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  1. 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. The wand regains 1d6 + 1 expended charges daily at dawn.

  2. Prices you can use for magic items if you want them to be buyable or sellable in your game.

  3. Estimated Value (Sane Cost Guide): 8,000 gp DMG Value: 101 gp - 500 gp 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.

  4. An easy guide to the Uncommon Wand, its price, and its magic aura when seen through the Detect Magic spell.

  5. To determine the price of spell levels, I came up with a base cost of 30 gp - this would be the cost of a spell scroll for a cantrip (plus some rarity tax and attunement tax, but see Part 1 for information on that).

  6. 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 from it. For 1 charge, you cast the 1st-level version of the spell.

  7. Here's where I'm leaning personally for that wand of magic missiles the player wants: Materials cost is 25% of the item value. For the wand of magic missiles, this lands at 125gp.

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