Magic Items
Scrolls, Staffs, & Wands
SCROLLS
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.
Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll.
Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
The user must have the spell on his or her class list.
The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.
The writing for an activated spell disappears from the scroll.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
Spell takes effect at some random location within spell range.
Spell’s effect on the target is contrary to the spell’s normal effect.
The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
Some innocuous item or items appear in the spell’s area.
Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves in scribing scrolls).
Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).
If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).
Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.
Table: SCROLL TYPES
d% roll | Type |
---|---|
01–70 | Arcane |
71–100 | Divine |
Table: NUMBER OF SPELLS ON A SCROLL
Scroll Type | Number of Spells |
---|---|
Minor scroll | 1d3 spells |
Medium scroll | 1d4 spells |
Major scroll | 1d6 spells |
Table: SCROLL SPELL LEVELS
Minor | Medium | Major | Spell Level | Spell’s Caster Level1 |
---|---|---|---|---|
01–05 | — | — | 0 | 1st |
06–50 | — | — | 1st | 1st |
51–95 | 01–05 | — | 2nd | 3rd |
96–100 | 06–65 | — | 3rd | 5th |
— | 66–95 | 01–05 | 4th | 7th |
— | 96–100 | 06–50 | 5th | 9th |
— | — | 51–70 | 6th | 11th |
— | — | 71–85 | 7th | 13th |
— | — | 86–95 | 8th | 15th |
— | — | 95–100 | 9th | 17th |
1 These numbers assume that the creator is a cleric, druid, or wizard. |
Table: ARCANE SPELL SCROLLS
| Table: DIVINE SPELL SCROLLS |
STAFFS
A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.
Physical Description: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).
Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the staff ’s function, and 31–100 indicates no special qualities.
Table: STAFFS
Medium | Major | Staff | Market Price |
---|---|---|---|
01–15 | 01–03 | Charming | 16,500 gp |
16–30 | 04–09 | Fire | 17,750 gp |
31–40 | 10–11 | Swarming insects | 24,750 gp |
41–60 | 12–17 | Healing | 27,750 gp |
61–75 | 18–19 | Size alteration | 29,000 gp |
76–90 | 20–24 | Illumination | 48,250 gp |
91–95 | 25–31 | Frost | 56,250 gp |
96–100 | 32–38 | Defense | 58,250 gp |
— | 39–43 | Abjuration | 65,000 gp |
— | 44–48 | Conjuration | 65,000 gp |
— | 49–53 | Enchantment | 65,000 gp |
— | 54–58 | Evocation | 65,000 gp |
— | 59–63 | Illusion | 65,000 gp |
— | 64–68 | Necromancy | 65,000 gp |
— | 69–73 | Transmutation | 65,000 gp |
— | 74–77 | Divination | 73,500 gp |
— | 78–82 | Earth and stone | 80,500 gp |
— | 83–87 | Woodlands | 101,250 gp |
— | 88–92 | Life | 155,750 gp |
— | 93–97 | Passage | 170,500 gp |
— | 98–100 | Power | 211,000 gp |
Staff Descriptions
Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff.
This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target’s spell resistance.
Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. Standard staffs are described below.
Abjuration: Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells:
- Shield (1 charge)
- Resist energy(1 charge)
- Dispel magic (1 charge)
- Lesser globe of invulnerability (2 charges)
- Dismissal (2 charges)
- Repulsion (3 charges)
Strong abjuration; CL 13th; Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, resist energy, repulsion, shield; Price 65,000 gp.
Charming: Made of twisting wood ornately shaped and carved, this staff allows use of the following spells:
- Charm person (1 charge)
- Charm monster (2 charges)
Moderate enchantment; CL 8th; Craft Staff, charm person, charm monster; Price 16,500 gp.
Conjuration: This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:
- Unseen servant(1 charge)
- Summon swarm (1 charge)
- Stinking cloud (1 charge)
- Minor creation(2 charges)
- Cloudkill (2 charges)
- Summon monster VI(3 charges)
Strong conjuration; CL 13th; Craft Staff, cloudkill, stinking cloud, summon monster VI, summon swarm, unseen servant; Price 65,000 gp.
