Open Grammarsalad opened 3 years ago
Wand Name | Tier | Required Spell(s) | Components | Cost | XP | File | |
---|---|---|---|---|---|---|---|
Animated Wand (N) | VI | ? | Short Sword +1; Masterwork Short Sword(x) | 15,000 | 2,500 | B_WAN06.itm | |
Bonewand (Wizard) (N) | III | Animate Dead; | ? | 12,000 | 2,000 | B_WAN07.itm | |
Bonewand (Priest) (N) | III | Animate Dead; | ? | 12,000 gp | B_WAN23.itm | ||
Gremlin Wand (N) | II | Any summon lev 3+ | ? | 10,000 | 3,000 | B_WAN17.itm | |
Mistletoe (N) | I | Shillelagh; | ? | 5,000 | 1,500 | B_WAN03.itm | |
Rod of Shadowstep (E) | ? | ? | ? | ? | ? | OHDROD.itm | |
Wand of Armory (E) | I | Ghost Armor; | ? | 5,000 | 5,000 | WANDARM.itm | |
Wand of Banishment (Ns) | VI | Banishment (s); | ? | 30,000 | 5,000 | B_WAN12.itm | |
Wand of Command (N) | ? | Dominate; | ? | 50,000 | ? | B_WAN04.itm | |
Wand of Darkness (N) | ? | ? | ? | 30,000 | 5,000 | B_WAN18.itm | |
Wand of Death (N) | VII | ? | ? | 100,000 | 20,000 | B_WAN16.itm | |
Wand of Eyes (N) | ? | Wizard Eye; | ? | 15,000 | 3,000 | B_WAN09.itm | |
Wand of Fear (E) | I | Horror; | ? | 5,000 | 3,000 | WAND02.itm | |
Wand of Fireballs (N) | ? | Fireball; | ? | 20,000 | 2,000 | B_WAN05.itm | |
Wand of Fog (Ns) | I | Obscuring Mist(s) | ? | 8,000 | 1,750 | B_WAN11.itm | |
Wand of Force (N) | ? | ? | ? | 30,000 | 3,000 | B_WAN08.itm | |
Wand of Freshness (N) | I | ZoSA; Gust of Wind(s) | ? | 7,500 | ? | B_WAN10.itm | |
Wand of Glitterdust (E) | ? | ? | ? | ? | ? | OHDWAND1.itm | |
Wand of Healing (N) | VI | Heal | ? | ? | ? | B_WAN13.itm | |
Wand of Illumination (Wizard) (N) | I | Sunscorch(I); | 10,000 | 2,000 | ? | B_WAN19.itm | |
Wand of Illumination (Priest) (N) | I | Sunscorch(I); | 10,000 | 2,000 | ? | B_WAN22.itm | |
Wand of Illusion (N) | ? | A. Glammer(n), Phantasmal Force(n) | ? | 20,000 | 3,000 | ? | |
Wand of Knock(N) | ? | Knock; | ? | 15,000 | 2,500 | B_WAN02.itm | |
Wand of Light (N) | ? | ? | ? | 30,000 | 5,000 | ? | |
Wand of Magic Missiles (E) | II | Magic Missile; | ? | 5,000 | 4,000 | WAND03.itm | |
Wand of Mirrors (N) | ? | ? | ? | 20,000 | 3,000 | ? | |
Wand of Negation (N) | ? | Dispel Magic; Remove Magic | ? | 15,000 | 3,500 | ? | |
Wand of Peace (N) | ? | Sanctuary, protection from evil 10'; | ? | ? | ? | ? | ? |
Wand of Revealing (N) | ? | Find Traps; Detect Portals(n) | ? | 25,000 | 3,000 | ? | |
Wand of Salt (N) | ? | ? | ? | 40,000 | 5,000 | ? | |
Wand of Secrets (N) | ? | Find Traps; Detect Portals(n) | ? | 40,000 | 5,000 | ? | |
Wand of Spiders (N) | ? | Spider Spawn(o), Web; Monster Summoning IV(or higher) (s), Web; Monster Summoning II(or higher) (o), Web; | ? | ? | ? | B_WAN14.itm | |
Wand of Steam (N) | ? | Cloudkill; | ? | ? | ? | - | |
