d20 logo

The Interactive SRD - Wands

(c)2003 Jeffrey A. Mills, DVM

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 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

MinorMediumMajorWandMarket Price
01–02——Detect magic375 gp
03–04——Light375 gp
05–07——Burning hands750 gp
08–10——Charm animal750 gp
11–13——Charm person750 gp
14–16——Color spray750 gp
17–19——Cure light wounds750 gp
20-22——Detect secret doors750 gp
23–25——Enlarge person750 gp
26–28——Magic missile (1st)750 gp
29–31——Shocking grasp750 gp
32–34——Summon monster I750 gp
35–36——Magic missile (3rd)2,250 gp
3701–03—Magic missile (5th)3,750 gp
38–4004–07—Bear’s endurance4,500 gp
41–4308–11—Bull’s strength4,500 gp
44–4612–15—Cat’s grace4,500 gp
47–4916–20—Cure moderate wounds4,500 gp
50–5121–22—Darkness4,500 gp
52–5423–24—Daylight4,500 gp
55–5725–27—Delay poison4,500 gp
58–6028–31—Eagle’s splendor4,500 gp
61–6332–33—False life4,500 gp
64–6634–37—Fox’s cunning4,500 gp
67–6838—Ghoul touch4,500 gp
69–7139—Hold person4,500 gp
72–7440–42—Invisibility4,500 gp
75–7743–44—Knock4,500 gp
78–8045—Levitate4,500 gp
81–8346–47—Acid arrow4,500 gp
84–8648–49—Mirror image4,500 gp
87–8950–53—Owl’s wisdom4,500 gp
90–9154—Shatter4,500 gp
92–9455–56—Silence4,500 gp
95–9757—Summon monster II4,500 gp
98–10058–59—Web4,500 gp
—60–6201–02Magic missile (7th)5,250 gp
—63–6403–05Magic missile (9th)6,750 gp
—65–6706–07Call lightning (5th)11,250 gp
—6808Charm person, heightened (3rd-level spell)11,250 gp
—69–7009–10Contagion11,250 gp
—71–7411–13Cure serious wounds11,250 gp
—75–7714–15Dispel magic11,250 gp
—78–8116–17Fireball (5th)11,250 gp
—82–8318–19Keen edge11,250 gp
—84–8720–21Lightning bolt (5th)11,250 gp
—88–8922–23Major image11,250 gp
—90–9124–25Slow11,250 gp
—92–9426–27Suggestion11,250 gp
—95–9728–29Summon monster III11,250 gp
—9830–31Fireball (6th)13,500 gp
—9932–33Lightning bolt (6th)13,500 gp
—10034–35Searing light (6th)13,500 gp
——36–37Call lightning (8th)18,000 gp
——38–39Fireball (8th)18,000 gp
——40–41Lightning bolt (8th)18,000 gp
——42–45Charm monster21,000 gp
——46–50Cure critical wounds21,000 gp
——51–52Dimensional anchor21,000 gp
——53–55Fear21,000 gp
——56–59Greater invisibility21,000 gp
——60Hold person, heightened (4th level)21,000 gp
——61–65Ice storm21,000 gp
——66–68Inflict critical wounds21,000 gp
——69–72Neutralize poison21,000 gp
——73–74Poison21,000 gp
——75–77Polymorph21,000 gp
——78Ray of enfeeblement, heightened (4th level)21,000 gp
——79Suggestion, heightened (4th level)21,000 gp
——80–82Summon monster IV21,000 gp
——83–86Wall of fire21,000 gp
——87–90Wall of ice21,000 gp
——91Dispel magic (10th)22,500 gp
——92Fireball (10th)22,500 gp
——93Lightning bolt (10th)22,500 gp
——94Chaos hammer (8th)24,000 gp
——95Holy smite (8th)24,000 gp
——96Order’s wrath (8th)24,000 gp
——97Unholy blight (8th)24,000 gp
——98–99Restoration (1)26,000 gp
——100Stoneskin (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.

(c)2003 Jeffrey A. Mills, DVM

Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.
Wizards of the Coast(R) is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.

Valid XHTML 1.0!