D&D 3.5 SRD: Magic Items IV

Magic Items IV Overview

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Table of Contents

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% rollType
01–70Arcane
71–100Divine

Table: Number of Spells on a Scroll

Scroll TypeNumber of Spells
Minor scroll1d3 spells
Medium scroll1d4 spells
Major scroll1d6 spells

Table: Scroll Spell Levels

MinorMediumMajorSpell LevelSpell Casters Level
01–05——0 1st
06–50——1st 1st
51–9501–05—2nd 3rd
96–10006–65—3rd 5th
—66–9501–054th 7th
—96–10006–505th 9th
——51–706th 11th
——71–857th 13th
——86–958th 15th
——95–1009th 17th
1 These numbers assume that the creator is a cleric, druid, or wizard.   

Arcane Spell Scrolls

0-Level Arcane Spells
d%SpellMarket Place
01–04acid splash 12 gp 5 sp
05–08arcane mark 12 gp 5 sp
09–13dancing lights 12 gp 5 sp
14–17daze 12 gp 5 sp
18–24detect magic 12 gp 5 sp
25–28detect poison 12 gp 5 sp
29–32disrupt undead 12 gp 5 sp
33–37flare 12 gp 5 sp
38–42ghost sound 12 gp 5 sp
43–44know direction 12 gp 5 sp
45–50light 12 gp 5 sp
51–52lullaby 12 gp 5 sp
53–57mage hand 12 gp 5 sp
58–62mending 12 gp 5 sp
63–67message 12 gp 5 sp
68–72open/close 12 gp 5 sp
73–77prestidigitation 12 gp 5 sp
78–81ray of frost 12 gp 5 sp
82–87read magic 12 gp 5 sp
88–94resistance 12 gp 5 sp
95–96summon instrument 12 gp 5 sp
97–100touch of fatigue 12 gp 5 sp
1st-Level Arcane Spells 
d%Spell Market Price
01–03alarm 25 gp
04–05animate rope 25 gp
06–07burning hands 25 gp
08–09cause fear 25 gp
10–12charm person 25 gp
13–14chill touch 25 gp
15–16color spray 25 gp
17–19comprehend languages 25 gp
20confusion, lesser 50 gp
21cure light wounds 50 gp
22–24detect secret doors 25 gp
25–26detect undead 25 gp
27–29disguise self 25 gp
30–32endure elements 25 gp
33–35enlarge person 25 gp
36–37erase 25 gp
38–40expeditious retreat 25 gp
41feather fall 25 gp
42–43grease 25 gp
44–45hold portal 25 gp
46–47hypnotism 25 gp
48–49identify 125 gp
50–51jump 25 gp
52–54mage armor 25 gp
55–56magic missile 25 gp
57–59magic weapon 25 gp
60–62mount 25 gp
63–64magic aura 25 gp
65–66obscuring mist 25 gp
67–74protection from chaos/evil/good/law 25 gp
75–76ray of enfeeblement 25 gp
77–78reduce person 25 gp
79–80remove fear 50 gp
81–82shield 25 gp
83–84shocking grasp 25 gp
85–86silent image 25 gp
87–88sleep 25 gp
89–90summon monster I 25 gp
91–93floating disk 25 gp
94–95true strike 25 gp
96undetectable alignment 50 gp
97–98unseen servant 25 gp
99–100ventriloquism 25 gp
2nd-Level Arcane Spells 
d%Spell Market Price
01animal messenger 200 gp
02animal trance 200 gp
03arcane lock 175 gp
04–06bear’s endurance 150 gp
07–08blindness/deafness 150 gp
09–10blur 150 gp
11–13bull’s strength 150 gp
14calm emotions 200 gp
15–17cat’s grace150 gp
18–19command undead 150 gp
20continual flame 200 gp
21cure moderate wounds 200 gp
22darkness 150 gp
23–25darkvision 150 gp
26daze monster 150 gp
27delay poison 200 gp
28–29detect thoughts 150 gp
30–31disguise self 150 gp
32–34eagle’s splendor 150 gp
35enthrall 200 gp
36–37false life 150 gp
38–39flaming sphere 150 gp
40fog cloud 150 gp
41–43fox’s cunning 150 gp
44ghoul touch 150 gp
45–46glitterdust 150 gp
47gust of wind 150 gp
48–49hypnotic pattern 150 gp
50–52invisibility 150 gp
53–55knock 150 gp
56phantom trap 200 gp
57–58levitate 150 gp
59locate object 150 gp
60magic mouth 160 gp
61–62acid arrow 150 gp
63minor image 150 gp
64–65mirror image 150 gp
66misdirection 150 gp
67obscure object 150 gp
68–70owl’s wisdom 150 gp
71–73protection from arrows 150 gp
74–75pyrotechnics 150 gp
76–78resist energy150 gp
79rope trick 150 gp
80scare 150 gp
81–82scorching ray 150 gp
83–85see invisibility 150 gp
86shatter 150 gp
87silence 200 gp
88sound burst 200 gp
89spectral hand 150 gp
90–91spider climb 150 gp
92–93summon monster II 150 gp
94–95summon swarm 150 gp
96hideous laughter 150 gp
97touch of idiocy 150 gp
98–99web 150 gp
100whispering wind 150 gp
3rd-Level Arcane Spells 
d%Spell Market Price
01–02arcane sight 375 gp
03–04blink 375 gp
05–06clairaudience/clairvoyance 375 gp
07cure serious wounds 525 gp
08–10daylight 525 gp
11–12deep slumber 375 gp
