Wands in 4E D&D

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NEW: Updated for new books (PHBII, PHBIII, AV2)

Wands in 4E are often given the bad reputation of being the worst implement. At first glance, the magic Wands are inferior to other implements, and the Wizard’s Implement Mastery ability for Wands seems inferior to that for Staves and Orbs. In this article, I will address the Wizard’s Implement Mastery use of Wands, and also the use of magic Wands: not just for Wizards, Warlocks, Bards and Artificers, but for all classes.

Firstly, the Wizard. Whilst the Orb has been nerfed a far bit, the Wand is still considered to be… not that great. One core problem is its matching stat (Dex) is in the same defence bracket (Reflex) as Int, your primary stat, so you don’t get such a nice spread. Also, many of the other Implements’ ability simply seem better.

The first thing to realise about the Wand of Accuracy class feature is it is reactive. You can decide to add your Dex bonus to your roll even after the DM has already said that you miss. This is vitally important, and makes the Wand able to compete with not just the other Wizard Implement Mastery options, but with other classes’ class features. Full explanation and proof at bottom of post.

Secondly, you have to know when to use your Wand. Ideally, ask yourself at the beginning of each combat: what is the best power I’m going to use? Daily powers are usually more important than Encounters, and higher level powers are usually more important than lesser ones. Make sure you have the Wand use available when you use that best power. If it turns out you didn’t need it, no worries: use it on the next important power you use. Just make sure you are never left going:  “I wish I still had my Wand use, I really needed that Sleep to hit the guy”.

So, now on to the use of magic Wands. Firstly, the actual Wands to use.

For general purposes, the Wands in the PHB are terrible. Especially early on (level 7 and earlier) you probably just want a basic Magic Wand. If you have the Adventurer’s Vault book, then options improve: there’s actually some half-decent Wands. They are generally still inferior to the great Staff powers or the OMGYOUBROKED&D Orb powers (although, as of re-editting, most of these have been hit with the nerf bat), but they’re Wands that are actually worth having. The Assured Wands are lame, but the element-specific wands give a nice boost to damage if you are focussed on a single element, and the Master’s Wands give a good boost to your At-Will: handy, since At-Wills are used so much. The Adventurere’s Vault 2 improves the situation further, adding a few more Wands which are actually quite nice.

But wait, there’s more. Obscure rules allow the PHB wands to be actually worth taking.

Consult PHB page 242. You can create a wand with ANY encounter power. Scrap the entire premade wand list that’s level 13+: you can make these wands with better spells in them. Particularly useful at higher levels: don’t grab a Wand of Icy Rays +4, grab a Wand of Mesmeric Hold or Prismatic Burst +4, for the same price and level!

You can also put Encounter Utility powers in. Whilst the Encounter limitation unfortunately rules out many good Wizard spells, there are some very good Warlock Utility powers. A Wand must contain a power from a class that can use a Wand as an Implement, which is Wizard, Warlock, Bard, and Artificer. Pretty solid list, covering Controller, Striker, and 2 Leaders, so you can get powers to do almost anything.

To use a Wand, all you need is any one power from the same Power Source. Wow. So, any Arcane class can automatically use all Arcane Wands (the only current type). So, your Wizard or Swordmage can whip out a want containing one of the sweet Warlock utilities, or a Swordmage can whip out a Wizard spell.

rogue-wandAs an aside, as you grow in power and wealth, having level 8 wands holding level 2 Warlock utilities becomes increasingly economically feasible. You can buy 5 for the price of 1 level 13 item.

But wait. There’s more. Remember the requirement? Any Power of the same Power Source. So, you can take a Multiclass Power Swap feat (grab Shield, for example). Or: Be a Half-Elf, and take your Dilettante Power as an Arcane one. Oh, look, you can now use all Arcane Wands.

Now, using the Wand ability is a Daily Item Power (1/day/character/tier), it’s a little limited, but you get extra Item uses at Milestones, and at Paragon you’ve got 2/day base, and by that stage the low-level wands are dirt-cheap by comparison to the amount of cash you have. So, as soon as you hit Paragon levels, go to the discount bin and buy a few wands. The Feat Quick Draw may come in handy if to draw the Wands in a hurry, and may (DM permitting) allow you to Quick Draw a Shield Wand on demand; otherwise you may need a free hand: not a problem for some classes, such as Rogues.

