Eternal Wands and Warforged Wand Sheath [Archive] - Wizards Community

Post/Author/DateTimePost
NEPatsFan

12-01-04, 04:54 PM
If I inserted an eternal wand into my sheath, is it permanent? or can I change it after using it's charges for the day? :confused:
nyysjan

12-01-04, 04:55 PM
If I inserted an eternal wand into my sheath, is it permanent? or can I change it after using it's charges for the day? :confused:
yes :D
Edymnion

12-01-04, 04:58 PM
You can't remove a wand from a wand sheith until it's used up all of it's charges.
The eternal wands just get a number of charges per day.

When you have used up those charges for the day, you can take it out just like anything else.
Alexius D'Cannith

12-01-04, 06:41 PM
and slot in another eternal wand of the same thing or different,

personally id recomend Iron Construct
Naudachu

12-01-04, 07:52 PM
I've been trying to find the ruling on who can use a wand. The DMG doesn't seem to be too helpful (unless I'm looking in the wrong place). Do you have to just be able to cast 1st level spells? Divine and/or Arcane?

I'd like a Warforged bounty hunter to have wand slot and use wands, but I don't necessarily want him to have levels of wizard, etc. I guess I could give him some levels of Rogue to get Use Magic Device, but does anyone know...do I have to?
Gurv

12-01-04, 08:26 PM
I've been trying to find the ruling on who can use a wand. The DMG doesn't seem to be too helpful (unless I'm looking in the wrong place). Do you have to just be able to cast 1st level spells? Divine and/or Arcane?

I'd like a Warforged bounty hunter to have wand slot and use wands, but I don't necessarily want him to have levels of wizard, etc. I guess I could give him some levels of Rogue to get Use Magic Device, but does anyone know...do I have to?
You didn't look very hard. Wands're activated by spell trigger, which it says under the Activation section of the wand description in the DMG, page 245. And spell trigger is described in the Using Items section of the DMG, page 213.

The short story: you can activate a wand if the spell appears on your spell list. Otherwise, you need Use Magic Device, which you would then be using to pretend you had the spell on your list.
scaryfroman

12-01-04, 10:57 PM
also, 1-3rd level paladins and rangers can use wands.
NEPatsFan

12-02-04, 10:51 AM
Thank you for the assis. :evillaugh
Boomerkuwanga

12-02-04, 03:05 PM
An eternal wand isn't a charged item. It has a certain number of uses PER DAY, not charges. It's like saying a creature with a spell like ability, or a druid with wild shape is a charged item. It's built into a wand sheath that you need to use it for a decent length of time before the wand is discharged. If you could just pop them in and out, why would you even have one, wy not just carry the wands. The way I see it, the Wand Sheath's power is not that you don't have to use the wand with your hands, but that it can't be removed from you by any means. Just my 2 cents. What does the board think?

"Elf, The OTHER white meat"
Brastan

12-02-04, 03:19 PM
Actually I, grudgingly, think Boomerkuwanga is correct. The key to the wand sheath is that a "normal wand" is used. Eternal Wands are anything but normal. Perhaps a Major Wand Sheath is in order. One that allows you to put any wand in and also take it out at any time.

I don't think you need to worry about the wand getting stuck. Just take off/out the Wand Sheath. It should fall right out. The probation is on removing the Wand not the Sheath.

After market :twocents:
scaryfroman

12-02-04, 06:15 PM
Technically, yes, that is true by the RAW, but KB has said that he would allow it in the sheath, to be removed when it has been used up for the day.

That's not the RAW, but most people on these boards use what he says.
Boomerkuwanga

12-03-04, 01:42 PM
KB himself often reminds us that he's not 100% right all the time. My problem with this is that many artificers are basically trying to redesign magical items without their drawbacks. For example, I've heard of a Dm having a player designing a Deck of Many Things with no bad cards. Now I'm aware that this should be impossible because the deck's a minor artifact, but it's a good example of what's going on. I don't feel that the class should be able to break down items for their essence, for example. If I go through the trouble of placing items that I as a dm want the players to have, and then the artificer says, "You know what? I'd rather have a set of bracers of armor +4 than this longsword of Lycanthrope bane. I'll just melt it down. Give me a couple weeks and we can get back to this pesky adventuring." It's VERY aggravating. And I'm tired of hearing the "Well, you must be a bad DM if you can't control your group" argument. If I wanted to control the group, I'd be playing video games and not D&D. In essence, I'm completely against people tinkering with magic items unless they're actually putting more thought into it than,"I wonder if the DM will let me get away with this"? Unfortunately, it doesn't seem like this is ever likely to happen. Anyway, I'm way off topic here, and my rant is about done, but it needed to come out. And BTW, none of this applies to you,Phil, so don't think I'm ranting about 3 of 4. later