MAGIC ITEMS IV (SCROLLS, STAVES, & WANDS)

Scrolls | Staves | 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.


o 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.)
o The user must have the spell on his or her class list.
o 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.
o A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
o 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.
o Spell takes effect at some random location within spell range.
o Spell's effect on the target is contrary to the spell's normal effect.
o 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.
o Some innocuous item or items appear in the spell's area.
o 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

0-Level Arcane Spells

d%

Spell

Market Price

01–04

acid splash

12 gp 5 sp

05–08

arcane mark

12 gp 5 sp

09–13

dancing lights

12 gp 5 sp

14–17

daze

12 gp 5 sp

18–24

detect magic

12 gp 5 sp

25–28

detect poison

12 gp 5 sp

29–32

disrupt undead

12 gp 5 sp

33–37

flare

12 gp 5 sp

38–42

ghost sound

12 gp 5 sp

43–44

know direction

12 gp 5 sp

45–50

light

12 gp 5 sp

51–52

lullaby

12 gp 5 sp

53–57

mage hand

12 gp 5 sp

58–62

mending

12 gp 5 sp

63–67

message

12 gp 5 sp

68–72

open/close

12 gp 5 sp

73–77

prestidigitation

12 gp 5 sp

78–81

ray of frost

12 gp 5 sp

82–87

read magic

12 gp 5 sp

88–94

resistance

12 gp 5 sp

95–96

summon instrument

12 gp 5 sp

97–100

touch of fatigue

12 gp 5 sp

1st-Level Arcane Spells

d%

Spell

Market Price

01–03

alarm

25 gp

04–05

animate rope

25 gp

06–07

burning hands

25 gp

08–09

cause fear

25 gp

10–12

charm person

25 gp

13–14

chill touch

25 gp

15–16

color spray

25 gp

17–19

comprehend languages

25 gp

20

confusion, lesser

50 gp

21

cure light wounds

50 gp

22–24

detect secret doors

25 gp

25–26

detect undead

25 gp

27–29

disguise self

25 gp

30–32

endure elements

25 gp

33–35

enlarge person

25 gp

36–37

erase

25 gp

38–40

expeditious retreat

25 gp

41

feather fall

25 gp

42–43

grease

25 gp

44–45

hold portal

25 gp

46–47

hypnotism

25 gp

48–49

identify

125 gp

50–51

jump

25 gp

52–54

mage armor

25 gp

55–56

magic missile

25 gp

57–59

magic weapon

25 gp

60–62

mount

25 gp

63–64

magic aura

25 gp

65–66

obscuring mist

25 gp

67–74

protection from chaos/evil/good/law

25 gp

75–76

ray of enfeeblement

25 gp

77–78

reduce person

25 gp

79–80

remove fear

50 gp

81–82

shield

25 gp

83–84

shocking grasp

25 gp

85–86

silent image

25 gp

87–88

sleep

25 gp

89–90

summon monster I

25 gp

91–93

floating disk

25 gp

94–95

true strike

25 gp

96

undetectable alignment

50 gp

97–98

unseen servant

25 gp

99–100

ventriloquism

25 gp

2nd-Level Arcane Spells

d%

Spell

Market Price

01

animal messenger

200 gp

02

animal trance

200 gp

03

arcane lock

175 gp

04–06

bear’s endurance

150 gp

07–08

blindness/deafness

150 gp

09–10

blur

150 gp

11–13

bull’s strength

150 gp

14

calm emotions

200 gp

15–17

cat’s grace

150 gp

18–19

command undead

150 gp

20

continual flame

200 gp

21

cure moderate wounds

200 gp

22

darkness

150 gp

23–25

darkvision

150 gp

26

daze monster

150 gp

27

delay poison

200 gp

28–29

detect thoughts

150 gp

30–31

disguise self

150 gp

32–34

eagle’s splendor

150 gp

35

enthrall

200 gp

36–37

false life

150 gp

38–39

flaming sphere

150 gp

40

fog cloud

150 gp

41–43

fox’s cunning

150 gp

44

ghoul touch

150 gp

45–46

glitterdust

150 gp