Defense: The staff of defense is a simple-looking staff that throbs with power when held defensively. It allows use of the following spells:
- Shield (1 charge)
- Shield of faith(1 charge)
- Shield other (1 charge)
- Shield of law (3 charges)
Strong abjuration; CL 15th; Craft Staff, shield, shield of faith, shield of law, shield other, creator must be lawful; Price 58,250 gp.
Divination: Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells:
- Detect secret doors (1 charge)
- Locate object(1 charge)
- Tongues (1 charge)
- Locate creature(2 charges)
- Prying eyes (2 charges)
- True seeing (3 charges)
Strong divination; CL 13th; Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing; Price 73,500 gp.
Earth and Stone: This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells:
- Passwall (1 charge)
- Move earth (1 charge)
Moderate transmutation; CL 11th; Craft Staff, move earth, passwall; Price 80,500 gp.
Enchantment: Often made from applewood and topped with a clear crystal, this staff allows use of the following spells:
- Sleep (1 charge)
- Hideous laughter(1 charge)
- Suggestion (1 charge)
- Crushing despair(2 charges)
- Mind fog (2 charges)
- Suggestion, mass(3 charges)
Strong enchantment; CL 13th; Craft Staff, crushing despair, mass suggestion, mind fog, sleep, suggestion, hideous laughter; Price 65,000 gp.
Evocation: Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells:
- Magic missile(1 charge)
- Shatter (1 charge)
- Fireball (1 charge)
- Ice storm (2 charges)
- Wall of force(2 charges)
- Chain lightning(3 charges)
Strong evocation; CL 13th; Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force; Price 65,000 gp.
Fire: Crafted from bronzewood with brass bindings, this staff allows use of the following spells:
- Burning hands(1 charge)
- Fireball (1 charge)
- Wall of fire (2 charges)
Moderate evocation; CL 8th; Craft Staff, burning hands, fireball, wall of fire; Price 17,750 gp.
Frost: Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following spells:
- Ice storm (1 charge)
- Wall of ice (1 charge)
- Cone of cold (2 charge)
Moderate evocation; CL 10th; Craft Staff, cone of cold, ice storm, wall of ice; Price 56,250 gp.
Healing: This white ash staff, with inlaid silver runes, allows use of the following spells:
- Lesser restoration (1 charge)
- Cure serious wounds (1 charge)
- Remove blindness/deafness (2 charges)
- Remove disease(3 charges)
Moderate conjuration; CL 8th; Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease; Price 27,750 gp.
Illusion: This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells:
- Disguise self(1 charge)
- Mirror image (1 charge)
- Major image (1 charge)
- Rainbow pattern(2 charges)
- Persistent image(2 charges)
- Mislead (3 charges)
Strong illusion; CL 13th; Craft Staff, disguise self, major image, mirror image, persistent image, project image, rainbow pattern; Price 65,000 gp.
Illumination: This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following spells:
- Dancing lights(1 charge)
- Flare (1 charge)
- Daylight (2 charges)
- Sunburst (3 charges)
Strong evocation; CL 15th; Craft Staff, dancing lights, daylight, flare, sunburst; Price 48,250 gp.
Life: Made of thick oak shod in gold, this staff allows use of the following spells:
- Heal (1 charge)
- Resurrection (5 charges)
Moderate conjuration; CL 13th; Craft Staff, heal, resurrection; Price 155,750 gp.
Necromancy: This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells:
- Cause fear (1 charge)
- Ghoul touch (1 charge)
- Halt undead (1 charge)
- Enervation (2 charges)
- Waves of fatigue(2 charges)
- Circle of death(3 charges)
Strong necromancy; CL 13th; Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue; Price 65,000 gp.
Passage: This potent item allows use of the following spells:
- Dimension door(1 charge)
- Passwall (1 charge)
- Phase door (2 charges)
- Greater teleport(2 charges)
- Astral projection (2 charges)
Strong varied; CL 17th; Craft Staff, astral projection, dimension door, greater teleport, passwall, phase door; Price 170,500 gp.
