Wands usually comes with 7 charges. Whenever a wand reaches 0 charges, roll 1d20. On a critical failure (a 1) the wand crumbles to dust/doesnt work anymore. Otherwise, each day at dawn, a wand recharges 1d6+1 charges.
Wand of Fire: As DMG, except:
Burning Hands, 1 charge
Pyrotechnics, 1 charge
Fireball, 3 charges
Wall of Fire, 5 charges
Wand of Lightning: As DMG, except
Shock, 1 charge
Lightning Bolt, 3 charges
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