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Arcane Wand Crafting

Discussion in 'Neverwinter Nights (Classic)' started by Colthrun, Sep 20, 2005.

  1. Colthrun

    Colthrun Walk first in the forest and last in the bog Veteran

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    When I purchased my copy of NWN, SoU and HoU, I was well pleased to discover that I could, finally, be able to scribe scrolls, brew potions and craft and imbue magical wands with my wizard. I was quite surprised to see that not that much information was available regarding any of the crafting options that a magic user has access to. I checked manuals and many guides online, but I couldn’t find any information at all, other than the standard description of the “Craft Wand” feat. Surprisingly enough, the description in the manual is wrong. :rolleyes:

    I had not really gone further than Chapter 1 in the OC, and I was always in need of money, so using my precious resources and hard-earned XP in wand crafting seemed a waste. Not to mention that I couldn’t find any wands or bones to craft them. But in Chapter 2 I managed to get hold of many leg bones from skeletons, and quite a bit of gold too. So I decided to try. My first attempt was, of course, the Fireball wand. Imagine my surprise when I was told that I didn’t have enough gold to craft the thing when I had the required 11250GP in my pocket. :mad:


    Also, it is not possible to imbue wands with these spells:
    - Level 1 "True Strike".
    - Level 1 "Expeditious Retreat".
    - Level 4 "Minor Globe of Invulnerability"


    The examples the manual provides are quite erroneous. For instance, when casting Fireball into a wand, my level 5 wizard creates a Wand of Fireball (10) that costs 22500GP and 900XP, rather than the Wand of Fireball (5) for 11250GP and 450XP that the manual says. I have tried this many times, and I still can’t manage to create level 5 Fireball wands. The same applies to the other examples. Whether this is caused by a bug in my version of the game, I can't tell, but the results are consistent no matter how many times I try, and the level of the caster. I am using 1.66 with both expansions, and no hacks other than CEP. If anyone manages to craft wands with the mentioned forbidden spells, or to craft wands of different levels of those I mention, pray let me know.

    In any case, I had some time to spare, so I decided to investigate and see what the prices and XP costs for wands would be. It took me a couple of days, as I can’t really spend that much time playing nowadays, but the results are finally here.

    Remember that you can only imbue wands with spells of level 4th or lower. The level of the wand indicates at which caster level the spell will be stored and cast. For instance, a level 9 wand of Magic Missile will shoot 5 missiles, like a level 9 mage would.


    CANTRIPS
    * Light - level 5 - 3750GP - 150XP - 5 hours
    * Daze - level 1 - 750GP - 30XP
    * Ray of frost - level 1 - 750GP - 30XP
    * Flash - level 1 - 750GP - 30XP
    * Electric Jolt - level 1 - 750GP - 30XP
    * Acid Splash - level 1 - 750GP - 30XP
    * Resistance - level 5 - 3750GP - 150XP

    LEVEL 1 SPELLS
    * Magic Missile - level 9 - 6750GP -270XP - 5 missiles
    * Burning Hands - level 5 - 3750GP - 150XP - Max. damage (5d6)
    * Endure Elements - level 2 - 1500GP - 60XP
    * Expeditious Retreat - Can’t be imbued in a wand
    * Ironguts - level 2 - 1500GP - 60XP - lasts for 20 minutes
    * Horikizaul's Boom - level 2 - 1500GP - 60XP -Min. damage
    * Magic Weapon - level 2 - 1500GP - 60XP - 2 hours
    * Shelgarn's Persistent Blade - level 2 - 1500GP - 60XP - Only lasts for 1 minute
    * Ice Dagger - level 2 - 1500GP - 60XP - 2d4 damage
    * Sleep - level 5 - 3750GP - 150XP - 8 rounds
    * Summon Monster I - level 5 - 3750GP - 150XP -
    * Protection vs Alignment - level 2 - 1500GP - 60XP - 2 hours
    * Ray of Enfeeblement - level 2 - 1500GP - 60XP -1d6+1 damage
    * Negative Energy Ray - level 9 - 6750GP - 270XP -5d6 damage
    * Colour Spray - level 2 - 1500GP - 60XP
    * Mage Armor - level 2 - 1500GP - 60XP - 2 hours
    * Charm Person - level 10 - 7500GP - 300XP - 8 rounds
    * Grease - level 2 - 1500GP - 60XP - 2 rounds
    * Identify - level 3 - 4500GP - 180XP
    * Scare - level 2 - 1500GP - 60XP
    * Shield - level 5 - 3750GP - 150XP - 5 turns
    * True Strike - Can’t be imbued in a wand