13–15dispel magic 375 gp
16–17displacement 375 gp
18explosive runes 375 gp
19–20fireball 375 gp
21–22flame arrow 375 gp
23–25fly 375 gp
26–27gaseous form 375 gp
28–29gentle repose 375 gp
30glibness 525 gp
31good hope 525 gp
32–33halt undead 375 gp
34–36haste 375 gp
37–38heroism 375 gp
39–40hold person 375 gp
41illusory script 425 gp
42–44invisibility sphere 375 gp
45–47keen edge 375 gp
48–49tiny hut 375 gp
50–51lightning bolt 375 gp
52–59magic circle against chaos/evil/good/law 375 gp
60–62magic weapon, greater 375 gp
63–64major image 375 gp
65–66nondetection 425 gp
67–68phantom steed 375 gp
69–71protection from energy 375 gp
72–73rage 375 gp
74–75ray of exhaustion 375 gp
76sculpt sound 525 gp
77secret page 375 gp
78sepia snake sigil 875 gp
79shrink item 375 gp
80–81sleet storm 375 gp
82–83slow 375 gp
84speak with animals 525 gp
85–86stinking cloud 375 gp
87–88suggestion 375 gp
89–90summon monster III 375 gp
91–93tongues 375 gp
94–95vampiric touch 375 gp
96–98water breathing 375 gp
99–100wind wall 375 gp
4th-Level Arcane Spells 
d%Spell Market Price
01–02animate dead 1,050 gp
03–05arcane eye 700 gp
06–07bestow curse 700 gp
08–10charm monster 700 gp
11–13confusion 700 gp
14–15contagion 700 gp
16–17crushing despair 700 gp
18cure critical wounds 1,000 gp
19detect scrying 700 gp
20–23dimension door 700 gp
24–26dimensional anchor 700 gp
27–28enervation 700 gp
29–30enlarge person, mass 700 gp
31–32black tentacles 700 gp
33–34fear 700 gp
35–37fire shield 700 gp
38–39fire trap 725 gp
40–42freedom of movement 1,000 gp
43geas, lesser 700 gp
44–46globe of invulnerability, lesser 700 gp
47–48hallucinatory terrain 700 gp
49–50ice storm 700 gp
51–52illusory wall 700 gp
53–55invisibility, greater 700 gp
56–57secure shelter 700 gp
58locate creature 700 gp
59–60minor creation 700 gp
61modify memory 1,000 gp
62neutralize poison 1,000 gp
63–64resilient sphere 700 gp
65–66phantasmal killer 700 gp
67–68polymorph 700 gp
69–70rainbow pattern 700 gp
71mnemonic enhancer 700 gp
72–73reduce person, mass 700 gp
74–76remove curse 700 gp
77repel vermin 1,000 gp
78–79scrying 700 gp
80–81shadow conjuration 700 gp
82–83shout 700 gp
84–85solid fog 700 gp
86speak with plants 1,000 gp
87–88stone shape 700 gp
89–91stoneskin 950 gp
92–93summon monster IV 700 gp
94–96wall of fire 700 gp
97–99wall of ice 700 gp
100zone of silence 1,000 gp
5th-Level Arcane Spells 
d%Spell Market Price
01–02animal growth 1,125 gp
03–05baleful polymorph 1,125 gp
06–07interposing hand 1,125 gp
08–09blight 1,125 gp
10–12break enchantment 1,125 gp
13–14cloudkill 1,125 gp
15–17cone of cold 1,125 gp
18–19contact other plane 1,125 gp
20cure light wounds, mass 1,625 gp
21–23dismissal 1,125 gp
24–26dispel magic, greater 1,625 gp
27–28dominate person 1,125 gp
29dream 1,125 gp
30–31fabricate 1,125 gp
32–33false vision 1,375 gp
34–35feeblemind 1,125 gp
36–39hold monster 1,125 gp
40secret chest 1,125 gp
41magic jar 1,125 gp
42–43major creation 1,125 gp
44–45mind fog 1,125 gp
46–47mirage arcana 1,125 gp
48–49mage’s faithful hound 1,125 gp
50–51mage’s private sanctum 1,125 gp
52–53nightmare 1,125 gp
54–57overland flight 1,125 gp
58–60passwall 1,125 gp
61permanency 1,125 gp1
62–63persistent image 1,125 gp
64–65planar binding, lesser 1,125 gp
66–67prying eyes 1,125 gp
68–69telepathic bond 1,125 gp
70–71seeming 1,125 gp
72–74sending 1,125 gp
75–76shadow evocation 1,125 gp
77song of discord 1,625 gp
78–79summon monster V 1,125 gp
80symbol of pain 2,125 gp
81symbol of sleep 2,125 gp
82–83telekinesis 1,125 gp
84–88teleport 1,125 gp
89–90transmute mud to rock 1,125 gp
91–92transmute rock to mud 1,125 gp
93–95wall of force 1,125 gp
96–98wall of stone 1,125 gp
99–100waves of fatigue 1,125 gp
1 Includes experience point cost up to 2,000 XP. 
6th-Level Arcane Spells 
d%Spell Market Price
01–02acid fog 1,650 gp
03–05analyze dweomer 1,650 gp
06animate objects 2,400 gp
07–09antimagic field 1,650 gp
10–12bear’s endurance, mass 1,650 gp
13–14forceful hand 1,650 gp
15–17bull’s strength, mass 1,650 gp
18–20cat’s grace, mass 1,650 gp
21–23chain lightning 1,650 gp
