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Returning 35 results for 'claiming wand remains'.
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Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Magic Items
Wayfinder's Guide to Eberron
hand remains free.
If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to
A wand sheath clamps onto your arm and imparts the following benefits:
The wand sheath can't be removed from you while you’re attuned to it.
You can insert a wand into the sheath as an
Monsters
The Wild Beyond the Witchlight
to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.Skylla, who sometimes goes by the alias Charmay, forged a
into allowing her to serve as the primary liaison between the League of Malevolence and the Hourglass Coven, claiming her pact with Baba Yaga made her better suited for the role than anyone else
Monsters
Icewind Dale: Rime of the Frostmaiden
followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and
who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne.
Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named
Magic Items
The Wild Beyond the Witchlight
:
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
Magic Items
The Book of Many Things
, disappearing in a flash of rainbow-colored light. You draw no more cards.
The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is
in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn’t enough space for the gelatinous cube to appear, this card has no effect.
Path
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
extended, you can use it as if you were holding it, but your hand remains free. If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the
Wand Sheath Wondrous item, common (requires attunement by a warforged) A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can’t be removed from you while you’re
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
extended, you can use it as if you were holding it, but your hand remains free. If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the
Wand Sheath Wondrous item, common (requires attunement by a warforged) A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can’t be removed from you while you’re
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a blue wizard’s robe and clutching a wand to its chest. The skeleton is all that remains of a wizard who froze to death. It poses no threat. Treasure The skeleton clutches a wand of secrets.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a blue wizard’s robe and clutching a wand to its chest. The skeleton is all that remains of a wizard who froze to death. It poses no threat. Treasure The skeleton clutches a wand of secrets.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden wand. The bed is undamaged, though its covers are stained with ash from the skeletal remains. The skeleton is all that remains of Aggorax Darksworn, a wizard snared and killed by Maddgoth long ago.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
opportunities for peril and plunder. The city stands on the eastern banks of the Selintan River. The river flows south from the Nyr Dyv (the Lake of Unknown Depths) down to Woolly Bay and remains easily
navigable for its entire length. Once a frontier hub of the Great Kingdom of Aerdy, Greyhawk proclaimed itself free and independent seventy-eight years ago, claiming the Selintan basin as its territory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden wand. The bed is undamaged, though its covers are stained with ash from the skeletal remains. The skeleton is all that remains of Aggorax Darksworn, a wizard snared and killed by Maddgoth long ago.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Waterdeep and the home of his business partner, Faerl. Claiming that he wanted to have his family interred close to him, he took the remains of his wife and children along, with evil intent. For the last five
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Waterdeep and the home of his business partner, Faerl. Claiming that he wanted to have his family interred close to him, he took the remains of his wife and children along, with evil intent. For the last five
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
opportunities for peril and plunder. The city stands on the eastern banks of the Selintan River. The river flows south from the Nyr Dyv (the Lake of Unknown Depths) down to Woolly Bay and remains easily
navigable for its entire length. Once a frontier hub of the Great Kingdom of Aerdy, Greyhawk proclaimed itself free and independent seventy-eight years ago, claiming the Selintan basin as its territory
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
causes the traitor’s spirit to manifest as a Wraith and fight the characters. Skeletal Remains. The skeletal remains in the cells are clad in tattered rags and have no equipment or treasure. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her
remains from that distant time. “The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her
remains from that distant time. “The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
causes the traitor’s spirit to manifest as a Wraith and fight the characters. Skeletal Remains. The skeletal remains in the cells are clad in tattered rags and have no equipment or treasure. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
curve, you see a woman kneeling next to a body, sobbing as she hunches protectively over the remains. Circling in the air a few feet above her, eight harpies screech and flail at each other.
The
shape shifts to that of a gray-feathered harpy.
The harpies and their matriarch attack the characters in the hope of claiming another easy meal.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the characters will interact with during the adventure. Step 3. Bookmark the pages in the Dungeon Master’s Guide or on D&D Beyond detailing the Wand of Wonder and the environmental effects of extreme
Frost Giant D10 Heldalf Mammoth keeper loyal to Ralvald Frost Giant (Neutral) D3 Luskar Giant loyal to Aerstigga Frost Giant (Neutral) D14 Ralvald Giant seeking inter Elakdras’s remains Frost Giant (Lawful Neutral) D5 Shabblejaw Aerstigga’s wolf handler Troll D11
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
easily wade through the stream to area 18. A character who explores the pool finds an old skeleton lying on the bottom, 10 feet from the shore and under 10 feet of water. These are the remains of a human
wizard from old Phandalin who died defending the mines against the orc attackers. Several orc arrows are still lodged in the skeleton’s ribcage. Treasure The skeleton wears two platinum rings (75 gp each) and clutches a wand of magic missiles in its bony fingers.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the characters will interact with during the adventure. Step 3. Bookmark the pages in the Dungeon Master’s Guide or on D&D Beyond detailing the Wand of Wonder and the environmental effects of extreme
Frost Giant D10 Heldalf Mammoth keeper loyal to Ralvald Frost Giant (Neutral) D3 Luskar Giant loyal to Aerstigga Frost Giant (Neutral) D14 Ralvald Giant seeking inter Elakdras’s remains Frost Giant (Lawful Neutral) D5 Shabblejaw Aerstigga’s wolf handler Troll D11
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
easily wade through the stream to area 18. A character who explores the pool finds an old skeleton lying on the bottom, 10 feet from the shore and under 10 feet of water. These are the remains of a human
wizard from old Phandalin who died defending the mines against the orc attackers. Several orc arrows are still lodged in the skeleton’s ribcage. Treasure The skeleton wears two platinum rings (75 gp each) and clutches a wand of magic missiles in its bony fingers.