Items: # (Part 1 of 4)

60 items, from +1 Armor Potency to 3rd-Level Spell Wand of Reaching.

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Part: 1 2 3 4

+1 Armor Potency · +1 Handwraps of Mighty Blows · +1 Striking Handwraps of Mighty Blows · +1 Weapon Potency · +2 Armor Potency · +2 Greater Striking Handwraps of Mighty Blows · +2 Striking Handwraps of Mighty Blows · +2 Weapon Potency · +3 Armor Potency · +3 Greater Striking Handwraps of Mighty Blows · +3 Major Striking Handwraps of Mighty Blows · +3 Weapon Potency · +4 Weapon Potency · 10th-Level Spell Scroll · 1st-Level Spell Dragon's Breath · 1st-Level Spell Magic Wand · 1st-Level Spell Scroll · 1st-Level Spell Wand of Continuation · 1st-Level Spell Wand of Legerdemain · 1st-Level Spell Wand of Manifold Missiles · 1st-Level Spell Wand of Mental Purification · 1st-Level Spell Wand of Mercy · 1st-Level Spell Wand of Pernicious Poison · 1st-Level Spell Wand of Reaching · 1st-Level Spell Wand of Widening · 2nd-Level Spell Dragon's Breath · 2nd-Level Spell Magic Wand · 2nd-Level Spell Scroll · 2nd-Level Spell Wand of Choking Mist · 2nd-Level Spell Wand of Continuation · 2nd-Level Spell Wand of Hawthorn · 2nd-Level Spell Wand of Hopeless Night · 2nd-Level Spell Wand of Hybrid Form · 2nd-Level Spell Wand of Legerdemain · 2nd-Level Spell Wand of Mental Purification · 2nd-Level Spell Wand of Mercy · 2nd-Level Spell Wand of Noisome Acid · 2nd-Level Spell Wand of Noisome Acid · 2nd-Level Spell Wand of Reaching · 2nd-Level Spell Wand of Rolling Flames · 2nd-Level Spell Wand of Spiritual Warfare · 2nd-Level Spell Wand of Teeming Ghosts · 2nd-Level Spell Wand of Teeming Ghosts · 2nd-Level Spell Wand of the Spider · 2nd-Level Spell Wand of Widening · 3rd-Level Spell Dragon's Breath · 3rd-Level Spell Magic Wand · 3rd-Level Spell Scroll · 3rd-Level Spell Wand of Continuation · 3rd-Level Spell Wand of Crackling Lightning · 3rd-Level Spell Wand of Dazzling Rays · 3rd-Level Spell Wand of Dumbfounding Doom · 3rd-Level Spell Wand of Hybrid Form · 3rd-Level Spell Wand of Legerdemain · 3rd-Level Spell Wand of Manifold Missiles · 3rd-Level Spell Wand of Mental Purification · 3rd-Level Spell Wand of Mercy · 3rd-Level Spell Wand of Overflowing Life · 3rd-Level Spell Wand of Paralytic Shock · 3rd-Level Spell Wand of Reaching

+1 Armor Potency

Rune 5

abjuration magical 

Price 160 gp

Usage etched onto armor

Category Rune

Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune.

You can upgrade the armor potency rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Craft Requirements You are an expert in Crafting.

Main Item: Armor Potency

Core Rulebook, page 581.

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+1 Handwraps of Mighty Blows

Item 2

invested magical transmutation 

Price 35 gp

Usage worn gloves; Bulk —

Category Worn Item

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental runes.

Main Item: Handwraps of Mighty Blows

Core Rulebook, page 611.

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+1 Striking Handwraps of Mighty Blows

Item 4

invested magical transmutation 

Price 100 gp

Usage worn gloves; Bulk —

Category Worn Item

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental runes.

Main Item: Handwraps of Mighty Blows

Core Rulebook, page 611.

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+1 Weapon Potency

Rune 2

evocation magical 

Price 35 gp

Usage etched onto a weapon

Category Rune

Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune.

You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Craft Requirements You are an expert in Crafting.

Main Item: Weapon Potency

Core Rulebook, page 581.

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+2 Armor Potency

Rune 11

abjuration magical 

Price 1,060 gp

Usage etched onto armor

Category Rune

Magic wards deflect attacks. Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes.

You can upgrade the armor potency rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Craft Requirements You are a master in Crafting.

Main Item: Armor Potency

Core Rulebook, page 581.

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+2 Greater Striking Handwraps of Mighty Blows

Item 12

invested magical transmutation 

Price 2,000 gp

Usage worn gloves; Bulk —

Category Worn Item

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental runes.

Main Item: Handwraps of Mighty Blows

Core Rulebook, page 611.

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+2 Striking Handwraps of Mighty Blows

Item 10

invested magical transmutation 

Price 1,000 gp

Usage worn gloves; Bulk —

Category Worn Item

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental runes.

Main Item: Handwraps of Mighty Blows

Core Rulebook, page 611.

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+2 Weapon Potency

Rune 10

evocation magical 

Price 935 gp

Usage etched onto a weapon

Category Rune

Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +2 item bonus, and the weapon can be etched with two property runes.

You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Craft Requirements You are a master in Crafting.

Main Item: Weapon Potency

Core Rulebook, page 581.

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+3 Armor Potency

Rune 18

abjuration magical 

Price 20,560 gp

Usage etched onto armor

Category Rune

Magic wards deflect attacks. Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes.

