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D&D: Five Magic Wands Better Than a Stick in the Eye

4 Minute Read
Apr 21 2024
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They say the wand chooses the Wizard. But if you’re a choosy Wizard, you might want to pick one of these five Magic Wands.

When it comes to Magic Wands in D&D the temptation can be to focus on what spells they can cast. But there are wands that do so much more! Today we’re taking a look at five magic wands worth picking up for more than just temporary casting. In the immortal words of Mario, here we go!

Radiance

D&D Magic Wands

Radiance is a unique magic wand out of Candlekeep Mysteries. It’s a +1 wand—it gives you a +1 bonus to spell attack rolls, which is already great. Easily worth picking up for any caster making them. But it also lets you ignore half cover when making a spell attack, and whenever you’re surrounded by darkness, it sheds dim light in a 5-foot radius.

On top of all of that, you can also use a bonus action to cast Enhance Ability once per day.

Wand of Viscid Globs

This magic wand is straight Out of the Abyss. And while that campaign can be a slog – it might be worth snagging this wand. It’s a little gross but effective. A single action lets you launch a small glob of viscous material at a target. On a hit, the glob adheres to the target and restrains it for 1 hour.

And once you hit a target, they’re just restrained until they can get rid of it. The only things that can free a restrained creature are sunlight or applying a pint or more of alcohol. You can also use oil of etherealness or universal solvent – but no other nonmagical process can remove the material. Creatures can’t even break out of it on their own.

Just hit them and they’re restrained, which is no fun for anyone. All attacks against them gain advantage and they take disadvantage on all attacks. Use this on a boss and watch the DM suffer.

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Wand of Fear

D&D Magic Wands

This magic wand is terrifying. You can use this wand in one of two ways. You can either use it to Command a creature, per the Command spell, or you can use it to shine a cone of amber light. All creatures in the cone must save or be frightened of you for a single minute. Frightened creatures must use their move to dash away from you if possible—so you can use this wand to shut down tough enemies for a turn or more.

Wand of Paralysis

D&D Magic Wands

This wand is great because it incapacitates a creature if they fail a DC 15 saving throw. Fail their save and for even a single round, everyone that attacks the target auto-crits. Sure, the target can keep saving, but this wand can shut down whole encounters if used properly.

Imbued Wood Focus

D&D Magic Wands

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Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

Imbued Woods are trees that have been imbued with planar power thanks to growing in the magical manifest zones where the planes that orbit Eberron make their influence felt upon the world. And a wand, staff, or rod made from one of these gets a +1 bonus to damage of its associated type.

  • Fernian ash: Fire damage.
  • Irian rosewood: Radiant damage.
  • Kythrian manchineel: Acid or poison damage.
  • Lamannian oak: Lightning or thunder damage.
  • Mabaran ebony: Necrotic damage.
  • Quori beech, Xorian wenge: Psychic damage.
  • Risian pine: Cold damage.
  • Shavarran birch: Force damage.

Even if you’re not playing in Eberron, you can still play around with special magical materials benefiting different spells. This is a great way to give your mage a little more customization.

Happy adventuring!

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Author: J.R. Zambrano
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