Wand of the Sun (N) | ? | ? | ? | ? | ? | - | |
Wand of the Squid (N) | ? | ? | ? | ? | ? | - | |
Wand of Swarming (N) | ? | Summon Insects; Creeping Doom | ? | 25,000 | ? | B_WAN15.itm | |
Wand of Teeth (N) | I | ? | ? | 15,000 | ? | B_WAN01.itm | |
Wand of Trap Detection (Wiz) (E) | I | Detect Portals(n) | ? | ? | ? | WANDTRP.itm | |
Wand of Trap Detection (Priest) | I | Find Traps | ? | ? | ? | B_WAN21.itm | |
Wand of Whips (E) | ? | ? | ? | ? | ? | OHNWAND1.itm |
Wand Names:
(N) New Wand. Only installed if New Wands Component is installed
(R) Revised Wand. Only installed if Revised Wands Component is installed
(E) Exists in at least one EE game.
(i) Only if IR is installed
(s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)]
(n) New Spell Component. This wand is not craftable unless this component is installed.
(I) Icewind Dale Spell
(r) Revised Spell Component
(s) Spell Revisions Spell
(o) original version: i.e. not a spell replace by some other mod (e.g. by SR or B_Spells)
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
(x) For mods that have this item
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
Wand Name | Tier | Required Spell(s) | Components | Cost | File |
---|---|---|---|---|---|
(E) | ? | ; | ? | ? | ? |
Wand Names:
(N) New Wand. Only installed if New Wands Component is installed
(R) Revised Wand. Only installed if Revised Wands Component is installed
(E) Exists in at least one EE game.
(i) Only if IR is installed
(s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)] (n) New Spell Component (I) Icewind Dale Spell (r) Revised Spell Component (s) Spell Revisions Spell
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
Name | Required for | Cost | Locations | File |
---|---|---|---|---|
Diamond | Tier II Wands | 1,000 gp | Shops; Various | MISC42.itm |
Emerald | Tier III Wands | 1,500 gp | Shops; Various | MISC43.itm |
King's Tears | Tier V Wands | 4,000 gp | Shops; Various | MISC44.itm |
Moonbar Gem | Tier I Wands | 375 gp | Shops; Various | MISC40.itm |
Opal, Black | Tier I Wands | 300 gp | Shops; Various | MISC38.itm |
Opal, Water | Tier I Wands | 350 gp | Shops; Various | MISC39.itm |
Rogue Stone | Tier VI and VII Wands | 5,000 gp | Shops; Various | MISC45.itm |
Star Sapphire | Tier IV Wands | 2,000 gp | Shops; Various | MISC41.itm; TTTREAS.itm |
The name of the material component or special object.
The potions that require this particular component.
(c) This spell can replace a component (or this component can replace a spell).
(any) This component can be used to create any potion whatsoever, and can replace any single ingredient in the creation of another potion.
The base cost of the component where available. The Value is given in Gold Pieces.
