Basic Rules, pg. So at first it seems as though 1 spell level is 1 . Pearl of Power:RAW, the artillerist's arcane firearm only provides an additional d8 to damage rolls of artificer spells, not spells from any class. Then they buy another, or use a fireball wand, or any of the other plethora of items in their 6 bags of holding. So we learn that a) you use an Action and b) you cast a spell. 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 1st-level version of the spell. Basically, Magic Missile is treated as an area effect attack. The taser-pistol is arguably a better version of the rare item Wand of Paralysis , because it recharges faster, has a higher DC for saving throws, and also does damage. 1 Charge is a level 1 (1 beam) 2 charges is a level 5 (2 beams) I would not give it the ability to cast more than 2 beams without it requiring attunement. The wand regains 1d6 + 1 expended charges daily at dawn. Broom of Flying 5e – Lets you take to the skies. With decenies came nihilism and now you could be considered evil. These list character classes allowed to use each rod, staff, and wand. The Magic Missile (PHB) spell creates 3 darts that. Use the Wand of Magic Missile as a baseline item. While you are holding this wand, you gain a +1 bonus to spell attack rolls. I also knew. 57 of the adventure states: The wand has four charges. Your character has to operate the spoon, though. Magic Missile. Magic missile is basically an AoE spell with a max number of targets. 5 to 19. On a 1, the wand crumbles into ashes and is destroyed. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all. This means all interactions with spell casting still apply, such as the 1 spell per turn limit, counterspell, and then your situation, raging. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. (a few months to graduate, can be really useful in a trade) Level 2: Adept. Specific parts of a creature can’t be singled out. If this is truly a magic driven city you should be able to pick up a dozen wands of magic missles for the cost of a rare item. A Wand of Magic Missiles is a wand that can cast the Magic Missile spell. One’s a class rule and the other is a magic item rule. Basically, taking the robe of stars, powered down to say a second or third level casting of magic missile. Sep 15, 2023. Wand of Magic Missile and cheap hirelings. Repeat tomorrow when charges reset. This basically adds 10 new players to the map each capable of putting out 6X3d4+1 damage each (without risking breaking the wand). If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. This does a lot of damage and auto-hits. There's actually a question mark there. You choose the target for each missile. This wand has 7 charges. Magic Missile. The wand regains 1d6 + 1 expended charges daily at dawn. I got these numbers by averaging 3. Basic Rules, pg. The thing to keep in mind with them is that their Spell DCs are very low, because it assumes the lowest possible stat. ago. I ruled that the Wand of Magic Missiles (from the DMG) is neither a weapon nor using an. Magic missile is kinda sad. A magic item has a lot of effects, and a lot of the time, it is simply mimicking what a spell already does, improves upon it slightly, or is a worse version of that spell. The Magic Missiles from the Wand of _____ would still not get the d8 since Magic Missile is not an Artificer spell. This wand has 7 charges. Thanks in advance!The Wand of Magic Missiles lets a character do guaranteed damage at range. $egingroup$ I think that's a restricted view. You do whatever the GM feels like. A spell that can quickly take the place of Magic Missile as a wizard’s go-to, Scorching Ray is a powerful attack spell that can deal damage to multiple targets. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. You create three glowing darts of magical force. You spread the missiles out across 2 targets: 2 missiles hit let's say Adam, and 1 missile hits Bob. 156. For 1 charge, you cast the 1st-level version of the spell. Going 18 levels into wizard would let you select magic missile as a spell mastery option for a 1st-level spell you can cast at will. 5/P Stuff. Guardian EmblemYes. Once they’re gone, they’re gone. A Barbarian can’t cast while raging, but a wand says you can. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. As the title says, this post is a question about magical weapons and items for low level PCs. You can use this wand even if you are incapable of casting spells. The wand has a range of 30 feet, allowing it to be used both in close-quarters combat and from a distance. The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges. With the wand in hand, its wielder can use an action to fire the magic missile spell from the wand-no components required-and expend 1 to 3 of the wand’s charges. It would spell pen as cl 5, because you cannot create a cl 1 wand of a spell that need level 3 slot with a cl 1. The staff of power is a very potent magic item, with offensive and defensive abilities. Treat them as single use wands and cast magic missile using 6 charges. "Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. It deals mediocre damage but cannot miss or be evaded. I’m in a game where the DM is new and we just ran Lost Mine as the starter. Adventuring Gear (Wand) Category: Items. Speaking its command word again causes the light to disappear. As there are probably more Barbarians than there are Wands of Magic Missiles (per the Shilmista Deproliferation Agreement of 1361), the wand’s rule. Each dart can target a creature of your choice that you can see within range. Naturally this would be extremely potent when combined with magic missile, but the artillerist does not have magic missile on its spell list (the armorer gets magic missile, but it doesn't have the arcane firearm feature to make use of it). When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. A wand of magic missiles can hold up to seven charges. Each dart unerringly strikes one creature. quindraco. Broom of Flying 5e – Lets you take to the skies. Whether or not the spell can be Counterspelled Errant Wand of Magic Missiles. 