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
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 |
nightmare |
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. |
|
|
Table: DIVINE SPELL SCROLLS
0-Level Divine Spells |
d% |
Spell |
Market Price |
01–07 |
create water |
12 gp 5 sp |
08–14 |
cure minor
wounds |
12 gp 5 sp |
15–22 |
detect magic |
12 gp 5 sp |
23–29 |
detect
poison |
12 gp 5 sp |
30–36 |
flare |
12 gp 5 sp |
37–43 |
guidance |
12 gp 5 sp |
44–50 |
inflict minor
wounds |
12 gp 5 sp |
51–57 |
know
direction |
12 gp 5 sp |
58–65 |
light |
12 gp 5 sp |
66–72 |
mending |
12 gp 5 sp |
73–79 |
purify food
and drink |
12 gp 5 sp |
80–86 |
read magic |
12 gp 5 sp |
87–93 |
resistance |
12 gp 5 sp |
94–100 |
virtue |
12 gp 5 sp |
? |
1st-Level Divine Spells |
d% |
Spell |
Market Price |
01 |
alarm |
100 gp |
02–03 |
bane |
25 gp |
04–06 |
bless |
25 gp |
07–09 |
bless water |
50 gp |
10 |
bless weapon |
100 gp |
11–12 |
calm animals |
25 gp |
13–14 |
cause fear |
25 gp |
15–16 |
charm animal |
25 gp |
17–19 |
command |
25 gp |
20–21 |
comprehend
languages |
25 gp |
22–26 |
cure light
wounds |
25 gp |
27–28 |
curse water |
50 gp |
29–30 |
deathwatch |
25 gp |
31–32 |
detect
animals or plants |
25 gp |
33–35 |
detect
chaos/evil/good/law |
25 gp |
36–37 |
detect
snares and pits |
25 gp |
38–39 |
detect
undead |
25 gp |
40–41 |
divine favor |
25 gp |
42–43 |
doom |
25 gp |
44–48 |
endure
elements |
25 gp |
49–50 |
entangle |
25 gp |
51–52 |
entropic
shield |
25 gp |
53–54 |
faerie fire |
25 gp |
55–56 |
goodberry |
25 gp |
57–58 |
hide from
animals |
25 gp |
59–60 |
hide from
undead |
25 gp |
61–62 |
inflict light
wounds |
25 gp |
63–64 |
jump |
25 gp |
65–66 |
longstrider |
25 gp |
67–68 |
magic fang |
25 gp |
69–72 |
magic stone |
25 gp |
73–74 |
magic weapon |
25 gp |
75–78 |
obscuring
mist |
25 gp |
79–80 |
pass without
trace |
25 gp |
81–82 |
produce
flame |
25 gp |
83–86 |
protection
from chaos/evil/good/law |
25 gp |
87–88 |
remove fear |
25 gp |
89–90 |
sanctuary |
25 gp |
91–92 |
shield of
faith |
25 gp |
93–94 |
shillelagh |
25 gp |
95–96 |
speak with
animals |
25 gp |
97–98 |
summon monster
I |
25 gp |
99–100 |
summon
nature’s ally I |
25 gp |
? |
2nd-Level Divine Spells |
d% |
Spell |
Market Price |
01 |
animal
messenger |
150 gp |
02 |
animal
trance |
150 gp |
03–04 |
augury |
175 gp |
05–06 |
barkskin |
150 gp |
07–09 |
bear’s
endurance |
150 gp |
10–12 |
bull’s
strength |
150 gp |
13–14 |
calm emotions |
150 gp |
15–17 |
cat’s grace |
150 gp |
18 |
chill metal |
150 gp |
19–20 |
consecrate |
200 gp |
21–24 |
cure moderate
wounds |
150 gp |
25–26 |
darkness |
150 gp |
27 |
death knell |
150 gp |
28–30 |
delay poison |
150 gp |
31–32 |
desecrate |
200 gp |
33–35 |
eagle’s
splendor |
150 gp |
36–37 |
enthrall |
150 gp |
38–39 |
find traps |
150 gp |
40 |
fire trap |
175 gp |
41–42 |
flame blade |
150 gp |
43–44 |
flaming
sphere |
150 gp |
45–46 |
fog cloud |
150 gp |
47 |
gentle
repose |
150 gp |
48 |
gust of wind |
150 gp |
49 |
heat metal |
150 gp |
50–51 |
hold animal |
150 gp |
52–54 |
hold person |
150 gp |
55–56 |
inflict