47

gust of wind

150 gp

48–49

hypnotic pattern

150 gp

50–52

invisibility

150 gp

53–55

knock

150 gp

56

phantom trap

200 gp

57–58

levitate

150 gp

59

locate object

150 gp

60

magic mouth

160 gp

61–62

acid arrow

150 gp

63

minor image

150 gp

64–65

mirror image

150 gp

66

misdirection

150 gp

67

obscure object

150 gp

68–70

owl’s wisdom

150 gp

71–73

protection from arrows

150 gp

74–75

pyrotechnics

150 gp

76–78

resist energy

150 gp

79

rope trick

150 gp

80

scare

150 gp

81–82

scorching ray

150 gp

83–85

see invisibility

150 gp

86

shatter

150 gp

87

silence

200 gp

88

sound burst

200 gp

89

spectral hand

150 gp

90–91

spider climb

150 gp

92–93

summon monster II

150 gp

94–95

summon swarm

150 gp

96

hideous laughter

150 gp

97

touch of idiocy

150 gp

98–99

web

150 gp

100

whispering wind

150 gp

3rd-Level Arcane Spells

d%

Spell

Market Price

01–02

arcane sight

375 gp

03–04

blink

375 gp

05–06

clairaudience/clairvoyance

375 gp

07

cure serious wounds

525 gp

08–10

daylight

525 gp

11–12

deep slumber

375 gp

13–15

dispel magic

375 gp

16–17

displacement

375 gp

18

explosive runes

375 gp

19–20

fireball

375 gp

21–22

flame arrow

375 gp

23–25

fly

375 gp

26–27

gaseous form

375 gp

28–29

gentle repose

375 gp

30

glibness

525 gp

31

good hope

525 gp

32–33

halt undead

375 gp

34–36

haste

375 gp

37–38

heroism

375 gp

39–40

hold person

375 gp

41

illusory script

425 gp

42–44

invisibility sphere

375 gp

45–47

keen edge

375 gp

48–49

tiny hut

375 gp

50–51

lightning bolt

375 gp

52–59

magic circle against chaos/evil/good/law

375 gp

60–62

magic weapon, greater

375 gp

63–64

major image

375 gp

65–66

nondetection

425 gp

67–68

phantom steed

375 gp

69–71

protection from energy

375 gp

72–73

rage

375 gp

74–75

ray of exhaustion

375 gp

76

sculpt sound

525 gp

77

secret page

375 gp

78

sepia snake sigil

875 gp

79

shrink item

375 gp

80–81

sleet storm

375 gp

82–83

slow

375 gp

84

speak with animals

525 gp

85–86

stinking cloud

375 gp

87–88

suggestion

375 gp

89–90

summon monster III

375 gp

91–93

tongues

375 gp

94–95

vampiric touch

375 gp

96–98

water breathing

375 gp

99–100

wind wall

375 gp

4th-Level Arcane Spells

d%

Spell

Market Price

01–02

animate dead

1,050 gp

03–05

arcane eye

700 gp

06–07

bestow curse

700 gp

08–10

charm monster

700 gp

11–13

confusion

700 gp

14–15

contagion

700 gp

16–17

crushing despair

700 gp

18

cure critical wounds

1,000 gp

19

detect scrying

700 gp

20–23

dimension door

700 gp

24–26

dimensional anchor

700 gp

27–28

enervation

700 gp

29–30

enlarge person, mass

700 gp

31–32

black tentacles

700 gp

33–34

fear

700 gp

35–37

fire shield

700 gp

38–39

fire trap

725 gp

40–42

freedom of movement

1,000 gp

43

geas, lesser

700 gp

44–46

globe of invulnerability, lesser

700 gp

47–48

hallucinatory terrain

700 gp

49–50

ice storm

700 gp

51–52

illusory wall

700 gp

53–55

invisibility, greater

700 gp

56–57

secure shelter

700 gp

58

locate creature

700 gp

59–60

minor creation

700 gp

61

modify memory

1,000 gp

62

neutralize poison

1,000 gp

63–64

resilient sphere

700 gp

65–66

phantasmal killer

700 gp

67–68

polymorph

700 gp

69–70

rainbow pattern

700 gp

71

mnemonic enhancer

700 gp

72–73

reduce person, mass

700 gp

74–76

remove curse

700 gp

77

repel vermin

1,000 gp

78–79

scrying

700 gp

