Generic Wands
Wand
Wand, varies
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the spell bound to the wand from it.
For 1 charge, you cast the spell at the level cast into the wand (usually the lowest level at which the spell can be cast). You can increase the spell slot level by one for each additional charge you expend.
Once the wand runs out of charges, it crumbles into ashes and is destroyed. However, a rechargable wand regains an amount of expended charges shown in the Wand table, daily at dawn. If you expend the wand's last charge, roll a d20. If you roll lower than the number of charges last used, the wand crumbles into ashes and is destroyed.
If the wand has a cantrip, it has unlimited charges, but is cast as if you were at 1st-level, unless you attune to it, in which case it uses your total character level.
The level of the spell on the wand determines the spell's saving throw DC and attack bonus, as well as the rarity of the wand, as shown on the Wand table.
Wand
| Spell Level | Rarity | Save DC | Attack Bonus | Recharge Rate |
|---|---|---|---|---|
| Regular | ||||
| Cantrip | Common | 13 | +5 | — |
| 1st | Common | 13 | +5 | — |
| 2nd | Uncommon | 13 | +5 | — |
| 3rd | Rare | 15 | +7 | — |
| 4th | Very Rare | 15 | +7 | — |
| Recharging | ||||
| 1st | Uncommon | 13 | +5 | 1d6 + 1 |
| 2nd | Uncommon | 13 | +5 | 1d8 - 1 |
| 3rd | Rare | 15 | +7 | 1d6 |
| 4th | Very Rare | 15 | +7 | 1d4 |
A wand can only cast a spell that does not have a range of self, or self (radius), and has a casting time of 1 action. Wands that contain spells with a duration longer than instantaneous require attunement to be used, and wands with spells that require concentration can only have one such spell active at a time. If the wielder of the wand breaks attunement with it, any spells currently active immediately come to an end.
Buying Wands
Wands are manufactured, they do not spontaneously manifest in the bottom of a chest. As such, many a magewright manufactures wands, typically to order, and one can go out and purchase them. These folk can be found all over, but the more skilled individuals tend to conglomerate to places where more money may be earned. And while there are exceptions, as a rule of thumb, the maximum level of a wand that can be bought in a settlement is shown in the Wand Availability table.
These wands are typically made to order, but it is not uncommon for the more generally useful spells such as cure wounds to be made in advance.
Wand Availability
| Spell Level | Availability | Cost |
|---|---|---|
| Regular | ||
| Cantrip | Town | 300 gp |
| 1st | Town | 600 gp |
| 2nd | City | 1,500 gp |
| 3rd | Capital | 3,000 gp |
| 4th | Magic Academy | 15,000 gp |
| Recharging | ||
| 1st | City | 1,300 gp |
| 2nd | City | 4,300 gp |
| 3rd | Capital | 9,300 gp |
| 4th | Magic Academy | 26,200 gp |
The table also shows the value of a wand even if it can't be bought. A magewright who specialises in wands may be willing to buy one off of you, though a used non-recharging wand's value diminishes rapidly with use.
Crafting Wands
There is, however, more than one way to acquire wands on demand. Instead of relying on the whims and resources of a local magewright, you can instead attempt to create it yourself.
In order to attempt to create a wand you need three things: You either have a valid spell known or the ability to prepare the spell that you wish to scribe, the appropriate amount of materials, and the appropriate amount of time. If you want to create a recharging wand, then you additionally need the permanency spell and more time. The only exception to this rule is for an artificer, who does not need to know the spell in order to create a wand of it (though they still need access to the permanency spell to make a rechargable wand), only that they have an artificer level equal to twice the level of the spell being bound to the wand, but doing so will increase the DC of the arcana check (shown later) by 5.
The time and cost are determined by the level of the spell to bound to the wand, as shown on the Wand Crafting table. If the bound spell is a cantrip, the version on the wand works as if the caster were 1st level.
Wand Crafting
| Spell Level | Crafting Cost | Crafting Time |
|---|---|---|
| Regular | ||
| Cantrip | 150 gp | 1 Day |
| 1st | 300 gp | 1 Week |
| 2nd | 900 gp | 2 Weeks |
| 3rd | 2,400 gp | 3 Weeks |
| 4th | 6,900 pg | 5 Weeks |
| Recharging | ||
| 1st | 1,000 gp | 2 Weeks |
| 2nd | 3,700 gp | 3 Weeks |
| 3rd | 8,700 gp | 4 Weeks |
| 4th | 18,100 gp | 6 Weeks |
The cost represents the cost of the materials to procure a wand and make it capable of receiving spells. The value in the table, however, does not include the cost of any costly material components that are used as part of casting the spell. Seven spells worth of the item is expended in the creation of the wand. So, to scribe the 3rd-level spell revivify, a cleric must spend 2,100 gp worth of diamonds in addition to the 2,400 gp normally required to bind a spell to a wand, for a total of 4,300 GP. The time for a rechargable wand is always a week longer than a regular wand, as the permanency spell must be cast once a day on the wand to ensure that the wand's magic can restore itself, the price of seven castings of the spell is also represented in the cost.
The time shown in the table determines the length of time required to create the wand. Apart from cantrips, which only take a day to bind to wands, the time taken is listed or weeks. A day of work is a dedicated 8 hour period of uninterrupted work, and as such, a week refers to 7 8-hour work days. These periods need not be consecutive days, and while one could work more than 8 hours a day to complete the work faster, one does so at the risk of exhaustion. If you take a break from binding a wand, you can come back to it later, but you can only break up work in 8 hour increments, anything less is wasted.
Once you complete 1 week of work on a wand (or a day for cantrip wands), you must make an Arcana check using your spellcasting ability. The DC for this check is 10 + the spell's level + 1 for every interruption in the current work week.
On a success, you can continue onto the next week of work. If you fail the check, the week's work is wasted and you must start the current week's work from scratch. If you fail the check by 5 or more, not only is the work wasted, but so is the gold spent for that week's work. If you fail the check by 10 or more, the entire project is ruined, and half of the gold spent on the project is wasted, and the project needs to be started from the beginning.
New Spell
Permanency
5th-level transmutation (ritual)
- Casting Time: 1 minute
- Range: 5 feet
- Components: V, S, M (a combination of spell components with a value depending on the level of the target spell, which is consumed)
- Duration: Permanent
- Classes: Artificer, Cleric, Wizard
You choose a spell effect of 5th level or lower, that you are aware of, within range with a duration of longer than 1 round that is not already permanent. The duration of the spell becomes permanent and no longer requires concentration, if it did previously.
This does not stop the spell from ending early through other means, such as attacking while under the effects of invisibility, being targeted by dispel magic, making a save, or the spell discharging.
The target spell does not need to be active when you begin casting this spell, only once it is done casting. The price of the material components is shown in the following table:
| Spell Level | Cost |
|---|---|
| 1st | 100 gp |
| 2nd | 400 gp |
| 3rd | 900 gp |
| 4th | 1,600 gp |
| 5th | 2,500 gp |
| 6th | 3,600 gp |
| 7th | 4,900 gp |
| 8th | 6,400 gp |
| 9th | 8,100 gp |
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a spell can be targeted by this spell as long as its level is equal to or less than the level of the spell slot you used.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.