Magical Wands

To Index
gray line
Magical Wand
2011, Paizo Publishing, LLC Credit J. P. Targete Source Robin D. Laws. (15 June 2011). The Ironroot Deception, Chapter Three: The Dog, Paizo Web Fiction.
This is a copyrighted image that has been released by Paizo Publishing, LLC as part of their Community Use Package.

The copyright for it is owned by Paizo Publishing, LLC and is used with permission under their Community Use Policy. Other uses of this image, may be copyright infringement.

For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

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.

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.

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.

grey line

To Index

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.