When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Shock damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Shock
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Shock.
Deals 12 damage as Shock to the target. On a successful DC 15 Reflex saving throw, reduce the damage by half.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Deals 2 damage as Shock to the target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Deals 2 damage as Shock to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Deals 4 damage as Shock to the target. There is no saving throw to mitigate damage and no attack slide is required.
Deals 3 damage as Shock to the target. There is no saving throw to mitigate damage.
Deals 5 damage as Shock to the target. There is no saving throw to mitigate damage.
Deals 8 damage as Shock to the target. There is no saving throw to mitigate damage.









