Does not use Channeling.
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Each "wand slot" allows you to create a temporary wand (which lasts until the end of the day). Each wand has 10*N charges, where N is the number in the spell progression for that SL (not counting stat bonus if you somehow generate a stat bonus for this progression). So, a 3rd level Wand Mage can make 2 SL=1 wands with 20 charges each, and 1 SL=2 wand with 10 charges. (Half-slots require school specialization and have 5 charges.)
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For each wand, you specify two spell effects it can do, of the appropriate SL. You can leave these choices as "open slots" as you like.
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It doesn't take any actions to make or choose the effects of these wands. You are assumed to always be wielding a wand in each hand that you have dictated for "wand usage". It doesn't cost any actions to switch wands either; but you do have to spend 1V if you switch from wand to non-wand (say to a shield) or vice versa.
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It requires only 1M action to active ALL wands you are wielding. This is an exception to the normal wand usage rules, and only Wand Mages can do this.
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You may specialize in a school, if you do, choose an opposite. Wands that do effects only from specialized schools cost only ½ a wand slot to make.
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You may "break" a wand, spending 1V, this causes the wand to release all of it's charges on both you and the target. For each charge, choose which wand effect resolves. If the wand is area effect, both you and the target are centers of each area effect. However, if you and the target are in the same group, only 1 area effect resolves per charge (not 2). (The point here is that no one should be hit by more than 1 effect per charge.)
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Going into each reset (at the beginning of the reset), you may keep some of your remaining temporary wands as permanent wands, to go into the next day. You can keep only LVL of these permanent wands total at a time.
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You can also sell some of your permanent wands during the reset, but any wands you sell will count against this LVL limit for the next (upcoming) day. At the end of that day (tomorrow), your limit goes back to LVL as normal (essentially it takes 1 day for the limit to "forget" these wands). Wands sell for (SL+1)^2*C*5 gp, where C is the number of charges (assuming half cost for selling items).
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Level 6: You may construct staves; these are identical to wands, except they have only 2.5*N charges (round up), but do ALL of their effects when activated. The target must be the same for each effect. Staves count as wands for the "1M: Active all your wands" ability.
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Level 9: Your wands of SL 1-3 can have 3 effects instead of 2.
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Level 12: You may construct rods; these are like wands, but they don't have charges. Instead they have "1M: Do one of this rod's effects". This uses up your entire 1M action; rods do not count as wands for the "1M: Active all your wands" ability.
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Level 18: Your wands of SL 1-3 can have 4 effects, and your wands of SL 4-6 can have 3 effects.
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Level 27: Your wands of SL 1-3 can have 5 effects, and your wands of SL 4-6 can have 4 effects, and your wands of SL 7-9 can have 3 effects.
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Level 36: Your wands of SL 1-3 can have 6 effects, and your wands of SL 4-6 can have 5 effects, your wands of SL 7-9 can have 4 effects, and your wands of SL 10 can have 3 effects.
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