A typical wand is a baton 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce (no encumbrance weight). Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes..
A magical wand must be held in a limb to be used, a "command word" (or phrase) must be used to unleash the magic, and each has a limited number of charges before it will stop functioning and becomes non-magical. See Casting Time below.
Charges. Unless noted otherwise, a magic wand may possess a maximum of 100 charges.
Some wands may be "recharged". These will be noted—an item must be recharged before becoming completely depleted of charges or it becomes permanently non-magical. See Recharging Magic Items.
Special Qualities. Roll d%. A 01-30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31-100 indicates no special qualities.
Identification. Unless the wand's description states the item imparts it's abilities, the item can only be identified using magic or trial and error use.
Special Qualities. Roll d%. A 01-30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31-100 indicates no special qualities.
Educated Checks. If a clue is available, successful educated check (DC 15) will allow the magic-user to guess the wand type. If the result is successful against a DC 20, one command word/phrase will be guessed correctly. Additional checks may be made for each ability requiring a separate command.
Caster Level All wands function at Caster Level 6 unless stated otherwise.
Casting Time Most wands requiring an action to bring about an effect are treated as invocations.
Range An effect centered on the wielder is "0"; Otherwise other effects will list a range (similar to spells).
Area of Effect See Casting Spells.
Duration See Casting Spells.
Save See Casting Spells.
Aura The notation is used for detect magic effects (priest-cast detection is larger grained than magic-user): [priest]/[magic-user]
Class Requirement If only certain character classes can use the item, it will be noted here. Creatures without character classes typically cannot use items meant for a specific character class (per the GM).
Encumbrance Wands have no encumbrance weight.
Charges Most wands have a maximum of 100 charges (1d100).
XP Value/GP Value These are the requisite values for whole and fully charged items. If partially used, the values are at the remaining ratio. See also XP for Treasure and Magic Items.
Effects If a spell effect is indicated, it will be a mage spell, or, if not a mage spell, a cleric spell (unless the spell-type is indicated).