80–81

shadow conjuration

700 gp

82–83

shout

700 gp

84–85

solid fog

700 gp

86

speak with plants

1,000 gp

87–88

stone shape

700 gp

89–91

stoneskin

950 gp

92–93

summon monster IV

700 gp

94–96

wall of fire

700 gp

97–99

wall of ice

700 gp

100

zone of silence

1,000 gp

5th-Level Arcane Spells

d%

Spell

Market Price

01–02

animal growth

1,125 gp

03–05

baleful polymorph

1,125 gp

06–07

interposing hand

1,125 gp

08–09

blight

1,125 gp

10–12

break enchantment

1,125 gp

13–14

cloudkill

1,125 gp

15–17

cone of cold

1,125 gp

18–19

contact other plane

1,125 gp

20

cure light wounds, mass

1,625 gp

21–23

dismissal

1,125 gp

24–26

dispel magic, greater

1,625 gp

27–28

dominate person

1,125 gp

29

dream

1,125 gp

30–31

fabricate

1,125 gp

32–33

false vision

1,375 gp

34–35

feeblemind

1,125 gp

36–39

hold monster

1,125 gp

40

secret chest

1,125 gp

41

magic jar

1,125 gp

42–43

major creation

1,125 gp

44–45

mind fog

1,125 gp

46–47

mirage arcana

1,125 gp

48–49

mage’s faithful hound

1,125 gp

50–51

mage’s private sanctum

1,125 gp

52–53

nightmlare

1,125 gp

54–57

overland flight

1,125 gp

58–60

passwall

1,125 gp

61

permanency

10,125 gp1

62–63

persistent image

1,125 gp

64–65

planar binding, lesser

1,125 gp

66–67

prying eyes

1,125 gp

68–69

telepathic bond

1,125 gp

70–71

seeming

1,125 gp

72–74

sending

1,125 gp

75–76

shadow evocation

1,125 gp

77

song of discord

1,625 gp

78–79

summon monster V

1,125 gp

80

symbol of pain

2,125 gp

81

symbol of sleep

2,125 gp

82–83

telekinesis

1,125 gp

84–88

teleport

1,125 gp

89–90

transmute mud to rock

1,125 gp

91–92

transmute rock to mud

1,125 gp

93–95

wall of force

1,125 gp

96–98

wall of stone

1,125 gp

99–100

waves of fatigue

1,125 gp

1 Includes experience point cost up to 2,000 XP.

6th-Level Arcane Spells

d%

Spell

Market Price

01–02

acid fog

1,650 gp

03–05

analyze dweomer

1,650 gp

06

animate objects

2,400 gp

07–09

antimagic field

1,650 gp

10–12

bear’s endurance, mass

1,650 gp

13–14

forceful hand

1,650 gp

15–17

bull’s strength, mass

1,650 gp

18–20

cat’s grace, mass

1,650 gp

21–23

chain lightning

1,650 gp

24–25

circle of death

2,150 gp

26

contingency

1,650 gp

27–28

control water

1,650 gp

29

create undead

2,350 gp

30

cure moderate wounds, mass

2,400 gp

31–33

disintegrate

1,650 gp

34–37

dispel magic, greater

1,650 gp

38–40

eagle’s splendor, mass

1,650 gp

41–42

eyebite

1,650 gp

43

find the path

2,400 gp

44–45

flesh to stone

1,650 gp

46–48

fox’s cunning, mass

1,650 gp

49

geas/quest

1,650 gp

50–52

globe of invulnerability

1,650 gp

53

guards and wards

1,650 gp

54

heroes’ feast

2,400 gp

55–56

heroism, greater

1,650 gp

57

legend lore

1,900 gp

58–59

mislead

1,650 gp

60

mage’s lucubration

1,650 gp

61–62

move earth

1,650 gp

63–64

freezing sphere

1,650 gp

65–67

owl’s wisdom, mass

1,650 gp

68–69

permanent image

1,650 gp

70–71

planar binding

1,650 gp

72–73

programmed image

1,675 gp

74–75

repulsion

1,650 gp

76–78

shadow walk

1,650 gp

79–81

stone to flesh

1,650 gp

82–83

suggestion, mass

1,650 gp

84–85

summon monster VI

1,650 gp

86

symbol of fear

2,650 gp

87

symbol of persuasion

6,650 gp

88

sympathetic vibration

2,400 gp

89–90

transformation

1,950 gp

91–93

true seeing

1,900 gp

94–95

undeath to death

2,150 gp

96–97

veil

1,650 gp

98–100

wall of iron

1,700 gp

