

Prerequisite

Wis19, Gap Mage, Breach Mage, Ability to use an Wand.

Benefit

You can now cast and prepare 6th, and 7th level Divine spells.

Normal

You are only able to use Arcane spells.

Greater Two-Wand Casting

You are a master at casting with 2 Wands.

Prerequisite

Dex19, Two-Wand Casting, Improved Two-Wand Casting, Wand Base Attack Bonus+13, Ability to use an Wand.

Benefit

You get a third casting with your off-hand weapon, albeit at a -10 penalty.

Normal

Without this feat, you can only get two extra castings with your off-hand Wand.

Special

A Wand Mage can gain this as a Mage Feat, but only if she is wearing light, or no armor.

Epic Feats:

Craft Epic Wand [Epic]

You gain the ability to imbue your Wand with metamagic feats.

Prerequisite

Int25, Craft Wand

Benefit

You can apply one metamagic feat to a Wand.

Normal

Without this feat, you can not apply metamagic feats to your Wand.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different metamagic feat.

Perfect Two-Wand Casting [Epic]

You can cast with you off-hand Wand as frequently as with you primary Wand.

Prerequisite

Dex25, Ambidexterity, Two-Wand Casting, Improved Two-Wand Casting, Greater Two-Wand Casting, Wand Base Attack Bonus+18, Ability to use a Wand.

Benefit

You can cast as many spells with your off-hand Wand as with your primary Wand, using the same base attack bonus.

Normal

Without this feat, you can only get three extra castings with your off-hand Wand.

Special

A Wand Mage can gain this as an Epic Bonus Feat, but only if she is wearing light, or no armor.

Conduit Mage [Epic]

The Wand Mage has discovered that there is no difference between Arcane, and Divine Magic.

Prerequisite

Wis25, Gap Mage, Breach Mage, Bridge Mage, Ability to use a Wand.

Benefit

You can now cast and prepare 8th, and 9th level Divine spells.

Normal

You are only able to use Arcane spells.


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