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Critical Role Wiki
Critical Role Wiki

A Wand of Magic Missiles is a wand that can cast the Magic Missile spell.


A wand of magic missiles can hold up to seven charges. As an action, a person holding the wand can expend one or more charges to cast Magic Missile. One charge will cast the base (first level) version of the spell; every additional charge used for a casting increases the spell slot by one level.

Each day at dawn, the wand regains 1d6+1 of its expended charges. If all charges are used up, there is a 5% chance the wand will disintegrate into ash.[2]

The wand Vox Machina found was in the form of a twisted piece of bleached ivory that ended in a point at one end.[3]


Scanlan had a wand of magic missiles which Vox Machina found on a duergar beneath Kraghammer.[4] He first used it on-stream against an undead creature in Whitestone,[5] and several more times during the Whitestone Rebellion.[6][7] Crossing the Gilded Run, every member of Vox Machina were tought together with a rope, which limited their mobility in the fight against a feymire crocodile. Scanlan solved this issue with Magic Missiles, cutting the rope between each party member before the crocodile moved them closer to its mouth.[8]


  1. See "Critical Role One-Shot: Kobolds, Catacombs and Dragons (Oh My!)" (Sx29) at 3:45:56.
  2. 2.0 2.1 See D&D: Dungeon Master's Guide, 5th ed., p. 211.
  3. See "Strange Bedfellows" (1x03) at 18:27.
  4. See "Strange Bedfellows" (1x03) from 18:27 through 19:22.
  5. See "Stoke the Flames" (1x30) at 1:01:24.
  6. See "Against the Tide of Bone" (1x32) at 58:29.
  7. See "Reunions" (1x33) at 1:47:00.
  8. See "Uninviting Waters" (1x62) at 1:31:08.


  1. Depiction of Wand of Magic Missiles (source). This page contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.