7th-Level Arcane Spells

d%

Spell

Market Price

01–03

arcane sight, greater

2,275 gp

04–07

banishment

2,275 gp

08–10

grasping hand

2,275 gp

11–13

control undead

2,275 gp

14–16

control weather

2,275 gp

17–19

delayed blast fireball

2,275 gp

20–21

instant summons

3,275 gp

22–25

ethereal jaunt

2,275 gp

26–28

finger of death

2,275 gp

29–31

forcecage

23775 gp

32–35

hold person, mass

2,275 gp

36–38

insanity

2,275 gp

39–42

invisibility, mass

2,275 gp

43

limited wish

3,775 gp1

44–45

mage’s magnificent mansion

2,275 gp

46–48

mage’s sword

2,275 gp

49–51

phase door

2,275 gp

52–54

plane shift

2,275 gp

55–57

power word blind

2,275 gp

58–61

prismatic spray

2,275 gp

62–64

project image

2,280 gp

65–67

reverse gravity

2,275 gp

68–70

scrying, greater

2,275 gp

71–73

sequester

2,275 gp

74–76

shadow conjuration, greater

2,275 gp

77

simulacrum

7,275 gp2

78–80

spell turning

2,275 gp

81–82

statue

2,275 gp

83–85

summon monster VII

2,275 gp

86

symbol of stunning

7,275 gp

87

symbol of weakness

7,275 gp

88–90

teleport object

2,275 gp

91–95

teleport, greater

2,275 gp

96–97

vision

2,775 gp

98–100

waves of exhaustion

2,275 gp

1 Assumes no material component in excess of 1,000 gp and no XP cost in excess of 300 XP.

2 Assumes no XP cost in excess of 1,000 gp.

8th-Level Arcane Spells

d%

Spell

Market Price

01–02

antipathy

3,000 gp

03–05

clenched fist

3,000 gp

06–08

binding

8,500 gp1

09–12

charm monster, mass

3,000 gp

13

clone

4,000 gp

14–16

create greater undead

3,000 gp

17–19

demand

3,600 gp

20–22

dimensional lock

3,000 gp

23–26

discern location

3,000 gp

27–29

horrid wilting

3,000 gp

30–32

incendiary cloud

3,000 gp

33–35

iron body

3,000 gp

36–38

maze

3,000 gp

39–41

mind blank

3,000 gp

42–44

moment of prescience

3,000 gp

45–48

telekinetic sphere

3,000 gp

49–51

irresistible dance

3,000 gp

52–54

planar binding, greater

3,000 gp

55–57

polar ray

3,000 gp

58–60

polymorph any object

3,000 gp

61–63

power word stun

3,000 gp

64–66

prismatic wall

3,000 gp

67–70

protection from spells

3,500 gp

71–73

prying eyes, greater

3,000 gp

74–76

scintillating pattern

3,000 gp

77–78

screen

3,000 gp

79–81

shadow evocation, greater

3,000 gp

82–84

shout, greater

3,000 gp

85–87

summon monster VIII

3,000 gp

88–90

sunburst

3,000 gp

91

symbol of death

8,000 gp

92

symbol of insanity

8,000 gp

93–94

sympathy

4,500 gp

95–98

temporal stasis

3,500 gp

99–100

trap the soul

13,000 gp1

1 Assumes a creature of 10 HD or less.

9th-Level Arcane Spells

d%

Spell

Market Price

01–03

astral projection

4,870 gp

04–07

crushing hand

3,825 gp

08–12

dominate monster

3,825 gp

13–16

energy drain

3,825 gp

17–21

etherealness

3,825 gp

22–25

foresight

3,825 gp

26–31

freedom

3,825 gp

32–36

gate

8,825 gp

37–40

hold monster, mass

3,825 gp

41–44

imprisonment

3,825 gp

45–49

meteor swarm

3,825 gp

50–53

mage’s disjunction

3,825 gp

54–58

power word kill

3,825 gp

59–62

prismatic sphere

3,825 gp

63–66

refuge

3,825 gp

67–70

shades

3,825 gp

71–76

shapechange

3,825 gp

77–79

soul bind

3,825 gp

80–83

summon monster IX

3,825 gp

84–86

teleportation circle

4,825 gp

87–91

time stop

3,825 gp

92–95

wail of the banshee

3,825 gp

96–99

weird

3,825 gp

100

wish

28,825 gp1

1 Assumes no material component cost in excess of 10,000 gp and no XP cost in excess of 5,000 XP.

 

STAVES
