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.







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Posted Nov 5, 2024Absolute tragic nerf. Booooo.
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Posted Jan 18, 2025Still nice to have for anyone like a familiar lacking in attacks or some commoner armies.
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Posted Jun 10, 2025Still cool with a Warlock (because you get Hex damage per Magic Missile). Ranger to I guess.
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Posted Jun 17, 2025COOL
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Posted Jul 11, 2025Booooo!!! They nerfed it to 3 charges. The whole point of the wand is to unload all the charges at once.
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Posted Aug 16, 2025Magic Missile does not "attack" or "hit". Hex/Hunter's Mark, etc., don't work with it.