24–25circle of death 2,150 gp
26contingency 1,650 gp
27–28control water 1,650 gp
29create undead 2,350 gp
30cure moderate wounds, mass 2,400 gp
31–33disintegrate 1,650 gp
34–37dispel magic, greater 1,650 gp
38–40eagle’s splendor, mass 1,650 gp
41–42eyebite 1,650 gp
43find the path 2,400 gp
44–45flesh to stone 1,650 gp
46–48fox’s cunning, mass 1,650 gp
49geas/quest 1,650 gp
50–52globe of invulnerability 1,650 gp
53guards and wards 1,650 gp
54heroes’ feast 2,400 gp
55–56heroism, greater 1,650 gp
57legend lore 1,900 gp
58–59mislead 1,650 gp
60mage’s lucubration 1,650 gp
61–62move earth 1,650 gp
63–64freezing sphere 1,650 gp
65–67owl’s wisdom, mass 1,650 gp
68–69permanent image 1,650 gp
70–71planar binding 1,650 gp
72–73programmed image 1,675 gp
74–75repulsion 1,650 gp
76–78shadow walk 1,650 gp
79–81stone to flesh 1,650 gp
82–83suggestion, mass 1,650 gp
84–85summon monster VI 1,650 gp
86symbol of fear 2,650 gp
87symbol of persuasion 6,650 gp
88sympathetic vibration 2,400 gp
89–90transformation 1,950 gp
91–93true seeing 1,900 gp
94–95undeath to death 2,150 gp
96–97veil 1,650 gp
98–100wall of iron 1,700 gp
7th-Level Arcane Spells 
d%Spell Market Price
01–03arcane sight, greater 2,275 gp
04–07banishment 2,275 gp
08–10grasping hand 2,275 gp
11–13control undead 2,275 gp
14–16control weather 2,275 gp
17–19delayed blast fireball 2,275 gp
20–21instant summons 3,275 gp
22–25ethereal jaunt 2,275 gp
26–28finger of death 2,275 gp
29–31forcecage 3,775 gp
32–35hold person, mass 2,275 gp
36–38insanity 2,275 gp
39–42invisibility, mass 2,275 gp
43limited wish 3,775 gp
44–45mage’s magnificent mansion 2,275 gp
46–48mage’s sword 2,275 gp
49–51phase door 2,275 gp
52–54plane shift 2,275 gp
55–57power word blind 2,275 gp
58–61prismatic spray 2,275 gp
62–64project image 2,280 gp
65–67reverse gravity 2,275 gp
68–70scrying, greater 2,275 gp
71–73sequester 2,275 gp
74–76shadow conjuration, greater 2,275 gp
77simulacrum 7,275 gp gp2
78–80spell turning 2,275 gp
81–82statue 2,275 gp
83–85summon monster VII 2,275 gp
86symbol of stunning 7,275 gp
87symbol of weakness 7,275 gp
88–90teleport object 2,275 gp
91–95teleport, greater 2,275 gp
96–97vision 2,275 gp
98–100waves 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  
8th-Level Arcane Spells 
d%Spell Market Price
01–02antipathy 3,000 gp
03–05clenched fist 3,000 gp
06–08binding 8,500 gp1
09–12charm monster, mass 3,000 gp
13clone 4,000 gp
14–16create greater undead 3,000 gp
17–19demand 3,600 gp
20–22dimensional lock 3,000 gp
23–26discern location 3,000 gp
27–29horrid wilting 3,000 gp
30–32incendiary cloud 3,000 gp
33–35iron body 3,000 gp
36–38maze 3,000 gp
39–41mind blank 3,000 gp
42–44moment of prescience 3,000 gp
45–48telekinetic sphere 3,000 gp
49–51irresistible dance 3,000 gp
52–54planar binding, greater 3,000 gp
55–57polar ray 3,000 gp
58–60polymorph any object 3,000 gp
61–63power word stun 3,000 gp
64–66prismatic wall 3,000 gp
67–70protection from spells 3,500 gp
71–73prying eyes, greater 3,000 gp
74–76scintillating pattern 3,000 gp
77–78screen 3,000 gp
79–81shadow evocation, greater 3,000 gp
82–84shout, greater 3,000 gp
85–87summon monster VIII 3,000 gp
88–90sunburst 3,000 gp
91symbol of death 8,000 gp
92symbol of insanity 8,000 gp
93–94sympathy 4,500 gp
95–98temporal stasis 3,500 gp
99–100trap the soul 13,000 gp1
1 Assumes a creature of 10 HD or less. 
9th-Level Arcane Spells 
d%Spell Market Price
01–03astral projection 4,870 gp
04–07crushing hand 3,825 gp
08–12dominate monster 3,825 gp
13–16energy drain 3,825 gp
17–21etherealness 3,825 gp
22–25foresight 3,825 gp
26–31freedom 3,825 gp
32–36gate 8,825 gp
37–40hold monster, mass 3,825 gp
41–44imprisonment 3,825 gp
45–49meteor swarm 3,825 gp
50–53mage’s disjunction 3,825 gp
54–58power word kill 3,825 gp
59–62prismatic sphere 3,825 gp
63–66refuge 3,825 gp
67–70shades 3,825 gp
71–76shapechange 3,825 gp
77–79soul bind 3,825 gp
80–83summon monster IX 3,825 gp
84–86teleportation circle 4,825 gp
87–91time stop 3,825 gp
92–95wail of the banshee 3,825 gp
96–99weird 3,825 gp
100wish 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. 

