The Anything Wand is the best thing ever. It has 27 charges, and you can expend one charge each to transform into wands of level 4 or lower. Charges left: 20 ^05b92f ## Wands ### Magic Wand (1) > A basic wand, enchanted so as to channel arcane energy. > Lvl 6: +2 > Enhancement bonus: attack rolls and damage rolls > Critical: +1d6 damage per plus ![[wand-magic.png]] ### Apprentice's Wand (2) > This simple length of wood appears in your hand when you need it most. > Level 7: +2 > Critical: +1d6 damage per plus > You gain an item bonus to Arcana checks to sense the presence of magic. The bonus equals the wand's enhancement bonus. > You can attune to this wand during a short rest. It can be attuned to only one person at a time, and attuning it to one person breaks the attunement to anyone else. > Utility Power: Encounter (Minor Action) > *Effect*: If the wand is attuned to you and on the same plane, it is transported to your hand, regardless of distance. ![[wand-apprentice.png]] ### Hellfire Wand (3) > Your fires burn with the fury of the Nine Hells when wielding this wand. > Level 3: +1 > Level 8: +2 > Critical: +1d8 fire damage per plus > Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the fire and implement keywords. > *Level 13 or 18:* Gain a +2 item bonus to damage > Power (Arcane, Fire, Implement): Encounter (Standard Action) > As the warlock's [[Hellish Rebuke (power)]]. ![[wand-hellfire.png]] ### Master's Wand of Dire Radiance (3) > Your dire radiance presses against foes with an invisible force. > Level 3: +1 > Level 8: +2 > Critical: +1d8 damage per plus > Each square a target affected by your dire radiance moves towards you costs 1 extra square of movement. > Power (Arcane, Fear, Implement, Radiant): Encounter (Standard Action) > As the warlock's [[Dire Radiance (power)]]. ![[wand-dire radiance.png]] ### Master's Wand of Eldritch Blast > Your eldritch blast viciously scours your enemies. > Level 3: +1 > Level 8: +2 > Critical: +1d8 damage per plus. > Gain a +1 item bonus to damage rolls when you use this wand to attack with eldritch blast. > Level 13 or 18: Gain a +2 item bonus to damage. > Level 23 or 28: Gain a +3 item bonus to damage. > Power (Arcane, Implement): Encounter (Standard Action) > As the warlock's [[Eldritch Blast (power)]]. ![[wand-eldritch blast.png]] ### Master's Wand of Eyebite > Your eyebite spell occludes you just a moment longer than normal. > Level 3: +1 > Level 8: +2 > Critical: +1d8 damage per plus. > When you hit a target with [[Eyebite (power)]] using this wand, you gain combat advantage against the target on your first attack next turn. > Power (Arcane, Charm, Implement, Psychic): Encounter (Standard Action) > As the warlock's [[Eyebite (power)]]. ![[wand-eyebite.png]] ### Master's Wand of Hellish Rebuke > Your hellish rebuke consumes your attacker and its nearby allies. > Level 3: +1 > Level 8: +2 > Critical: +1d8 damage per plus > When hellish rebuke causes a target to take damage from attacking you, all of the adjacent allies take damage equal to half that mount. > Power (Arcane, Fire, Implement): Encounter (Standard Action) > As the warlock's [[Hellish Rebuke (power)]]. ![[wand-hellish rebuke.png]] ### Master's Wand of Ray of Frost > Your ray of frost accurately strikes a target hiding amoung its allies. > Level 3: +1 > Level 8: +2 > Critical: +1d8 damage per plus > You ignore cover from enemies when you cast ray of frost. > Power (Arcane, Cold, Implement): Encounter (Standard Action) > As the wizard's [[Ray of Frost (power)]]. ![[wand-ray of frost.png]] ### Wand of Cold > Frost covers the tip of this wand, threatening to unleash its icy chill. > Level 3: +1 > Level 8: +2 > Critical: +1d8 cold damage per plus > Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the cold and implement keywords. > *Level 13 or 18*: Gain a +2 item bonus to damage. > *Level 23 or 28*: Gain a +3 item bonus to damage. > Power (Arcane, Cold, Implement): Encounter (Standard Action) > As the wizard's [[Ray of Frost (power)]]. ![[wand-cold.png]] ### Wand of Fear > The only thing more unnerving than holding this pale