Power: The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers:
- Magic missile(1 charge)
- Ray of enfeeblement (heightened to 5th level) (1 charge)
- Continual flame(1 charge)
- Levitate (1 charge)
- Lightning bolt(heightened to 5th level) (1 charge)
- Fireball (heightened to 5th level) (1 charge)
- Cone of cold (2 charges)
- Hold monster (2 charges)
- Wall of force(in a 10-ft.-diameter hemisphere around the caster only) (2 charges)
- Globe of invulnerability (2 charges)
The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round.
A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot radius. All within 2 squares of the broken staff take points of damage equal to 8 x the number of charges in the staff, those 3 or 4 squares away take 6 x the number of charges in damage, and those 5 or 6 squares distant take 4 x the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half.
The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.
After all charges are used up from the staff, it remains a +2 quarterstaff. (Once empty of charges, it cannot be used for a retributive strike.)
Strong varied; CL 15th; Craft Staff, Craft Magic Arms and Armor, magic missile, heightened ray of enfeeblement, continual flame, levitate, heightened fireball, heightened lightning bolt, cone of cold, hold monster, wall of force, globe of invulnerability; Price 211,000 gp.
Size Alteration: Stout and sturdy, this staff of dark wood allows use of the following spells:
- Enlarge person(1 charge)
- Reduce person(1 charge)
- Shrink item (1 charge)
- Enlarge person, mass (1 charge)
- Reduce person, mass (1 charge)
Faint conjuration; CL 8th; Craft Staff, enlarge person, mass enlarge person, reduce person, mass reduce person, shrink item; Price 29,000 gp.
Swarming Insects: Made of twisted dark wood with dark spots resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells:
- Summon swarm (1 charge)
- Insect plague(3 charges)
Moderate conjuration; CL 9th; Craft Staff, insect plague, summon swarm; Price 24,750 gp.
Transmutation: This staff is generally carved from or decorated with petrified wood and allows use of the following spells:
- Expeditious retreat (1 charge)
- Alter self (1 charge)
- Blink (1 charge)
- Polymorph (2 charges)
- Baleful polymorph (2 charges)
- Disintegrate (3 charges)
Strong transmutation; CL 13th; Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph; Price 65,000 gp.
Woodlands: Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells:
- Charm animal (1 charge)
- Speak with animals(1 charge)
- Barkskin (2 charges)
- Wall of thorns(3 charges)
- Summon nature’s ally VI (3 charges)
- Animate plants(4 charges)
The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.
Moderate varied; CL 13th; Craft Staff, Craft Magic Arms and Armor, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature’s ally VI, wall of thorns; Price 101,250 gp.
WANDS
A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.
Physical Description: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31–100 indicates no special qualities.
Table: WANDS
Minor | Medium | Major | Wand | Market Price |
---|---|---|---|---|
01–02 | — | — | Detect magic | 375 gp |
03–04 | — | — | Light | 375 gp |
05–07 | — | — | Burning hands | 750 gp |
08–10 | — | — | Charm animal | 750 gp |
11–13 | — | — | Charm person | 750 gp |
14–16 | — | — | Color spray | 750 gp |
17–19 | — | — | Cure light wounds | 750 gp |
20-22 | — | — | Detect secret doors | 750 gp |
23–25 | — | — | Enlarge person | 750 gp |
26–28 | — | — | Magic missile(1st) | 750 gp |
