Wand, uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Absolute tragic nerf. Booooo.
Still nice to have for anyone like a familiar lacking in attacks or some commoner armies.
Still cool with a Warlock (because you get Hex damage per Magic Missile). Ranger to I guess.
COOL
Booooo!!! They nerfed it to 3 charges. The whole point of the wand is to unload all the charges at once.