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Wands

Note! This is Sebai legacy content for Dungeons and Dragons 5e and is no longer applicable to our Pathfinder 2e game. I simply keep it around in case I ever run 5e again. Refer to Archives of Nethys for relevant wand stats.
  Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created.   To cast a spell from a wand, it must be on your spell list. Because you’re the one casting the spell, use your spell attack roll and spell DC.   Spells with a material component must be used during the creation of the wand. Spells with a consumed material cost, however, can’t be placed in wands. For example, clairvoyance could be placed in a wand as it requires a jeweled horn worth 100 gp that is not consumed by the spell. Revivify, however, cannot be placed into a wand as it requires a diamond worth 300 gp, which the spell consumes.   Overcharging a Wand. 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 spell is cast as normal. 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 and no spell is cast.   All magic wands require wand attunment. Like normal attunement, you can only have a max of three wands attuned at a time; however, these slots are separate from normal attunement meaning you can be attuned to both three magic items and three wands at the same time.
 

Magic Wand (1st-Level Spell)

Level 3; Price 200 gp
Craft Requirements Supply the casting of a 1st-level spell.
Rarity Uncommon
This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. You can use this wand to cast a specific 1st-level spell for free once per day (plus overcharge).
 

Wand of Widening (1st-Level Spell)

Level 4; Price 300 gp
Craft Requirements Supply the casting of a 1st-level spell. The spell must have an area of effect.
Rarity Uncommon
The end of this wand is forked instead of tapered. Add 5 feet to the radius of a sphere that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.
 

Magic Wand (2nd-Level Spell)

Level 4; Price 500 gp
Craft Requirements Supply the casting of a 2nd-level spell.
Rarity Uncommon
This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. You can use this wand to cast a specific 2nd-level spell for free once per day (plus overcharge).
 

Wand of Caustic Effect

Level 5; Price 320 gp
Craft Requirements Supply a casting of grease.
Rarity Rare
This dirty metal wand is covered in an oily acrid smelling film. When you cast grease, it is caustic. Any creature that fails their saving throw and falls prone, or that begins their turn prone, takes 2d6 acid damage. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.
 

Wand of Continuation (1st-Level Spell)

Level 5; Price 350 gp
Craft Requirements Supply the casting of a 1st-level spell. The spell must have a duration that lasts longer than one round.
Rarity Uncommon
Yellow embers spiral over its surface until the spell ends. The spell's duration increases by half its normal duration.
 

Wand of Manifold Missles (1st-Level Spell)

Level 5; Price 450 gp
Craft Requirements Supply a casting of 1st-level magic missiles.
Rarity Rare
This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. After you cast the spell magic missiles, an additional missile is released from the wand at the start of each of your turns. Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.
 

Wand of Hopeless Night

Level 6; Price 500 gp
Craft Requirements Supply a casting of darkness.
Rarity Uncommon
This wand is a length of wrought black iron. When you cast the spell darkness, enemies that end their turn in the darkness must succeed on a Wisdom saving throw contested by your spell save DC or become frightened of you for the next minute. Creatures may continue to make saving throws to end this effect at the end of each of their turns. This lasts for 10 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.
 

Wand Widening (2nd-Level Spell)

Level 6; Price 675 gp
Craft Requirements Supply the casting of a 2nd-level spell. The spell must have an area of effect.
Rarity Uncommon
The end of this wand is forked instead of tapered. Add 5 feet to the radius of a sphere that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.
 

Wand of the Spider

Level 6; Price 570 gp
Craft Requirements Supply a casting of web.
Rarity Uncommon
The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. When you cast the spell web any creature that fails their Dexterity saving throw also takes 2d6 poison damage. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.
 

Wand of Ferocious Fire (2nd-Level Spell)

Level 6; Price 620 gp
Craft Requirements Supply a casting of 2nd-level heat metal
Rarity Uncommon
This wand emits a faint red glow underneath its black exterior. When you cast the spell heat metal, enemies that take fire damage are also burned until the end of your next turn.
 

Wand of Noisome Acid (2nd-Level Spell)

Level 6; Price 620 gp
Craft Requirements Supply a casting of 2nd-level melf's acid arrow.
Rarity Rare
This greasy stick emits a stomach-churning scent when held in a hand. When you cast the spell melf's acid arrow, the spell's target must succeed on a Constitution saving throw or become sickened 2.
 

Magic Wand (3rd-Level Spell)

Level 7; Price 1000 gp
Craft Requirements Supply the casting of a 3rd-level spell.
Rarity Uncommon
This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. You can use this wand to cast a specific 3rd-level spell for free once per day (plus overcharge).
 

Wand of Continuation (2nd-Level Spell)

Level 7; Price 800 gp
Craft Requirements Supply the casting of a 2nd-level spell. The spell must have a duration that lasts longer than one round.
Rarity Uncommon
Yellow embers spiral over its surface until the spell ends. The spell's duration increases by half its normal duration.
 

