Wands
Item Market Price
Failed wand 100 gp
Magic missile wand 3,000 gp
Wand of lightning 10,000 gp
Wand of blasting 20,000 gp
Wand of healing 20,000 gp
Wand of fear 25,000 gp
Wand of fire 30,000 gp
Wand of striking 30,000 gp
Wand of illumination 35,000 gp
Wand of negation 35,000 gp
Wand of frost 50,000 gp

Reading wand listings

Wand Name

Item level
The level at which the wand’s powers function, unless otherwise noted (A wielder must be of at least this level in one of the classes which can use the wand, in order to use the wand without a Spellcraft check)
Rarity
How commonly known the recipe for the wand is (and thus also how easy the wand is to find for purchase); may be common, uncommon, rare, very rare, or legendary
Charges
The number of charges a newly created wand of this type has
Usable by
Which class groups (or classes) may use the wand (Note: In this line of each wand’s entry, “rogues” refers to the class group, which includes the rogue, bard, and ranger classes)
Activation DC
The activation DC for the wand (for the purpose of Spellcraft checks); “Varies” means that the wand has different activation DCs for its various powers, which are listed in the description for each power
Price
Standard market price of the wand; this is how much the wand usually costs to buy

Wand description. This text explains what the wand looks like, its functions, how many charges each function uses (if not specified, a function uses one charge), and any other relevant information, such as save DCs for powers that allow saving throws.

Wands

Failed Wand

Item level
1
Rarity
Uncommon
Charges
Special (see text)
Usable by
All classes
Activation DC
n/a
Price
100 gp

A failed wand can look like any other type of wand, for it is in fact the result of some crafter’s failed attempt at creating a wand of a different sort. When the enchanting of the wand is not successful, a wand of this type sometimes results. Such wands are very easy to activate; a wielder must take care not to activate the wand accidentally.

A failed wand, when used, fires a blast of elemental energy (cold, fire, or electric—determine randomly) for 1d10 points of damage, to a range of 60 feet. A ranged touch attack roll is required to strike a target with the blast.

A failed wand has no charges; instead, each time it’s used, roll 1d6. On a roll of 1, the magic remnant in the wand is finally expended, and the wand becomes a wholly non-magical stick.

Wands of this sort often have a strange phrase hastily inscribed upon them: “Waste not, Wand not”.

Magic Missile Wand

Item level
9
Rarity
Common
Charges
50
Usable by
Mages
Activation DC
Varies
Price
3,000 gp

A magic missile wand fires magic missiles (as the spell) to a range of 150 feet. Anywhere from 1 to 5 missiles may be fired each time the wand is used, expending one charge per missile. The activation DC depends on the number of missiles fired: 1 missile — DC 8, 2 missiles — DC 10, 3 missiles — DC 12, 4 missiles — DC 14, 5 missiles — DC 16.

Wand of Blasting

Item level
8
Rarity
Uncommon
Charges
50
Usable by
Priests
Activation DC
20
Price
20,000 gp

A blasting wand fires a ray of searing light (as the spell), to Medium range (200 feet). The blast deals 5d8 points of damage to living creatures, 10d6 points of damage to undead, 10d8 points of damage to undead creatures particularly vulnerable to sunlight, and only 5d6 to constructs or objects. A ranged touch attack roll is required to strike a target.

Wand of Fear

Item level
8
Rarity
Uncommon
Charges
50
Usable by
Mages, priests
Activation DC
Varies
Price
25,000 gp

A fear wand has the following powers:

Wand of Fire

Item level
8
Rarity
Uncommon
Charges
50
Usable by
Mages
Activation DC
Varies
Price
30,000 gp

A fire wand has the following powers:

Wand of Frost

Item level
10
Rarity
Uncommon
Charges
50
Usable by
Mages
Activation DC
Varies
Price
50,000 gp

A frost wand has the following powers:

Wand of Healing

Item level
10
Rarity
Uncommon
Charges
50
Usable by
Priests
Activation DC
Varies
Price
20,000 gp

A healing wand is a slender rod of clear crystal, at the heart of which shines a soft white light. It has the following powers:

The wand may also be snapped in half by the wielder (destroying the wand), to release all remaining magic within. All creatures within 30 feet are healed for an amount of damage depending on the number of charges remaining (and undead in the area take a like amount of damage, though they may make a Will save, DC 22, to halve the damage); see Table: Wand of Healing.

