Friday, February 18, 2022

AD&D Magic Items: Wands

One of the more common magic items of middling power, wands are typically wielded by magic-users seeking to hold off on depleting their own magical resources or keep from being disrupted when stuck in melee range. But wands are not solely for magic-users - many of the lesser wands are usable by just about any class. Wands are a great source of experience points (if they can be used by the PCs) or wealth (if they are useless to the party and sold in towns or cities). Prices for a fully-charged wand range from 7,500 to 50,000 gold pieces! Unlike other items, however, price varies with the amount of charges in the wand, so most wands are sold at a certain percentage of full price.

Wands are lumped together with rods and staves, and are found in random hoards a mere 5% of the time. Of that 5%, wands are found 67% of the time, with the most rare of the wands being the wand of conjuration, and the most common being the wand of magic detection. There are 16 wands listed on the table in the DUNGEON MASTERS GUIDE. Of these wands, half can be used by any class, the remainder require a magic-user to use (with the wand of fear being the sole exception, also usable by clerics). Oddly enough, the wand of magic missiles, which seems as if it should be usable only by magic-users, is actually usable by any character (so long as they are permitted to use wands at all). Illusionists are more limited in the types of wands they are permitted to use as they are not fully magic-users - they may only use wands of enemy detection, fear, illusion, magic detection, metal & mineral detection, secret door & trap detection, and wonder. Monks are prohibited from using wands of any kind.

Physically, wands are 1¼ feet (15 inches) long and slender. They are typically made of ivory, bone, or wood and are tipped with something - metal, crystal, stone, etc. Wands are fragile and tend to break easily. Wands are usually found in cases, which could be elaborate carved wooden boxes or leather sheathes strapped to legs, arms, or hidden in another object. A wand can hold as many as 100 charges when full, but when found as treasure are likely to have 0-19 (d20-1) charges less than full. A nearly full wand is a very potent item; most wands should be found in a nearly depleted state unless of a non-combat nature. Most wands can be recharged; only the wand of negation and wand of wonder may not be recharged. The recharging process is supposed to be detailed under FABRICATION OF MAGIC ITEMS, but is only touched upon and not really described in any useful detail. It seems to require an enchant an item spell and access to the spell(s) used by the wand. The exact cost in time and materials is only hinted at, and may have to be ruled on by your Dungeon Master. A wand must still have charges remaining in order to be recharged - a depleted wand is useless and crumbles to dust as the last charge is expended. Each use of a wand's abilities uses one or more charges (refer to the individual wand type).

Any magical device that discharges some form of magic over a distance must generally have a command word spoken in order to cause the device to function. Therefore, wands have command words, and use requires speaking this word (thus magical silence prohibits the use of wands). How one learns the command word for a newly discovered wand is a matter for the individual player and DM to work out. I suggest having command words inscribed magically on the wand (thus requiring read magic to decipher the word). Simply hearing a user utter the command word may be enough to learn it as well, but that usually means one is the target of the wand's effects and must survive this to gain the wand.... Bardic knowledge or legend lore might learn the command word for a wand. An identify spell is probably too low in level to determine command words, since the spell cannot even give precise information on the number of charges remaining in the wand (only gives 25% increments). All the abilities of wands function at 6th level of ability (if level is required to determine range, duration, area of effect, etc.). One oft-overlooked feature of wands is that 1% of all wands are trapped to backfire (but this is at the DM's option).

Following is a general overview of the wands (to keep some of the mystique of these magic items). Those wands usable only by clerics or magic-users are denoted with a "C" or "M". 

Wand With Stars clip art Clipart images | Free clip arts

Wand of Conjuration (M) is a potent item in the hands of a magic-user. It allows use of the unseen servant, monster summoning I to VI, or prismatic sphere (or wall) spells. It also allows conjuring of a curtain of utter blackness. It allows the holder to identify any cast or written magic-user conjuration or summoning spell.

