I kind of miss wands with a limited number of charges, especially wands that provided a big effect but with the a fair bit of unreliability. In AD&D, I liked that my 2nd level magic-user had a wand of fireballs, but you could never be certain it still had a charge when you pointed it a troll.
So, here's an idea:
Charged Wands
Some wands don't work as implements. Instead, they are charged with a limited amount of magical energy. These wands hold a daily spell, and each time they are used there's a chance the wand sputters and dies.
If you have a charged wand, you can cast the spell contained within it. You use your attack bonus and so on to resolve the spell. The spell has to belong to a class that shares one of your power sources for you to use it.
When you use the wand, roll a d20. If the die roll is a 20 or higher, the wand fails to function. It's out of energy and no longer functions.
You add +1 to the roll for each time you have used the wand. If you use it again before taking a short rest or if it has been less than 10 minutes since the last use, increase that modifier by +1 for each use beyond the first. Using a wand repeatedly stresses the arcane structures that bind the spell within it. Most mages let a wand "cool down" before activating it again.
In addition, if the spell is higher level than you, the DM adds 1d4 to the roll.
The DM tracks the modifier, because it's possible that someone used the wand before you got your hand on it. Part of the fun is the uncertainty of whether the wand activates. So, the modifier constantly goes up with each use.
Example: Archimedes the Vast finds a wand of fireball. He doesn't know it, but the wand has been used 8 times. If he uses the wand, it's now been used 9 times and he rolls a d20, adding +9. If the result is 20 or higher, the wand sputters.
If Archimedes was 3rd level, he would add 1d4. So, the wand would be +8 base, +1d4 for Archimedes being too low level. If he rolled a 2, he' add +10. The next time he used it, he'd add 1d4 + 10 if he was still too low level, or +11 if he was high enough level (+10 for the prior use, +1 for his current attempt.)
If you roll a 1 when using the wand, something might go horribly wrong. The wand loses its mojo. If the spell is higher level than you, the wand activates but the spell either has the opposite intended effect or the DM chooses the target (DM's option).
When you find a wand, roll 3d6 to determine how many times it has already been used.
These wands exist outside of the standard treasure structure. You can't usually sell them, since it's impossible to determine how much magic is left in one. Of course, the PCs can buy them at the DM's option, but there's no promise that the wand is fresh or on its last charge.
Basically, if this item sounds interesting then you're probably not the sort of DM who is overly worried about exact balance. Otherwise, if this sounds a bit too crazy, too uncertain, or something your players would never use, then it's probably a bad fit for your game. On the other hand, some players like pushing their luck especially if the wand has a higher level, useful spell in it.










I may give this a go when I'm DMing again. I like a bit of unbalancing uncertainty. *grins*
teknohippy03:04 PM PST