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Rod, Staff, and Wand Making: Defined, Refined, and Usable

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Rods, Staffs, and Wands are some of the most sought after items in the game, this booklet offers all the information any DM or player will ever need on the topic.

  • Every DMG rod, staff, and wand fully explained and broken down to be crafted by players
  • 11 NEW rods, with explanations and rules to craft them
  • 14 NEW staffs, with explantions and rules to craft them
  • 217 NEW wands, with explanations and rules to craft them
  • 1 NEW crafting feat

Every DM needs new magic items, for treasure, for sale, or for variety and the players love to find them. This is the definitive piece on getting new rods, staffs, and wands into the game through adventuring or crafting.

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Check out my other stuff:

Alchemy: Defined, Refined, and Usable

Blacksmithing: Defined, Refined, and Usable

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Discussions (2)
Customer avatar
Imogen C June 17, 2020 11:32 pm UTC
PURCHASER
Not sure if i read this right but say i wantef to recreate the staff of defense would it be 3000g or 7000g (+1ac and 2 level 1 spells) also it seems the lowest quality staff or rod that you can make is rare as the prices all seem 1000+g is this correct?
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Customer avatar
Chris C June 18, 2020 3:49 pm UTC
CREATOR
Imogen, thanks for the question; the way the system works is a bit confusing and that is because under 5e rules the cost to craft a magic item is set by its Magic Item Rarity, what a crafter does is add the value of each ability together to derive a estimated value of the item. Then using that estimated value, the DM cross references the estimated value against the Magic Item Rarity chart to determine what the rarity level of such an item is based upon its value. The cost to create an item is a set number determined by its Magic Item Rarity. Yes, to craft a rod or staff, you need to break into the magic item rarity level of rare.

To craft a staff which granted a +1 to Ac and allowed access to 2 spells of level 1 would have an estimated value of:7,000gp. The +1 AC ability is 5,000gp (1,000gp + 4,000gp for each bonus) and 1,000gp for each spell (1,000 x spell level).

I appreciate your question and I hope that the system is working for you as it has for others, expanding your game and offering...See more
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Customer avatar
Imogen C June 18, 2020 9:02 pm UTC
PURCHASER
yh that answers my questions the only other thing when it comes to charges and recharging is that free and just discuss with gm to get a value or is there a general rule to use?
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Customer avatar
Chris C June 21, 2020 3:58 pm UTC
CREATOR
Imogen, items automatically recharge usually the recharge happens every 24 hours at a specified time.
Customer avatar
Max L May 09, 2017 10:14 pm UTC
PURCHASER
In the crafting examples it says: "Robert the wizard wants to craft a wand of identify, which will not recharge. He knows the spell Identify and is level 3. He tells the DM his plan, the DM thinks that making this wand is easily achieved. The DM checks that Robert has a Woodcarver’s tools, 250gp, and tells Robert it will take him 10 days to craft the wand. Robert spends the gold and the time to craft the Wand of Identify. At the end of the process Robert has a wand which will cast the Identify spell 25 times."
How does the 250gp crafting cost come about? Just one page before it says that Level 3 Spells require 2500gp for a non-recharging staff and that it takes 100 days to craft it. Typo?

Also it is never mentioned why certain wands have certain numbers of charges. Pretty much all spells have (at a glance) 7 for the recharging variant and 25 for the non-recharging variant... except Detect Magic and a few others? Also some don't have a non-rechargable version (like fireball)? Is that...See more
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Customer avatar
Chris C May 10, 2017 9:23 am UTC
CREATOR
Max, in the first instance you asked about- Robert the wizard is a 3rd level wizard which is the lowest level to craft the item; the item is a 1st level spell though and 1st level spell items only cost 250gp. In the second question, most items do follow a very consistent pattern as outlined in the write up. The items which break the pattern are the items from the DMG, which do not follow any pattern at all but cannot be augmented to fit a pattern because they are set by the DMG not myself. For example, I cannot explain why any class character can use the wand of magic detection and the wand of secrets, but only a spell caster can use the wand of enemy detection. All wands are 7 for recharging type and 25 for non recharging type; except the ones from the DMG; all wands have a recharging and non recharging type except those from the DMG. It is intended that the system be consistent and it fits most of the DMG items and all the original items, but the DMG is not very consistent in its items and there are some items...See more
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Customer avatar
Chris C May 11, 2017 1:51 am UTC
CREATOR
Max, myself and my players play home brew almost exclusively; the rules should work very well for you. At the same time I want to make sure you have all your answers and can discuss any more questions you may have. If you will set up a spam email account, I will send you all my works for free and it will have an email address for me, where you can contact me after reviewing all the works and we can discuss anything about them and how they work. I would especially enjoy to see you use the potions rules.
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83
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File Last Updated:
March 04, 2017
This title was added to our catalog on February 28, 2017.