Magic wands typically used for casting spells.
Wand, Rare, 10,900 gp(Requires Attunement by a Spellcaster) This wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, it crumbles into ashes and is destroyed. The wand has the following additional properties: …
Wand, Rare, 4,400 gp(Requires Attunement) This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from …
Wand, Rare, 10,000 gp(Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-circle version of the spell. …
Wand, Rare, 10,000 gp(Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-circle version of the …
Wand, Uncommon, 1,000 gp This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand, Uncommon, 2,500 gp This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-circle version of the spell. You can increase the spell slot …
Wand, Rare, 4,400 gp(Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The …
Wand, Very Rare, 18,500 gp(Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If …
Wand, Uncommon, 550 gp This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains …
Wand, Rarity Varies, Price Varies(Requires Attunement by a Spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. Wand of the War Mage Rarity Bonus Rarity Price +1 Uncommon 1,000 gp …