moderate wounds |
150 gp |
57–58 |
make whole |
150 gp |
59–61 |
owl’s
wisdom |
150 gp |
62 |
reduce
animal |
150 gp |
63–64 |
remove
paralysis |
150 gp |
65–67 |
resist
energy |
150 gp |
68–70 |
restoration,
lesser |
150 gp |
71–72 |
shatter |
150 gp |
73–74 |
shield other |
150 gp |
75–76 |
silence |
150 gp |
77 |
snare |
150 gp |
78 |
soften earth
and stone |
150 gp |
79–80 |
sound burst |
150 gp |
81 |
speak with
plants |
150 gp |
82–83 |
spider climb |
150 gp |
84–85 |
spiritual
weapon |
150 gp |
86 |
status |
150 gp |
87–88 |
summon monster
II |
150 gp |
89–90 |
summon
nature’s ally II |
150 gp |
91–92 |
summon swarm |
150 gp |
93 |
tree shape |
150 gp |
94–95 |
undetectable
alignment |
150 gp |
96–97 |
warp wood |
150 gp |
98 |
wood shape |
150 gp |
99–100 |
zone
of truth |
150 gp |
? |
3rd-Level Divine Spells |
d% |
Spell |
Market Price |
01–02 |
animate dead |
625 gp |
03–04 |
bestow curse |
375 gp |
05–06 |
blindness/deafness |
375 gp |
07–08 |
call lightning |
375 gp |
09–10 |
contagion |
375 gp |
11–12 |
continual
flame |
425 gp |
13–14 |
create food and
water |
375 gp |
15–18 |
cure serious
wounds |
375 gp |
19 |
darkvision |
375 gp |
20–21 |
daylight |
375 gp |
22–23 |
deeper
darkness |
375 gp |
24–25 |
diminish
plants |
375 gp |
26–27 |
dispel magic |
375 gp |
28–29 |
dominate
animal |
375 gp |
30–31 |
glyph of
warding |
575 gp |
32 |
heal mount |
375 gp |
33–34 |
helping hand |
375 gp |
35–36 |
inflict
serious wounds |
375 gp |
37–38 |
invisibility
purge |
375 gp |
39-40 |
locate
object |
375 gp |
41–46 |
magic
circle against chaos/evil/good/law |
375 gp |
47–48 |
magic fang,
greater |
375 gp |
49–50 |
magic
vestment |
375 gp |
51–52 |
meld into
stone |
375 gp |
53–55 |
neutralize
poison |
375 gp |
56–57 |
obscure
object |
375 gp |
58–59 |
plant growth |
375 gp |
60–62 |
prayer |
375 gp |
63–64 |
protection
from energy |
375 gp |
65–66 |
quench |
375 gp |
67–69 |
remove
blindness/deafness |
375 gp |
70–71 |
remove curse |
375 gp |
72–73 |
remove
disease |
375 gp |
74–76 |
searing light |
375 gp |
77–78 |
sleet storm |
375 gp |
79–80 |
snare |
375 gp |
81–83 |
speak with
dead |
375 gp |
84–85 |
speak with
plants |
375 gp |
86–87 |
spike growth |
375 gp |
88–89 |
stone shape |
375 gp |
90–91 |
summon monster
III |
375 gp |
92–93 |
summon
nature’s ally III |
375 gp |
94–96 |
water
breathing |
375 gp |
97–98 |
water walk |
375 gp |
99–100 |
wind wall |
375 gp |
? |
4th-Level Divine Spells |
d% |
Spell |
Market Price |
01–05 |
air walk |
700 gp |
06–07 |
antiplant
shell |
700 gp |
08–09 |
blight |
700 gp |
10–11 |
break
enchantment |
700 gp |
12–13 |
command plants |
700 gp |
14–15 |
control water |
700 gp |
16–21 |
cure critical
wounds |
700 gp |
22–26 |
death ward |
700 gp |
27–31 |
dimensional
anchor |
700 gp |
32–34 |
discern lies |
700 gp |
35–37 |
dismissal |
700 gp |
38–39 |
divination |
725 gp |
40–42 |
divine power |
700 gp |
43–47 |
freedom of
movement |
700 gp |
48–49 |
giant vermin |
700 gp |
50–51 |
holy sword |
700 gp |
52–54 |
imbue with
spell ability |
700 gp |
55–57 |
inflict
critical wounds |
700 gp |
58–60 |
magic weapon,
greater |