Divine Spell Scrolls

0-Level Divine Spells 
d%Spell Market Price
01–07create water 12 gp 5 sp
08–14cure minor wounds 12 gp 5 sp
15–22detect magic 12 gp 5 sp
23–29detect poison 12 gp 5 sp
30–36flare 12 gp 5 sp
37–43guidance 12 gp 5 sp
44–50inflict minor wounds 12 gp 5 sp
51–57know direction 12 gp 5 sp
58–65light 12 gp 5 sp
66–72mending 12 gp 5 sp
73–79purify food and drink 12 gp 5 sp
80–86read magic 12 gp 5 sp
87–93resistance 12 gp 5 sp
94–100virtue 12 gp 5 sp
1st-Level Divine Spells 
d%Spell Market Price
01alarm 100 gp
02–03bane 25 gp
04–06bless 25 gp
07–09bless water50 gp
10bless weapon 100 gp
11–12calm animals 25 gp
13–14cause fear 25 gp
15–16charm animal 25 gp
17–19command 25 gp
20–21comprehend languages 25 gp
22–26cure light wounds 25 gp
27–28curse water 50 gp
29–30deathwatch 25 gp
31–32detect animals or plants 25 gp
33–35detect chaos/evil/good/law 25 gp
36–37detect snares and pits 25 gp
38–39detect undead 25 gp
40–41divine favor 25 gp
42–43doom 25 gp
44–48endure elements 25 gp
49–50entangle 25 gp
51–52entropic shield 25 gp
53–54faerie fire 25 gp
55–56goodberry 25 gp
57–58hide from animals 25 gp
59–60hide from undead 25 gp
61–62inflict light wounds 25 gp
63–64jump 25 gp
65–66longstrider 25 gp
67–68magic fang 25 gp
69–72magic stone 25 gp
73–74magic weapon 25 gp
75–78obscuring mist 25 gp
79–80pass without trace 25 gp
81–82produce flame 25 gp
83–86protection from chaos/evil/good/law 25 gp
87–88remove fear 25 gp
89–90sanctuary 25 gp
91–92shield of faith 25 gp
93–94shillelagh 25 gp
95–96speak with animals 25 gp
97–98summon monster I 25 gp
99–100summon nature’s ally I 25 gp
2nd-Level Divine Spells 
d%Spell Market Price
01animal messenger 150 gp
02animal trance 150 gp
03–04augury 175 gp
05–06barkskin 150 gp
07–09bear’s endurance 150 gp
10–12bull’s strength 150 gp
13–14calm emotions 150 gp
15–17cat’s grace 150 gp
18chill metal 150 gp
19–20consecrate 200 gp
21–24cure moderate wounds 150 gp
25–26darkness 150 gp
27death knell 150 gp
28–30delay poison 150 gp
31–32desecrate 200 gp
33–35eagle’s splendor 150 gp
36–37enthrall 150 gp
38–39find traps 150 gp
40fire trap 175 gp
41–42flame blade 150 gp
43–44flaming sphere 150 gp
45–46fog cloud 150 gp
47gentle repose 150 gp
48gust of wind 150 gp
49heat metal 150 gp
50–51hold animal 150 gp
52–54hold person 150 gp
55–56inflict moderate wounds 150 gp
57–58make whole 150 gp
59–61owl’s wisdom 150 gp
62reduce animal 150 gp
63–64remove paralysis 150 gp
65–67resist energy 150 gp
68–70restoration, lesser 150 gp
71–72shatter 150 gp
73–74shield other 150 gp
75–76silence 150 gp
77snare 150 gp
78soften earth and stone 150 gp
79–80sound burst 150 gp
81speak with plants 150 gp
82–83spider climb 150 gp
84–85spiritual weapon 150 gp
86status 150 gp
87–88summon monster II 150 gp
89–90summon nature’s ally II 150 gp
91–92summon swarm 150 gp
93tree shape 150 gp
94–95undetectable alignment 150 gp
96–97warp wood 150 gp
98wood shape 150 gp
99–100zone of truth 150 gp
3rd-Level Divine Spells 
d%Spell Market Price
01–02animate dead 625 gp
03–04bestow curse 375 gp
05–06blindness/deafness 375 gp
07–08call lightning 375 gp
09–10contagion 375 gp
11–12continual flame 425 gp
13–14create food and water 375 gp
15–18cure serious wounds 375 gp