Where this component can be found
The filename of the component
Diamond
Diamond is a hard clear gem which can be clear blue-white, rich blue, yellow, or pink. The hardest of all the gemstones, and among the most valuable, diamonds are usually found in the northern mountains by underground races and then traded to the surface world. Diamonds can be used to create various wands of Tier
- STATISTICS: Weight: 0
Emerald
An emerald is a brilliant green beryl, cleaved along straight box-like lines, with rectangular cutting in the finished gem. Emeralds are often connected with health. Diamonds can be used to create various wands of Tier
- STATISTICS: Weight: 0
King's Tears
King's tears are very rare and found only in the realms, where they are sometimes called frozen tears. Clear, teardrop-shaped, smooth-surfaced, and totally unbreakable so far by any means, these stones are said to be the crystallized tears of long-dead necromancer kings. In each gem can be seen that which the weeping king loved long ago. Their true nature is unknown, but suffice it to say that sages prize these gems above all others. Diamonds can be used to create various wands of Tier
- STATISTICS: Weight: 0
Rogue Stone
A small, shifting, rainbow colored, iridescent gemstone. The fluid shades of color appear almost liquid under normal sunlight; it is truly a beautiful sight to behold. Rogue stones are extremely rare and are used for the gemjump spell, hence one of the most sought after gems in the realms. Diamonds can be used to create various wands of Tier
- STATISTICS: Weight: 0
Star Sapphire
Star sapphire is a precious variation of the sapphire; however, it is more translucent, with a white star highlighted in its center. A star sapphire has been known to ornament devices that protect against magic. Diamonds can be used to create various wands of Tier
- STATISTICS: Weight: 0
Wands are divided by tier, which is roughly analogous to spell levels. As such, tier I wands are the weakest, Tier II wands are better, etc. As you might expect, higher tiered wands typically cost more to buy, craft, and recharge (if you have the relevant components installed) and have fewer charges than lower tiered wands. Additionally, higher tiered wands require more skill and finesse to wield, meaning that typically fewer classes and kits can use them compared to lower tiered wands (see the proficiency and/or B_Kits for variant rules on magic item use that greatly expand on this idea).
Wand Name | Tier | Effect |
---|---|---|
Animated Wand (N) | VI | Transforms into a blade that fights for the caster |
Wand of Armory (E) | II | Armor and Ghost Armor spells; |
of Banishment (Ns) | VI | Removes summoned creatures, evil outsiders save or destroyed/banished |
of Peace (N) | ? | All creatures in area save or cannot attack for 3 rounds |
Bonewand (N) | III | Shards of Bone (6d4 piercing dam save for 1/2); Animate Dead as Spell |
of Death (N) | VII | Death Spell? |
of Darkness (N) | VII | Blindness; Smite good; Summon Shadow, evil only |
of Salt (N) | ? | 6d8 dam plant cre (3d6 non plant) Save for 1/2 |
of Eyes (N) | IV | Wizard Eye; See Invisible; Remove Blindness |
of Fireballs (N) | III | Fireball 6d6 |
of Fog (Ns) | I | as Obscuring Mist |
of Force (N) | II | 2d6 crush damage and Push away cre (save 1/2 dam and no push) |
of Freshness (N) | I | as ZoSA |
Gremlin Wand (N) | II | Summon Gremlins |
of Illumination (N) | I | 6d6 fire damage to all undead in area around wielder (save 1/2) |
of Illusion (N) | II | Glammer; Ph. Force |
of Knock(N) | II | As Knock |
of Spiders (N) | IV | Spider Spawn; Web |
of Mirrors (N) | ? | Shield and Mirror Image |
Mistletoe (N) | I | Shillelagh |
of Light (N) | ? | Light Blade; Sun Ray (beam does 2d6+2 magic) x2 undead; Prot from evil; good only |
of Negation (N) | ? | Dispel Magic |
of Revealing (N) | ? | Find Traps/D. Illusion 75% |
of Steam (N) | ? | As Cloudkill, but fire damage 3 r: 6d6/4d6/2d6 |
of the Sun (N) | ? | Ray 6d4 fire +2d4 metal wearing x2 undead |
of the Squid (N) | ? | 4d4 crush and hold (save 1/2 dam, no hold |
of Teeth (N) | I | 2d6+2 missile dam (save 1/2) |
of Secrets (N) | ? | as Find Traps |
of Swarming (N) | V | as Summon Insects |
of Command (N) | VII | as Dominate |
of Healing (N) | IV | Cure 2d6+4 HP |
Wand Names:
(N) New Wand. Only installed if New Wands Component is installed
(R) Revised Wand. Only installed if Revised Wands Component is installed
(E) Exists in at least one EE game.
