Elevate Your Style with the Enigmatic Magical Nooworks Ensemble

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The Magical Nooworks ensemble is a captivating and enchanting performance group that is known for their mesmerizing stage presence and spellbinding talents. Comprised of a diverse array of artists, including magicians, illusionists, dancers, and musicians, the ensemble brings together a range of different disciplines to create a truly magical experience for audiences. One of the key features of the Magical Nooworks ensemble is their ability to seamlessly blend different art forms together, creating a cohesive and visually stunning show. Whether it's a magician performing mind-bending tricks while accompanied by a live orchestra or a dancer moving in perfect sync with a magician's illusion, each act is carefully crafted to amaze and astonish. The main idea of the Magical Nooworks ensemble is to transport the audience to a world of wonder and magic. Their performances are designed to captivate and delight, leaving the audience in awe of the performers' skill and talent.


Engraving with a wand of magic missile will give the message that "The floor is riddled by bullet holes!" but will not auto-identify the wand.

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. 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.

Magic missile wand cost 5e

Their performances are designed to captivate and delight, leaving the audience in awe of the performers' skill and talent. From grand illusions that defy logic to intricate choreography that showcases the beauty of movement, every aspect of the show is carefully choreographed to create a truly memorable experience. In addition to their performances, the Magical Nooworks ensemble also offers workshops and classes for aspiring magicians and performers.

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

            Through these educational programs, they aim to inspire and nurture the next generation of talent, passing down their knowledge and expertise to those who are eager to learn. Overall, the Magical Nooworks ensemble is a truly extraordinary group of performers who possess the ability to transport their audience to a world of magic and wonder. Through their mesmerizing performances and dedication to their craft, they continue to captivate and amaze audiences around the world..

            Reviews for "The Magic is Real: Introducing the Magical Nooworks Ensemble"

            1. Sarah - 1/5 Stars: I was really disappointed with the Magical nooworks ensemble. The performances seemed lackluster and there was no real magic to be seen. The storyline was disjointed and hard to follow, leaving me feeling confused throughout the entire show. I would not recommend this ensemble to anyone looking for an enchanting and mesmerizing performance.
            2. John - 2/5 Stars: The Magical nooworks ensemble had potential, but it ultimately fell short for me. The costumes and set design were impressive, but the actual magic tricks and illusions were underwhelming. It felt like they were just going through the motions, without providing any moments of awe or wonder. I was left feeling bored and unimpressed.
            3. Emily - 2/5 Stars: I had high expectations for the Magical nooworks ensemble, but sadly, it failed to meet them. The tricks and illusions were predictable and lacked the wow factor that I was hoping for. The performers seemed disinterested and it affected their overall delivery. I wouldn't recommend this ensemble to anyone searching for a truly magical experience.
            4. Mark - 1/5 Stars: The Magical nooworks ensemble was a complete waste of time and money. The tricks were poorly executed and the performers lacked charisma and stage presence. The pacing was off and the overall show felt disjointed and unenjoyable. I regret attending this performance and I advise others to save their hard-earned money for a better experience elsewhere.
            5. Anna - 2/5 Stars: I had heard so much hype about the Magical nooworks ensemble, but unfortunately, it did not live up to my expectations. The magic tricks were predictable and I could see through most of them. The storytelling was lackluster and there was no emotional connection to the performers. Overall, it was a forgettable experience that left me feeling unsatisfied.

            Unlock Your Style Potential with the Magical Nooworks Ensemble

            Embrace the Magic of the Magical Nooworks Ensemble