Upheaval

WANDS


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.

Decaying Dice - Magical potency is determined by a certain dice. The higher the dice the more power, so a d20 wand is more potent than a d8 wand. Wands can be measured from d20 to d10 to d8, d6, d4, and then d2. When a wand is created, it typically starts at d20 potency; found wands are usually d10. Whenever you use a wand, roll the appropriate dice. If you roll a 1, then dice level is downgraded one level. Once you roll a 1 (odd number) on a d2, the wand dies.

Charges - Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time.

Percentage - Each time you use a wand there's a small chance (2-4%) that the wand exhausts its magical energy.

Physical Description

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.

Activation

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.

Special Qualities

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.

Random Tables

MinorMediumMajorWand LevelMarket Price
01-34----Level 1 Spell750 gp
35-36----Magic missile (2 missiles)2,250 gp
3701-03--Magic missile (3 missiles)3,750 gp
38-10004-59--Level 2 Spell4,500 gp
--60-6201-02Magic missile (4 missiles)5,250 gp
--63-6403-05Magic missile (5 missiles)6,750 gp
--65-10006-29Level 3 Spell11,250 gp
----30-100Level 4 Spell21,000 gp