    LEVEL 2 SPELLS
    * Combust – level 3 – 4500GP – 180XP - 2d6+3 fire + 1d6 if save fails
    * Bull's Strength – level 15 – 22500GP – 900XP - 15 hours
    * Flame Weapon – level 3 – 4500GP – 180XP - 1d4+3 fire damage, 3 minutes
    * Blindness/Deafness –level 3 – 4500GP – 180XP - 3 rounds
    * Web – level 3 – 4500GP – 180XP - 1 round
    * Balagarn's Iron Horn – level 7 – 10500GP – 420XP
    * Cat's Grace – level 15 – 22500GP – 900XP - 15 hours
    * Melf's Acid Arrow – level 9 – 3500GP – 540XP – extra damage for 4 rounds
    * Endurance – level 3 – 4500GP – 180XP - 3 hours
    * Ghostly Visage – level 15 – 22500GP – 900XP - 15 turns
    * Invisibility - level 3 – 4500GP – 180XP - 3 turns
    * Knock –level 3 – 4500GP – 180XP
    * Owl's Wisdom – level 15 – 22500GP – 900XP - 15 hours
    * Ultravision – level 6 – 9000GP – 360XP - 6 hours
    * Fox's Cunning – level 15 – 22500GP – 900XP - 15 hours
    * Summon Monster II – level 3 – 4500GP – 180XP
    * Continual Flame – level 7 – 10500GP – 420XP
    * Darkness – level 3 – 4500GP – 180XP - 3 rounds
    * Cloud of Bewilderment – level 3 – 4500GP – 180XP - 3 rounds
    * Death Armor – level 3 – 4500GP – 180XP - 3 rounds
    * Eagle's Splendor – level 15 – 22500GP – 900XP - 15 hours
    * Gedlee's Electric Loop – level 3 – 4500GP – 180XP - 1d6 damage
    * Ghoul's Touch – level 3 – 4500GP – 180XP
    * See Invisibility – level 3 – 4500GP – 180XP - 3 turns
    * Tasha's Hideous Laughter – level 7 – 10500GP – 420XP
    * Stone Bones – level 3 – 4500GP – 180XP - lasts for 30 Minutes
    * Lesser Dispel – level 5 – 7500GP – 300XP - Max effect (1d20+5 check)
    * Resist Elements – level 10 – 15000GP – 600XP - 10 turns

    LEVEL 3 SPELLS
    * Fireball – level 10 – 22500GP – 900XP -Max. damage
    * Flame Arrow – level 18 – 40500GP – 1620XP - 4 arrows
    * Summon Monster III – level 5 – 11250GP – 450XP
    * Lightning Bolt – level 10 – 22500GP – 900XP - Max. damage
    * Negative Energy Burst – level 10 – 22500GP – 900XP - 1d8+10 damage and -2 strength
    * Clarity – level 3 – 4500GP – 180XP
    * Slow – level 5 – 11250GP – 450XP - 5 rounds
    * Invisibility Sphere – level 5 – 11250GP – 450XP - 5 turns
    * Magic Circle Vs Alignment – level 5 – 11250GP – 450XP - 5 hours
    * Protection Vs Elements – level 10 – 22500GP – 900XP
    * Dispel – level 10 – 22500GP – 900XP - Max. effect (1d20+10 check)
    * Haste – level 10 – 22500GP – 900XP - 10 rounds
    * Hold Person – level 3 – 4500GP – 180XP - 3 rounds
    * Stinking Cloud – level 5 – 11250GP – 450XP - 5 rounds
    * Vampiric Touch – level 5 – 11250GP – 450XP -2d6 damage/heal
    * Clariaudience/Clarvoyance – level 15 – 33750GP – 1350XP - 15 rounds
    * Displacement – level 9 – 20250GP – 810XP - 9 rounds
    * Find Traps – level 3 – 6750GP – 270XP
    * Greater Magic Weapon – level 5 – 11250GP – 450XP - Only +1 enhancement, 5 hours (a waste)
    * Gust of Wind – level 10 – 22500GP – 900XP
    * Keen Edge – level 5 – 11250GP – 450XP - 50 minutes
    * Mestil's Acid Breath – level 5 – 11250GP – 450XP - 5d6 damage (minimum possible)
    * Scintillating Sphere – level 5 – 11250GP – 450XP - 5d6 damage (minimum possible)