700 gp |
61–62 |
nondetection |
750 gp |
63–64 |
planar ally,
lesser |
1,200 gp |
65–67 |
poison |
700 gp |
68–69 |
reincarnate |
700 gp |
70–71 |
repel vermin |
700 gp |
72–76 |
restoration |
800 gp |
77–78 |
rusting
grasp |
700 gp |
79–81 |
sending |
700 gp |
82–85 |
spell immunity |
700 gp |
86–87 |
spike stones |
700 gp |
88–90 |
summon monster
IV |
700 gp |
91–93 |
summon
nature’s ally IV |
700 gp |
94–98 |
tongues |
700 gp |
99–100 |
tree stride |
700 gp |
? |
5th-Level Divine Spells |
d% |
Spell |
Market Price |
01–03 |
animal
growth |
1,125 gp |
04–05 |
atonement |
3,625 gp |
06 |
awaken |
2,375 gp |
07–09 |
baleful
polymorph |
1,125 gp |
10–13 |
break
enchantment |
1,125 gp |
14–16 |
call lightning
storm |
1,125 gp |
17–20 |
command,
greater |
1,125 gp |
21 |
commune |
1,625 gp |
22 |
commune with
nature |
1,125 gp |
23–24 |
control winds |
1,125 gp |
25–30 |
cure light
wounds, mass |
1,125 gp |
31–34 |
dispel
chaos/evil/good/law |
1,125 gp |
35–38 |
disrupting
weapon |
1,125 gp |
39–41 |
flame strike |
1,125 gp |
42–43 |
hallow |
6,125 gp1 |
44–46 |
ice storm |
1,125 gp |
47–49 |
inflict
light wounds, mass |
1,125 gp |
50–52 |
insect
plague |
1,125 gp |
53 |
mark of
justice |
1,125 gp |
54–56 |
plane shift |
1,125 gp |
57–58 |
raise dead |
6,125 gp |
59–61 |
righteous
might |
1,125 gp |
62–63 |
scrying |
1,125 gp |
64–66 |
slay living |
1,125 gp |
67–69 |
spell
resistance |
1,125 gp |
70–71 |
stoneskin |
1,375 gp |
72–74 |
summon monster
V |
1,125 gp |
75–77 |
summon
nature’s ally V |
1,125 gp |
78 |
symbol of pain |
2,125 gp |
79 |
symbol of
sleep |
2,125 gp |
80–82 |
transmute mud
to rock |
1,125 gp |
83–85 |
transmute
rock to mud |
1,125 gp |
86–89 |
true seeing |
1,375 gp |
90–91 |
unhallow |
6,125 gp1 |
92–94 |
wall of fire |
1,125 gp |
95–97 |
wall of
stone |
1,125 gp |
98–100 |
wall of
thorns |
1,125 gp |
1 Allows for a spell of up to 4th level to be
tied to the hallowed or unhallowed area. |
? |
6th-Level Divine Spells |
d% |
Spell |
Market Price |
01–03 |
animate
objects |
1,650 gp |
04–06 |
antilife
shell |
1,650 gp |
07–09 |
banishment |
1,650 gp |
10–13 |
bear’s
endurance, mass |
1,650 gp |
14–16 |
blade
barrier |
1,650 gp |
17–20 |
bull’s
strength, mass |
1,650 gp |
21–24 |
cat’s grace,
mass |
1,650 gp |
25 |
create undead |
1,650 gp |
26–29 |
cure
moderate wounds, mass |
1,650 gp |
30–33 |
dispel magic,
greater |
1,650 gp |
34–37 |
eagle’s
splendor, mass |
1,650 gp |
38–40 |
find the
path |
1,650 gp |
41–43 |
fire seeds |
1,650 gp |
44 |
forbiddance |
4,650 gp1 |
45 |
geas/quest |
1,650 gp |
46 |
glyph of
warding, greater |
1,650 gp |
47–49 |
harm |
1,650 gp |
50–52 |
heal |
1,650 gp |
53–55 |
heroes’
feast |
1,650 gp |
56–58 |
inflict moderate
wounds, mass |
1,650 gp |
59–61 |
ironwood |
1,650 gp |
62 |
liveoak |
1,650 gp |
63–65 |
move earth |
1,650 gp |
66–69 |
owl’s
wisdom, mass |
1,650 gp |
70–71 |
planar ally |
2,400 gp |
72–74 |
repel wood |
1,650 gp |
75–77 |
spellstaff |
1,650 gp |
78–80 |
stone tell |
1,650 gp |
81–83 |
summon monster
VI |
1,650 gp |
84–86 |
summon
nature’s ally VI |
1,650 gp |
87 |
symbol of fear |
2,650 gp |
