Item: Wandmender

TypeWeapon
Level9
Rarity
Common
Traits
Base ItemMace
CategorySimple
GroupClub
Damage1d6 bludgeoning
Price700 gp
UsageHeld in one hand
PublicationPathfinder Impossible MagicRemaster

Nearly every surface of this heavy +1 striking mace is inscribed with runes of crafting and restoration. The core of the mace hums with an eerie resonance, as if devouring stray magical energies from the air.

Activate—Recharge Wand 1 (concentrate, manipulate)

Frequency once per day

Requirements You're wielding a wand capable of casting spells of 3rd rank or lower, and its spell has been cast for the day


Effect You tap the wandmender against the wand, restoring its magic. You can Cast the Spell in the wand a second time without overcharging, as long as you do so within the next minute.


Trait Effects

Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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