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MAGIC ITEMS IV (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	alter reality	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:
• 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 (0 charges)
• Ray of enfeeblement (0 charges)
• Continual flame (1 charge)
• Levitate (0 charges)
• Lightning bolt (heightened to 9th level) (1 charge)
• Fireball (heightened to 9th level) (1 charge)
• Cone of cold (heightened to 9th level) (2 charges)
• Hold monster (heightened to 9th level) (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	
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.