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3

The saving throw for a Wand is 10 + Spell level + the Minimum ability score modifier necessary to cast that spell. So if you're working with a Wand of Fireball, Fireball is a 3rd level spell, which requires a 5th level Wizard to cast with an ability score of at least 13. The modifier for a score of 13 is +1. So the save of a Wand of Fireball will be (10 + 3 ...


19

Wands follow the general rules for Saving Throws Against Magic Item Powers on the page on magic items (emphasis mine): Saving Throws Against Magic Item Powers Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability ...


11

No, it won't apply at all, and your reasoning for why it won't is correct. Charm person and company are certainly not harmless by the rules, and are in fact offensive spells for the purposes of e.g. invisibility. The trait (as you're probably aware) is for casters that routinely buff/heal party members that have class or racial features that require them ...


7

I think we would be right to assume no legendary creature would allow itself to be paralyzed or stunned while still having legendary resistance uses remaining. By RAW I would say Legendary Resistance overrides Paralyzed/Stunned, because the creature first fails the save, then chooses to succeed at it (that's how I understand the rules would stack, and ...



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