35. Sorcerer: Distant Spell Metamagic. This wand functions like a regular Wand of Magic Missile, but every time you use it it empties all of its charges and every single missile attacks the wielder, making a guttural burping noise with every missile hit. Two max powered Magic Missiles take out 25-35% of an APL+3 creature's HP, never miss, never get resisted, have decent range. or a Cloak of Displacement (The DM put an encounter with a drow and a Displacer Beast lately but they run away. Some creatures regenerate, some have Darkvision, the Rug of Smothering just happens to have an ability that transfers damage it takes to its victim. You can get around this by using "0d4" in the "Higher Level Damage". Wand of Fear: No, even though the effect is basically a spell. No questions asked, it deals 1d4+1 damage (barring the foe has the shield spell on him, which is super rare to see in enemies imo). While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. If. Staff of Warning (great for init advantage) 2 x wand of magic missile 2 x ring of protection +1 Bag of Holding 2 x Enduring Spellbook. 5 and I was just wondering if you think the discount for making wands would make a character like this more viable?Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Other Suggestions:. whenever you hit with an attack. Make a ranged spell attack for each missile. Why Wand of Magic Missiles Is Great. But now it would do (1d4 + 1 + 2 + [the spell's level]) * 3. I'd say it depends on how it works (I'm assuming the wand gains some charges at each dawn like most wands). Warlock you want to get EB and Agonizing blast. Jim's Magic Missile. 2011-02-14, 10:57 PM (ISO 8601)3 Wands of magic missile slotted into a holster on my forearm. But if it's a single 1d4 being rolled for all darts, then each 1d4+1 force damage dart would get the additional +1. And the Magic Missile spell (PHB p. In this case. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. The wand regains 1d6 + 1 expended Charges daily at dawn. Copying that spell into your spellbook involves reproducing the basic form of the. A Wand of Magic Missiles 5e is a magical item that shoots out up to five magical missiles that deals 1d4+1 force damage each. Wand of Magic Missiles Wand, uncommon. As warlock, lightning is quite nice to be able to soul mark multiple enemies at a time (or. Specific parts of a creature can't be singled out. The darts all strike simultaneously, and you can direct them to hit one creature or several. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. That means that a cleric can attune to and use it, even though clerics are unable to cast the Lightning Bolt spell. If you expend the wand's last charge, roll a d20. This is how Magic Missile works and is intended to work. Round 1: use wand 1 (3 missiles) Round 2: fire free missile from wand 1 and use wand 2 (4 missiles) Round 3: fire free missile from wand 1 and wand 2 and use a 3rd level spellslot for magic missile for a total of 8 missiles. Here's the direct quotes from the person(s) I was in contact with. Wands. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Inanimate objects are not damaged by the spell. Wand of Magic Missiles - D&D 5E Items and Equipment Wand of Magic Missiles This wand has 7 charges. A question about the balance of the Wand of Magic Missiles and the Magic Missile spell in D&D 5e. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. On a 1, the wand crumbles to ashes and is destroyed. This material is published under the OGL 1. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. Activating one of the wands doesn't come under the Use an Item action. Lost Mine of Phandelver. It regains 4d6 + 2 expended charges daily at dawn. Basically, Magic Missile is treated as an area effect attack. It's multiple sources of damage that all use the same single dice roll. Wands typically have charges to manage them as a resource. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. If it 'creates three balls of force that deal 1d4+1 damage each' it cannot because it didn't cast the spell. This wand has 7 charges. The rule above applies, but Magic Missile, unlike every other spell in the game, deals a different amount of damage to each target. Magic Items. Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel. Any item that has been animated by magic. This wand has 7 charges. A comparison for a similar case is fireball and scorching ray on draconic sorcerers of gold brass or red descent. Also, all missiles "strikes simultaneously" which enforce the idea of. The wizard who enchanted this wand attempted to cut costs in the enchantment process, and in the stress of use a nasty quirk has developed: each time this wand is used, there is a 30% chance that the wand fires an additional volley of magic missiles, using one charge per round, for the next 1d4+1. She can expend 1 charge to cast the 1st-level version of the. A wand is a thin baton that contains a single spell of 4th level or lower. Materials cost is 25% of the item value. Originally Posted by dascarletm. 5 rulings. Magic items which cast 1st level spells are usually uncommon. A wand of magic missiles, also sometimes called a wand of magic missile, was an uncommon magical item, that was capable of firing magic missiles. The "whenever you hit with an attack" is the important part: Magic Missile does not make. The circlet can't be used this way again until the next dawn. If a Sorcerer, Warlock, or Wizard are holding a wand, they can use that as their spellcasting focus. Wand, uncommon. Spoiler: 3. The answer also compares the odds of getting the wand and the spell from treasure hoards. On page 126 of Volo's guide to monsters is the the stat block for the gazer which is a tiny aberration which has the mimicry trait which is identical to that of a raven, a telekinetic ray which can be used to exert fine control over objects and an optional familiar variant which makes it. For 1 charge, you cast the 1st-level version of the spell. A dart deals 1d4 + 1 force damage to its target. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. Specific parts of a creature can’t be singled out. You can increase the spell slot level by one for each additional charge you expend. The darts all strike simultaneously and you can direct them to hit one creature or several. because no matter what spell slot you want to use, it decrements the number of 1st level slots. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. D&D 5e monks have good Dexterity saving throws, but that isn't always enough to save them. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile spell from it. You can increase the spell slot level by one for each additional charge you expend. magic missile (9th). While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. This wand has 7 charges. D&D 5e doesn't have a skill for Use Magic Device, so as long as an item doesn't have an attunement restriction, anyone can use it. Then my dm suddenly decided we would be doing Pf2 instead (which is good I like it more anyway). Keys from the Golden Vault. The level 10 evoker ability (empowered evocation) lets. You really shouldn't care about hiring capable minions, go for cheap laborers- quantity over quality, because all you need them to do is wave your kill sticks at whatever you. #19 Apr 26, 2021. This wand has 7 charges. Wand of Magic Missiles Sources: DMG. This wand has 7 charges. There isn’t a specific hierarchy of which specific rule trumps another. My 5e group just finished playing through the 5e Starter Set. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. You can't aim and shoot while casting Magic Missile. Provided you go Evocation as well, with a +5 Intelligence modifier, your typical cast of a 1st-level magic missile will deal 3* (2. It's already a +1 bow, that would make it a little more fun without messing with too much. This wand has 7 charges. Wand, uncommon. Jeremy Crawford has said via Twitter that casting spells from magic items (scrolls, wands, staves, etcetera) is neither a Use an Object/Item nor a Cast a Spell action. Price (per Sane Prices) 8,000 gp. ago. The wand regains ld6 + 1 expended charges daily at dawn. Yes. Wand of Lightning Bolts. The Staff of the Magi can cast fireball at 7th level for 7 charges which matches the charge costs for the Wand of Magic Missiles. For each charge you expend beyond 1, the spell’s level increases by 1. I had the idea of animating 10 gloves, each holding a wand of magic missile. You create three glowing darts of magical force. You can increase the spell slot level by one for each additional charge you expend. So, Quickened Spell only works on spells that you cast. Tips For Using A Wand Of Magic Missiles 5e Effectively • Try aiming for multiple targets at once; this will maximize your chances of dealing damage without having to expend. Chromatic Orb VS Magic Missile. Wand of Magic Missiles: 1,000: Wand of the War Mage +1: 1,000: Weapon of Warning: 1,000: Wand of Magic Detection:. Journeys through the Radiant Citadel. This wand has 7 charges. When you make the spell's attacks, you do so with an attack bonus of +5. Therefore, it stands to reason that the person wielding the wand is not casting the spell, but is merely triggering the magic already contained therein. The spell Shield does not completely nullify Jim's Magic Missile. 1st Uncommon: Instead of Fireball, consider Wand of Magic Missiles as your Arcane Firearm. When you cast this spell using a spell slot of 2nd. At sun rise each morning, the wand gains 1d4 charges for a maximum of 4 charges. A magic wand is an interesting magic item that you can easily deploy into your game without concern for long-term game balance (though some wands are exceedingly powerful). Actually not. Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Item - Wand of Magic Missiles - This wand has 7 charges. Multiply the price by 1d4 for availability so a roll of. It is usually topped with a glistening gem, its shaft straight and smooth. 