(i) Only if IR is installed
(s) Only if SR is installed
Tier:
Wand Name | Tier | Required Spell(s) | Components | Cost | File |
---|---|---|---|---|---|
Animated Wand (N) | VI | ? | Short Sword +1; Masterwork Short Sword(x) | 15,000 gp | B_WAN06.itm |
Bonewand (Wizard) (N) | III | ? | ? | 12,000 gp | B_WAN07.itm |
Bonewand (Priest) (N) | III | ? | ? | 12,000 gp | B_WAN23.itm |
Gremlin Wand (N) | II | Any summon lev 3+ | ? | 10,000 gp | B_WAN17.itm |
Mistletoe (N) | I | Shillelagh; | ? | 15,000 gp | B_WAN03.itm |
Rod of Shadowstep (E) | ? | ? | ? | ? | OHDROD.itm |
of Armory (E) | I | Ghost Armor; | ? | 5,000 | WANDARM.itm |
of Banishment (Ns) | VI | Banishment (s); | ? | 30,000 gp | B_WAN12.itm |
of Command (N) | VII | Dominate; | ? | 50,000 gp | B_WAN04.itm |
of Darkness (N) | VII | ? | ? | 30,000 gp | B_WAN18.itm |
of Death (N) | VII | ? | ? | 100,000 gp | B_WAN16.itm |
of Eyes (N) | IV | Wizard Eye; | ? | 20,000 gp | B_WAN09.itm |
of Fear (E) | I | Horror; | ? | ? | WAND02.itm |
of Fireballs (N) | III | Fireball; | ? | 20,000 gp | B_WAN05.itm |
of Fog (Ns) | I | Obscuring Mist(s) | ? | 8,000 gp | B_WAN11.itm |
of Force (N) | II | ? | ? | 30,000 gp | B_WAN08.itm |
of Freshness (N) | I | ZoSA; Gust of Wind(s) | ? | 7,500 gp | B_WAN10.itm |
of Glitterdust (E) | ? | ? | ? | ? | OHDWAND1.itm |
of Healing (N) | IV | Heal | ? | ? | B_WAN13.itm |
of Illumination (Wizard) (N) | I | Sunscorch(I); | ? | ? | B_WAN19.itm |
of Illumination (Priest) (N) | I | Sunscorch(I); | ? | ? | B_WAN22.itm |
of Illusion (N) | II | A. Glammer(n), Phantasmal Force(n) | ? | ? | - |
of Knock(N) | II | Knock; | ? | 15,000 gp | B_WAN02.itm |
of Light (N) | ? | ? | ? | ? | - |
of Magic Missiles (E) | II | Magic Missile; | ? | 5,000 gp | WAND03.itm |
of Mirrors (N) | ? | ? | ? | ? | - |
of Negation (N) | ? | Dispel Magic; Remove Magic | ? | ? | - |
of Peace (N) | ? | Sanctuary, protection from evil 10'; | ? | ? | - |
of Revealing (N) | ? | Find Traps; Detect Portals(n) | ? | ? | - |
of Salt (N) | ? | ? | ? | ? | - |
of Secrets (N) | ? | Find Traps; Detect Portals(n) | ? | ? | - |
of Spiders (N) | IV | Spider Spawn(o), Web; Monster Summoning IV(or higher) (s), Web; Monster Summoning II(or higher) (o), Web; | ? | ? | B_WAN14.itm |
of Steam (N) | ? | Cloudkill; | ? | ? | - |
of the Sun (N) | ? | ? | ? | ? | - |
of the Squid (N) | ? | ? | ? | ? | - |
of Swarming (N) | V | Summon Insects; Creeping Doom | ? | 25,000 gp | B_WAN15.itm |
of Teeth (N) | I | ? | ? | 15,000 gp | B_WAN01.itm |
of Whips (E) | ? | ? | ? | ? | OHNWAND1.itm |
Wand Names:
(N) New Wand. Only installed if New Wands Component is installed
(R) Revised Wand. Only installed if Revised Wands Component is installed
(E) Exists in at least one EE game.
