Wand of Magic Missiles
D&D 5e · 2014·Wands·Uncommon·No attunement
- Type
- Wands
- Weight
- Not specified
- Attunement
- Not required
- Rarity
- Uncommon
- Price
- Not specified
Magic: Action while holding; spend 1 or more charges.
What Wand of Magic Missiles does
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Full item details & properties
Magic properties
- Activation
- Action while holding; spend 1 or more charges.
- Consumable
- No
- Use
- Action while holding; spend 1 or more charges.
Charges & recharge
- Maximum charges
- 7
- Recharge
- 1d6 + 1 expended charges, daily at dawn
- Last charge
- Roll 1d20 after final charge; on 1 wand turns to ashes and is destroyed.
Spells & spell effects
- Magic Missile
- Level 1 · Levels 1–7 · 1–7 charges · Effect: One extra spell level for every additional charge; no 3-charge cap in 2014
Tags & related references
Wand of Magic Missiles FAQ
Does Wand of Magic Missiles require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.