    LEVEL 4 SPELLS
    * Stoneskin – level 7 – 21000GP – 840XP - 70 hits, 7 hours
    * Improved invisibility –level 7 – 21000GP – 840XP - 7 turns
    * Isaac's Minor Storm – level 13 – 39000GP – 1560XP - 10 missiles (which is the maximum for the spell)
    * Fear – level 5 – 11250GP – 450XP - 5 rounds
    * Phantasmal Killer – level 7 – 21000GP – 840XP
    * Bestow Curse – level 11 – 11250GP – 450XP
    * Confusion – level 10 – 22500GP – 900XP - 10 rounds
    * Lesser Spell Breach – level 7 – 21000GP – 840XP
    * Summon Monster IV – level 7 – 21000GP – 840XP
    * Wall of Fire – level 9 – 27000GP – 1080XP - 4 rounds
    * Minor Globe of Invulnerability-Can't be imbued in a wand
    * Charm Monster – level 10 – 22500GP – 900XP - 8 rounds
    * Polymorph Self – level 7 – 21000GP – 840XP - 7 turns, all forms available
    * Evard's Black Tentacles – level 15 – 45000GP – 1800XP - 1d6+4 damage for 15 rounds (the most expensive)
    * Elemental Shield – level 12 – 36000GP – 1440XP - 1d6+12 fire damage
    * Contagion – level 5 – 11250GP – 450XP
    * Ice Storm – level 9 – 27000GP – 1080XP - 3d6 bludgeoning damage + 5d6 cold
    * Remove Blindness/Deafness – level 5 – 11250GP – 450XP
    * Enervation – level 7 – 21000GP – 840XP
    * Remove Curse – level 5 – 11250GP – 450XP
    * Shadow Conjuration (Magic Missile) – level 7 – 5250GP – 210XP - Only 4 missiles
    * Shadow Conjuration (Summon Shadow) – level 7 – 21000GP – 840XP – level 3 shadow summoned
    * Shadow Conjuration (Mage Armor) – level 7 – 5250GP – 210XP - 7 hours
    * Shadow Conjuration (Darkness) – level 7 – 10500GP – 420XP - 7 turns
    * Shadow Conjuration (Invisibility) – level 7 – 10500GP – 420XP - 7 turns


    As you see, Shadow Conjuration is special. Depending on which of the five spells available you choose it will cost more or less to craft the wand, but in the end, all spells will be available through the wand, and the wand level will be the same. The cheapest way to create this wand is to choose either Magic Missile or Mage Armor. This is, in my opinion, one the most useful wands one can create due to its versatility and cheap price.

    [ September 27, 2005, 10:12: Message edited by: Colthrun ]
     
  2. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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  3. Colthrun

    Colthrun Walk first in the forest and last in the bog Veteran

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    Well, I've always been a bit lazy for guide creation, but I'll prepare a simple word document with a lengthy introduction :D and send it to you.
     
  4. khaavern Gems: 14/31
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    Very nice info. I wondered myself couple of times what can you get with this skill, but since usually I do not make heavy use of wands, I never put points in it.

    From your description, it also does not seem a very practical skill. Looks like it costs a lot of money (by the time you amass 20K gold, you are level ten already), and the XP cost is quite high to boot.
     
