Dungeons and Dragons Wands 3.5 PBP RPG

Thursday, 21st November, 2024 - 8:37 pm GMT
Home WoM D&D Pathfinder Gwynedd RoK +

Check Out: Ruler of Kings II Text RPG Solo Play by Post
D&D Basics Races Classes Skills Feats Combat Equipment Adventuring Spells Psionics Monsters Divine Sitemap Create Character Other RPGs

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.

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.


Sponsor Ads:

Latest RPG Post

How about abrowser based text adventure? Start here: Text RPG

Top

NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


Start an Adventure!


Search via our Community for:

Dungeons and Dragons Wands - D&D 3.5 PBP RPG Coded by: BGID®  |  ALL RIGHTS RESERVED Copyright © 2004-2024
Disclaimer  |  Privacy  |  Report Errors