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.
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Posted Nov 26, 2025Oh, I misread it. I thought it was saying you can only cast it 3 times, and that the extra charges where for upcasting, not to limit individual castings to a maximum of 3rd level.
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Posted Feb 6, 2026hex and hunters mark require an attack roll, magic missile doesn't have that
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Posted Mar 23, 2026They remove the word "Action" from the item - does that not mean that as written, its a free action?
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Posted Apr 24, 2026No, they just want you to use the new 'Magic' type of action which says: "Cast a spell, use a magic item, or use a magical feature." The change here is that some magic items, like the 2014 wand of magic missiles, said in the description of the item itself that it required an action to use it. The 5.5 rules have largely done away with that, and now using a magic item means taking the Magic action.
Interestingly though, the Thief's Fast Hands ability should now work with the 5.5 wand of magic missiles whereas it didn't with the 5e version.