Wands

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 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.

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

Daylight

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

Invisibility, Greater

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

1The cost to create a wand of restoration is 10,500 gp, 840 XP, plus 5,000 gp for the material components.
2The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components.

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.