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Rods, Staves, WandsπŸ”—

B: d6 X: d% Item
1 01–08 Rod of Cancellation
09–11 Staff of Commanding
2 12–21 Staff of Healing
22–23 Staff of Power
3 24–28 Staff of Snakes
29–31 Staff of Striking
32–34 Staff of Withering
35 Staff of Wizardry
36–40 Wand of Cold
4 41–45 Wand of Enemy Detection
46–50 Wand of Fear
51–55 Wand of Fire Balls
56–60 Wand of Illusion
61–65 Wand of Lightning Bolts
5 66–70 Wand of Magic Detection
71–75 Wand of Metal Detection
76–80 Wand of Negation
6 81–85 Wand of Paralysation
86–90 Wand of Polymorph
91–95 Wand of Secret Door Detection
96–00 Wand of Trap Detection

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

ChargesπŸ”—

Rods, staves, and wands have limited uses called β€œcharges.”

Number of charges: The number of charges in an item when discovered is determined by the referee and depends on the type of the item. Characters can't discover the number of charges in an item.

Usage: Each item used takes one round and consumes one charge.

Consuming the last charge: The item loses its magical potency.

Recharging: This is not possible.

RodsπŸ”—

Usage: All characters (unless noted).

Dimensions: Thin, 3’ long.

Charges: Unless noted, magic rods contain 1d10 charges when found.

StavesπŸ”—

Usage: Spell casters. Some staves may only be used by either arcane or divine spell casters (this is noted in the item’s description).

Dimensions: 2” thick, 6’ long.

Charges: Unless noted, magic staves contain 3d10 charges when found.

Staves in MeleeπŸ”—

Although magic-users are generally only allowed to use daggers in combat, they can use the staff of power, striking, and wizardry in melee.

WandsπŸ”—

Usage: Arcane spell casters.

Dimensions: Thin, 1½’ long.

Charges: Unless noted, magic wands contain 2d10 charges when found.