A better Wand


Craft Scepter [Item Creation]
You know the ancient Netherese secret of creating magic scepters—devices that can contain much more powerful spells than a magic wand can.
Prerequisite: Knowledge (history) 4 ranks, caster level 9th.
Benefit: You can create a scepter that holds any spell of 7th level or lower that you know. Unlike a magic wand, a scepter can contain up to two spells, each of which has a cost in charges to use. Both spell effects draw from a common pool of charges, so they can be used in any combination. Crafting a scepter takes one day for each 1,000 gp in its base price. The base price of a scepter is its caster level × the spell level × 750 gp for the highest-level spell included, plus the caster level × the spell level × 375 gp for the second spell, if any. A newly created scepter has 50 charges. Any scepter that stores a spell with a costly material component cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty units of the material component.

A scepter is a slender device that looks much like a rod or a wand. Scepters are generally more powerful than wands but easier to make than staffs. A scepter can hold one or two spells of up to 7th level. When calling forth the desired effect, the wielder uses the caster level (minimum 6th) and the save DC set by the scepter’s maker. Physical Description: Scepters are usually forged from bronze, iron, silver, or another metal and adorned with enameling or inlaid precious gems. A scepter measures about 2 feet in length and weighs 2 to 3 pounds. It has a decorative head in the shape of a dragon’s talon, a mounted crystal, a clenched fist, or some similarly rounded object. A typical scepter has 10 hit points, hardness 8, and a break DC of 24.
Activation: Scepters use the spell trigger activation method, so casting a spell from a scepter is usually a standard action that does not provoke attacks of opportunity. To activate a scepter, the wielder must hold it forth or brandish it in one hand. Charges: A scepter has 50 charges upon creation. Each spell effect it contains can be used as many times as desired, up to the limit of the charges remaining in the scepter. A scepter that contains two spells, however, may require a different number of charges to produce each of its effects. A spell of 1st through 4th level drains 1 charge per use, while a spell of 5th through 7th level drains 2 charges per use.



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