Magic Items‎ > ‎

Wands


A wand is a thin stick of wood or bone that stores one spell. A cleric or wizard can use a spell from a wand just like casting a prepared spell, except you can use it even when you’re adjacent to an enemy (see Concentration). Only clerics can use cleric spells from a wand, and only wizards can use wizard spells from a wand.

USING A WAND

A wand starts with 10 charges. Casting a spell from a wand uses 1 charge. Once you have used all 10 charges, the wand crumbles into dust and is worthless (unlike a staff, you can’t recharge a wand). A wand always uses its own caster level, even if your cleric or wizard level is different than that. A wand’s caster level is 1st for 1st-level spells, 3rd for 2nd-level spells, or 5th for 3rd-level spells. The saving throw DC for a wand is 11 for a 1st-level spell, 12 for a 2nd-level spell, or 14 for a 3rd-level spell (in other words, your INT Mod and WIS Mod don’t affect the saving throw DC of a wand). You have to hold a wand with one hand to use it.

PRICE OF A WAND

If you sell a wand, divide its listed price by 10 and multiply by the number of charges left in it to get its actual price.

MINOR

MAJOR

SPELL

PRICE

1–3

ALARM

150 GP

4–8

BLESS

150 GP

9–13

BURNING HANDS

150 GP

14–18

CAUSE FEAR

150 GP

19–21

CHARM PERSON

150 GP

22–26

CURE LIGHT WOUNDS

150 GP

27–30

DETECT EVIL

150 GP

31–34

DETECT SECRET DOORS

150 GP

35–37

DISGUISE SELF

150 GP

38–41

DIVINE FAVOR

150 GP

42–46

DOOM

150 GP

47–50

FEATHER FALL

150 GP

51–55

MAGE ARMOR

150 GP

56–60

MAGIC MISSILE

150 GP

61–65

PROTECTION FROM EVIL

150 GP

66–68

REMOVE FEAR

150 GP

69–71

SANCTUARY

150 GP

72–76

SHIELD OF FAITH

150 GP

77–81

SLEEP

150 GP

82

1–6

ACID ARROW

900 GP

83

7–9

AID

900 GP

84

10–11

AUGURY

900 GP

85

12–14

BULL'S STRENGTH

900 GP

86

15–20

CURE MODERATE WOUNDS

900 GP

87

21–23

DARKNESS

900 GP

88

24–27

DELAY POISON

900 GP

89

28–31

FALSE LIFE

900 GP

90

32–35

HIDEOUS LAUGHTER

900 GP

91

36–40

HOLD PERSON

900 GP

92

41–45

INVISIBILITY

900 GP

93

46–50

KNOCK

900 GP

94

51–54

LEVITATE

900 GP

95

55–60

RESIST ENERGY

900 GP

96

61–64

SCORCHING RAY

900 GP

97

65–68

SEE INVISIBILITY

900 GP

98

69–73

SOUND BURST

900 GP

99

74–77

SPIRITUAL WEAPON

900 GP

100

78–81

WEB

900 GP


82–83

CURE SERIOUS WOUNDS

2,250 GP

 

84–85

DISPEL MAGIC

2,250 GP


86–87

FIREBALL

2,250 GP

 

89–89

FLY

2,250 GP


90–91

HASTE

2,250 GP

 

92–93

LIGHTING BOLT

2,250 GP


94–95

REMOVE DISEASE

2,250 GP

 

96–97

SEARING LIGHT

2,250 GP


98–99

VAMPIRIC TOUCH

2,250 GP

 

100

WATER BREATHING

2,250 GP