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
- 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:
- Frighten creature (1 charge, DC 11 activates): A beam of amber light springs from the wand and unerringly strikes one living creature within 40 feet, causing it to either flee in panic, or drop to its knees and cower before you, for 1 round. A DC 14 Will save negates the effect in either case. Spending two charges instead of one increases the save DC to 16, and spending three charges increases the DC to 18.
- Cone of terror (2 charges, DC 18 activates): A 40-foot cone of pale amber light springs from the wand, inducing terror in those it touches. Living creatures within the cone, if they fail a Will save (DC 16), become panicked; they drop whatever they are holding and flee from the wand’s wielder at best speed, for 1 minute. If cornered, panicked creatures cower. Any creature who successfully saves is still shaken for 1 round. Spending five charges instead of two increases the save DC to 19.
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:
- Burning hands (1 charge, DC 13 activates): Emits a fan-shaped, semicircular sheet of dark red flames, 10 feet in radius (centered on the wand) but only as thick as a human’s thumbs. Creatures and objects in the area take 5d4 points of fire damage (Reflex save, DC 12, for half).
- Pyrotechnics (1 charge, DC 14 activates): This power functions as the spell of the same name. The Will save DC to negate the blinding effect of the fireworks is 14.
- Fireball (2 charges, DC 18 activates): Shoots a pea-sized sphere that streaks out to the desired range (up to Long range, 800 feet) and bursts in a violet-red fiery blast, just like the fireball spell. The fireball inflicts 8d6 points of damage (Reflex save, DC 16, for half). (When attempting to detonate the fireball at a very distant point, too far away to see clearly, the DM might call for an attack roll to hit the desired point. Treat the wand as a ranged weapon with a 100-foot range increment, in such cases. A miss against AC 5 means that the fireball misses the intended point, and detonates 5 feet (or more, depending on the result of the attack roll) in a randomly determind direction.)
- Wall of fire (2 charges, DC 18 activates): Creates, within Medium range (200 feet), a fiery curtain of purple-red flames, in a straight line 160 feet long, or in a ring 20 feet in radius (either form is 20 feet high), lasting a minute. Creatures passing through the wall take 2d6+8 points of damage; creatures within 10 feet of the wall (on one side, of your choosing) take 2d4 points a round, and creatures beyond 10 feet but within 20 feet take 1d4 points; undead take double damage.
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:
- Ice storm (1 charge, DC 17 activates): In a 20-foot radius radius cylinder within Long range (800 feet), hailstones rain from above, dealing 3d6 bludgeoning damage and 2d6 cold damage; also, for 1 minute, heavy snow and sleet rain down in the area, making it difficult terrain, and obscuring vision (−4 to Spot checks).
- Wall of ice (1 charge, DC 17 activates): Conjures a vertical wall, ten 10-foot squares total, or an ice dome, 15-foot radius (either form is 10″ thick), within Medium range (200 feet); wall has 30 hit points per 10-foot square.
- Cone of cold (3 charges, DC 20 activates): Sprays a 60-foot cone of white crystalline motes, which deal 10d6 points of cold damage (Reflex save, DC 20, for half).
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:
- Cure wounds (1 charge, DC 13 activates): With a touch, positive energy flows from the wand, healing a single creature of 1d8+5 points of damage. Undead are harmed by this energy (a melee touch attack is required to affect an unwilling creature).
- Mass cure (3 charges, DC 20 activates): Positive energy flows outward from the wand, healing all creatures within 30 feet of 1d8+10 points of damage. Undead in the area are harmed by this energy, but may attempt a Will save (DC 20) to halve the damage.
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:
- Dancing lights (1 charge, DC 12 activates): Conjures up to four glowing spheres of light, which resemble will-o’-wisps, and which shed light as torches. You may move the spheres anywhere you like within 120 feet with just a thought (a free action), but they cannot separate from each other by more than 10 feet. The dancing lights last for 10 minutes; conjuring a new set of glowing spheres cancels existing ones prematurely.
- Light (1 charge, DC 12 activates): Makes a touched object shed light as a torch for an hour.
- Continual light (2 charges, DC 13 activates): Makes a touched object permanently shed light as a torch, or until it is dispelled or darkness cast upon it.
- Sunburst (3 charges, DC 22 activates): When this effect is called forth, the wand delivers a burst of brilliant, greenish white light with blazing golden rays. This burst may occur anywhere within 1,000 feet, at the wielder’s preference, and its radius is 20 feet. Undead within the burst of light take 16d6 points of damage (Reflex save, DC 23, for half), and undead creatures of a kind vulnerable to sunlight (such as vampires or shadows) who fail their Reflex save must make a Fortitude save against the same DC or be destroyed. Living creatures are not damaged by this light, but may be blinded for 1 minute (Reflex save, DC 21, avoids); creatures who suffer penalties in bright light (such as drow) take a −2 penalty to their saves. (Fungi, mold, oozes, and slimes are affected by this power as if they were undead.)
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:
- Shock (1 charge, DC 12 activates): With a melee touch attack, deals 2d6 electricity damage (+3 to attack roll if opponent is wearing metal armor, holding a metal weapon, or is made of metal). No command word is required to use this power of the wand, and the wand may be used thus in place of any melee attack.
- Lightning bolt (2 charges, DC 16 activates): Creates a 120-foot line of lightning, which deals 6d6 points of electricity damage to creatures and objects in its path (Reflex save, DC 16, for half).
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.