SRD:Wands

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This material is published under the OGL 1.0a.

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.

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.

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.



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