Rings, Rods, Staves and Wands
This page only details magical rings, rods, staves and wands that aren’t considered consumables. Staves must be held in both hands of the wielder in order to be used/gain their effect. Rods and wands must be held in one hand in order to be used/gain their effect.
Rings
Ring of a Ram
15 000 §
This ring has 3 charges, and it regains all expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Ring of Evasion
27 000 §, attunement
This ring has 3 charges, and it regains all charges daily. When you fail a Saving (Dexterity) throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Ring of Feather Falling
18 000 §, attunement
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Ring of Free Movement
32 000 §, attunement
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ring of Mind Shielding
9 000 §, attunement
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying or know your true creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Ring of Obscuring
5 000 §
Ring of Regeneration
65 000 §, attunement
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Ring of Swimming
2 000 §
You have a swimming speed of 40 feet while wearing this ring.
Ring of Telekinesis
50 000 §
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Ring of Water Walking
7 000 §
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Rods
Heretic Smasher
40 000 §, attunement
This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pravus. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer’s radiant head emits bright light in a 15 -foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.
While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal holy damage instead of normal damage. A heretical creature hit by the weapon takes an extra 1d8 holy damage.
While you are holding Heretic Smasher and its radiant head is active, you can use an action to cast the sunbeam spell (spell save DC 15) from the weapon, and this action can’t be used again for the next 24 hours.
Immovable Rod
4 000 §
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Rod of Alertness
25 000 §, attunement
This rod has a flanged head and the following properties.
Alertness – While holding the rod, you have advantage on Intelligence (Perception) checks and on initiative rolls.
Spell – While holding the rod, you can use an action to cast detect magic for free.
Protective Aura – As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving (Dexterity) throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again for the next 24 hours.
Rod of Retribution
9 000 §, attunement
This igsan rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.
When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod’s charges to force the creature to make a DC 13 Saving (Dexterity) throw. The creature takes 2d10 electricity damage on a failed save, or half as much damage on a successful one.
Rod of Rulership
13 000 §, attunement
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Saving (Charisma) throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn.
Rod of Security
45 000 §
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains 10 HP. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
Tentacle Rod
25 000 §, attunement
Made for Dragon, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 normal damage. If you hit a target with all three tentacles, it must make a DC 15 Saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Saving (Dexterity) throws, and it can’t use reactions for 1 minute.
Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Staves
Serpent staff
6 000 §, attunement
You can use a bonus action to speak this staff’s command phrase and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command phrase again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, using your normal Attack roll modifier. On a hit, the target takes 1d6 normal damage and must succeed on a DC 15 Saving throw or take 2d6 toxic damage. The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Skyblinder Staff
5 000 §, attunement
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to Attack (Spellcasting) rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Saving throw or be blinded until the start of its next turn.
Staff of Adornment
100 §
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Staff of Fire
45 000 §, attunement
You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
If you cast one of the spells normally (as in from your spell list, and by spending FP) while holding this staff, choose one of the following effects that apply to this spell only:
Your Spellcasting modifier increases by +2
Your spell save DC increases by 2
If the spell’s duration if not instantaneous, the duration increases by 1 minute.
The staff regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Staff of Flowers
300 §
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you , or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff regains all expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Staff of Frost
45 000 §, attunement
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (6 charges).
If you cast one of the spells normally (as in from your spell list, and by spending FP) while holding this staff, choose one of the following effects that apply to this spell only:
Your Spellcasting modifier increases by +2
Your spell save DC increases by 2
If the spell’s duration if not instantaneous, the duration increases by 1 minute.
The staff regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
Staff of Healing
18 000 §, attunement
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), restoration (2 charges), or heal (6 charges).
If you cast one of the spells normally (as in from your spell list, and by spending FP) while holding this staff, choose one of the following effects that apply to this spell only:
The amount of healing done increases by 10.
If the spell targets a creature or a number of creatures, you can target one more.
The staff regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Staff of Power
100 000 §, attunement
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving throws, and Attack (Spellcasting) rolls.
The staff has 20 charges for the following properties. The staff regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regains all charges.
Power Strike – When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells – While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and Spellcasting modifier: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (2 charge), or wall of force (5 charges).
If you cast one of the spells normally (as in from your spell list, and by spending FP) while holding this staff, choose one of the following effects that apply to this spell only:
Your Spellcasting modifier increases by +2
Your spell save DC increases by 2
If the spell targets a creature or a number of creatures, you can target one more.
If the spell’s duration if not instantaneous, the duration increases by 1 minute.
Retributive Strike – You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Saving (Dexterity) throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | Damage |
---|---|
10 ft. or closer | 8 x the number of charges |
11 ft. to 20 ft. | 6 x the number of charges |
21 ft. to 30 ft. | 4 x the number of charges |
Staff of Striking
40 000 §, attunement
This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains all expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of the Ivory Talon
15 000 §, attunement
This gray staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to Attack (Spellcasting) rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 holy damage.
