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www.DimensionsGameSoftware.com (c)2003 Jeffrey A. Mills, DVM doctorjeff98@msn.com
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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 wands 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 doesnt 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 0130 result indicates that something (a design, inscription, or the like) provides some clue to the wands function, and 31100 indicates no special qualities.
(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.
All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.