88 |
symbol of
persuasion |
6,650 gp |
89–91 |
transport via
plants |
1,650 gp |
92–94 |
undeath to
death |
2,150 gp |
95–97 |
wind walk |
1,650 gp |
98–100 |
word of recall |
1,650 gp |
1 Assumes an area equivalent to one 60-foot
cube. |
? |
7th-Level Divine Spells |
d% |
Spell |
Market Price |
01–05 |
animate
plants |
2,275 gp |
06–09 |
blasphemy |
2,275 gp |
10–14 |
changestaff |
2,275 gp |
15–16 |
control
weather |
2,275 gp |
17–21 |
creeping doom |
2,275 gp |
22–27 |
cure serious
wounds, mass |
2,275 gp |
28–32 |
destruction |
2,275 gp |
33–36 |
dictum |
2,275 gp |
37–41 |
ethereal
jaunt |
2,275 gp |
42–45 |
holy word |
2,275 gp |
46–50 |
inflict
serious wounds, mass |
2,275 gp |
51–55 |
refuge |
3,775 gp |
56–60 |
regenerate |
2,275 gp |
61–65 |
repulsion |
2,275 gp |
66–69 |
restoration,
greater |
4,775 gp |
70–71 |
resurrection |
12,275 gp |
72–76 |
scrying,
greater |
2,275 gp |
77–81 |
summon monster
VII |
2,275 gp |
82–85 |
summon
nature’s ally VII |
2,275 gp |
86–90 |
sunbeam |
2,275 gp |
91 |
symbol of
stunning |
7,275 gp |
92 |
symbol of
weakness |
7,275 gp |
93–97 |
transmute
metal to wood |
2,275 gp |
98–100 |
word
of chaos |
2,275 gp |
? |
8th-Level Divine Spells |
d% |
Spell |
Market Price |
01–04 |
animal
shapes |
3,000 gp |
05–10 |
antimagic
field |
3,000 gp |
11–13 |
cloak of chaos |
3,000 gp |
14–17 |
control plants |
3,000 gp |
18–20 |
create greater
undead |
3,600 gp |
21–27 |
cure
critical wounds, mass |
3,000 gp |
28–32 |
dimensional
lock |
3,000 gp |
33–36 |
discern
location |
3,000 gp |
37–41 |
earthquake |
3,000 gp |
42–45 |
finger of
death |
3,000 gp |
46–49 |
fire storm |
3,000 gp |
50–52 |
holy aura |
3,000 gp |
53–56 |
inflict critical
wounds, mass |
3,000 gp |
57–60 |
planar ally,
greater |
5,500 gp |
61–65 |
repel metal or
stone |
3,000 gp |
66–69 |
reverse
gravity |
3,000 gp |
70–72 |
shield of law |
3,000 gp |
73–76 |
spell immunity,
greater |
3,000 gp |
77–80 |
summon monster
VIII |
3,000 gp |
81–84 |
summon
nature’s ally VIII |
3,000 gp |
85–89 |
sunburst |
3,000 gp |
90–91 |
symbol of
death |
8,000 gp |
92–93 |
symbol of
insanity |
8,000 gp |
94–96 |
unholy aura |
3,000 gp |
97–100 |
whirlwind |
3,000 gp |
? |
9th-Level Divine Spells |
d% |
Spell |
Market Price |
01–04 |
antipathy |
3,825 gp |
05–07 |
astral
projection |
4,870 gp |
08–13 |
elemental
swarm |
3,825 gp |
14–19 |
energy drain |
3,825 gp |
20–25 |
etherealness |
3,825 gp |
26–31 |
foresight |
3,825 gp |
32–37 |
gate |
8,825 gp |
38–46 |
heal, mass |
3,825 gp |
47–53 |
implosion |
3,825 gp |
54–55 |
miracle |
28,825 gp1 |
56–61 |
regenerate |
3,825 gp |
62–66 |
shambler |
3,825 gp |
67–72 |
shapechange |
3,825 gp |
73–77 |
soul bind |
3,825 gp |
78–83 |
storm of
vengeance |
3,825 gp |
84–89 |
summon monster
IX |
3,825 gp |
90–95 |
summon
nature’s ally IX |
3,825 gp |
96–99 |
sympathy |
5,325 gp |
100 |
true
resurrection |
28,825 gp |
1 Assumes powerful request but no expensive
material components in excess of 100 gp and no additional XP
cost. |
|
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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.
|