  5. Colthrun

    Colthrun Walk first in the forest and last in the bog Veteran

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    Yep, no-one said that magic was cheap :p

    I am level 11 now, and money seems to come easy in Chapter 2. I sell every weapon, armor and repeated scroll that I find, and I'm now very close to 45K GP. Money is not being a problem. XP loss is, although a couple of solved quests normally help to get it back fast.

    I guess it's a matter of game tactics and your own preferences. Me, I like utility spells like Knock and Find Traps, for instance. Using summons or familiars as trap springers does not look too elegant IMO. Having 40-odd charges in a wand or two saves me from depending on summons or a rogue. In multiplayer games, I think it looks cooler to open a lock using a wand than a punk version of Tinkerbell. :D

    I also like multiple-choice spells, so Shadow Conjuration is a (cheap) blessing. Finally, I think I'll also keep a wand of See invisibility too, only in case.
     
  6. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Interesting stuff! But I still question the usefulness of any of the crafting skills in the single player campaigns, especially if it comes at the expense of putting skill points elsewhere.

    I think they are great for roleplay purposes and for online play, but in the main campaigns it doesn't seem to add much.

    Has anyone ever used any of the other crafting skills?
     
  7. khaavern Gems: 14/31
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    HB: nah, too pointless. If I read the manual correctly, you can only craft non-magical items. And the only thing you can do with them is presumably sell them. Since mundane items are so cheap, it hardly seems worth it.

    Colthrun: you probably are right, creating a couple of utility wands is the best use for the skill. Nobody wants to waste spell slots memorizing knock :) And a wand of Find Traps can be quite handy in places.
     
  8. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    Crafting's useful to fully customize the look of your equipment. For example, altering all those OC trouser "robes" into real mage robes, etc. I had a lot of fun with that. You can also make all sorts of changes to weapons and so on. Try it out, it'll work even if you have no points in crafting, you'll just need to retry from time to time.
     
  9. Colthrun

    Colthrun Walk first in the forest and last in the bog Veteran

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    Being able to modify the looks of your character and some of his/her equipment at any time is a treat. All my thieves have belts with pouches, regardless of the armor they wear. It's also nice to change the appearance of the weapons you get to something that looks more "in character".

    Regarding other "crafting" stuff, I've been down in the cellar brewing arcane potions for the last couple of evenings.

    /me rubs his eyes.

    For the most part, it works as expected (i.e. you can only brew a potion for a spell that you can cast on yourself), although I've found some "interesting" :bigeyes: things. I'm going to try some theories I have this evening. I'll keep ye posted.

    Now I have to say that it's quite annoying that all wands and potions that you can make look exactly the same, and that all are called "Magic Wand" or "Magic Potion". Only when you click on them, or when you place them in the Quickbar, you can see what they are charged with. It gets quite confusing when you have lots of them in your inventory. :nolike:
     
  10. Taza

    Taza Weird Modmaker Veteran

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    I think the script handling this is x2_inc_craft. I'm not completely sure, but it seems to contain the functions for which spells are excluded and the cost modifiers etc.
     
  11. Colthrun

    Colthrun Walk first in the forest and last in the bog Veteran

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    I am having a ball with this. You can create potions of "Creature Summoning"! You drink it, and a monster appears... Alien, anyone?

    But the really interesting part is that, you can give those potions to any other player in a multiplayer game, even magic-impaired ones. Your burly warrior friend could summon a dire wolf anytime he wanted, or cast Protection vs Elements, or Detect Traps, by just quaffing a potion. This, unfortunately, does not work with henchmen. The game doesn't allow you to give them magically created potions.

    On the wand department, wizards of different schools can help others compensate for their "prohibited schools" by crafting wands for them. A wizard cannot learn or use a scroll of a prohibited school, but they can use any wand. :D
     
  12. nl255 Gems: 2/31
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    If you want created wands to always have 50 charges like in PnP, you can use the following commands at the console (press the ` key to bring up the console). Note that you will have to re-enter these commands every time you enter a new chapter or start a new module new module (such as importing your character into HotU). Like all console commands, these are case sensitive.

    DebugMode 1

    SetVarModInt X2_SWITCH_ENABLE_50_WAND_CHARGES 1

    DebugMode 0
     
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