Spell-less Spellman's Spellcaster (5e Equipment)

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Wand, common (Requires an entity to spend an hour to attune to the item, only to link their aura to the charging apparats. [Does not take up an attunement slot once finished])

A wand created for the less arcane-versed entities of the many planes and realms of existence, the "SSS" is used as a workaround to allow any being to harness spells at the tip of their hands. At least in some regard.
Sits about 5 inches long, and usually crafted out of a sturdy wood or similar material, with inlayed metallic rune lines, several crystals or gems, and a paper like material for the "handle".

For spellcasting using this item, use the caster's innate Spell Save DC and Spellcasting Modifier. For users that do not have such data values, decide which of their abilities best fits for the class in use and use the following functions: Spell save DC= 8 + ability modifier + proficiency bonus (if the DM allows you to be proficient in the wand/ doesn't require proficiency in it) Spellcasting Modifier: ability modifier + proficiency bonus (with previous rule's option)

Basic Functions

  The wand runs off of the aura (or canon equivalent) of the user, charging up to half a normal wizard's spell slots per level [see below table] on a long rest, or 1/4 of the user's level/CR in levels on a short rest. (If recharging 3 for example, can charge: "1 Lv1 slot, 1 Lv2 slot", "3 Lv1 slots", or "1 Lv3 slot") Arcane crystals embedded into the wand will glow to show how much charge is available for each slot. Cantrips however, have 20 charges that refill every hour upon contact with the linked user.
  This wand can act as an arcane focus for the user's spells, both built in and natural class spells. However, any spell that requires a consumed component or gold/gem cost will need the stated components in hand or on your person for the spell to go through.
  For those wishing to add more flair to their tool, most SSS wands have arcane modular runes set into the top and bottom of the device, allowing them to be slotted into any larger vessel prepared with runes of a similar manner to the wand (at your DM's discretion). This can lead to the same functionality, but with cosmetic flair of being cast out of a staff, sword hilt, preserved dead fish, gun shaped toy, or whatever else you can fit it into.

Loading Spells

  Much like wizards, this wand has to take the time to "learn" Spells by copying them down from scrolls or arcane books. Following a wizard's spell gaining process, but with some tweaks, the user, or any competent/diligent enough scribe must pull out the retractable scroll paper from the handle of the wand, transcribing the arcane code into the core of the wand itself. For copying spells out of a lent spellbook or any source that doesn't have the innate magic built in, it takes 30 minutes times the spell level, or fifteen minutes for a cantrip. It will also consume 25gp of fine paper and ink (80/20 ratio respectively) which is absorbed into the wand from adjacent to it, or "fed" to the slot ahead of time.
  However, if the spell you wish to transcribe comes from a scroll, or other innately magical source, the paper and ink cost is negated by consuming the source material itself, destroying the scroll or other item as the transcribing is complete.

Crafting an SSS Wand

  Now, as these are mostly used as accessibility tools to allow others to gain access to the arcane, they shouldn't be too terribly difficult to create, given enough work. The form, being a tapered cylinder, can be made out of most any sturdy material, however, the more "magical" the better. Rune markings along the sides will need a metallic conduit to help the magic flow properly through the device. 35 tiny smoothed chips of gem or crystal are used to set in the slot indicators, as well as store the energy needed to cast said spells. 20gp of fine paper will be needed to feed in enough for the first spell loaded into the wand, or left blank for the first user to do which as they will. The final material is a thin strand of an arcane material to use as the core, let you or your DM figure out what can work for that. Once all the materials are gathered, either through reverse engineering, wishful guessing, or using a blueprint, the base material must be smoothed out, cored to place in the middle of the wand, etched to lay in the metallic substance, and carved for the slot crystals to be inlayed.
  At your DM's discretion, wands of greater or lesser power/range can probably be made or found in the world. Training wands could potentially have only cantrip slots available. While others may have many more slots, yet be more unstable in such a small item, or sacrifice lower slots for pure level 9 power. See what you can come up with!

Alternative Rules =

  Some DM's may want to change how these function, so I offer these options to tweak the item's experience:
  • Loaded spell limits: The user can only have a certain number of spells in their wand. Either a set number, or 4 cantrips, and user level + chosen ability modifier
  • Elemental affinity: Wands of certain materials can either boost, or are limited to use spells of a certain school of magic, depending on what material they are made of. For boosts, perhaps treat the wand as a +1 or +2 arcane focus, depending on the craftsmanship and/or materials used to make it.
Wand spell slots per user level
User Level Level 1 Slots Level 2 Slots Level 3 Slots Level 4 Slots Level 5 Slots Level 6 Slots Level 7 Slots Level 8 Slots Level 9 Slots
1st 1 - - - - - - - -
2nd 2 - - - - - - - -
3rd 2 1 - - - - - - -
4th 2 2 - - - - - - -
5th 2 2 1 - - - - - -
6th 2 2 2 - - - - - -
7th 2 2 2 1 - - - - -
8th 2 2 2 2 - - - - -
9th 2 2 2 2 1 - - - -
10th 3 2 2 2 1 - - - -
11th 3 2 2 2 1 1 - - -
12th 3 2 2 2 1 1 - - -
13th 3 2 2 2 1 1 1 - -
14th 3 2 2 2 1 1 1 - -
15th 3 2 2 2 1 1 1 1 -
16th 3 2 2 2 1 1 1 1 -
17th 3 2 2 2 1 1 1 1 1
18th 3 2 2 2 2 1 1 1 1
19th 3 2 2 2 2 1 1 1 1
20th 3 2 2 2 2 1 1 1 1
it a wand

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