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 1/4 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.
Table: Wands
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
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
Restoration 1 26,000 gp
-
-
100
Stoneskin 2 33,500 gp
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.
Find topic in: Basics, Characters, Combat, Divine, Epic, Equipment, Magic, Psionic, Rules of the Game
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