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. An interesting example is the wand of magic missiles, usable by any class, but requiring an attack roll from a non-wizard. There is one familiar that can both speak and operate magic items. This wand has 7 charges. In the 2e DMG check out tables 92-94. 6. An interesting example is the wand of magic missiles, usable by any class, but requiring an attack roll from a non-wizard. While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast the magic missile spell without using any components. dmg. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. Any character may assist with preparation when properly instructed. Wands are simpler: They are standard magic items, with standard activation procedures. . " 375 gp x 3 x 10 = 11,250gp for empowered fireball (15d6) 375 gp x 3 x 10 = 11,250gp for normal fireball (10d6) The rules make a lot more sense when you read. Physical Description. While holding it,. Dzaan creates three darts of magical force. Menu. For example the Wand of Magic Missiles just requires a creature to hold it and use an. A variety of uncommon non-attunement required magic items would be my suggestion. The rules of D&D 5e don't cover Magic Missile very well, so whether each missile counts as a separate source of damage is at best unclear. Wand has 1d4 Charges. Note, however, that most wands that require attunement usually require such by a spellcaster. Any spell of 3rd level or lower on the target ends. , one creature. On a 1, the wand crumbles into ashes and is destroyed. But you used the twilight druid to add half of your lvl of d10 on necrotic damage on spells. Spells can only be learned from written sources. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. Whether or not the spell can be CounterspelledErrant Wand of Magic Missiles. Though one imagines that is the narrative intent, the rules only. the footnote covers extra cost for continuous items based on duration of the base effect, but they oddly did not mention instantaneous, so such effects seem to get off the hook. Bestow Curse says "attacks and spells deal 1d8 extra necrotic damage to the target". Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. The effect would be clicked 3 times (MM does 1d4+1 force damage on 3 targets) but the slot used would be clicked once, except if the user wanted to use. Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Item - Wand of Magic Missiles - This wand has 7 charges. My 5e group just finished playing through the 5e Starter Set. You create three glowing darts of magical force. For 1 charge, you cast the 1st-level. The damage for the area of effect is 1d4+1 and if you are an evocation wizard, you get to add your INT bonus, so potentially up to 1d4+6. Cloak of Protection 5e – Stylish and hard to hit. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. This is because of the rules of Damage Rolls:. As such, nothing has added Magic Missile to the Cleric spell list, without the domain he cannot use use the wand. d100 — Effect: 01-05 — You cast slow. Roll d100 and consult the following table to discover what happens. But I wouldn't allow it to apply to magic missile - the whole point of that spell is you're trading some damage potential (by only doing 1d4+1 per bolt) and spending a spell slot for a guaranteed hit with only one possible. Yes they can. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. Activation: Wands use the spell trigger activation method, so casting a spell from a wand is. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. I'd move the damage to regular magic missile damage, just steal the mechanics from wand of magic missiles. A typical wand is 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce. A wizard can't cast 7 fireballs in a day until 9th level. The darts all strike simultaneously and you can direct them to hit one creature or several. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing. Show. Staff of the Magi. Awoken123 Red Wizard • 4 yr. In the case of this wand, which doesn't require attunement, the Identify spell seems to be the only. Each dart hits a creature of your choice that you can see within range. It is time I fess up to something though, those +1 magic weapons we priced at 750 gp… if we use this system above us, than they are way cheaper than they should be. It's not 1d4+1 per missile. While holding this wand, you can use an action to expend 1 or more of its charges to cast magic missile . It deals about the same damage as Magic Missile, but requires an attack roll. You can increase the spell slot level by one for each additional charge you expend. Originally Posted by Man_Over_Game. Would rely on the fact that Sage advice allows Magic ranged weapons to stack with magic ammunition. ago. For 1 charge, you cast the 1st-level. Evil Mage Legacy This doesn't reflect the latest rules and lore. For the duration, you sense the presence of magic within 30 feet of you. 1. The Wand of Magic Missiles in the DMG for 5th Edition is the same as that except no restriction on how many charges can be expended at the same time. With that casted, Lightning Bolt shattered their morale and the rest was history. You can increase the spell slot level by 1 for each additional power die rolled. On a 1, the wand crumbles into ashes and is destroyed. The spell Jim's Magic Missile from the Acquisitions Incorporated source book reads in part:. One turn, the bard cast shatter with a second-level spell slot, then used his haste action to use a magic staff which cast thunderwave. A single missile of magical energy darts forth from your fingertip and strikes its target, dealing 7d8+14 points of force damage. 