wand is experiencing its horrific effects. > Level 3: +1 > Level 8: +2 > Critical: +1d8 damage per plus > You gain an item bonus to Intimidate checks equal to the wand's enhancement bonus. > Attack power (Fear): Encounter (No Action) > *Trigger*: You hit a target with an attack using this wand. > *Effect*: You push the target up to a number of squares equal to the wand's enhancement bonus. ![[wand-fear.png]] ### Wand of Fiery Hordes > This red lacquer wand resembles a miniature totem pole of impish creatures. > Level 3: +1 > Level 8: +2 > Critical: +1d6 fire and psychic damage per plus > When you hit with the [[Winged Horde (power)]] using this wand, the power deals extra fire damage equal to this wizard's enhancement bonus. > Attack Power: Encounter (Standard Action) > *Effect*: As the wizard's [[Winged Horde (power)]]. ![[wand-fiery hordes.png]] ### Wand of Inevitability > This wand, crafted from light, supple wood, allows you to accurately strike your enemies with a flick of the wrist. > Critical: +1d6 damage per plus > If you miss every target of an at-will attack power using this wand, you gain a +2 item bonus to the attack rolls of that power the next time you use it before the end of your next turn. ![[wand-inevitability.png]] ### Wand of Psychic Ravaging > With this wand in hand, your psychic attacks tear through your enemies' minds. > Level 3: +1 > Level 8: +2 > Critical: +1d8 psychic damage per plus > Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the implement and psychic powers. ![[wand-psychic ravaging.png]] ### Wand of Radiance > A pinpoint of light dances on the tip of this wand. > Level 3: +1 > Level 8: +2 > Critical: +1d8 radiant damage per plus > Gain a +1 item bonus to damage rolls hwen you use this wand to attack with a power that has the implement and radiant keywords. > Power (Arcane, Fear, Implement, Radiant): Encounter (Standard Action) > As the warlock's [[Dire Radiance (power)]]. ![[wand-radiance.png]] ### Wand of Witchfire > This wand carries the warlock spell [[Witchfire (power)]]. > Level 3: +1 > Level 8: +2 > Critical: +1d6 damage per plus > Power (Arcane, Fire, Implement): Daily (Standard Action) > As the warlock's [[Witchfire (power)]]. ![[wand-witchfire.png]] ### Wand of the Hunting Hound > This plain, wooden wand has its end carved to resemble a snarling mastiff. > Level 3: +1 > Level 8: +2 > Critical: The target is immobilized (save ends). > Attacks using this wand ignores penalties for partial cover. ![[wand-hunting hound.png]] ### Diamond Wand > This gem-topped wand's fragile appearance belies its strength. > Level 4: +1 > Level 9: +2 > Critical: +1d6 damage per plus > When you hit an enemy with an arcane force power using this wand, the next attack that hits that enemy deals 1 extra force damage. > *Level 14 or 19*: 2 extra force damage > *Level 24 or 29*: 3 extra force damage > As the artificer's [[Spike wire (power)]]. ![[wand-diamond.png]] ### Master's Wand of Eyes of the Vestige > This ebony wand strikes your targets with devastating power. > Level 4: +1 > Level 9: +2 > Critical: +1d8 damage per plus. > When you hit with the [[Eyes of the vestige (power)]] using this wand, the second creature can be within 5 squares of the target instead of 3 squares, and you gain a +1 bonus to your Warlock's Curse extra damage for that attack. > Power: Encounter (Standard Action) > As the warlock's [[Eyes of the vestige (power)]]. ![[wand-eyes of the vestige.png]] ### Master's Wand of Illusory Ambush > With this red palm wand, your phantoms continue to harrass your enemies. > Level 4: +1 > Level 9: +2 > Critical: +1d8 damage per plus > After you hit an enemy with the [[Illusory Ambush (power)]] using this wand, when that enemy attacks while it's taking the penalty to attack rolls, it takes psychic damage equal to 3 + this wand's enhancement bonus. > Power: Encounter (Standard Action) > As the wizard's [[Illusory Ambush (power)]]. ![[wand-illusory ambush.png]] ### Master's Wand of Misdirected Mark > Disaster awaits those beguiled by this crooked hickory wand. > Level 4: +1 > Level 9: +2 > Critical: +1d8 damage per plus > When you hit with the [[Misdirected Mark (power)]] using this wand, the ally that marked a target gains a +1 bonus to attack rolls against that target until the end of your next turn. > Power (Arcane, Implement): Encounter (Standard Action) > As the bard's [[Misdirected Mark (power)]] (Player's Handbook 2, page 68.). ![[wand-misdirected mark.png]] ### Master's Wand of Phantom Bolt > Your illusory bolts become more ominous with this smoky amber wand. > Level 4: +1 > Level 9: +2 > Critical: +1d8 damage per plus > When you hit an enemy with the [[Phantom bolt (power)]] using this wand, you can slide that enemy 1 extra square. > As the wizard's [[Phantom bolt (power)]]. ![[wand-phantom bolt.png]] ### Master's Wand of Spiteful Glamor > This wand is especially deadly to creatures you haven't harmed yet. > Level 4: +1 > Level 9: +2 > Critical: +1d8 psychic damage per plus > When you hit an enemy at maximum hit points that is affected by your [[Warlock's Curse (power)]] with the spiteful glamor power using this wand, you deal an extra die of Warlock's Curse damage to that enemy. > Power: Encounter (Standard Action) > As the warlock's [[Spiteful Glamor (power)]]. ![[wand-spiteful glamor.png]] ### Master's Wand of Static Shock > You have mastered the static shock spell, and you can bind your foes with eldritch chains of lightning. > Level 4: +1 > Level 9: +2 > Critical: +1d8 damage per plus > When your [[Static shock (power)]] using this wand reduces the damage its target would deal, until the end of your next turn, all attacks made by your allies adjacent to the target deal extra lightning damage equal to your Constitution modifier. > Power (Arcane, Implement, Lightning): Encounter (Standard Action) > As the artificer's [[Static shock (power)]]. ![[wand-static shock.png]] ### Master's Wand of Thundering Armor > Your ally's armor rumbles with the dread power of thunder. > Level 4: +1 > Level 9: +2 > Critical: +1d8 damage per plus > When your [[Thundering armor (power)]] using this wand pushes a target, it pushes the target a number of squares equal to your Wisdom modifier. > Power (Arcane, Implement, Thunder): Encounter (Standard Action) > As the artificer's [[Thundering armor (power)]]. ![[wand-thundering armor.png]] ### Master's Wand of Vicious Mockery > Wielding this hackberry wand sharpens your tongue and hones your wit. > Level 4: +1 > Level 9: +2 > Critical: +1d8 damage per plus > When you hit with the [[Vicious Mockery (power)]] using this wand, choose a different enemy within 2 squares of the target. That enemy takes a -2 penalty to attack rolls until the end of your next turn. > Power (Arcane, Charm, Implement, Psychic): Encounter (Standard Action) > As the bard's [[Vicious Mockery (power)]]. (PB 2, p.69) ![[wand-vicious mockery.png]] ### Shielding Wand > As your spell obliterates your enemy, this heavy juniper wand creates a shimmering protective shield. > Level 4: +1 > Level 9: +2 > Critical: +1d6 damage per plus > When you score a critical hit with an artificer attack power using this wand, you or one ally within 5 squares of you gain a +2 bonus to AC until the end of your next turn. > Power: Daily (Standard Action) > As the artificer's [[Shielding cube (power)]]. ![[wand-shielding.png]] ### Wand of Allure > Charms cast through this twinkling golden wand reach the most distant of foes. > Level 4: +1 > Level 9: +2 > Critical: +1d6 damage per plus. > When you use a ranged arcane charm power through this wand, the power's range increases by 2 squares, and you ignore cover and concealment. > *Level 14 or 19*: 5 squares > *Level 24 or 29*: 10 squares > Power (Arcane, Charm, Implement): Daily (Standard Action) > As the bard's [[Fast Friends (power)]] (PB 2, p.69). ![[wand-allure.png]] ### Cinder Wand > A cinder wand, in contrast, is blackened and crooked, and warm to the touch. > Empowered Crit: When you score a critical hit with an empowered crit implement, the attack deals 1d10 extra damage. The extra damage increases to 2d10 at 11th level and 3d10 at 21st level. > Energized (fire): When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level. > A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance). ![[wand-cinder.png]] ### Dragontooth Wand > A dragontooth wand is smooth ivory that is bound with bands of gold. > Deadly: You gain a +1 bonus to damage rolls made with a deadly implement. The bonus increases to +2 at 11th level and +3 at 21st level. > Unerring: You gain a +1 bonus to attack rolls against Reflex when attacking with an unerring implement. > A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance). ![[wand-dragontooth.png]] ### Rowan wand > A rowan wand is polished wood engraved with lightning motifs. > Distant: The range of your area and ranged attack powers increases by 2 when they're used through a distant implement. > Energized (lightning): When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level. > A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance). ![[wand-rowan.png]] ## Ones I wouldn't use ### Master's Wand of Thunderwave ![[wand-thunderwave.png]] ### Thunder Wand > This sturdy wand enhances the destructive might of your thunder attacks. > Level 3: +1 > Level 8: +2 > Critical: +1d8 thunder damage per plus > Gain a +1 item bonus to damage rolls when you use this want to attack wtih a power that has the implement and thunder keywords. > *Level 13 or 18*: Gain a +2 item bonus to damage > *Level 23 or 28*: Gain a +3 item bonus to damage > Power (Arcane, Implement, Thunder): Encounter (Standard Action) > As the wizard's [[Thunderwave (power)]]. ![[wand-thunder.png]] ### Wand of Frost > Snow drifts to the ground in the wake of the wand's silvery ray, as it freezes the air it passes through before striking your enemy. > Level 4: +1 > Level 9: +2 > Critical: +1d8 cold damage per plus > You gain cold resistance equal to 3 + twice the wand's enhancement bonus. > Attack Power: Daily (No Action) > *Trigger*: You hit a target with a cold attack using this wand. > *Effect*: The target is immobilized (save ends). > Utility Power: Encounter (Minor Action) > *Effect*: You touch an adjacent container, pool, or other body of water with the wand, and a number of contiguous squares within the body of water equal to 1 + the wand's enhancement bonus freeze into solid ice. Only one of the frozen squares has to be adjacent to you. The squares of ice are difficult terrain and remain solid until the end of the encounter. This effect cannot freeze a square if it contains any creatures. ![[wand-frost.png]] ## Used ### Force Wand (3) ✅ > With this wand, your force powers pack a bigger punch. > Level 3: +1, Level 8: +2 > Critical: +1d8 force damage per plus > Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the *force* keyword. Level 13 or 18: Gain a +2 item bonus to damage. > Power (Arcane, Force, Implement): Encounter (Standard Action) > As the wizard's [[Magic Missile (power)]]. ![[wand-force.png]] ### Flame Wand (3) ✅ ![[wand-flame.png]] ### Master's Wand of Magic Missile ✅ ![[wand-magic missile.png]] ### Master's Wand of Scorching Burst ✅ ![[wand-scorching burst.png]] ### Wand of Ray of Enfeeblement ✅ ![[wand-ray of enfeeblement.png]] ### Lightning Wand (3) ✅ ![[wand-lightning.png]] ### Master's Wand of Cloud of Daggers (3) ✅ ![[wand-cloud of daggers.png]] ### Wand of Swarming Force ✅ ![[wand-swarming force.png]] ### Accurate Wand ✅ > An accurate wand is a smooth and straight length of light wood, honed to a point at the tip. > Accurate: You gain a +1 bonus to attack rolls made with an accurate implement. > A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance). ![[wand-accurate.png]] ### Obsidian Wand ✅ > When you channel magic through the wand, you feel it grow as cold as the grave. > Level 3: +1 > Level 8: +2 > Critical: +1d10 necromatic damage per plus > Attack Power: Daily (Standard Action) > _Effect_: As the wizard's [[Ray of Enfeeblement (power)]]. If the attack reduces the creature to 5 hit points or fewer, the creature dies. > Attack power : Daily (No action) > *Trigger*: You reduce a creature to 15 or fewer hit points with an attack power using the wand. > *Effect*: The creature dies. ![[wand-obsidian.png]]