Page 211 - Dungeon Master's Guide
P. 211

AND  OF  LIGHTNING BOLTS
       -land, rare (requires attunement by a spellcaster)
                                                                             WAND  oF  LIGHTNING  BoLTS
       ~his wand has 7 charges. While holding it, you can use
       an action to expend 1 or more of its charges to cast the
        ·ahtning bolt spell (save DC 15) from it. For 1 charge,
       JOU cast the 3rd-level version of the spell. You can
         crease the spell slot level by one for each additional
        barge you expend.
         The wand regains ld6 + 1 expended charges daily at
       Gawn. If you expend the wand's last charge, roll a d20.
       On a 1, the wand crumbles into ashes and is destroyed.
       ·  AND  OF MAGIC  DETECTION
                                                                             WAND  OF  MAGIC  DETECTION
        {and, uncommon
       - his wand has 3 charges. While holding it, you can
       e.:o::pend 1 charge as an action to cast the detect magic
       spell from it. The wand regains ld3 expended charges
        · aily at dawn.
       ·  AND OF MAGIC  MISSILES
         and, uncommon
       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                WAND  OF  MAGIC  MISSILES
       1st-level version of the spell. You can increase the spell
       slot level by one for each additional charge you expend.
        The wand regains ld6 + 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.
       WAND  OF  PARALYSIS
       IVand, 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 to cause a thin blue
       ray to streak from the tip toward a creature you can see                WAND  OF  PARALYSIS
       within 60 feet of you. Make a ranged attack roll against
       mat creature using your spell attack bonus. On a hit, the
       target is paralyzed for 1 minute. At the end of each of the
       target's turns, it can repeat the saving throw, ending the
       effect on itself on a success.
        The wand regains ld6 + 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.
       WAND OF POLYMORPH
       Wand,  very 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 to cast the
       polymorph spell (save DC 15) from it.
        The wand regains ld6 + 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.

       WAND OF  SECRETS
       Wand,  uncommon
       The wand has 3 charges. While holding it. you can use
       an action to expend 1 of its charges, and if a secret door
       or trap is within 30 feet of you, the wand pulses and
       points at the one nearest to you. The wand regains ld3
       expended charges daily at dawn.



                                                                                    CHAPTER 7  / TREASURE
                                                                                                            2TT
   206   207   208   209   210   211   212   213   214   215   216