211. This wand has 7 charges. One charge will cast the base (first level) version of the spell; every additional charge used for a casting increases the spell. 10 missiles against the same creature would activate Hexblade's Curse a total of 1 time. Item Tags: Detection. (At least a year to graduate, can open a basic shop in a town or village)That being said the best way to boost the damage is build around magic missile. Note that unlike the spell of magic missile, the wand's damage is a fixed 2d6. Gun fires magic missile. You can increase the spell slot level by one for each additional charge you expend. Major tier. Balancewise it is no different from Scorching Ray. If the boss has elemental weaknesses, Chromatic Orb is probably the best single target damage spell. When you cast a spell with such a magic item, can you be visibly seen to be casting the spell? This is relevant to . Magic Missile is a staple for. As can be seen, the Domain entries are separate to the Cleric entries. I have given the party two randomly rolled wands of magic missile so far, and I decided to give them flavor by rolling (roughly) what they were, via the 'magic item customizer' table thingies in the DMG. Level 1: Certified Mageright. A dart deals 1d4 + 1 force damage to its target. 210) reads:10. You can increase the spell slot level by one for each additional charge you expend. Wand, uncommon. The answer explains that the wand is more powerful at low levels, but slower to recharge and more likely to burn out, while the spell can be cast repeatedly and has. The wand regains 1d6 + 1 expended charges daily at dawn. Edit: A number of comments have highlighted that artificers don't have magic missiles, thankfully if we take one more level in artificer we can replicate uncommon magic items, allowing for a wand of magic missiles, that can cast it up to 7th level, and there is no restriction on not making this our arcane firearm, and I am pretty sure most DMs. The wand regains 1d6 + 1 expended charges daily at dawn. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all. Wand, uncommon. 40. The wand regains 1d6 + 1 expended. Wand of Magic Detection. You'd need to do some work to track down a seller of the wand or a key component for crafting. A dart deals 1d4+1 force damage to its target. Sage Advice 1 roll Magic Missile RAW. Magic Missile: You create three glowing darts of magical force. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. 3d4+3 in total. This wand has 7 charges. Apr 29, 2018. This wand has 7 charges and regains 1d6+1 expended charges each dawn. 5e Homebrew; 2. Wand, uncommon. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. Viewed 701 times. Permalink Quote. The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges and regains 1d6+1 expended charges each dawn. There is an extra requirement that might come into play - command word. A wand of enervation might sound scary, but it’s 21000 gp to. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. Otherwise, for example the Wand of Magic Missiles, anyone can use them. You can also only add this extra damage once until you take a rest. It regains recharges at dawn, but if you cast all of the charges in a day, it has a chance to crumble to ash and be lost. A player wishes to craft a new magic item by combining the effects of a wand of magic missiles with the effects of a Shavarran Birch wood wand, making a slightly stronger wand of magic missiles (each missile does 1d4+2 instead of 1d4+1). The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Magic Missile is not an attack, since it hits automatically. Schrodinger's magic missile is somehow both a single source of damage that only gets buffs once yet also a multi attack that triggers 3+ death saving throws on a single cast. Yeah, which is the problem. Command: While holding the wand, you can use an action to expend 1 charge and Command another creature to flee or grovel, as with the Command. I'm converting to dnd-3. 6 MM spells, if CL9 5 missiles per cast. Each dart hits a creature of your choice that you can see within range. With 1 power die, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. All points seem to lead that "seeing" an object is having a direct visual on it. Like a Wand of Detect Magic 3/day or a Wand of Grease with 5 charges. Magic Initiate Feat, Proficiency in Arcana and a Uncommon or Common Staff/Wand/Rod of their making. I think it would depend on the DM. I'd actually be fine with a house rule that could allow a monk to deflect ranged spell attacks like fire bolt - especially for a Four Elements monk. If the ⚒ Use / Attack button is released mid-drag, the missile will be. The wizard who enchanted this wand attempted to cut costs in the enchantment process, and in the stress of use a nasty quirk has developed: each time this wand is used, there is a 30% chance that the wand fires an additional volley of magic missiles, using one charge per round, for the next 1d4+1. Some wands require command words and actions to activate. On a hit, this spell does 8d4, average of 20.