19darkvision 375 gp
20–21daylight 375 gp
22–23deeper darkness 375 gp
24–25diminish plants 375 gp
26–27dispel magic 375 gp
28–29dominate animal 375 gp
30–31glyph of warding 575 gp
32heal mount 375 gp
33–34helping hand 375 gp
35–36inflict serious wounds 375 gp
37–38invisibility purge 375 gp
39-40locate object 375 gp
41–46magic circle against chaos/evil/good/law 375 gp
47–48magic fang, greater 375 gp
49–50magic vestment 375 gp
51–52meld into stone 375 gp
53–55neutralize poison 375 gp
56–57obscure object 375 gp
58–59plant growth 375 gp
60–62prayer 375 gp
63–64protection from energy 375 gp
65–66quench 375 gp
67–69remove blindness/deafness 375 gp
70–71remove curse 375 gp
72–73remove disease 375 gp
74–76searing light 375 gp
77–78sleet storm 375 gp
79–80snare 375 gp
81–83speak with dead 375 gp
84–85speak with plants 375 gp
86–87spike growth 375 gp
88–89stone shape 375 gp
90–91summon monster III 375 gp
92–93summon nature’s ally III 375 gp
94–96water breathing 375 gp
97–98water walk 375 gp
99–100wind wall 375 gp
4th-Level Divine Spells 
d%Spell Market Price
01–05air walk 700 gp
06–07antiplant shell 700 gp
08–09blight 700 gp
10–11break enchantment 700 gp
12–13command plants 700 gp
14–15control water 700 gp
16–21cure critical wounds 700 gp
22–26death ward 700 gp
27–31dimensional anchor 700 gp
32–34discern lies 700 gp
35–37dismissal 700 gp
38–39divination 725 gp
40–42divine power 700 gp
43–47freedom of movement 700 gp
48–49giant vermin 700 gp
50–51holy sword 700 gp
52–54imbue with spell ability 700 gp
55–57inflict critical wounds 700 gp
58–60magic weapon, greater 700 gp
61–62nondetection 750 gp
63–64planar ally, lesser 1,200 gp
65–67poison 700 gp
68–69reincarnate 700 gp
70–71repel vermin 700 gp
72–76restoration 800 gp
77–78rusting grasp 700 gp
79–81sending 700 gp
82–85spell immunity 700 gp
86–87spike stones 700 gp
88–90summon monster IV 700 gp
91–93summon nature’s ally IV 700 gp
94–98tongues 700 gp
99–100tree stride 700 gp
5th-Level Divine Spells 
d%Spell Market Price
01–03animal growth 1,125 gp
04–05atonement 3,625 gp
06awaken 2,375 gp
07–09baleful polymorph 1,125 gp
10–13break enchantment 1,125 gp
14–16call lightning storm 1,125 gp
17–20command, greater 1,125 gp
21commune 1,625 gp
22commune with nature 1,125 gp
23–24control winds 1,125 gp
25–30cure light wounds, mass 1,125 gp
31–34dispel chaos/evil/good/law 1,125 gp
35–38disrupting weapon 1,125 gp
39–41flame strike 1,125 gp
42–43hallow 6,125 gp1
44–46ice storm 1,125 gp
47–49inflict light wounds, mass 1,125 gp
50–52insect plague 1,125 gp
53mark of justice 1,125 gp
54–56plane shift 1,125 gp
57–58raise dead 6,125 gp
59–61righteous might 1,125 gp
62–63scrying 1,125 gp
64–66slay living 1,125 gp
67–69spell resistance 1,125 gp
70–71stoneskin 1,375 gp
72–74summon monster V 1,125 gp
75–77summon nature’s ally V 1,125 gp
78symbol of pain 2,125 gp
79symbol of sleep 2,125 gp
80–82transmute mud to rock 1,125 gp
83–85transmute rock to mud 1,125 gp
86–89true seeing 1,375 gp
90–91unhallow 6,125 gp1
92–94wall of fire 1,125 gp
95–97wall of stone 1,125 gp
98–100wall 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
01–03animate objects 1,650 gp
04–06antilife shell 1,650 gp
07–09banishment 1,650 gp