Wand of Enemy Detection seems like a useless item at first. It can only detect enemies at a 6" range (60 feet indoors, 60 yards outdoors). It pulses like the ping of a submarine's sonar then points in the direction of any enemies within range. It will detect creatures that are invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Each use requires 1 charge and lasts 1 turn. This wand is particularly useful when dealing with shapechangers, illusionists, assassins, air elementals, or other creatures that either hide in plain sight or use magic to mask their appearance.

Wand of Fear (C, M) creates a pale amber ray that forms a cone 6" long by 2" in base diameter. Any creature touched by the cone of effect must save vs. wand or fall under the effect of a cause fear spell (1st level cleric spell, reverse of remove fear), turning and moving at fastest speed from the wand user for 6 rounds. Each use costs 1 charge and can operate just once per round.

Wand of Fire (M) has four separate functions: burning hands, pyrotechnics, fireball, and wall of fire. Only one function per round can be used and each ability replicates the spell of the same name. This wand is great for any magic-user when out of spells, or those who never learned these great combat spells.

Wand of Frost (M) is the most costly wand on the list. It has three separate functions: ice storm, wall of ice, and cone of cold. These abilities function like the spells of the same name and can only be used once per round. As cold spells are of higher level, and fire-using creatures are found with more frequency, this wand may seem to be of higher caliber. However, the spell effects it creates are hard to use in tight spaces.

Wand of Illumination has four separate functions: dancing lights, light, continual light, and sunburst. The former three function as the spells of the same name. The latter is a unique ability that greatly damages undead creatures or blinds those facing the burst.

Wand of Illusion (M) creates audible and visual illusions. It emits an invisible ray up to 14" away. The user must concentrate on the illusion in order to maintain it, but may move normally (no combat). Each portion of the illusions (visual and audible) costs 1 charge to create and 1 per round to maintain. This is a most costly wand to use, but illusions can have powerful effects if used appropriately.

Wand of Lightning (M) can cause a shock (like a shocking grasp spell and requiring a roll to hit in melee) or release a bolt of lightning (as the lightning bolt spell), but can only perform 1 function per round.

Wand of Magic Detection functions like the wand of enemy detection but only has a radius of 3". When activated it pulses and points to the strongest source of magic in range. Operation requires 1 round, and successive rounds can point to lesser sources of magic. The category of magic can be determined by expending 1 round in concentration on an aura. Starting with the second round there is a 2% cumulative chance of the wand malfunctioning (non-magical items reveal as magical or vice-versa). This prevents this item from being abused and activated all the time while exploring a new section of dungeon.

Wand of Metal and Mineral Detection is similar to the wand of magic detection, with a 3" radius of detection. When it pulses it points to the largest mass of metal within its effective area. A user can concentrate on a specific metal or mineral; if the selected type is in range it will point to any and all instances of that type, and the user will be able to determine approximate quantity as well. Each charge allows 1 turn of use, and each operation takes 1 round. While this may seem very limited, it is very good at singling out certain coin types in a large hoard, locating which chests hold treasure vs. traps or tricks. It would also be priceless for miners seeking to follow a lode of precious metals or gemstone vein in ore rock.

Wand of Magic Missiles fires missiles similar to the 1st level magic-user spell. Those wands wielded by magic-users will allow the missiles to hit unerringly; other users must roll to hit with the missiles. Each missile take 3 segments to discharge, and up to 2 may be shot in 1 round.

Wand of Negation is used to negate the functions of other wands, staves, rods, or other magic items. When the wand is pointed, a pale gray beam shoots out to touch the target - device or individual. This totally negates any wand function and make any other spell or spell-like function from a device 75% likely to be negated regardless of spell level. Operation of the wand takes 1 segment but may only function once per round. This wand cannot be recharged. This is a create defensive item; and can stop the functioning of any item with a spell-like ability (including magical swords, rings, and miscellaneous items).

