list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.

GET /v1/magicitems/?format=api&ordering=-name&page=2
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-name&page=3",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-name",
    "results": [
        {
            "slug": "wand-of-the-war-mage-1-2-or-3",
            "name": "Wand of the War Mage, +1, +2, or +3",
            "type": "Wand",
            "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.",
            "rarity": "uncommon (+1), rare (+2), or very rare (+3)",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-the-war-mage-3-a5e",
            "name": "Wand of the War Mage +3",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (very rare +3), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-war-mage-2-a5e",
            "name": "Wand of the War Mage +2",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (rare +2), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-war-mage-1-a5e",
            "name": "Wand of the War Mage +1",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (uncommon +1), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-timekeeper",
            "name": "Wand of the Timekeeper",
            "type": "Wand",
            "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-the-scribe-a5e",
            "name": "Wand of the Scribe",
            "type": "Wand",
            "desc": "Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.\n\nThe _wand of the scribe_ has 1d6 charges and regains 3 charges each dawn. You can expend 1 charge from the wand to cast __illusory script_ . You can also expend 1 charge from the wand to create a copy of any mundane document without requiring a forgery kit, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.\n\nIf you expend the wand’s last charge, roll a d20\\. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-wonder",
            "name": "Wand of Wonder",
            "type": "Wand",
            "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.\n\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\n\nIf an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.\n\n| d100   | Effect                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-05  | You cast slow. 06-10 You cast faerie fire.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 11-15  | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind.                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 21-25  | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 26-30  | You cast stinking cloud.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| 31-33  | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 34-36  | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.                                                                                                                                                                                                                                                                                                                       |\n| 37-46  | You cast lightning bolt.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| 47-49  | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| 50-53  | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 54-58  | You cast darkness.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 59-62  | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 63-65  | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.                                                                                                                                                                                                                                                                                                                                                                                                                |\n| 66-69  | You shrink yourself as if you had cast enlarge/reduce on yourself.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 70-79  | You cast fireball.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 80-84  | You cast invisibility on yourself.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 85-87  | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.                                                                                                                                                                                                                                                                                                                                                                                          |\n| 88-90  | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.                                                                                                                                                                                                                                                                                                                                                                 |\n| 91-95  | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.                                                                                                                                                                                                                                                                            |\n| 96-97  | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-wonder-a5e",
            "name": "Wand of Wonder",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and choose a creature, object, or point in space within 120 feet. Roll d100 on the Wand of Wonder table to determine the effect.\n\nSpells cast from the wand have a spell save DC of 15 and a range of 120 feet. Area effects are centered on and include the target. If an effect might target multiple creatures, the Narrator randomly determines which ones are affected.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.\n\n__**Table: Wand of Wonder**__\n| **d100** | **Effect**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–05    | You cast _slow ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 06–10    | You cast __faerie fire ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |\n| 11–15    | You are awestruck and become _stunned_  until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| 16–20    | You cast _gust of wind ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |\n| 21–25    | You cast __detect thoughts_  on the target. If you didn’t target a creature, you take 1d6 psychic damage instead.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 26–30    | You cast _stinking cloud ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| 31–33    | Rain falls in a 60-foot radius centered on the target, making the area __lightly obscured_ until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| 34–36    | A beast appears in an unoccupied space adjacent to the target. You don’t control the animal, which acts as it normally would. Roll a d4 to determine the beast (1: _rhinoceros_ , 2: _elephant_ , 3–4: _rat_ ).                                                                                                                                                                                                                                                                                                                                                                                        |\n| 37–46    | You cast _lightning bolt ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| 47–49    | Butterflies fill a 30-foot radius centered on the target, making the area _heavily obscured_ . The butterflies remain for 10 minutes.                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 50–53    | The target doubles in size (as if you had cast __enlarge/reduce_ ), or if the target is an attended object, you become the spell’s target.                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| 54–58    | You cast _darkness ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 59–62    | Grass grows on the ground in a 60-foot radius centered on the target. Existing grass grows to 10 times normal size for 1 minute, becoming _difficult terrain_ .                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 63–65    | An unattended object (chosen by the Narrator) within 120 feet of the target disappears into the Ethereal Plane. The object must be able to fit in a 10-foot cube.                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 66–69    | You shrink to half your size (as __enlarge/reduce_ ).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 70–79    | You cast _fireball ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 80–84    | You cast _invisibility_ on yourself.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n| 85–87    | Leaves grow from the target. If you targeted a point in space, leaves sprout from the creature nearest that point instead. The leaves fall off after 24 hours but can be pruned before that time.                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 88–90    | A stream of 1d4 × 10 gems (each worth 1 gp) shoots from the wand in a 30-foot long, 5-foot wide line. Each gem deals 1 bludgeoning damage. Divide the total damage equally among all creatures in the area.                                                                                                                                                                                                                                                                                                                                                                                            |\n| 91–95    | A burst of shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see make a DC 15 Constitution _saving throw_  or become _blinded_  for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success                                                                                                                                                                                                                                                                                 |\n| 96–97    | For the next 1d10 days, the target is able to breathe underwater and its skin turns blue. If you targeted an object or point in space, the creature nearest that target is affected instead.                                                                                                                                                                                                                                                                                                                                                                                                           |\n| 98–100   | If you targeted a creature, it makes a DC 15 Constitution _saving throw_ . If you didn’t target a creature, you become the target instead. A creature that fails the saving throw by 5 or more is instantly _petrified_ . On any other failed save, the creature is _restrained_  and begins to turn to stone. While restrained in this way, the target repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A __greater restoration_  spell or similar magic restores a petrified creature but the effect is otherwise permanent. |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-windows",
            "name": "Wand of Windows",
            "type": "Wand",
            "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-web",
            "name": "Wand of Web",
            "type": "Wand",
            "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _web_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-web-a5e",
            "name": "Wand of Web",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to cast _web_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand dissolves into a pile of webbing.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-vapors",
            "name": "Wand of Vapors",
            "type": "Wand",
            "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-treasure-finding",
            "name": "Wand of Treasure Finding",
            "type": "Wand",
            "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-tears",
            "name": "Wand of Tears",
            "type": "Wand",
            "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles  .",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-secrets",
            "name": "Wand of Secrets",
            "type": "Wand",
            "desc": "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-secrets-a5e",
            "name": "Wand of Secrets",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-revealing",
            "name": "Wand of Revealing",
            "type": "Wand",
            "desc": "Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand's charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-resistance",
            "name": "Wand of Resistance",
            "type": "Wand",
            "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-relieved-burdens",
            "name": "Wand of Relieved Burdens",
            "type": "Wand",
            "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand crumbles to dust and is destroyed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-polymorph",
            "name": "Wand of Polymorph",
            "type": "Wand",
            "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _polymorph_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-polymorph-a5e",
            "name": "Wand of Polymorph",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a Tiny bug that wanders away.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-plant-destruction",
            "name": "Wand of Plant Destruction",
            "type": "Wand",
            "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-paralysis",
            "name": "Wand of Paralysis",
            "type": "Wand",
            "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-paralysis-a5e",
            "name": "Wand of Paralysis",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_  or become _paralyzed_  for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand shatters into hundreds of pieces.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-magic-missiles",
            "name": "Wand of Magic Missiles",
            "type": "Wand",
            "desc": "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. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-magic-missile-a5e",
            "name": "Wand of Magic Missile",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-magic-detection",
            "name": "Wand of Magic Detection",
            "type": "Wand",
            "desc": "This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the _detect magic_ spell from it. The wand regains 1d3 expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-magic-detection-a5e",
            "name": "Wand of Magic Detection",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-lightning-bolts",
            "name": "Wand of Lightning Bolts",
            "type": "Wand",
            "desc": "This wand has 7 charges. 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. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-lightning-bolts-a5e",
            "name": "Wand of Lightning Bolts",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits sparks of electricity and disappears in a flash. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-ignition",
            "name": "Wand of Ignition",
            "type": "Wand",
            "desc": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-harrowing",
            "name": "Wand of Harrowing",
            "type": "Wand",
            "desc": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-guidance",
            "name": "Wand of Guidance",
            "type": "Wand",
            "desc": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-giggles",
            "name": "Wand of Giggles",
            "type": "Wand",
            "desc": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-flame-control",
            "name": "Wand of Flame Control",
            "type": "Wand",
            "desc": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-fireballs",
            "name": "Wand of Fireballs",
            "type": "Wand",
            "desc": "This wand has 7 charges. 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. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-fireballs-a5e",
            "name": "Wand of Fireballs",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears in a flash of fire and smoke.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-fermentation",
            "name": "Wand of Fermentation",
            "type": "Wand",
            "desc": "Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-fear",
            "name": "Wand of Fear",
            "type": "Wand",
            "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_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_ spell (save DC 15).\n\n**_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-fear-a5e",
            "name": "Wand of Fear",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_  or becomes _frightened_  of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_  at the end of each of its turns, ending the effect on itself on a success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand releases a chilling wail and crumbles into nothing.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-extinguishing",
            "name": "Wand of Extinguishing",
            "type": "Wand",
            "desc": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-erudition-a5e",
            "name": "Wand of Erudition",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-enemy-detection",
            "name": "Wand of Enemy Detection",
            "type": "Wand",
            "desc": "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-enemy-detection-a5e",
            "name": "Wand of Enemy Detection",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears the next time it is unobserved.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-elocution-a5e",
            "name": "Wand of Elocution",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-drowning",
            "name": "Wand of Drowning",
            "type": "Wand",
            "desc": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-direction",
            "name": "Wand of Direction",
            "type": "Wand",
            "desc": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-depth-detection",
            "name": "Wand of Depth Detection",
            "type": "Wand",
            "desc": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-cobwebs-a5e",
            "name": "Wand of Cobwebs",
            "type": "Wand",
            "desc": "A convincing way to cover one’s tracks is to create the appearance that an area hasn’t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-bristles",
            "name": "Wand of Bristles",
            "type": "Wand",
            "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}