10–13bear’s endurance, mass 1,650 gp
14–16blade barrier 1,650 gp
17–20bull’s strength, mass 1,650 gp
21–24cat’s grace, mass 1,650 gp
25create undead 1,650 gp
26–29cure moderate wounds, mass1,650 gp
30–33dispel magic, greater 1,650 gp
34–37eagle’s splendor, mass 1,650 gp
38–40find the path 1,650 gp
41–43fire seeds 1,650 gp
44forbiddance 4,650 gp1
45geas/quest 1,650 gp
46glyph of warding, greater 1,650 gp
47–49harm 1,650 gp
50–52heal 1,650 gp
53–55heroes’ feast 1,650 gp
56–58inflict moderate wounds, mass 1,650 gp
59–61ironwood 1,650 gp
62liveoak 1,650 gp
63–65move earth 1,650 gp
66–69owl’s wisdom, mass 1,650 gp
70–71planar ally 2,400 gp
72–74repel wood 1,650 gp
75–77spellstaff 1,650 gp
78–80stone tell 1,650 gp
81–83summon monster VI 1,650 gp
84–86summon nature’s ally VI 1,650 gp
87symbol of fear 2,650 gp
88symbol of persuasion 6,650 gp
89–91transport via plants 1,650 gp
92–94undeath to death 2,150 gp
95–97wind walk 1,650 gp
98–100word of recall 1,650 gp
1 Assumes an area equivalent to one 60-foot cube. 
7th-Level Divine Spells 
d%Spell Market Price
01–05animate plants 2,275 gp
06–09blasphemy 2,275 gp
10–14changestaff 2,275 gp
15–16control weather 2,275 gp
17–21creeping doom 2,275 gp
22–27cure serious wounds, mass 2,275 gp
28–32destruction 2,275 gp
33–36dictum 2,275 gp
37–41ethereal jaunt 2,275 gp
42–45holy word 2,275 gp
46–50inflict serious wounds, mass 2,275 gp
51–55refuge 3,775 gp
56–60regenerate 2,275 gp
61–65repulsion 2,275 gp
66–69restoration, greater 4,775 gp
70–71resurrection 12,275 gp
72–76scrying, greater 2,275 gp
77–81summon monster VII 2,275 gp
82–85summon nature’s ally VII 2,275 gp
86–90sunbeam 2,275 gp
91symbol of stunning 7,275 gp
92symbol of weakness 7,275 gp
93–97transmute metal to wood 2,275 gp
98–100word of chaos 2,275 gp
8th-Level Divine Spells 
d%Spell Market Price
01–04animal shapes 3,000 gp
05–10antimagic field 3,000 gp
11–13cloak of chaos 3,000 gp
14–17control plants 3,000 gp
18–20create greater undead 3,600 gp
21–27cure critical wounds, mass 3,000 gp
28–32dimensional lock 3,000 gp
33–36discern location 3,000 gp
37–41earthquake 3,000 gp
42–45finger of death 3,000 gp
46–49fire storm 3,000 gp
50–52holy aura 3,000 gp
53–56inflict critical wounds, mass 3,000 gp
57–60planar ally, greater 5,500 gp
61–65repel metal or stone 3,000 gp
66–69reverse gravity 3,000 gp
70–72shield of law 3,000 gp
73–76spell immunity, greater 3,000 gp
77–80summon monster VIII 3,000 gp
81–84summon nature’s ally VIII 3,000 gp
85–89sunburst 3,000 gp
90–91symbol of death 8,000 gp
92–93symbol of insanity 8,000 gp
94–96unholy aura 3,000 gp
97–100whirlwind 3,000 gp
9th-Level Divine Spells 
d%Spell Market Price
01–04antipathy
05–07astral projection 4,870 gp
08–13elemental swarm 3,825 gp
14–19energy drain 3,825 gp
20–25etherealness 3,825 gp
26–31foresight 3,825 gp
32–37gate 8,825 gp
38–46heal, mass 3,825 gp
47–53implosion 3,825 gp
54–55miracle 28,825 gp1
56–61regenerate 3,825 gp
62–66shambler 3,825 gp
67–72shapechange 3,825 gp
73–77soul bind 3,825 gp
78–83storm of vengeance 3,825 gp
84–89summon monster IX 3,825 gp
90–95summon nature’s ally IX 3,825 gp
96–99sympathy 5,325 gp
100true resurrection 28,825
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

