The influence of rarity on the price of the Mystic Rod of Spell Missiles in D&D 5e

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The Mystic Rod of Spell Missiles is a powerful magical item in the 5th edition of Dungeons and Dragons. This rod grants its wielder the ability to unleash a barrage of deadly spell missiles upon their enemies, making it a highly sought after item for spellcasters. The price of the Mystic Rod of Spell Missiles can vary depending on various factors such as rarity, availability, and enchantments. It is important to note that magical items in D&D do not have standardized prices, but rather their value is determined by the Dungeon Master. In the game, magical items are typically obtained through quests, encounters, or as rewards for completing certain objectives. The Mystic Rod of Spell Missiles would likely be found in a high-level dungeon or wielded by a powerful enemy spellcaster.

Mystic rod of spell missiles 5e price

The Mystic Rod of Spell Missiles would likely be found in a high-level dungeon or wielded by a powerful enemy spellcaster. The Mystic Rod of Spell Missiles is highly coveted by spellcasters due to its offensive capabilities. It allows the wielder to cast a spell that launches multiple magic missiles simultaneously, dealing significant damage to their foes.

DnD Magical Item Wand of Magic Missiles

Uncommon Item Value
Price: (1d6) x100 gp (100 to 600 gp) – 50% for consumable items
Base Price: 400 gp or 200 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

  • Magical Item – Uncommon – Wand of Magic Missile – 400 gp
    • Standard: 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. if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles to ashes and is destroyed.
    • Attunement: 2 additional maximum charge. It can be used to assist a forced based spell once per long rest, you can re-roll one dice, add a dice of damage or force a re-roll for a saving throw. This also uses a charge from the wand.
    • Relic: An elf can assist with a force based spell without using a charge from the wand.

    Example Campaign Items – Wand of Magic Missiles

    • Horsebone Wand (F007)
    • Tuma Wand of Magic Missiles (W007)
    Horsebone Wand (F007)
    • Magical Item – Uncommon – Horsebone Wand – 400 gp
      • Standard: Made from Human bone, with a horse motif. 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. if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles to ashes and is destroyed. The bearer experiences a harmless flash of pain when using the item. This item’s magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
      • Attunement: 2 additional maximum charge. It can be used to assist a forced based spell once per long rest, you can re-roll one dice, add a dice of damage or force a re-roll for a saving throw. This also uses a charge from the wand. A hungry attuned item becomes hungrier wanting life from its attuned owner only, taking 1 hp to activate for 24 hrs, this can’t be recovered by any means during this time, and can’t be removed or unattuned. If you feed it another 1 hp during that time you reset the duration to 24 hrs but loose another hit point until you start a long rest after it is no longer attuned.
      • Relic: An elf can assist with a force based spell without using a charge from the wand.
      • Details built from: Created by Undead, Quirk of Hungry.
      • Owners:
        • 1000-02-14 – M’drak (Dwarf Bard) room L6 Necromancers Cave near Red Larch, Northern Reaches.
        • 1000-07-26 – Tydrus (Dwarf Bard) M’drak takes on the name Tydrus after he changes his dwarven subrace.
        • 1003-07-06 – Shofa (Elf Bard) Tydrus takes on the name Shofa after he changes to a female elf.
        Tuma Bone Wand (W007)
        • Magical Item – Uncommon – Tume Bone Wand – 400 gp
          • Standard: Made of bone, showing symbology of Tuma, the handle has a strange shape to it with scratch marks. 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. if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles to ashes and is destroyed. The bearer experiences a harmless flash of pain when using the item.
          • Attunement: 2 additional maximum charge. It can be used to assist a forced based spell once per long rest, you can re-roll one dice, add a dice of damage or force a re-roll for a saving throw. This also uses a charge from the wand.
          • Relic: An elf can assist with a force based spell without using a charge from the wand.
          • Details built from: Created by Undead, Arcane History, Minor Property of key, Quirk of Painful.
          • Owners:
            • 1003-06-01 – Dmitri (Human Rogue/Wizard) Discovered in the Hall of Rock, while serving Karameikos.

            Original Item – Wand of Magic Missles

            Source : Dungeon Masters Guide (dmg211)

            WAND OF MAGIC MISSILES

            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 ld6 + 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.

            Content Updates

            • 2021-07-17 – Added in Original Item version.
            • 2021-04-30 – Update and layout with links.
            • 2020-10-26 – Layout.
            Uncommon Item Value
            Price: (1d6) x100 gp (100 to 600 gp) – 50% for consumable items
            Base Price: 400 gp or 200 gp for expendable
            Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
            Cursed Items auto attune on use and replace a random attuned item and slot.
            Mystic rod of spell missiles 5e price

            This makes it particularly effective against large groups of enemies or tough adversaries. The rod's enchantments may also provide additional benefits such as increasing the accuracy or damage of the spell missiles, allowing the wielder to target specific enemies, or granting additional spellcasting abilities. Due to its power and versatility, the Mystic Rod of Spell Missiles would command a high price in the game world. Players would need to carefully consider the advantages it offers and weigh them against the cost. In conclusion, the Mystic Rod of Spell Missiles is a sought after magical item in Dungeons and Dragons 5e. Its price may vary depending on factors such as rarity and enchantments, and it can provide spellcasters with a powerful offensive tool..

            Reviews for "Unpacking the factors that determine the price of the Mystic Rod of Spell Missiles in 5e D&D"

            1. John - 2 stars - The Mystic Rod of Spell Missiles in 5e is a complete waste of money. First, the price is way too high for what you actually get. The spells this rod can cast are weak and limited, making it useless in combat situations. Additionally, the rod itself feels cheaply made and breaks easily. Save your money and invest in a more powerful and reliable magical item.
            2. Sarah - 1 star - I was extremely disappointed with the Mystic Rod of Spell Missiles in 5e. Not only is it overpriced, but the spells it casts are so underwhelming. The damage it deals is minimal and the range is limited. It's basically a glorified stick with no real advantages. I regret buying this item and would not recommend it to anyone looking for a useful and effective magical weapon.
            3. David - 2 stars - The Mystic Rod of Spell Missiles in 5e is simply not worth the price tag. The spells it casts are weak and can easily be replicated by other, cheaper magical items. The rod itself feels flimsy and poorly made, making it breakable in any combat situation. I was highly disappointed with this product and would advise others to look for better options among the abundant magical items available in the game.
            4. Emily - 1 star - I expected so much more from the Mystic Rod of Spell Missiles in 5e, but it fell far short of my expectations. The price is outrageous for what is essentially a glorified stick. The spells it casts do minimal damage and have limited range, making them almost useless in combat. Save your money for something better, as this rod is not worth the investment.

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