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 | — | Daze Monster | 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 |
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.
A typical wand is 6 inches to 12 inches long and about ¼ 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.
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 standard 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.
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.
All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.