MediumMajorStaffMarket Price
01–1501–03Charming 16,500 gp
16–3004–09Fire 17,750 gp
31–4010–11Swarming insects 24,750 gp
41–6012–17Healing 27,750 gp
61–7518–19Size alteration 29,000 gp
76–9020–24Illumination 48,250 gp
91–9525–31Frost 56,250 gp
96–10032–38Defense 58,250 gp
—39–43Abjuration 65,000 gp
—44–48Conjuration 65,000 gp
—49–53Enchantment 65,000 gp
—54–58Evocation 65,000 gp
—59–63Illusion 65,000 gp
—64–68Necromancy 65,000 gp
—69–73Transmutation 65,000 gp
—74–77Divination 73,500 gp
—78–82Earth and stone 80,500 gp
—83–87Woodlands 101,250 gp
—88–92Life 155,750 gp
—93–97Passage 170,500 gp
—98–100Power 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:

• Shield (1 charge)

• Resist energy (1 charge)

• Dispel magic (1 charge)

• Lesser globe of invulnerability (2 charges)

• Dismissal (2 charges)

• 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:

• Charm person (1 charge)

• 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:

• Unseen servant (1 charge)

• Summon swarm (1 charge)

• Stinking cloud (1 charge)

• Minor creation (2 charges)

• Cloudkill (2 charges)

• 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:

• Shield (1 charge)

• Shield of faith (1 charge)

• Shield other (1 charge)

• 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:

• Detect secret doors (1 charge)

• Locate object (1 charge)

• Tongues (1 charge)

• Locate creature (2 charges)

• Prying eyes (2 charges)

• 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:

• Passwall (1 charge)

• 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:

• Sleep (1 charge)

• Hideous laughter (1 charge)

• Suggestion (1 charge)

• Crushing despair (2 charges)

• Mind fog (2 charges)

• 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:

• Magic missile (1 charge)

• Shatter (1 charge)

• Fireball (1 charge)

• Ice storm (2 charges)

• Wall of force (2 charges)

• 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:

• Burning hands (1 charge)

• Fireball (1 charge)

• 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:

• Ice storm (1 charge)

• Wall of ice (1 charge)

• 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:

• Lesser restoration (1 charge)

• Cure serious wounds (1 charge)

• Remove blindness/deafness (2 charges)

• 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:

• Disguise self (1 charge)

• Mirror image (1 charge)

• Major image (1 charge)

• Rainbow pattern (2 charges)

• Persistent image (2 charges)

• 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:

• Dancing lights (1 charge)

• Flare (1 charge)

• Daylight (2 charges)

• 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:

• Heal (1 charge)

• 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:

• Cause fear (1 charge)

• Ghoul touch (1 charge)

• Halt undead (1 charge)

• Enervation (2 charges)

• Waves of fatigue (2 charges)

• 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:

• Dimension door (1 charge)

• Passwall (1 charge)

• Phase door (2 charges)

• Greater teleport (2 charges)

• 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:

• Magic missile (1 charge)

