Magic Items IVc Wands

Morrus

Well, that was fun
Staff member
WANDS
A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.
Physical Description: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31–100 indicates no special qualities.


Table: Wands
Minor
Medium
Major
Wand
Market Price
01–02


Detect magic
375 gp
03–04


Light
375 gp
05–07


Burning hands
750 gp
08–10


Charm animal
750 gp
11–13


Charm person
750 gp
14–16


Color spray
750 gp
17–19


Cure light wounds
750 gp
20-22


Detect secret doors
750 gp
23–25


Enlarge person
750 gp
26–28


Magic missile (1st)
750 gp
29–31


Shocking grasp
750 gp
32–34


Summon monster I
750 gp
35–36


Magic missile (3rd)
2,250 gp
37
01–03

Magic missile (5th)
3,750 gp
38–40
04–07

Bear’s endurance
4,500 gp
41–43
08–11

Bull’s strength
4,500 gp
44–46
12–15

Cat’s grace
4,500 gp
47–49
16–20

Cure moderate wounds
4,500 gp
50–51
21–22

Darkness
4,500 gp
52–54
23–24

Daylight
4,500 gp
55–57
25–27

Delay poison
4,500 gp
58–60
28–31

Eagle’s splendor
4,500 gp
61–63
32–33

False life
4,500 gp
64–66
34–37

Fox’s cunning
4,500 gp
67–68
38

Ghoul touch
4,500 gp
69–71
39

Hold person
4,500 gp
72–74
40–42

Invisibility
4,500 gp
75–77
43–44

Knock
4,500 gp
78–80
45

Levitate
4,500 gp
81–83
46–47

Acid arrow
4,500 gp
84–86
48–49

Mirror image
4,500 gp
87–89
50–53

Owl’s wisdom
4,500 gp
90–91
54

Shatter
4,500 gp
92–94
55–56

Silence
4,500 gp
95–97
57

Summon monster II
4,500 gp
98–100
58–59

Web
4,500 gp

60–62
01–02
Magic missile (7th)
5,250 gp

63–64
03–05
Magic missile (9th)
6,750 gp

65–67
06–07
Call lightning (5th)
11,250 gp

68
08
Charm person, heightened (3rd-level spell)
11,250 gp

69–70
09–10
Contagion
11,250 gp

71–74
11–13
Cure serious wounds
11,250 gp

75–77
14–15
Dispel magic
11,250 gp

78–81
16–17
Fireball (5th)
11,250 gp

82–83
18–19
Keen edge
11,250 gp

84–87
20–21
Lightning bolt (5th)
11,250 gp

88–89
22–23
Major image
11,250 gp

90–91
24–25
Slow
11,250 gp

92–94
26–27
Suggestion
11,250 gp

95–97
28–29
Summon monster III
11,250 gp

98
30–31
Fireball (6th)
13,500 gp

99
32–33
Lightning bolt (6th)
13,500 gp

100
34–35
Searing light (6th)
13,500 gp


36–37
Call lightning (8th)
18,000 gp


38–39
Fireball (8th)
18,000 gp


40–41
Lightning bolt (8th)
18,000 gp


42–45
Charm monster
21,000 gp


46–50
Cure critical wounds
21,000 gp


51–52
Dimensional anchor
21,000 gp


53–55
Fear
21,000 gp


56–59
Greater invisibility
21,000 gp


60
Hold person, heightened (4th level)
21,000 gp


61–65
Ice storm
21,000 gp


66–68
Inflict critical wounds
21,000 gp


69–72
Neutralize poison
21,000 gp


73–74
Poison
21,000 gp


75–77
Polymorph
21,000 gp


78
Ray of enfeeblement, heightened (4th level)
21,000 gp


79
Suggestion, heightened (4th level)
21,000 gp


80–82
Summon monster IV
21,000 gp


83–86
Wall of fire
21,000 gp


87–90
Wall of ice
21,000 gp


91
Dispel magic (10th)
22,500 gp


92
Fireball (10th)
22,500 gp


93
Lightning bolt (10th)
22,500 gp


94
Chaos hammer (8th)
24,000 gp


95
Holy smite (8th)
24,000 gp


96
Order’s wrath (8th)
24,000 gp


97
Unholy blight (8th)
24,000 gp


98–99
Restoration1
26,000 gp


100
Stoneskin2
33,500 gp
1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus 5,000 gp for the material components.
2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components.

Wand Descriptions
All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.
 

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