Wand
Push or pull creature/object up to 30 feet (Quick save negates for creatures). 1d4 charges. Wand carved from wood that washed ashore from distant lands. Still smells faintly of salt and seaweed.
Wand
Either heal 1d6+1 hit points with touch OR launch bolt of force dealing 1d6 damage (Quick save halves) at target within 60 feet. 1d4 charges. Gnarled wooden wand feels warm to touch and occasionally sparks with tiny motes of light.
Wand
Each charge fires a ray that completely destroys one non-magical object up to 10 x 10 x 10 feet or deals 6d8 damage to a creature (Tough save halves). Living creatures reduced to 0 hit points turn to charred ash. 1d2 charges A slender wand of polished bone that feels cold and brittle.
Wand
Bonus: +6 temporary HP and +2 damage with weapon attacks
Each charge targets one creature within 30 feet. The target gains 6 temporary HP and +2 damage with weapon attacks for 10 minutes. Damage is taken from these temporary HP first. Any remaining temporary HP vanish when the effect ends. 1d4 charges. The wand looks fire-scorched from end to end, though its blackened wood never leaves soot on the fingers. A copper cap covers the tip and slowly deepens from dull brown to ember-orange as nearby violence grows imminent.
Wand
Each charge targets one creature within 40 feet who must Tough save or be restrained by bands of force for 1d3 rounds. The chains fall off when depleted. 1d4 charges A wand of twisted grey wood wrapped in fine chain links that rattle when pointed.
Wand
Each charge creates a 60-foot cone of chromatic energy. Roll 1d6 for each creature: 1-2 = 3d6 fire (Tough save halves), 3-4 = 3d6 cold (Tough save halves), 5 = paralysis 1d4 rounds (Mind save negates), 6 = blindness 1d4 rounds (Quick save negates). 1d3 charges A wand of crystal that refracts light into multicolored energy.
Wand
Each charge fires a blast of force at one target within 40 feet, pushing them 20 feet back and dealing 2d6 damage if they hit a wall or obstacle (Quick save halves and reduces push to 10 feet). The disc dents when depleted. 1d3 charges A wand of dense iron capped with a flat disc that hums with compressed force.
Wand
Each charge can drain 3d6 hit points from a target within 60 feet and transfer half that amount to the wielder (Tough save halves). Undead creatures are healed instead of harmed. 1d4 charges A twisted wand of blackened wood that pulses with dark energy.
Wand
Each charge either repairs one small non-magical object completely or heals a creature for 2d6+2 HP. The bead cracks when depleted. 1d4 charges A wand of pale ash wood tipped with a small amber bead that glows warm when held near broken things.