• Ray of enfeeblement (heightened to 5th level) (1 charge)

• Continual flame (1 charge)

• Levitate (1 charge)

• Lightning bolt (heightened to 5th level) (1 charge)

• Fireball (heightened to 5th level) (1 charge)

• Cone of cold (2 charges)

• Hold monster (2 charges)

• Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges)

• 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:

• Enlarge person (1 charge)

• Reduce person (1 charge)

• Shrink item (1 charge)

• Enlarge person, mass (1 charge)

• 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:

• Summon swarm (1 charge)

• 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:

• Expeditious retreat (1 charge)

• Alter self (1 charge)

• Blink (1 charge)

• Polymorph (2 charges)

• Baleful polymorph (2 charges)

• 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:

• Charm animal (1 charge)

• Speak with animals (1 charge)

• Barkskin (2 charges)

• Wall of thorns (3 charges)

• Summon nature’s ally VI (3 charges)

• 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

MinorMediumMajorWandMarket 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
3701–03—Magic missile (5th) 3,750 gp
38–4004–07—Bear’s endurance 4,500 gp
41–4308–11—Bull’s strength 4,500 gp
44–4612–15—Cat’s grace 4,500 gp
47–4916–20—Cure moderate wounds 4,500 gp
50–5121–22—Darkness 4,500 gp
52–5423–24—Daylight 4,500 gp
55–5725–27—Delay poison 4,500 gp
58–6028–31—Eagle’s splendor 4,500 gp
61–6332–33—False life 4,500 gp
64–6634–37—Fox’s cunning 4,500 gp
67–6838—Ghoul touch 4,500 gp
69–7139—Hold person 4,500 gp
72–7440–42—Invisibility 4,500 gp
75–7743–44—Knock 4,500 gp
78–8045—Levitate 4,500 gp
81–8346–47—Acid arrow 4,500 gp
84–8648–49—Mirror image 4,500 gp
87–8950–53—Owl’s wisdom 4,500 gp
90–9154—Shatter 4,500 gp
92–9455–56—Silence 4,500 gp
95–9757—Summon monster II 4,500 gp
98–10058–59—Web 4,500 gp
—60–6201–02Magic missile (7th) | 5,250 gp
—63–6403–05Magic missile (9th) | 6,750 gp
—65–6706–07Call lightning (5th) | 11,250 gp
—6808Charm person,heightened (3rd-level spell)11,250 gp
—69–7009–10Contagion 11,250 gp
—71–7411–13Cure serious wounds 11,250 gp
—75–7714–15Dispel magic 11,250 gp
—78–8116–17Fireball (5th) 11,250 gp
—82–8318–19Keen edge 11,250 gp
—84–8720–21Lightning bolt (5th) 11,250 gp
—88–8922–23Major image 11,250 gp
—90–9124–25Slow 11,250 gp
—92–9426–27Suggestion 11,250 gp
—95–9728–29Summon monster III 11,250 gp
—9830–31Fireball (6th) 13,500 gp
—9932–33Lightning bolt (6th) 13,500 gp
—10034–35Searing light (6th) 13,500 gp
——36–37Call lightning (8th) 18,000 gp
——38–39Fireball (8th) 18,000 gp
——40–41Lightning bolt (8th) 18,000 gp
——42–45Charm monster 21,000 gp
——46–50Cure critical wounds 21,000 gp
——51–52Dimensional anchor 21,000 gp
——53–55Fear 21,000 gp
——56–59Greater invisibility 21,000 gp
——60Hold person, heightened (4th level) 21,000 gp
——61–65Ice storm 21,000 gp
——66–68Inflict critical wounds 21,000 gp
——69–72Neutralize poison 21,000 gp
——73–74Poison 21,000 gp
——75–77Polymorph 21,000 gp
——78Ray of enfeeblement, heightened (4th level) 21,000 gp
——79Suggestion, heightened (4th level) 21,000 gp
——80–82Summon monster IV 21,000 gp
——83–86Wall of fire 21,000 gp
——87–90Wall of ice 21,000 gp
——91Dispel magic (10th) 22,500 gp
——92Fireball (10th) 22,500 gp
——93Lightning bolt (10th) 22,500 gp
——94Chaos hammer (8th) 24,000 gp
——95Holy smite (8th) 24,000 gp
——96Order’s wrath (8th) 24,000 gp
——97Unholy blight (8th) 24,000 gp
——98–99Restoration26,000 gp1
——100Stoneskin33,500 gp2
1 The cost to create awand of restorationis 10,500 gp, 840 XP, plus 5,000 gp for the material components.   
2 The cost to create awand of stoneskinis 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.