Wand, staff, rod. When usable as a weapon.

Shin Okada

Explorer
Some staffs can be usable as quarterstaff. Some rods can be usable as light mace or other weapons. So now I am wondering if those rules are covered in some books,

1. Whether if a caster can create a wand/staff/rod which doubles as a weapon.
2. The cost for it.

Well, I am wondering if a druid can create a wand of shillalah which can be usable as a quarterstaff.

Thanks in advance.
 

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Shin Okada said:
Some staffs can be usable as quarterstaff. Some rods can be usable as light mace or other weapons. So now I am wondering if those rules are covered in some books,

1. Whether if a caster can create a wand/staff/rod which doubles as a weapon.
2. The cost for it.

Well, I am wondering if a druid can create a wand of shillalah which can be usable as a quarterstaff.

Thanks in advance.
A staff is basically a quarterstaff, some of which are enchanted as weapons and some of which are not.

A Rod is usually equivalent to a club or light mace.

A wand is equivalent to a stick and is not meant to be used as a weapon.
 

Shin Okada said:
Well, I am wondering if a druid can create a wand of shillalah which can be usable as a quarterstaff.

It's probably a bad idea, given that Shillelagh can only be cast on a non-magical quarterstaff, and a quarterstaff-that-is-also-a-wand is, by definition, non-magical.

So you'd end up carrying around your magical quarterstaff... and a non-magical one to use your magical one on.

Having said that, I wouldn't have a problem as a DM with somebody using Craft Wand to make a 50-charge rock of Shillelagh, or umbrella of Shillelagh, or, indeed, sword-or-quarterstaff-or-greataxe of Shillelagh, though in the case of placing it in a slotted item - or a hand-held item with another use, like a weapon - I'd charge it as an extra power of the item.

-Hyp.
 
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Hypersmurf said:
It's probably a bad idea, given that Shillelagh can only be cast on a non-magical quarterstaff, and a quarterstaff-that-is-also-a-wand is, by definition, non-magical.

Uhm... I think you mean "is, by definition, magical". :)
 

Non-Magical? Oh I found it. This is another 3.5e rule changer I have been missing.

Well, by the way, then it can be a Wand of Greater Magic Weapon which can be usable as a longsword, or something simular. Or, the spell may not be a weapon enhancing spell. For example, a staff of fire which can be usable as a glaive.

The main purpose of this question is to find whether if there are any guidance or restriction on making a wand/staff/rod which can be usable as a weapon.
 

Shin Okada said:
Non-Magical? Oh I found it. This is another 3.5e rule changer I have been missing.

Well, by the way, then it can be a Wand of Greater Magic Weapon which can be usable as a longsword, or something simular. Or, the spell may not be a weapon enhancing spell. For example, a staff of fire which can be usable as a glaive.

The main purpose of this question is to find whether if there are any guidance or restriction on making a wand/staff/rod which can be usable as a weapon.

There is no rule that I know of, but you are supposed to have the Craft Magic Arms and Armor feat as well.
 


Shin Okada said:
Non-Magical? Oh I found it. This is another 3.5e rule changer I have been missing.

From the 3E PHB, Shillelagh: "Target: One touched nonmagical oak club or quarterstaff".

It's not a 3.5 change. Shillelagh has changed in some ways, but it never affected a magical staff in 3E.

-Hyp.
 

Shin Okada said:
1. Whether if a caster can create a wand/staff/rod which doubles as a weapon.
2. The cost for it.
If you want to make a rod double as a weapon, the rod has an additional cost of a masterwork light mace. It functions as such unless you also give it the +1 weapon enhancement and corresponding cost. Both aspects are optional.

I suspect the staff option would work similarly, with the further consideration of dealing with the staff as a double weapon.

Edit: to make an item that goes from staff to wand, base it on a rod (i.e., masterwork mace), add the +1 enhancement (prereq for further enhancents), and then add the Changeling ability (from the Miniatures Handbook and/or Players Guide to Faerun, IIRC) as a +1 modifier.
 
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