Overcharging a Wand.json 2.3 KB

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  1. {
  2. "breadcrumbs": [
  3. "Chapter 11: Crafting & Treasure",
  4. "Wands",
  5. "Casting Spells from a Wand"
  6. ],
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  8. "category": "rules",
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  10. "id": "rules-758",
  11. "markdown": "<title level=\"1\" right=\"Rules\">[Overcharging a Wand](/Rules.aspx?ID=758)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter the spell is cast from the wand for the day, you can cast it one more time—overcharging the wand at the risk of destroying it. Cast the Spell again, then roll a DC 10 flat check. On a success, the wand is [broken](/Conditions.aspx?ID=2). On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
  12. "name": "Overcharging a Wand",
  13. "next_link": {
  14. "label": "Wand Statistics",
  15. "url": "/Rules.aspx?ID=759"
  16. },
  17. "previous_link": {
  18. "label": "Structures",
  19. "url": "/Rules.aspx?ID=755"
  20. },
  21. "rarity": "common",
  22. "release_date": "2019-08-01",
  23. "resistance": {},
  24. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands / Casting Spells from a Wand\r\n</additional-info>",
  25. "source": [
  26. "Core Rulebook"
  27. ],
  28. "source_raw": [
  29. "Core Rulebook pg. 597"
  30. ],
  31. "source_category": "Rulebooks",
  32. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>",
  33. "speed": {},
  34. "text": " Overcharging a Wand Source Core Rulebook pg. 597 4.0 After the spell is cast from the wand for the day, you can cast it one more time—overcharging the wand at the risk of destroying it. Cast the Spell again, then roll a DC 10 flat check. On a success, the wand is broken. On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast. ",
  35. "type": "Rules",
  36. "url": "/Rules.aspx?ID=758",
  37. "weakness": {}
  38. }