Ok, the gnome wizard in my party has this feat along with TWF, Create Wand, Battle Caster (and he needs to send me the rest of his feat tree). He's
level 7 and we're using BoXM rules on 1 feat/level.
The feat (Complete Arcane 77) states- As a full round action you can use 2 wands. One in each hand. Doing so takes 2 charges designated from the wand in the
secondary hand.
Prereqs: TWF, Create Wand
Ok, I'm a novice with arcane magic and Mr. Wizard was a massive annoyance. The wands he carries are Magic Missle (2 missiles) and Scorching Ray (2 rays).
The magic missile is a minor annoyance. The Scorching Ray with 8d6 damage really tore into my bad guys.
This was mostly due to its lack of saving throw and me forgetting to have him check for Spell Resistance.
My question is two-fold: Suggests for helping my NPCs not get scorched all the time. Monsters its not as big a deal as they usually have some SR. I
don't want to nullify his ability, but neither do I want him blasting every NPC with around 24 HP of damage in the first round.
Second question. Is this focus on being a wand wielding blaster going to hamper him down the line? I mean, its really fairly powerful now, but since wands
cap with level 4 spells, and get more expensive (even with the crazy # of charges they get) is he going to be useless in other wizard capacities?
Really, I just don't want a player who has a character who is a headache for me now, but ends up being so one dimensional at levels 11+ or so that he
can't help the party in other arcane areas. That might not be as big an issue as I think since I don't have his character sheet handy.
Oh, a note. The player even got the impression that this setup is broken and was wondering if I wanted to drop wands to X uses/day instead. I told him not
yet, that my inexperience with wands was a big issue the first time around. But, if issues persist, that might be a solution as well.