Staff of the Ultimate
120 000 §, attunement
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to Attack (Spellcasting) rolls.
The staff has 50 charges for the following properties. It regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge. If you expend the last charge, roll a d20. On a 20, the staff regains all charges. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties.
Spell Absorption – While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells – While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and Spellcasting modifier: dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: detect magic, light or mage hand.
If you cast one of the spells normally (as in from your spell list, and by spending FP) while holding this staff, choose one of the following effects that apply to this spell only:
Your spell attack modifier increases by +2
Your spell save DC increases by 2
If the spell targets a creature or a number of creatures, you can target one more.
If the spell’s duration if not instantaneous, the duration increases by 1 minute.
Retributive Strike – You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | Damage |
---|---|
10 ft. or closer | 8 x the number of charges |
11 ft. to 20 ft. | 6 x the number of charges |
21 ft. to 30 ft. | 4 x the number of charges |
Staff of the Python
8 000 §, attunement
You can use an action to speak this staff’s command phrase and throw the staff on the ground within 10 feet of you. The staff becomes a snake (see the formshifter page for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command phrase again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Staff of the Woodlands
17 000 §, attunement
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to Attack (Spellcasting) rolls.
The staff has 10 charges for the following properties. It regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells – You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: barkskin (2 charges) or speak with animals (1 charge).
If you cast one of the spells normally (as in from your spell list, and by spending FP) while holding this staff, choose one of the following effects that apply to this spell only:
If the spell targets a creature or a number of creatures, you can target one more.
If the spell’s duration if not instantaneous, the duration increases by 1 minute.
Tree Form – You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of magic if targeted by detect magic. While touching the tree and using another action to speak its command phrase, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Staff of Withering
16 000 §, attunement
This staff has 3 charges and regains all expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Saving throw or have disadvantage for 1 hour on all Saving throws.
Storm Staff
30 000 §, attunement
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again for the next 24 hours.
Lightning – When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 electricity damage.
Thunder – When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Saving throw or become stunned until the end of your next turn.
Lightning Strike – You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Saving (Dexterity) throw, taking 9d6 electricity damage on a failed save, or half as much damage on a successful one.
Thunderclap – You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Saving throw. On a failed save, a creature takes 2d6 sonic damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened.
Thunder and Lightning – You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Voyager Staff
40 000 §, attunement
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a + 1 bonus to Attack (Spellcasting) rolls.
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it , using your spell save DC: banishment (4 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges). The staff regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.
Wands
Wand of Binding
14 000 §
This wand has 7 charges for the following properties. It regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells – While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
If you cast one of these spells normally (as in from your spell list, and by spending FP) while holding this wand, your Spell Save DC for this spell increases by 2.
Assisted Escape – While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a Saving (Dexterity or Strength) throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any Dexterity (Escape Artist) or Strength (Escape Artist) check you make to escape a grapple.
Wand of Conducting
400 §
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Enemy Detection
13 000 §
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command phrase. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Fear
14 000 §
This wand has 7 charges for the following properties. It regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command – While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (spell save DC 15).
If you cast the command normally (as in from your spell list, and by spending FP) while holding this wand, your Spell Save DC for the spell increases by 2.
Cone of Fear – While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Saving (Charisma) throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Wand of Fireballs
18 000 §
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 (spell save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
If you cast the spell normally (as in from your spell list, and by spending FP) while holding this wand, your Spell Save DC for this spell increases by 2.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Lightning Bolts
18 000 §
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 (spell save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
If you cast the spell normally (as in from your spell list, and by spending FP) while holding this wand, your Spell Save DC for this spell increases by 2.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Magic Detection
2 000 §
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 all expended charges daily at dawn.
Wand of Magic Missiles
7 000 §
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-level version of the spell. You can increase the spell level by one for each additional charge you expend.
If you cast the spell normally (as in from your spell list, and by spending FP) while holding this wand, the damage of each missile increases by 2.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Paralysis
15 000 §
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. Make an Attack (Spellcasting) against that creature. On a hit, the target is paralyzed for 1 minute. At the end of each of the target’s turns, it can make a DC 14 Saving throw, ending the effect on itself on a success.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Polymorph
35 000 §
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (spell save DC 15) from it.
If you cast the spell normally (as in from your spell list, and by spending FP) while holding this wand, your Spell Save DC for this spell increases by 2.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Pyrotechnics
500 §
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see, up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Wand of Secrets
1 000 §
The 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 all expended charges daily at dawn.
Wand of Web
3 000 §
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (spell save DC 15) from it.
If you cast the spell normally (as in from your spell list, and by spending FP) while holding this wand, your Spell Save DC for this spell increases by 2.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.