The use of Wand powers can particularly help if you’re trying to make a Fighter/Mage type character, which is a bit tricky in 4E. (Although, the PHBIII Hybrid Rules make this a bit easier)

Well, that’s about it. I hope you can see that Wands are worth having: try to make the most out of them!

Incidentally, if you’re interested taking general utility items to a whole new level, above and beyond just having a few Wands, this forum post: Guide to the Utility Belt Wizard is an interesting view on, well, just that. (NB: Link a bit dated now)

Wand of Accuracy class feature

There was a bit of a kerfuffle for a while because CustServ said that it couldn’t be used reactively. However, firstly, as far as official things go, the PHB FAQ says you can (number 26).

Secondly, as to actual reasoning:

1. It’s phrased the same as other things which are clearly reactive, such as the Orb (both “once per encounter as a free action”), and Elven Accuracy (which is, like Wand of Accuracy, a Free Action).

2. Every other class feature is reactive. Striker extra damage dice, for example, and both other Wizard implements. There is no reason why the Wand should mysteriously be so incredibly weak.

It is generally accepted, now, that this is the correct ruling.

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About Ellisthion

Duncan played his first game of 1st Edition AD&D at the ripe age of 10. The fires kindled, he moved onto 3rd then 4th edition D&D, Warhammer and Warhammer 40k, whilst occasionally dabbling in other stuff, such as far too many computer games. He prefers games with complex rules to learn and master, and favours high fantasy settings. He is currently participating in the Grand Gaming Experiment where he has run Star Wars Saga Edition and GURPS.
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  • http://www.diceofdoom.com RupertG

    Dude, as always, love the article, but particularly love the illustrations…

  • http://www.diceofdoom.com RupertG

    Dude, as always, love the article, but particularly love the illustrations…

  • mardo

    I think You should be the Official DoD illustrator.

  • mardo

    I think You should be the Official DoD illustrator.

  • Ellisthion

    Haha, well, I suppose some of my stuff is better than some of the 1st Ed illustrations :-D

  • Ellisthion

    Haha, well, I suppose some of my stuff is better than some of the 1st Ed illustrations :-D

  • Dorque

    Sorry, thought you should know that you have to declare the Wand of Accuracy before you roll. Official WotC clarification. The utility belt thing is cool though.

  • Dorque

    Sorry, thought you should know that you have to declare the Wand of Accuracy before you roll. Official WotC clarification. The utility belt thing is cool though.

  • Ellisthion

    Bit of a late response, but:

    Yeah, I know. I’ve read that clarification. However, it’s from Customer Service, which is not the developers, and there have been several examples in the past where they were just flat out wrong about something.

    If you read the Wand of Accuracy entry, it reads the same as the Orb: once per encounter, as a free action; Orb’s reactive use is undisputed. Secondly, the Wand is already considered the weakest Wizard implement, and without being reactive it simply can’t compete with either other implement choices (which are both reactive), or other classes’ features (Striker extra damage dice, for example).

  • Ellisthion

    Bit of a late response, but:

    Yeah, I know. I’ve read that clarification. However, it’s from Customer Service, which is not the developers, and there have been several examples in the past where they were just flat out wrong about something.

    If you read the Wand of Accuracy entry, it reads the same as the Orb: once per encounter, as a free action; Orb’s reactive use is undisputed. Secondly, the Wand is already considered the weakest Wizard implement, and without being reactive it simply can’t compete with either other implement choices (which are both reactive), or other classes’ features (Striker extra damage dice, for example).

  • Brent

    So to further back up your claim I submit the official PHB faq… see number 26 about when you can use the wand of accuracy power.

    http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396

  • Brent

    So to further back up your claim I submit the official PHB faq… see number 26 about when you can use the wand of accuracy power.

    http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396

  • Ellisthion

    Awesome! Nice find!

  • Ellisthion

    Awesome! Nice find!

  • Gesty

    What book is Wand of Accuracy in, and what section? Navigating all the books is a nightmare… and nobody calls it what it is… encounter, at-will, feat, class, race, where is the damn thing??

    • Gesty

      Oops N/m. Page breaks…

    • Ellisthion

      Heh. :-D