A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created — each charge allows the use of the wand's spell one time. A wand that runs out of charges is just a stick.

Pricing

The price of a wand is equal to the spell level × caster level × 750 gp. If the wand has a material component cost, it is added once per charge (50 × component cost). The table below gives prices at the minimum caster level for each class.

Spell Level Cleric / Druid / Wizard Sorcerer Bard Paladin / Ranger
0375 gp375 gp375 gp
1st750 gp750 gp750 gp750 gp
2nd4,500 gp6,000 gp6,000 gp6,000 gp
3rd11,250 gp13,500 gp15,750 gp15,750 gp
4th21,000 gp24,000 gp30,000 gp30,000 gp

Random Generation

MinorMediumMajorSpell LevelMin. Caster Level
01–0501st
06–601st1st
61–10001–602nd3rd
61–10001–603rd5th
61–1004th7th

Activation

Wands use the spell trigger activation method — activating a wand is a standard action that does not provoke attacks of opportunity (unless the spell itself has a longer casting time, in which case it takes that long). The character must hold the wand and point it at the target or area. A wand may be used while grappling or swallowed whole.

Use Magic Device (UMD)

Characters without the spell on their class list can attempt to activate a wand with a UMD check (DC 20). Failure by 10 or more triggers a mishap (same table as scrolls). Success expends a charge normally.

Physical Description

A wand is 6–12 inches long, ¼ inch thick, and weighs no more than 1 ounce. Most are wood, but bone, metal, or crystal are possible. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.

Special Qualities

Roll d%: a result of 01–30 means a design, inscription, or similar feature provides a clue to the wand's function. A result of 31–100 indicates no special qualities.

See Also