A wand is a thin baton that contains a single spell of 4th level or lower (except healing spells). All wands contain a finite amount of magical energy. When that energy is expended, the wand is nothing more than a stick. There are several ways to track the amount of magical energy left in a wand.
A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, hardness 7, and a break DC of 16.
Wands are either attuned or activated by a command word. Wands use the standard magic item DC (20 + twice the spell level) for attunement and identification. However, if the spell is one you currently are able cast--even if you don't have it in a spellbook yet--you get advantage on your Magic Items check when attempting to attune to it. Non-casters cannot attune to wands. All wands have a save DC equal 12 + Spell Level. When using wands, concentration is required if it is required by the spell itself.
Roll d%. A 01-30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31-100 indicates no special qualities.
Minor | Medium | Major | Wand Level | Market Price |
01-34 | -- | -- | Level 1 Spell | 750 gp |
35-36 | -- | -- | Magic missile (2 missiles) | 2,250 gp |
37 | 01-03 | -- | Magic missile (3 missiles) | 3,750 gp |
38-100 | 04-59 | -- | Level 2 Spell | 4,500 gp |
-- | 60-62 | 01-02 | Magic missile (4 missiles) | 5,250 gp |
-- | 63-64 | 03-05 | Magic missile (5 missiles) | 6,750 gp |
-- | 65-100 | 06-29 | Level 3 Spell | 11,250 gp |
-- | -- | 30-100 | Level 4 Spell | 21,000 gp |