I want wands to be a little cooler and not treated so haphazardly at high level, particularly the notion of the "happy stick" (wand of cure light wounds, a cheap, easily renewable healing source). This magic will cause grass, roots, and rare plants to spring to life. In some cases, the wand's lifespan can be prolonged by intentionally rebounding the ray off walls, increasing the potential damage to 4d6. The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components. It feels very cold when held, but somehow your hand stays warm. A degraded wand will only spawn furrowed grass (similar to the one created by walking through tall grass as Huntress), which will not drop additional dew or seeds, and it may fail to spawn plants at 2/3 charges. Components V, S. Range medium (100 ft. + 10 ft./level).
All sentries zap one time per turn. Zapping a sentry with a wand of warding will heal them for the appropriate amount shown above before upgrading them if possible. It grows brighter towards its rounded tip.
When used, this wand will consume all its charges to blast magical regrowth energy outward in a cone. Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. When zapped, they apply various secondary effects.
A thin metal wand with metallic grips topped with an angular blue glass bauble. This wand has 7 charges.
There is a 5% chance that a randomly-generated wand will be a wand of magic missile. This wand has an ashen body which opens to a brilliant orange gem. While not as strong as other wands, it makes up for it somewhat with more available charges.
Monsters capable of wielding weapons have a chance of being generated with a wand of magic missile as their Engraving with a wand of magic missile will give a unique message ("The floor is riddled by bullet holes!
Wands of spells have existed in every form of D&D, including a wand of magic missile. Demonic and undead foes will burn in the bright light of the wand, taking bonus damage.
This wand will sap some of your life energy and blast it at a target. This spread follows the rules: This wand shoots a beam that pierces any obstacle, and will go farther the more it is upgraded. The target can be a creature, an object, or a point in space.
The most common wand in the game by a slight margin and the wand that the Staff starts out imbued with, this wand is built for the Sewers.
In addition, the staff effect is good at redirecting an enemy away from you and toward an evasive wraith or even another enemy, all without using any charges. The wand of fireblast has received a huge damage nerf when compared with its predecessor. Similarly to the wand of corrosion, the magical bolt from a wand of blast wave will detonate at the targeted location, allowing the Hero/ine to control how and where to a target is knocked back. You can increase the spell slot … It glows with destructive energy, waiting to shoot forward. Wand of Magic Missiles.
The eternal cycle always remains!
When paired with corpse dust (from the Old Wandmaker's quest), it is possible to do what is popularly referred to as a "Necromancer" build among experienced players. The spread of the wand can be a blessing as well as a curse, allowing multiple targets to be hit, but also making it difficult to control around flammable tiles and objects. Wands as attack/DC enhancers is not what I want to see.
Rather than directly damaging an enemy, this wand will summon stationary wards and sentries. It feels very weighty in your hand. The blast knocks back the character caught in the center of the blast It is important to remember that bosses take halved knockback, rounded down.
While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you.
Magic resistance negates this damage, as does reflection.This applies to both the player and to any dungeon dwellers. Wands are restricted to 4th level spells or less.
These wands' primary purpose is to deal damage to their targets.
Zapping an unoccupied tile will summon a lesser ward. Generation. Each minor debuff afflicting the target multiplies its resistance to corruption by If at this point the wand's power exceeds the enemy's modified resistance to corruption:
This wand is made of a sort of marbled stone, with gold trim and a round black gem at the tip. From DDO wiki. However each zap of an upgraded Wand of Magic Missile will give the hero a Magical Charge buff lasts 4 turns, which will bring the next zap of any other wand to its level, making it one of the best wand to upgrade considering the hero can obtain a lot of wands later in the game.
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When the initial target is standing in water, however, it will spread to enemies within two tiles to an enemy in the chain (including the first) and deal full damage to all of them.
A wand of magic missile will do 2d6 damage to monsters when zapped.