(i) Only if IR is installed
(s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)]
(n) New Spell Component. This wand is not craftable unless this component is installed.
(I) Icewind Dale Spell
(r) Revised Spell Component
(s) Spell Revisions Spell
(o) original version: i.e. not a spell replace by some other mod (e.g. by SR or B_Spells)
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
(x) For mods that have this item
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
Wand Name | Tier | Required Spell(s) | Components | Cost | File |
---|---|---|---|---|---|
(E) | ? | ; | ? | ? | ? |
Wand Names:
(N) New Wand. Only installed if New Wands Component is installed
(R) Revised Wand. Only installed if Revised Wands Component is installed
(E) Exists in at least one EE game.
(i) Only if IR is installed
(s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)] (n) New Spell Component (I) Icewind Dale Spell (r) Revised Spell Component (s) Spell Revisions Spell
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
Animated Wand
This wand looks like a short sword sitting in a scabbard. When activated, the sword 'draws' itself from the scabbard and fights for the wielder.
STATISTICS:
Charge abilities:
Animated Sword
Range: 0 ft.
Duration: 1 turn
Stats: 20 hp 90% resistant to all types of damage except magical damage. AC: 2. Fights and saves as a 10th level warrior wielding a weapon that deals 1d6+1 damage.
Note: can only have one animated sword activated at a time. After the duration, the sword regenerates and returns to the scabbard if there are charges remaining in the wand.
Requires:
9 Intelligence
Weight: 1 Cost: 15,000 gp
Notes:
Bonewand (Priest)
This black wooden wand releases a cone of boneshards in a 30-ft long cone doing 6d4 points of damage (save for 1/2).
Bonewand can also be used to Animate a single level 3 skeleton warrior.
STATISTICS:
Charge abilities:
Boneshard
Range: 30-ft.
Damage: 6d4 Piercing damage
Area of Effect: 30-ft. cone with 90-deg. arc
Animate Skeleton Warrior
Duration: 8 hours
Stats: 20 hp, AC: 6, THAC0: 18, Dam: 1d8+1
Requires:
9 Wisdom
Weight: 1
Cost: 12,000 gp
Notes:
Bonewand (Wizard)
This black wooden wand releases a cone of boneshards in a 30-ft long cone doing 6d4 points of damage (save for 1/2).
Bonewand can also be used to Animate a single level 3 skeleton warrior.
STATISTICS:
Charge abilities:
Boneshard
Range: 30-ft.
Damage: 6d4 Piercing damage
Area of Effect: 30-ft. cone with 90-deg. arc
Animate Skeleton Warrior
Duration: 8 hours
Stats: 20 hp, AC: 6, THAC0: 18, Dam: 1d8+1
Requires:
9 Intelligence
Weight: 1
Cost: 12,000 gp
Notes:
Gremlin Wand
This stout ebony shaft looks as though it has been filed down, with a barely discernable wooden claw at the tip, into which is set a sphere of quartz or some other crystal. This wand will summon 1d4 gremlins under the complete control of the wielder. While virtually worthless in single combat, gremlins are quite adept at causing havoc when unleashed on unsuspecting enemies. They can sneak, backstab, and set traps as a thief, making them quite deadly if they can catch an enemy unaware.
STATISTICS:
Charge abilities:
Requires: 9 Wisdom or 9 Intelligence
Weight: 1 Cost: 10,000 gp
Notes:
Gremlins: 20 hp, claw 1d6, THAC0: 14, Move Silently/Hide: 60%, backstab x3, Set Snare x2 (80%), Resist magic: 25%
Mistletoe This wand looks like a brittle stick that might shatter at any moment. It is surprisingly study, however, and when activated, it transforms into a stout club that can be used to bash your enemies.