Wand of Paralyzation (M) shoots out a thin ray of bluish color to a range of 6". Any creature touched by the ray must save vs. wand or become immobile for 5-20 rounds. A save indicates the ray missed. Only one creature can be affected each round; the ray stops the instant it contacts a creature.

Wand of Polymorphing (M) emits a green beam, a thin ray that extends to a range of 6". If the ray strikes a creature it must save vs. wands or be polymorphed as the polymorph other spell. The wand wielder can only turn the target into a small and inoffensive creature (like a snail, frog, insect, bunny, squirrel, chipmunk, etc.). If instead the creature is physically touched with the wand, the wielder can transform that creature into any form desired but only functions as the polymorph self spell. Only one function can be used per round.

Wand of Secret Door and Trap Location has an effective radius of 1½" for secret doors and 3" for traps. When used, the wielder has to determine what to look for (secret doors or traps), and the wand will pulse and point to the nearest phenomena. It requires 1 round to use and uses 1 charge.

Wand of Wonder is a truly chaotic wand, and generates random effects on a table that could be beneficial, detrimental, or just plain weird. The table is listed in the DMG, but can be altered by the DM to suit his or her personal campaign, or to differentiate wands of the same type. I have enjoyed these wands and laughed at their truly capricious abilities to screw over the player characters in the most innocent of ways. Only one function per round is possible with only 1 charge per use. The wand cannot be recharged.

Use of Wands

It's important to note that wands with segments of activation behave like spells in combat. In other words, if a wand takes 3 segments to activate, it's effects come at the end of the 3rd segment, regardless of the number rolled for initiative. Wands wielded as melee weapons (the shock attack of the wand of lightning or polymorph self ability of the wand of polymorphing, for example) act on the normal initiative roll. The main benefit of using a wand is that, unlike casting a spell, it's use cannot be stopped (except by the aforementioned wand of negation) or disrupted (unless the wand is broken or damaged by a failed item saving throw). Wands also allow a magic-user to use spells they might not be otherwise able to cast due to failed Chance to Know or the spells they contain were never located or written into their spell books.

Unearthed Arcana Wands

Wands received their own actual table in the UNEARTHED ARCANA. Twelve new wands were added to the mix, although some seem to be reworked versions of the fire, frost, and lightning wands. Some strange wand types were added with twisted rules. Most of these wands are usable by any class that can use wands.

Anything Wand performs like a wand of wonder, but only has 50 charges at full. It also has three other special uses: upon command it performs as if it were any other sort of known wand, but can only duplicate a single kind of wand no more than once. If commanded to perform as a single kind of wand more than once, the second or third command have no effect - and after three such commands, successful or not, the wand is drained and totally useless. The wand cannot be recharged (like the wand of wonder). I suppose this is slightly less chaotic, but other types of wand must be known to the Player Character, not the player.

Buckler Wand can be used by any class except cleric. It activates in 1 segment, the tip becoming equivalent to a +1 dagger and the rest of the shaft blossoms into a +1 buckler (small shield). The whole becomes equal to a spiked buckler +1. Because of the magic, it can be wielded by a magic-user, but no spells can be cast unless the wielder is a multi-classed fighter/magic-user. A thief using this wand cannot climb walls or perform other abilities requiring use of his/her hands while holding the device.

Wand of Defoliation is constructed only of ivory or bone (never wood). With one charge, all chlorophyll within 3" radius is destroyed, causing plants to wither into autumn colors before turning dry and brown. With two charges, all normal plant life within 3" radius withers and dies. Sentient plant creatures and non-normal plants suffer 1d6 points of damage. This can be directed into a cone-shape by the wand wielder but will cause 6-36 damage to any plant creature in the area of effect (save vs. wands for half damage).

Wand of Earth and Stone is short and topped by some sort of mineral. It can perform the following functions: dig, passwall, move earth. 50% of all wands have the following additional powers: transmute mud to rock, transmute rock to mud.

Wand of Fireballs enables the wielder to cast a fireball (and only a fireball) spell quickly (1 segment to activate, 1 segment to activate the fireball).

