← Rules
Part 7 • Core p173 • book p.173
Wands, Staves and Rods
A wand is a short stick, generally 12 to 18 inches long, imbued with the power to cast a specific spell or spelllike effect. A newly created wand has 20 charges, and each use of the wand depletes one of those charges; a wand found in a treasure hoard will have 2d10 charges remaining. If a wand generates an effect equivalent to a spell, assume the spell functions as if cast by a 6th
level caster, or the lowest level caster who could cast that spell (whichever is higher), unless otherwise noted. Wands are generally usable only by Magic-Users. Saving throws are rolled as normal, but on the Magic Wands column rather than the Spells column.
A staff has a number of different (but often related) spell effects. A newly created staff has 30 charges, and each use of the staff depletes one or more of those charges. A staff found in a treasure hoard will have 3d10 charges remaining. Spell effects generated by a staff operate at 8th level, or the lowest caster level the spell could be cast by, whichever is higher, unless otherwise stated. Staves are usable only by Magic- Users, except where noted. Saving throws against magic from a staff are rolled on the Spells column.
A rod is a scepter-like item with a special power unlike that of any known spell. Rods are normally usable by any class.
Rod of Cancellation: This rod may only be successfully used once. If struck against another magic item, it utterly destroys all enchantments within the item; this expends the rod's magic. A roll to hit is required if the target item is held by another character or creature.
Snake Staff: This item is a walking staff +1. When used by a Cleric, the user may command the staff to transform into a constrictor snake (instead of causing damage) on a successful hit. The snake will wrap around a target up to man sized and hold them fast for 1d4 turns, unless a save vs. Spells is made. The snake does not attack in any other way, nor cause any damage. The snake may be recalled by the user at any point, in which case it returns to their hand and returns to staff form. It also returns in this way when the duration expires, or if the save is made. The snake has Armor Class 15, moves 20' per round and has 20 hit points; any hit points of damage taken are healed completely when the snake returns to staff form; if killed in snake form, the magic is destroyed and it turns into a broken stick. The staff may be used any number of times per day, and neither has nor uses charges.
Staff of Commanding: This staff can cast charm person and charm monster spells, and can grant a power equivalent to a Potion of Plant Control. Each function uses one charge.
Staff of Healing: This staff can heal 1d6+1 hit points per charge expended, as the spell cure light wounds. Alternately, with an expenditure of two charges, the staff can cast cure disease. This staff is only usable by a Cleric.
Staff of Power: This staff has the following powers costing one charge per use: lightning bolt (6d6 damage), fireball (6d6 damage), cone of cold (as the wand, for 6d6 damage), continual light, and telekinesis (as the ring, lasting at most 1d6 turns). The staff is also a Walking Staff +2, and can be used exactly as a Staff of Striking. A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. All charges currently in the staff are instantly released in a 30' radius, doing 1d6 points of damage per charge remaining (save vs. Spells for half damage). All within the area, including the wielder, are affected by this. Even after all charges have been used, it remains a walking staff +2.
Staff of Striking: This staff has no attack bonus, but is treated as a +1 weapon with respect to what sorts of monsters it can hit (and is usable by any class in that mode). This staff's primary power may only be used if wielded by a Cleric: By uttering a command word, the Cleric may create an effect similar to the spell striking. Expenditure of one charge adds 1d6 points of damage to the weapon's next strike; expenditure of two charges adds 2d6, and expenditure of three charges adds 3d6 damage. If the weapon is not successfully used after the command word has been spoken, the effect dissipates after one turn.
Staff of Wizardry: This staff is equivalent to the Staff of Power, above, and has the following powers as well: invisibility, passwall, web, and conjure elementals (as the spell, but conjuring staff elementals as described in the Monsters section). These powers each use one charge when activated.
Wand of Cold: This wand generates a conical blast of cold doing 6d8 damage (save vs. Magic Wands for half damage). The cone spreads from the tip of the wand to a width of 30' at a distance of 40' away.
Wand of Enemy Detection: The effect of this wand is to make all enemies of the user within 60' glow with a greenish white light for one round. Even hidden or invisible enemies glow in this way, revealing them, but enemies completely out of sight (such as behind a wall)
may not be seen by the user. An "enemy" is any creature which is thinking of or otherwise intending to harm the user; also, all undead monsters and animated constructs within range will glow in this way regardless of intent or thoughts (or lack thereof).
Wand of Fear: This wand generates the effect of the spell cause fear (the reverse of the spell remove fear).
Wand of Fireballs: This wand generates fireballs, exactly as the spell, doing 6d6 damage.
Wand of Illusion: This wand allows the user to create illusions equivalent to the spell phantasmal force.
Wand of Lightning Bolts: This wand generates lightning bolts, exactly as the spell, doing 6d6 damage.
Wand of Magic Detection: This wand grants the user a power equivalent to the spell detect magic.
Wand of Paralysis: This wand creates the effect of the spell hold person.
Wand of Polymorph: This wand can be used to cast either polymorph self or polymorph other.
Wand of Secret Door Detection: This wand grants the user a power similar to the spell find traps, but which reveals secret doors rather than traps.
Wand of Trap Detection: This wand grants the user a power equivalent to the spell find traps.