Charge abilities:
Requires: 9 Wisdom
Weight: 1 Cost: 5,000 gp
Notes:
Wand of Arc Lightning This wand functions like a wand of lightning (doing 6d6 points of damage), except that it can also create a field of electrical energy that does 3d6 points of electrical damage to all creatures in the area. STATISTICS:
Charge abilities:
Lightning Bolt Damage: 6d6 electrical (Save vs. Wand for half) Range: 100 ft. Area of Effect: Path of bolt
Lightning Arc Damage: 3d6 electrical (Save vs. Wand for half) Range: 100 ft. Area of Effect: 15-ft. radius
Requires: 9 Intelligence
Weight: 1
Notes:
Wand of Banishment Upon command, a ball of magical energy unerringly hits the target creature. This spell is wasted on non-summoned creatures, but any summoned creature is instantly banished from whence it came if it does not save vs. wand.
Even if it does save, it is stunned for 3 rounds.
STATISTICS:
Charge abilities:
Requires: 9 Wisdom or 9 Intelligence
Weight: 1 Cost: 30,000 gp
Notes:
Wand of Command
This wand allows the wielder to dominate any humanoid creature that does not save vs. wands. This control is maintained through a telepathic link between the wand wielder and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against their morals. This effect can only be reversed by Dispel Magic.
STATISTICS:
Charge abilities:
Requires:
9 Intelligence
(or 9 Wisdom)
Weight: 1 Cost: 50,000 gp
Notes:
Wand of Darkness
This wand radiates evil, and can be found in the clutches of many an evil wielder of magic. They are typically made of ebony or carved and polished bone, and a few have small, ornamental claws at one or both ends.
A wand of darkness has three separate functions. It can be used to blind ones enemies, hurt creatures of good alignment, or it can be used to summon shadows.
STATISTICS:
Charge abilities:
Blindness Blinds creatures that do not save vs. wands. Range: 100' Duration: 8 hours
Smite Good: This spell does 1d6+6 magic damage to any enemy creature targeted. It does double damage if that creature is good.
Range: 60'
Save: None
Summon Shadow: This effect summons 4HD shadows as the Summon Shadow spell.
Duration: 15 rounds
Requires:
9 Intelligence
(or 9 Wisdom)
Evil alignment
Weight: 1 Cost: 30,000 gp
Notes:
Wand of Death
This wand produces a death ray, that slays any living creature that fails their save vs. death. Even if that creature does save, they take 4d6 points to cold damage. Any creature that is hit by a Wand of Death and survives is immune to further Death Rays for the next four hours.
STATISTICS:
Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 100,000 gp
Notes:
Wand of Eyes
This wand has a number of abilities. First, it can create a Wizard Eye as a 6th level caster. Second, it can cure blindness in any creature touched. Finally, this wand can allow the wielder to Detect Invisibility as the spell.
STATISTICS:
Charge abilities:
Wizard Eye
Duration: 7 rounds
Area of Effect: Special
Remove Blindness
Range: Touch
Effects: Cure Blindness
Detect Invisibility
As Spell of same name
Requires:
9 Intelligence
Weight: 1
Cost: 20,000 gp
Notes:
Wand of Fireballs The wand will cough forth a huge, burning ball of fire that streaks out to the desired range (to a maximum of 90 ft.) and bursts in a fiery, violent blast, just like the Fireball spell. The Fireball inflicts 6d6 points of damage. The victim(s) may make a Save vs. Wand in order to take only half damage.
STATISTICS:
Charge abilities:
Requires:
9 Intelligence
Weight: 1 Cost: 16,000 gp
Notes:
Wand of Fog (Priest)
When activated, this wand creates a thick cloud of fog that obscures vision. Creatures caught in the radius of the fog suffer -2 to their attack rolls, and can only see 1/2 as far as normal. All attacks made against creatures within the fog, or against creatues outside the fog, suffer a -4 penalty.