29–31 | — | — | Shocking grasp | 750 gp |
32–34 | — | — | Summon monster I | 750 gp |
35–36 | — | — | Magic missile(3rd) | 2,250 gp |
37 | 01–03 | — | Magic missile(5th) | 3,750 gp |
38–40 | 04–07 | — | Bear’s endurance | 4,500 gp |
41–43 | 08–11 | — | Bull’s strength | 4,500 gp |
44–46 | 12–15 | — | Cat’s grace | 4,500 gp |
47–49 | 16–20 | — | Cure moderate wounds | 4,500 gp |
50–51 | 21–22 | — | Darkness | 4,500 gp |
52–54 | 23–24 | — | Daylight | 4,500 gp |
55–57 | 25–27 | — | Delay poison | 4,500 gp |
58–60 | 28–31 | — | Eagle’s splendor | 4,500 gp |
61–63 | 32–33 | — | False life | 4,500 gp |
64–66 | 34–37 | — | Fox’s cunning | 4,500 gp |
67–68 | 38 | — | Ghoul touch | 4,500 gp |
69–71 | 39 | — | Hold person | 4,500 gp |
72–74 | 40–42 | — | Invisibility | 4,500 gp |
75–77 | 43–44 | — | Knock | 4,500 gp |
78–80 | 45 | — | Levitate | 4,500 gp |
81–83 | 46–47 | — | Acid arrow | 4,500 gp |
84–86 | 48–49 | — | Mirror image | 4,500 gp |
87–89 | 50–53 | — | Owl’s wisdom | 4,500 gp |
90–91 | 54 | — | Shatter | 4,500 gp |
92–94 | 55–56 | — | Silence | 4,500 gp |
95–97 | 57 | — | Summon monster II | 4,500 gp |
98–100 | 58–59 | — | Web | 4,500 gp |
— | 60–62 | 01–02 | Magic missile(7th) | 5,250 gp |
— | 63–64 | 03–05 | Magic missile(9th) | 6,750 gp |
— | 65–67 | 06–07 | Call lightning(5th) | 11,250 gp |
— | 68 | 08 | Charm person, heightened (3rd-level spell) | 11,250 gp |
— | 69–70 | 09–10 | Contagion | 11,250 gp |
— | 71–74 | 11–13 | Cure serious wounds | 11,250 gp |
— | 75–77 | 14–15 | Dispel magic | 11,250 gp |
— | 78–81 | 16–17 | Fireball (5th) | 11,250 gp |
— | 82–83 | 18–19 | Keen edge | 11,250 gp |
— | 84–87 | 20–21 | Lightning bolt(5th) | 11,250 gp |
— | 88–89 | 22–23 | Major image | 11,250 gp |
— | 90–91 | 24–25 | Slow | 11,250 gp |
— | 92–94 | 26–27 | Suggestion | 11,250 gp |
— | 95–97 | 28–29 | Summon monster III | 11,250 gp |
— | 98 | 30–31 | Fireball (6th) | 13,500 gp |
— | 99 | 32–33 | Lightning bolt(6th) | 13,500 gp |
— | 100 | 34–35 | Searing light(6th) | 13,500 gp |
— | — | 36–37 | Call lightning(8th) | 18,000 gp |
— | — | 38–39 | Fireball (8th) | 18,000 gp |
— | — | 40–41 | Lightning bolt(8th) | 18,000 gp |
— | — | 42–45 | Charm monster | 21,000 gp |
— | — | 46–50 | Cure critical wounds | 21,000 gp |
— | — | 51–52 | Dimensional anchor | 21,000 gp |
— | — | 53–55 | Fear | 21,000 gp |
— | — | 56–59 | Greater invisibility | 21,000 gp |
— | — | 60 | Hold person, heightened (4th level) | 21,000 gp |
— | — | 61–65 | Ice storm | 21,000 gp |
— | — | 66–68 | Inflict critical wounds | 21,000 gp |
— | — | 69–72 | Neutralize poison | 21,000 gp |
— | — | 73–74 | Poison | 21,000 gp |
— | — | 75–77 | Polymorph | 21,000 gp |
— | — | 78 | Ray of enfeeblement, heightened (4th level) | 21,000 gp |
— | — | 79 | Suggestion, heightened (4th level) | 21,000 gp |
— | — | 80–82 | Summon monster IV | 21,000 gp |
— | — | 83–86 | Wall of fire | 21,000 gp |
— | — | 87–90 | Wall of ice | 21,000 gp |
— | — | 91 | Dispel magic(10th) | 22,500 gp |
— | — | 92 | Fireball (10th) | 22,500 gp |
— | — | 93 | Lightning bolt(10th) | 22,500 gp |
— | — | 94 | Chaos hammer(8th) | 24,000 gp |
— | — | 95 | Holy smite(8th) | 24,000 gp |
— | — | 96 | Order’s wrath(8th) | 24,000 gp |
— | — | 97 | Unholy blight(8th) | 24,000 gp |
— | — | 98–99 | Restoration1 | 26,000 gp |
— | — | 100 | Stoneskin2 | 33,500 gp |
1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus 5,000 gp for the material components. | ||||
2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components. |
Wand Descriptions
All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.