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:
o Shield (1 charge)
o Resist energy (1 charge)
o Dispel magic (1 charge)
o Lesser globe of invulnerability (2 charges)
o Dismissal (2 charges)
o 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:
o Charm person (1 charge)
o 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:
o Unseen servant (1 charge)
o Summon swarm (1 charge)
o Stinking cloud (1 charge)
o Minor creation (2 charges)
o Cloudkill (2 charges)
o 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:
o Shield (1 charge)
o Shield of faith (1 charge)
o Shield other (1 charge)
o 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:
o Detect secret doors (1 charge)
o Locate object (1 charge)
o Tongues (1 charge)
o Locate creature (2 charges)
o Prying eyes (2 charges)
o 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:
o Passwall (1 charge)
o 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:
o Sleep (1 charge)
o Hideous laughter (1 charge)
o Suggestion (1 charge)
o Crushing despair (2 charges)
o Mind fog (2 charges)
o 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:
o Magic missile (1 charge)
o Shatter (1 charge)
o Fireball (1 charge)
o Ice storm (2 charges)
o Wall of force (2 charges)
o 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:
o Burning hands (1 charge)
o Fireball (1 charge)
o 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:
o Ice storm (1 charge)
o Wall of ice (1 charge)
o 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:
o Lesser restoration (1 charge)
o Cure serious wounds (1 charge)
o Remove blindness/deafness (2 charges)
o 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:
o Disguise self (1 charge)
o Mirror image (1 charge)
o Major image (1 charge)
o Rainbow pattern (2 charges)
o Persistent image (2 charges)
o 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:
o Dancing lights (1 charge)
o Flare (1 charge)
o Daylight (2 charges)
o 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:
o Heal (1 charge)
o Raise dead (5 charges)
Moderate conjuration; CL 11th; 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:
o Cause fear (1 charge)
o Ghoul touch (1 charge)
o Halt undead (1 charge)
o Enervation (2 charges)
o Waves of fatigue (2 charges)
o 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:
o Dimension door (1 charge)
o Passwall (1 charge)
o Phase door (2 charges)
o Greater teleport (2 charges)
o 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:
o Magic missile (1 charge)
o Ray of enfeeblement (heightened to 5th level) (1 charge)
o Continual flame (1 charge)
o Levitate (1 charge)
o Lightning bolt (heightened to 5th level) (1 charge)
o Fireball (heightened to 5th level) (1 charge)
o Cone of cold (2 charges)
o Hold monster (2 charges)
o Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges)
o 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:
o Enlarge person (1 charge)
o Reduce person (1 charge)
o Shrink item (1 charge)
o Enlarge person, mass (1 charge)
o 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:
o Summon swarm (1 charge)
o 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:
o Expeditious retreat (1 charge)
o Alter self (1 charge)
o Blink (1 charge)
o Polymorph (2 charges)
o Baleful polymorph (2 charges)
o 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:
o Charm animal (1 charge)
o Speak with animals (1 charge)
o Barkskin (2 charges)
o Wall of thorns (3 charges)
o Summon nature's ally VI (3 charges)
o 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.