STATISTICS:
Charge abilities:
Requires:
9 Wisdom
Weight: 1 Cost: 8,000 gp
Notes:
Wand of Fog (Wizard)
When activated, this wand creates a thick cloud of fog that obscures vision. Creatures caught in the radius of the fog suffer -2 to their attack rolls, and can only see 1/2 as far as normal. All attacks made against creatures within the fog, or against creatues outside the fog, suffer a -4 penalty.
STATISTICS:
Charge abilities:
Requires:
9 Intelligence
Weight: 1 Cost: 8,000 gp
Notes:
Wand of Force When this dangerous wand is used against a target, that target is slammed with pure kinetic energy taking 2d6 magic damage (save for half), and if that creature is smaller than huge sized, it is knocked back 10'.
STATISTICS: Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 30,000 gp
Notes:
Wand of Freshness
When activated, this wand repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).
STATISTICS:
Charge abilities:
Requires:
9 Wisdom
Weight: 1 Cost: 7,500 gp
Notes:
Wand of Healing
When this incredible wand is pointed at a target creature within 15', it heals them for 3d6+3 points of damage.
STATISTICS:
Charge abilities:
Requires:
9 Wisdom
Weight: 1 Cost: 50,000 gp
Notes:
Wand of Illumination (Priest) When this wand is activated, the wielder bursts into a brilliant flame, doing 6d6 points of fire damage to all undead within 15'. Living creatures, magical constructs, and all others are unharmed.
Charge abilities:
Requires: 9 Wisdom
Weight: 1 Cost: 10,000 gp
Notes:
Wand of Illumination (Wizard) When this wand is activated, the wielder bursts into a brilliant flame, doing 6d6 points of fire damage to all undead within 15'. Living creatures, magical constructs, and all others are unharmed.
Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 10,000 gp
Notes:
Wand of Knock
Sometimes called the 'thief on a stick', this wand will open all but the strongest locked doors on command.
Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 15,000 gp
Notes:
Wand of Peace This wand pacifies enemies and calms allies. Used against allies, it functions as a remove fear spell. removing fear affects and protecting them from fear for 5 rounds. Enemies affected by the wand of peace cannot make hostile melee or ranged attacks for 5 rounds if they fail their save vs. wands.
STATISTICS:
Charge abilities:
Requires:
9 Wisdom
Weight: 1
Cost: 15,000 gp
Notes:
Wand of Spiders
This disturbing wand can be used to summon spiders and entrap single targets in a web of for 1 full minute.
STATISTICS:
Charge abilities:
Summon Giant Spider
Duration: 1 turn
Web
Range: Touch
Duration: 1 minute
Effect: Web holds single creature in place
Range: 30 ft.
Area of Effect: 1 creature
Saving Throw: Wands -4
Special: Huge creatures and fire dwelling creatures are immune to this effect
Requires:
9 Intelligence
Weight: 1
Cost: 25,000 gp
Notes:
Wand of Swarming
When the wielder points this wand at their intended target and utters the command word, a swarm of nasty, stinging insects harasses target unless they save vs. wands -4.
If they fail their save, the target takes 1 point of damage every 3 rounds, suffers a 30% spell failure, and takes a -1 penalty to THAC0 and AC for 1 minute.
STATISTICS:
Charge abilities:
Requires: 9 Wisdom
Weight: 1 Cost: 25,000 gp
Notes:
Wand of Teeth When activated, the wand will eject a tooth-like missile at the target, hitting them for 2d6+2 points of damage (save vs. wands for 1/2).