Wand of Flame Extinguishing has three functions: 1) when applied to normal fires of normal size no charges are expended to extinguish the flames; 2) when applied to large normal fires 1 charge is expended and continuously created flames are extinguished for 6 rounds before flaring back up; and 3) when applied to large magical fires, 2 charges are expended to extinguish the flames. Using one charge upon a creature composed of fire, the wand inflicts 6-36 points of damage.

Wand of Force (F, M) has three functions: 1) creates a shaft of force that functions as a +5 bastard sword when wielded in combat (1 charge per turn); 2) create a wall of force expending 1 charge; and 3) create a plane of force that behaves as a Bigby's Forceful Hand spell (must be a magic-user to use this function and know one of the Bigby's hand spells to use it), expending ½ charge per round of use. Fighters can use the first two functions. The wand can be recharged, but can also be recharged by contacting  a Bigby's hand spell, Mordenkainen's Sword, or wall of force. Touching any of these spell effects with the wand acts as a disintegrate spell, destroying the spell manifestation and absorbing 1 charge into the wand.

Wand of Ice Storms enables the wielder to cause an ice storm (damaging hail or slippery ice are possible). Activation time is 1 segment, 1 segment to use ice storm). This wand can be recharged.

Wand of Lightning Bolts enables the wielder to cast a lightning bolt (6-36 damage) with a saving throw for half damage. Stroke or forked bolt is possible. Wand takes 1 segment to activate, and 1 segment to discharge). The wand can be recharged.

Wand of Metal Command appears to be a wand of metal and mineral detection, but in the hands of a dwarf or gnome it reveals its special powers: 1) with one charge, the wand can transmute gold to lead, or lead to gold with a 3" range; 2) with two charges, the user can heat metal as a druid with a 3" range and only a single target; and 3) with three charges, the possessor can cast any of the following spells as an 18th level magic-user: crystalbrittle, glassee, or glassteel.

Wand of Size Alteration enables the wielder to cause any single creature of any size to enlarge or diminish in size. Either effect causes a 50% chance in size. The wand has a 1" range. A save is permitted, but creatures can choose to forego the saving throw if desired. Each use expends a charge and the wand can be recharged.

Wand of Steam and Vapor has two separate functions, each of which expends 1 charge: 1) Steam jet spouts out in a cone causing 6-36 damage; the cloud persists but reduces in damage each round; 2) Vapor billows out of the wand equal to a fog cloud, persisting for 6 rounds and remaining stationary unless moved by magical or non-magical winds.

Final Thoughts on Wands

Wands began as a means for magic-users to continue fighting magically once their spells were expended. It also allowed a magic-user who was bum-rushed into melee range to still engage in magical combat without fear of spells being interrupted. The wands listed in the DMG were either for a magic-user to use in combat, or as a utilitarian device for any other class to use in dungeon adventures (locating treasure, enemies, traps, secret doors, magic, etc.). Wands added into the game with UA were mainly for any character to use, thus allowing other classes to behave as a magic-user (and thus lessening the M-U superiority in the game) or allowing magic-users to expand on their already prodigious magical abilities.

Wand combat is typically fast and usually performed at range. Ways to foil wand usage include possession of a wand of negation, destroying the wand, or disarming the wand. Shatter spells will not function on magical items, thus they cannot affect wands. Fireballs and lightning bolts would affect a drawn wand if the wielder failed their saving throw. Again, silence spells prevent the use of a wand with a command word (most have a command word). Invisible barriers (like wall of force) could cause a wand wielder to suffer an attack from their same weapon if the range assumed is suddenly cut short. I don't ever remember seeing a wand in any published adventure with more than 25 charges or so. Holding off on using a wand because it is low on charges is a fool's ploy - wands are made to be used to depletion. There are so many other wands that could be located and used in a campaign, so burn through those wand charges and enjoy the spectacle of a magic-user in wand combat!

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