Wand of Fey Flames

Level 7; Price 800 gp
Craft Requirements Supply a casting of faerie fire.
Rarity Rare
This red maple wand carved into a tongue of flame feels warm in your hand. Creatures affected by your faerie fire must succeed at a Wisdom save against your spell save DC or have disadvantage on saves against enchantment and illusions spells as long as they are affected by faerie fire. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.
 

Wand of Spiritual Warfare (2nd-Level Spell)

Level 7; Price 1000 gp
Craft Requirements Supply a casting of 2nd-level spiritual weapon.
Rarity Rare
This wand juts from an ornate hilt like a short, wooden dagger blade. When you critically hit with your spiritual weapon, you apply the weapon type's critical specialization effect (see Weapon Properties). In addition, you can etch one of the following property runes onto the wand: corrosive, flaming, frost, shock, thundering, or their respective greater versions. The spiritual weapon's attacks gain the effects of this rune.
 

Wand of Crackling Lightning (3rd-Level Spell)

Level 7; Price 1200 gp
Craft Requirements Supply a casting of 3rd-level lightning bolt.
Rarity Uncommon
This wand is made of two copper plates separated by a ceramic center. When you cast the spell lightning bolt, the spell's area is twice as wide (10x120 ft.) and creatures that fail their save suffer from the Concussive trait.
 

Wand Widening (3rd-Level Spell)

Level 8; Price 1350 gp
Craft Requirements Supply the casting of a 3rd-level spell. The spell must have an area of effect.
Rarity Uncommon
The end of this wand is forked instead of tapered. Add 5 feet to the radius of a sphere that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.
 

Magic Wand (4th-Level Spell)

Level 8; Price 2500 gp
Craft Requirements Supply the casting of a 4th-level spell.
Rarity Uncommon
This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. You can use this wand to cast a specific 4th-level spell for free once per day (plus overcharge).
 

Wand of Continuation (3rd-Level Spell)

Level 9; Price 1500 gp
Craft Requirements Supply the casting of a 3rd-level spell. The spell must have a duration that lasts longer than one round.
Rarity Uncommon
Yellow embers spiral over its surface until the spell ends. The spell's duration increases by half its normal duration.
 

Wand of Manifold Missles (3rd-Level Spell)

Level 9; Price 1300 gp
Craft Requirements Supply a casting of 3rd-level magic missiles
Rarity Rare
This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. After you cast the spell magic missiles, three additional missiles are released from the wand at the start of each of your turns. Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.
 

Wand of Overflowing Life (3rd-Level Spell)

Level 9; Price 1300 gp
Craft Requirements Supply a casting of 3rd-level healing magic.
Rarity Uncommon
This alabaster wand has a clear crystal at the tip. When you cast the same healing spell as the one used to craft the wand at 3rd-level or lower, excess healing magic wells up from the wand and heals you for the same amount as the casting of the spell. This effect works even if you target yourself with the healing spell.
 

Wand of Thundering Echos (3rd-Level Spell)

Level 9; Price 1350 gp
Craft Requirements Supply a casting of 3rd-level shatter.
Rarity Rare
A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. After you cast pulse wave, at the start of each of your turns, the sound echoes in the area as if you had cast it again, though it deals one fewer d8. This effect lasts until the damage is reduced to zero.
 

Wand of Crackling Lightning (4th-Level Spell)

Level 10; Price 1900 gp
Craft Requirements Supply a casting of 4th-level lightning bolt
Rarity Uncommon
This wand is made of two copper plates separated by a ceramic center. When you cast the spell lightning bolt, the spell's area is three times as wide (15x120 ft.) and creatures that fail their save suffer from the Concussive trait.
 

Wand of Ferocious Fire (4th-Level Spell)

Level 10; Price 1500 gp
Craft Requirements Supply a casting of 4th-level heat metal
Rarity Uncommon
This wand emits a faint red glow underneath its black exterior. When you cast the spell heat metal, enemies that take fire damage are also burned for the next 30 seconds. They can make a Constitution saving throw contest by your spell save DC at the end of each of their turns to end the effect.
 

Wand of Noisome Acid (4th-Level Spell)

Level 10; Price 1500 gp
Craft Requirements Supply a casting of4th-level melf's acid arrow.
Rarity Rare
This greasy stick emits a stomach-churning scent when held in a hand. When you cast the spell melf's acid arrow, the spell's target must succeed on a Constitution saving throw or become sickened 3.
 

Wand Widening (4th-Level Spell)

Level 10; Price 2850 gp
Craft Requirements Supply the casting of a 4th-level spell. The spell must have an area of effect.
Rarity Uncommon
The end of this wand is forked instead of tapered. Add 5 feet to the radius of a sphere that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.

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