Snapping the wand in half requires no command word, nor a Spellcraft check, and may be done by any wielder regardless of class or level.

Wand of Illumination

Item level
12
Rarity
Uncommon
Charges
50
Usable by
All classes
Activation DC
Varies
Price
35,000 gp

An illumination wand has the following powers:

Wand of Lightning

Item level
6
Rarity
Common
Charges
50
Usable by
Mages
Activation DC
Varies
Price
10,000 gp

A lightning wand has the following powers:

Wand of Negation

Item level
15
Rarity
Rare
Charges
50
Usable by
All classes
Activation DC
25
Price
35,000 gp

This device negates the spell or spell-like function or functions of rods, staves, wands, and other magical items (it can’t negate permanent effects, like the deflection effect of a ring of protection). The wielder points the wands at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack), with a maximum range of 240 feet. The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the wand wielder needs to have used a ready action. The dispel check uses the wand’s level (15th). The target item gets no saving throw, although the wand can’t negate artifacts (even minor artifacts). A wand of negation cannot be recharged.

Wand of Striking

Item level
10
Rarity
Rare
Charges
20
Usable by
Mages, rogues
Activation DC
18
Price
30,000 gp

Though it looks like a simple iron bar, rough and pitted even when it’s newly crafted, a wand of striking is a terrifying weapon. The first such wands are variously said to have been crafted by this or that Infernal artificer, but they are now sadly widespread on Prime worlds. A striking wand has only one power: to create a linear storm of bladelike shards of black ice, supernaturally hard and razor-sharp. The shards lance out in a 3-foot-wide line from the wand’s tip, dealing 10d6 points of damage to the first physical object or creature in their path (a Reflex save, DC 20, halves the damage; force effects that grant bonuses to Armor Class, such as bracers of armor or the shield spell, grant their AC value as a bonus to a character’s Reflex save against the wand of striking). A successful ranged touch attack roll is required to aim the storm of shards at a creature. The shards strike as magic, adamantine weapons.

When the storm of shards conjured by a wand of striking damages a living creature, it leaves horrible wounds that gush with blood. A victim sustains a bleeding wound of severity 1d2 (or severity 1d4 on a successful save).

If they impact nothing, or if they break through a barrier (which is likely, considering that they ignore the hardness of most common building materials), the shards simply keep flying in a straight line indefinitely, propelled by some unknown force. This allows the wielder of a wand of striking to attack even very distant targets. Treat the wand as a ranged weapon with a 100-foot range increment, in such cases. (When attempting to hit even stationary targets at great distances, the DM might call for an attack roll to hit a point too far away to see clearly. A miss against AC 5 means that the storm of shards misses the intended point, and passes through a point 5 feet (or more, depending on the result of the attack roll) in a randomly determined direction.) After they deal damage to a creature or object without breaking through it, the shards evaporate instantly.

Cover bonuses to AC are useless if the ice shards can destroy the object (or section of an object) that provides the cover (which they often can). The storm of shards even damages worn or wielded items. If a creature fails its Reflex save against the wand of striking, its items take damage as if it had rolled a 1 on the save; consult “Items Surviving after a Saving Throw” on page 217 of the Pathfinder Core Rulebook to determine which items take the damage (remember that adamantine weapons ignore hardness of less than 20).

Use of wands of striking is heavily frowned upon in any civilized community, due to their incredible capacity for collateral damage. For this reason, striking wands are usually found only on the black market.

Main/

Wands