<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=92169.msg4206496#msg4206496">Quote from: Zaer Darkwail on 01-02-2011, 07:42:27</a></div></div><blockquote class="bbc_standard_quote">Bael has pretty much identified what items actually do. He picks the divine magic wand and moves closer to Maylea and says; "Hold still for a moment you restless kitty, I have identified this is somesort healing wand but not sure what command word is. But it usually have rather common words anyway so let's try some of them out until we see which one works." Bael touches with wand gently on Maylea and says in sequence; "Soothe...*tap* Cure....*tap* Heal...*tap* Mend....."<br/><br/>OOC: No doubt it takes while for Bael find correct word or language for it. GM could roll percentage dice to see do we succeed and if we do what time it would take. Bael would give up trying the wand around 1 minute and change use the belt which is more straighforward function. Or GM can rule the wands are simpler device which asks only will to channel it's divine energy if you have cure spells in your class list and able cast them.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>If only wands worked that simply. Unless you're using the Use Magic Device skill, you have to know what spell the wand holds, and that spell has to be on your spell list. You could try using the wand as if you knew what spell it has by guessing what spell it could hold and casting it as if that was the spell. However if you guess wrong you still use up a charge, and can only do it once a round.<br/><br/>I'll even make it easy on you here is all the Conjuration (healing) Spells for Ranger in the Players Handbook:<br/>Delay Poison<br/>Neutralize Poison<br/>Remove Disease<br/>Cure Light Wounds<br/>Cure Moderate Wounds<br/>Cure Serious Wounds