Wands of Wonder (Patreon)
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Wands, wands and more wands! One of my favorite kinds of magic items are the specialty wands. As a GM, they offer you the chance to make your creatures a little more unique. Just when your players expect a familiar spell, it behaves in a different way that can turn the tide of battle. And once the party wins, it's a cool and rewarding loot drop too. With these five new wands, you can reward your party with all sorts of unique extra power and abilities!Art Credit: Rick Hershey (Publisher's Choice Stock Art)
Wand of Comrade Calling (Item 5)[Uncommon, Magical, Mental, Wand]Usage held in 1 hand; Bulk LPrice 160gpThis wand carved from an olive branch is shaped as if two hands reaching out to each other have met at its midpoint. Activate Cast a Spell Frequency once per day, plus overcharge; Effect You cast friendfetch, but can only target one creature. If the movement from friendfetch ends with the target adjacent to you, both you and the target gain a +2 circumstance bonus to saves against mental effects for as long as you remain adjacent to each other until the start of your next turn. The creature targeted by friendfetch must have been moved at least 5 feet by the spell for this bonus to apply.Craft Requirements Supply a casting of 1st-rank friendfetch.
Wand of Dental Damnation (Item 6+)[Uncommon, Fear, Illusion, Magic, Mental, Wand]Usage held in 1 hand; Bulk LThis wand appears to be constructed from the long, thin fang of some massive creature and is embedded with teeth of all shapes and sizes.Activate Cast a Spell Frequency once per day, plus overcharge; Effect You cast teeth to terror of the indicated rank. All creatures within 10 feet of the target that can see it and are also valid targets for teeth to terror must also attempt a Will save against your spellcasting DC. A creature that fails is frightened 1.Craft Requirements Supply a casting of teeth to terror of the appropriate rank.
Wand of Dental Damnation (2nd-Rank Spell) Item 7Price 360gp
Wand of Dental Damnation (4th-Rank Spell) Item 11Price 1400gp
Wand of Dental Damnation (6th-Rank Spell) Item 15Price 6500gp
Wand of Dental Damnation (8th-Rank Spell) Item 19Price 40000gp
Wand of Secure Siren (Item 9)[Magic, Mental, Wand]Usage held in 1 hand; Bulk LPrice 800gpThis wand is appears to be an oversized brass key capped with a silver bell, base pointed outward.Activate Cast a Spell Frequency once per day, plus overcharge; Effect You cast lock. If any creature attempts to open the target, you receive a mental alert (with the mental trait). If you are sleeping when you receive this alert, you are instantly awakened. A creature aware of the alarm on the target must succeed at a Stealth check against your spellcasting DC or trigger the alarm when interacting with the lock.Craft Requirements Supply a casting of alarm at 3rd-rank and of lock at 2nd-rank.
Wand of Vile Veins (Item 4+)[Healing, Magic, Void, Wand]Usage held in 1 hand; Bulk LThis wand appears to be a gnarled root coated in black lacquer with purple veins running along its surface.Activate Cast a Spell Frequency once per day, plus overcharge; Effect You cast grim tendrils of the indicated rank. Whenever a creature takes persistent bleed damage from grim tendrils cast by this wand, you gain half as many hit points (minimum 1).Craft Requirements Supply a casting of grim tendrils of the appropriate rank.
Wand of Vile Veins (1st-Rank Spell) Item 4Price 110gp
Wand of Vile Veins (2nd-Rank Spell) Item 6Price 250gp
Wand of Vile Veins (3rd-Rank Spell) Item 8Price 500gp
Wand of Vile Veins (4th-Rank Spell) Item 10Price 1400gp
Wand of Vile Veins (5th-Rank Spell) Item 12Price 3000gp
Wand of Vile Veins (6th-Rank Spell) Item 14Price 4500gp
Wand of Vile Veins (7th-Rank Spell) Item 16Price 10000gp
Wand of Vile Veins (8th-Rank Spell) Item 18Price 24000gp
Wand of Vile Veins (9th-Rank Spell) Item 20Price 70000gp
Wand of Wondrous Workmanship (Item 8)[Magic, Wand]Usage held in 1 hand; Bulk LPrice 500gpActivate Cast a Spell Frequency once per day, plus overcharge; Effect You cast mending at 3rd-rank. Apply the following effect depending on the target of mending:
Weapon The first time the weapon is used for a strike after being repaired, it is treated as though it is a +1 striking weapon.
Armor The first time a creature wearing the armor is targeted by a strike, it is treated as though it is +1 armor.
Shield The first time the shield is used to block a melee strike after being repaired, it’s Hardness is treated as 3 greater (to a maximum of 8, as per the minor Reinforcing rune).
Tools (such as Thieves’ Tools or Healer’s Tools) Add a +1 circumstance bonus to the next appropriate skill check made with the target.
The target must have been repaired by at least one hit point for this effect to apply.Craft Requirements Supply a casting of 3rd-rank mending.