Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons) and adds +3 to Dexterity (thus, depending on prior Dexterity score, adding either a +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws)
All attacks made by the wearer deal +2 damage as Force, but suffer -1 to Will saving throws.
Physical attacks made against the wearer’s Favored Enemy deal +1 Damage. In addition, the Ranger’s Favored Enemies are expanded to also include Outsiders.
If this weapon is used for a successful attack and the ✸ is closest to the damage dot on the combat board, this weapon also deals 1 point of damage to the wielder.
If this weapon is used for a successful attack and the ✸ is closest to the damage dot on the combat board, this weapon also deals 1 point of damage to the wielder.
If an attack is successful and the ✸ is closest to the damage dot on the combat board, this weapon also deals 1 point of damage to the wielder.
If this weapon is used for a successful attack and the ✸ is closest to the damage dot on the combat board, this weapon also deals 1 point of damage to the wielder.
If this weapon is used for a successful attack and the ✸ is closest to the damage dot on the combat board, this weapon also deals 1 point of damage to the wielder.
When incorporated into the casting of a damage Spell (cast from the character card, not a scroll or magic item), this dust increases the damage inflicted by +2. This dust has no effect on Spells which do not inflict HP damage.
Adds +3 to max HP
No character may use more than 1 Volva’s Hearty Ration per game.
This token must be turned in to the Coach before the game begins.
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.
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 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.
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.





























