Some more Wand ideas:
Red_Rob wrote:Wands:
A wand is a wizard's equivalent of a magical weapon. As such they are instantly attuned by being wielded, and can be unattuned at will providing none of their effects are currently ongoing. A wand provides a number of Spell Like Abilities that can be activated by the wielder as a Standard Action. In order to activate a Wand ability the wielder's Character Level must equal the required level, and the Trigger Spell must be on their class spell list.
LESSER WANDS:
Wand of Fire
Char Level 1 Trigger Spell: Burning Hands
Effect: A bolt of flame shoots out to strike one target within Short Range. Treat this as a Ranged Touch Attack dealing D6 Fire damage/level. The target must make a Ref Save or they are set On Fire.
Char Level 5 Trigger Spell: Fireball
Effect: A blast of flames shoots out to Medium Range. Treat this as a 10' burst dealing D6 Fire damage/level to each target within the area. Each target may make a Ref Save to halve the damage taken.
Wand of Ice
Char Level 1 Trigger Spell: Ray of Frost
Effect: An icy blast shoots out to strike one target within Short Range. Treat this as a Ranged Touch Attack dealing D6 Cold damage/level. The target must make a Fort Save or they are Fatigued.
Char Level 5 Trigger Spell: Cone of Cold
Effect: A 40' cone of icy shards springs from the end of the wand. Everyone in the area takes D6 Cold damage/level and may make a Ref save to halve the damage taken.
Wand of Lightning
Char Level 1 Trigger Spell: Shocking Grasp
Effect: A jolt of lightning shoots out to strike one target within Short Range. Treat this as a Ranged Touch Attack dealing D6 Electricity damage/level. If the attack hits the jolt will attempt to leap to another target within Short range of the original - roll to hit again against the second target. Only one additional target can be struck per use of this ability.
Char Level 5 Trigger Spell: Lightning Bolt
Effect: A bolt of lightning shoots in a straight line out to Medium range. Anything in its path takes D6 Electricity damage/level and may make a Ref save to halve the damage.
Wand of Grease
Char Level 1 Trigger Spell: Grease
Effect: The wielder may shoot a jet of foul smelling grease that affects a 5' square within Short range with a Grease effect as per the spell. This grease lasts for one round before evaporating.
Char Level 5 Trigger Spell: Stinking Cloud
Effect: A cloud of putrid fumes flows out to Medium range. Treat this as a 10' burst that blocks line of sight. Anyone within the cloud at the start of their turn must make a Fort save or be Nauseated for one round. The cloud remains for one round before dispersing.
Wand of Missiles
Char Level 1 Trigger Spell: Magic Missile
Effect: One magic missile, plus one additional missile per 2 levels of the wielder above 1, shoot from the wand to strike targets within Short range. These missiles hit automatically and deal 1D4+1 Force damage.
Char Level 5 Trigger Spell: Daze Monster
Effect: A bolt of magical force shoots out to strike one target within Medium range. This bolt hits automatically and deals 1D4 Force damage/level to the target, who must make a Will save or be Dazed for 1 round by the blast.
Wand of Colors
Char Level 1 Trigger Spell: Color Spray
Effect: A kaleidoscopic cone of lights shoots from the wand in a 15' cone. Anyone in this area must make a Will save or be Blinded for one round.
Char Level 5 Trigger Spell: Minor Image
Effect: The wielder can create a visual illusion within Medium range that cannot be larger than a 10' square and includes sight and sound. This illusion lasts as long as the wielder concentrates on it, however it is not solid and creates no illusion of touch.
Wand of Acid
Char Level 1 Trigger Spell: Acid Splash
Effect: A jet of acid shoots out to strike one target within Short Range. Treat this as a Ranged Touch Attack dealing D6 Acid damage/level. The target must make a Ref save to wipe the acid away, otherwise it deals an additional D4/level damage one round later before evaporating.
Char Level 5 Trigger Spell: Acid Arrow
Effect: An acid projectile shoots out to strike one target within Medium Range. Treat this as a Ranged Touch Attack dealing D6 Acid damage/level. The target must make a Ref save to wipe the acid away, otherwise it deals an additional D4/level Acid damage one round later. Each time the target suffers damage from this effect they must make a Ref save to prevent the damage from reoccuring the next round.
Wand of Fear
Char Level 1 Trigger Spell: Cause Fear
Effect: One creature within Short Range is gripped with a terrible fear. The target must make a Will save or become Frightened of the wielder for one round.
Char Level 5 Trigger Spell: Scare
Effect: Terror fills the heart of all creatures within a 10' burst out to Medium range. Anyone within the area must make a Will save or become Frightened of the wielder for 1 round / level.
Wand of Wild Growth
Char Level 1 Trigger Spell: Entangle
Effect: Plants burst from the ground to entrap one target within Short range. The target must make a Ref save or become Entangled for 1 round / level, anchored to their current square. The target can break free by making a DC15 Strength or Escape Artist check as a Full action.
