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
|
|