Wand of healing
Caster level 10th
Wand of Healing | |
---|---|
Charges | Healing/Damage Amount |
46–50 | 10d8+25 |
36–45 | 8d8+20 |
26–35 | 6d8+15 |
16–25 | 4d8+10 |
6–15 | 2d8+5 |
1–5 | 1d8 |
A healing wand is a slender rod of clear crystal, at the heart of which shines a soft white light. It has the following powers:
Cure wounds (1 charge): With a touch, positive energy flows from the wand, healing a single creature of 1d8+5 points of damage. Undead are harmed by this energy (a melee touch attack is required to affect an unwilling creature).
Mass cure (3 charges): Positive energy flows outward from the wand, healing all creatures within 30 feet of 1d8+10 points of damage. Undead in the area are harmed by this energy, but may attempt a Will save (DC 20) to halve the damage.
The wand may also be snapped in half by the wielder (destroying the wand), to release all remaining magic within. All creatures within 30 feet are healed for an amount of damage depending on the number of charges remaining (and undead in the area take a like amount of damage, though they may make a Will save, DC 22, to halve the damage); see Table: Wand of Healing.
Snapping the wand in half requires no command word, and may be done by any wielder regardless of class.
A wand of healing may be used by any divine spellcaster, or any spellcasting character who has cure light wounds on his spell list.