Deals 3 damage as Shock to the target. There is no saving throw to mitigate damage.
Expendable
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.
Deals 2 Piercing damage 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,
The target must succeed on a DC 12 Reflex saving throw or suffer a -2 penalty to all To Hit attempts (both ranged & melee) for one round. The effect from this wand stacks with itself and similar effects, but no more than a -6 total penalty from any combo of sources can be incurred on a single creature.
Deals 4 Piercing damage 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,
When attacking with a Common, Uncommon, or Rare missile weapon, the wielder gains +1 to Hit.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Cold.
The user that invokes the power of this ring may cause one of several effects to occur. Once the ring is used, the magic dissipates leaving the user with a 1,000 GP value ring. The possible powers which can be invoked include:
- Heal entire party to full hit points
- Resurrect/restore character killed–even if they died in a different room from where the wish is being used
- Allow 1 character to equip two neck slot items for an adventure
- Allow player to draw out 25 tokens from 1 treasure box
- Give 1 character +5 Damage for entire combat