STATISTICS: Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 15,000 gp
Notes:
http://www.5esrd.com/gamemastering/magic-items/rods-staves-wands
Fork of Bees: https://www.dndbeyond.com/magic-items/7526-fork-of-bees
Beholder's Gaze: https://www.dndbeyond.com/magic-items/310716-beholders-gaze
Beholder on a Stick: https://www.dndbeyond.com/magic-items/469697-beholder-on-a-stick
https://www.realmshelps.net/magic/items/wands.shtml
'Good Enough' Wand of x: Failed wands that occasionally backfire on user (~5-10%)
https://www.realmshelps.net/magic/items/wands.shtml
Miscrafted Wands Chance to backfire if fail to properly create wand No Pure Failures. Items not crafted correctly will have lesser or sometimes unpredictable effects (and/or can be cursed in interesting ways).
See:
https://www.dndbeyond.com/magic-items/534763-broken-wand-of-fireballs
https://www.dndbeyond.com/magic-items/863643-good-enough-wand-of-web
https://www.dndbeyond.com/magic-items/36841-wand-of-magic-miss-iles
https://www.dndbeyond.com/magic-items/99352-randalls-unreliable-wand-of-fireballs
https://www.dndbeyond.com/magic-items/544998-wand-of-forgetting Takes up inventory slot. Cursed and otherwise does nothing. Use Remove curse
Wand Creation
This mod creates a number of variant methods of wand creation and recharging. The following sections describe all aspects of wand creation and recharge, though not all of these will apply in a given install. For example, a simple installation merely requires gold, not materials nor research, so a character will not need to acquire the necessary recipes and materials in order to create a given wand.
The Process
Wands are the most difficult consumable items to create, but they are unarguably the most useful.
Level Requirements: Both priests and wizards must be at least 13th level to create wands. If Proficiencies is installed, however, then characters will instead need to have the requisite number of proficiency points in Implements in order to create and recharge wands. In order to recharge a wand, a caster must be level 8 or higher.
Research: Before a character can craft a wand, he or she must discover what processes, materials, and special ingredients are required, and how these must be combined for success. This research requires a cost of 1000 gp per tier, but if the character uses a contact other plane spell to speed their research, the cost is only 500 gp per tier.
If the character has the wand in question to use as a sample, the research costs nothing (except for the possible cost of the wand itself). Note that the wand must have at least 1/2 of the charges left.
Occasionally, wand recipes can be found lying around in a wizards keep or on the person of a wealthy alchemist. In addition, certain specialists can be convinced to teach recipes to generous potential student.
Once a character has researched a wand's construction, they need not research it again; they can create that particular wand as often as they wish, as long as they can provide the right materials.
Processes and Materials: Wands typically require one exotic component, more if the wand has multiple functions.(See Special Ingredients at the end of this section.)
Characters can synthesize materials if they do not have them, but that triples the cost of construction.
Cost: Assuming that the character is able to obtain any special or unusual materials required for the potion, it will cost them a number of gold pieces as determined by the table below. They will also need to pay the experience requirement outlined below, as well.
Success or Failure: The base chance for a successful brewing is 60%, +1% per character level, plus the crafter's intelligence score, - 1 % for every 1,000 gp the wand costs (this includes the cost of synthesis, if applicable). Note that a failure will always produce something. See the Table: Miscrafted Wands for details.
Wand Recharging and Creation
Wand Names: (N) New Wand. Only installed if New Wands Component is installed (R) Revised Wand. Only installed if Revised Wands Component is installed (E) Exists in at least one EE game.
(i) Only if IR is installed (s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)] (n) New Spell Component. This wand is not craftable unless this component is installed.
(I) Icewind Dale Spell (r) Revised Spell Component (s) Spell Revisions Spell (o) original version: i.e. not a spell replace by some other mod (e.g. by SR or B_Spells)
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
(x) For mods that have this item
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
Recharge Wand
Wand Names: (N) New Wand. Only installed if New Wands Component is installed (R) Revised Wand. Only installed if Revised Wands Component is installed (E) Exists in at least one EE game.
(i) Only if IR is installed (s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)] (n) New Spell Component (I) Icewind Dale Spell (r) Revised Spell Component (s) Spell Revisions Spell
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
Miscrafted Wands