Char Level 5 Trigger Spell: Plant Growth
Effect: Animated plants emerge from the ground in a 20' burst within Medium range. Movement through the area is at half speed and anyone within the area when it is created must make a Ref save or become Entangled in their current square. The plants remain for one round before withering and dying away.
Arcane Wand
Char Level 1 Trigger Spell: Detect Magic
Effect: The wielder can Detect Magic as per the spell by Concentrating whilst this wand is held.
Char Level 5 Trigger Spell: Dispel Magic
Effect: The wielder can attempt to nullify any single ongoing spell effect within Short range that they have previously identified with a Spellcraft roll. The wielder makes a dispel check using their Character level and if successful the spell effect is immediately ended.
MEDIUM WANDS
Wand of Hindering
Char Level 7 Trigger Spell: Slow
Effect: A 10' burst of magical energy shoots out to Medium range. Each target within the area must make a Will save or become Slowed as per the spell for 1 round / level.
Char Level 11 Trigger Spell: Hold Monster
Effect: Strands of arcane energy stream out to one creature within Medium range. The target must make a Will save or become Paralyzed for 1 round / level. At the end of each of their turns the target may make a new Will save to end this effect.
Wand of Force
Char Level 7 Trigger Spell: Telekinesis
Effect: A telekinetic force reaches out to any one target within Medium range. This force can either lift and manipulate an inanimate object weighing up to 25lbs/level for as long as you retain Concentration, or can strike one creature with a Trip or Bullrush attempt. Treat the force as a Large creature with a BaB equal to your level and Str 18.
Char Level 11 Trigger Spell: Wall of Force
Effect: A 10' x 10' flat plane of unbreakable, unmovable glowing force springs into being anywhere within Medium range. This plane must be unbroken when formed, and lasts until the wielder wills it to end, or another wall is created using this ability.
Wand of Inferno
Char Level 7 Trigger Spell: Delayed Blast Fireball
Effect: A 10' burst of flames shoots out to Medium range. This deals D6 Fire damage / level to everything in the area unless a Ref save is made to halve the damage. Anything failing this Ref save is also set On Fire.
Char Level 11 Trigger Spell: Incendiary Cloud
Effect: A 10' burst of red hot choking smoke shoots from the wand to land within Medium range. This smoke blocks line of sight and deals D6 Fire damage / level to everything in the area each turn unless a Fort save is passed to halve the damage. Any target failing the Fort save is also Nauseated for one round by the fumes.
Wand of Stone
Char Level 7 Trigger Spell: Soften Earth and Stone
Effect: A 10' square area of solid stone or earth within Medium range is turned to sticky mud to a depth of 5'. Each creature standing on the area must make a Ref save or become Entangled in their current square. Each round an affected creature may make a new save to escape the effect. Movement through the area is at half speed. This lasts until the mud naturally dries.
Char Level 11 Trigger Spell: Wall of Stone
Effect: The wielder creates a Wall of Stone as per the spell out to Medium range. This lasts until the caster wills it to crumble, or until another wall is created with this effect.
Wand of Thunderbolts
Char Level 7 Trigger Spell: Lightning Bolt
Effect: A bolt of lightning shoots in a straight line out to Medium range. This deals D6 Electricity damage / level to each target struck, unless a Ref save is passed to halve the damage. Any target failing the Ref save is also Blinded for one round by the flash.
Char Level 11 Trigger Spell: Chain Lightning
Effect: An arc of electricity lashes out to strike one target within Medium range. Treat this as a Ranged touch attack that deals D6 Electricity damage / level to one target. If the attack hits the jolt will attempt to leap to another target within Short range of the original - roll to hit again against a different target. Only one additional target per level can be struck per use of this ability, and no target can be struck more than once.
Wand of Curses
Char Level 7 Trigger Spell: Bestow Curse
Effect: One target within Medium range is affected by a curse of bad luck. The target suffers a -4 penalty to all attacks, saves, ability and skill rolls made within the next round.
Char Level 11 Trigger Spell: Baleful Polymorph
Effect: One target within Medium range is
polymorphed into a 1HD animal unless they pass a Fort save. At the end of each of their turns the target may attempt another Fort save to end this effect.
Wand of Nightmares
Char Level 7 Trigger Spell: Evard's Black Tentacles
Effect: Rubbery black tentacles erupt from the ground to grapple one target within Medium range. Treat the tentacles as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19 that deal D6 damage on a successful grapple check. The tentacles remain for 1 round/level or until the target breaks free.
Char Level 11 Trigger Spell: Confusion
Effect: Up to one target within Medium range is assaulted by confusing and nightmarish hallucinations. The target must make a Will save or become Confused for 1 round/level. At the end of each of their turns the target may attempt another Will save to end this effect.