Adds +2 to Reflex saving throws vs. slips and falls
This must be the character’s active weapon to gain the benefit. Having it stored on one’s person gives no benefit.
Adds +2 to Reflex saving throws vs. slips and falls
This must be the character’s active weapon to gain the benefit. Having it stored on one’s person gives no benefit.
Heals 5 HP of damage per charge
Note: Like all wands, only one charge may be expended per round.
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.
Reveals all sources of magic in the room to the wand’s user
In years past, it allowed the character to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
Because all wands require a command word to function,
Deals 4 damage as Force to the target
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 felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Deals 2 damage as Force to the target
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 felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Deals 7 damage as Force to the target
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 felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Deals 4 damage as Force to all monsters. There is no saving throw to mitigate damage.
Note: Like all Force effects, forcebolts do not suffer the standard 50% miss chance to hit non-corporeal creatures.
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,
Deals 7 damage as Cold 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 8 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,
Deals 5 damage as Cold to the target. There is no saving throw to mitigate damage.
Deals 3 damage as Cold to the target. There is no saving throw to mitigate damage.
All undead suffer -2 to AC
This wand does not create usable light.
Note: Due to the Cumulative Penalty Limit of no more than -6 to any stat (see the Players Handbook for details), this wand can only be used three times on any given monster. Like most Area of Effect magic, this does not bypass Magic/Spell Resistance.
Because all wands require a command word to function,
Deals 8 damage as Fire 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 Fire 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 2 damage as Fire 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 6 damage to target and heals 6 HP to the wielder. If the victim succeeds on a DC 12 Fortitude saving throw, the damage and healing effects are negated and the charge is wasted.
As long as the victim fails its saving throw, the wand will function when attacking any type of monster, including undead and constructs.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
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 6 damage as Force to the target. There is no saving throw to mitigate damage.
Note 1: The pre-2007 (“woody”) versions of this wand deal 5 HP damage.
Note 2: Like all Force effects, magic missiles do not suffer the standard 50% miss chance to hit non-corporeal creatures.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
Deals 8 damage as Acid if AC 15 is hit. 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,
Deals 4 damage as Fire 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 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,
The target must succeed on a DC 12 Will saving throw or lose its next action. Failure means it cannot attack, cast spells, or perform any action on its next turn. The effect lasts only one combat round.
The effect of this wand does not stack, but the monster could be affected in consecutive rounds–assuming it continues to fail its saving throw.
Because all wands require a command word to function,
The target must succeed on a DC 12 Reflex saving throw or suffer a -1 Damage penalty to all melee attacks. Ranged attacks and spells are unaffected. The effect from this wand stacks with itself, but only up to a maximum penalty of -4 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.
The target must succeed on a DC 12 Reflex saving throw or suffer -2 to all attack rolls for one round.
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 8 damage as Darkrift to the target. There is no saving throw to mitigate damage.
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 3 damage as Poison to all monsters. There is no saving throw to mitigate the damage, but if they are resistant/immune to Poison that will be factored in.
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.
The target must succeed on a DC 12 Reflex saving throw or be held for one round.
Held: victim can take no actions and suffers a -4 AC penalty
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,
Deals 4 damage as Shock to the target. There is no saving throw to mitigate damage and no attack slide is required.
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 8 damage as Fire to the target. There is no saving throw to mitigate damage.