Wands

Table: Wands
Minor Medium Major Wand Market Price
  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.
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.

Physical Description

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.

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 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.

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.