Wizard's Wand (3.5e Equipment)
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Wizard's Wand
Simple Light Melee
Cost: | 35 gp |
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Damage (Small): | 1 |
Damage (Medium)1: | 1d2 |
Critical: | 20/x2 |
Weight2: | 1 lbs |
Type3: | Piercing |
HP4: | 10 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A Wizard's Wand is a pointy stick to most people (It can even be used as a stake against vampires, but it's not suggested.) However, in the hands of a Wand Wizard, it becomes much more. A wizard's wand can be enchanted like a regular weapon including the same cost, granting it an enhancement bonus to ranged and melee touch attacks, save DCs as well as damage/healing rolls. However, they cannot be enchanted with any special abilities.
A Wizard's Wand can be made out of any material.
Broken(Sundered) Wizard's Wands can still be used, but any spell cast through it has a 25% chance to backfire. A spell targeted at someone else is instead targeted at the spellcaster, and a spell cast at the spellcaster is cast on a random person in range. If the spell cannot backfire (for example, a spell is personal only), It just fails. Wizard's Wands are amazingly easy to repair. A simple Mending spell will fully repair the wand, restoring it to full HP. Once repaired, it also retains it's enhancement bonuses, unlike other destroyed magical weapons.
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