You can upgrade the armor potency rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Craft Requirements You are legendary in Crafting.

Main Item: Armor Potency

Core Rulebook, page 581.

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+3 Greater Striking Handwraps of Mighty Blows

Item 16

invested magical transmutation 

Price 10,000 gp

Usage worn gloves; Bulk —

Category Worn Item

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental runes.

Main Item: Handwraps of Mighty Blows

Core Rulebook, page 611.

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+3 Major Striking Handwraps of Mighty Blows

Item 19

invested magical transmutation 

Price 40,000 gp

Usage worn gloves; Bulk —

Category Worn Item

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental runes.

Main Item: Handwraps of Mighty Blows

Core Rulebook, page 611.

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+3 Weapon Potency

Rune 16

evocation magical 

Price 8,935 gp

Usage etched onto a weapon

Category Rune

Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +3 item bonus, and the weapon can be etched with three property runes.

Craft Requirements You are legendary in Crafting.

Main Item: Weapon Potency

Core Rulebook, page 581.

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+4 Weapon Potency

Rune 23

evocation magical 

Usage etched onto a weapon

Category Rune

The item bonus to attack rolls is +4, and the weapon can be etched with three property runes.

This version of the potency rune has been added by PF2eTools. This rune is not available for purchase or Crafting through mundane means. It only exists on Unique and/or Artifact weaponry, such as Axe Of The Dwarven Lords or Labrun.

Main Item: Weapon Potency

Gamemastery Guide, page 106.

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10th-Level Spell Scroll

Item 19

consumable magical scroll 

Price 8,000 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Scroll

A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.

If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scroll's spell. If it's not, you must use Identify Magic to learn what spell the scroll holds.

Casting a Spell from a Scroll

Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

See the following for more details on the rules for Scrolls.

Craft Requirements Supply a 10th-level casting of the spell.

Main Item: Scroll

Core Rulebook, page 564.

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1st-Level Spell Dragon's Breath

Rune 4

uncommon magical transmutation 

Price 100 gp

Usage applied to dueling cape or shield

Category Rune

This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.

Activate [F] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune.
Main Item: Dragon's Breath

LOTGB, page 88.

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1st-Level Spell Magic Wand

Item 3

magical wand 

Price 60 gp

Usage held in 1 hand; Bulk L

Category Wand

This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.

Craft Requirements Supply a listed-level casting of the spell.

Main Item: Magic Wand

Core Rulebook, page 597.

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1st-Level Spell Scroll

Item 1

consumable magical scroll 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Scroll

A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.

If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scroll's spell. If it's not, you must use Identify Magic to learn what spell the scroll holds.

Casting a Spell from a Scroll

Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

See the following for more details on the rules for Scrolls.

Craft Requirements Supply a 1st-level casting of the spell.

Main Item: Scroll

Core Rulebook, page 564.

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1st-Level Spell Wand of Continuation

Item 5

magical wand 

Price 160 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand increases a spell's duration. Yellow embers spiral over its surface until the spell ends.

Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes [>>] if the spell normally takes [>] to cast, or [>>>] if the spell normally takes [>>]; Effect You Cast the Spell, and its duration is increased by half.

Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>] and a duration no less than 10 minutes and no greater than 1 hour.

Main Item: Wand of Continuation

Core Rulebook, page 598.

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1st-Level Spell Wand of Legerdemain

Item 4

magical wand 

Price 100 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell.
Activate [>] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it.

The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation.

You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated.

Main Item: Wand of Legerdemain

Treasure Vault, page 140.

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1st-Level Spell Wand of Manifold Missiles

Item 5

evocation force magical wand 

Price 160 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand features a carved dragon's head at its top and a polished metal sphere set in its midsection.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile. Choose targets each time. This lasts for 1 minute, until you're no longer wielding the wand, or until you try to activate the wand again.

Craft Requirements Supply a casting of magic missile of the appropriate level.

Main Item: Wand of Manifold Missiles

Core Rulebook, page 598.

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1st-Level Spell Wand of Mental Purification

Item 4

emotion enchantment healing magical mental wand 

Price 110 gp

Usage held in 1 hand; Bulk L

Category Wand

Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check.
Main Item: Wand of Mental Purification

Treasure Vault, page 140.

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1st-Level Spell Wand of Mercy

Item 4

magical wand 

Price 75 gp

Usage held in 1 hand; Bulk L

Category Wand

The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait.
Main Item: Wand of Mercy

Treasure Vault, page 141.

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1st-Level Spell Wand of Pernicious Poison

Item 4

magical necromancy poison wand 

Price 100 gp

Usage held in 1 hand; Bulk L

Category Poison

This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait.

The spell is spider sting.

Craft Requirements Supply a casting of spider sting or purple worm sting.

Main Item: Wand of Pernicious Poison

Treasure Vault, page 141.

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1st-Level Spell Wand of Reaching

Item 4

magical wand 

Price 100 gp

Usage held in 1 hand; Bulk L

Category Wand

This long, slender wand is constructed of silver, polished to a mirror shine.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet.
Main Item: Wand of Reaching

Treasure Vault, page 141.

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1st-Level Spell Wand of Widening

Item 4

magical wand 

Price 100 gp

Usage held in 1 hand; Bulk L

Category Wand

The end of this wand is forked instead of tapered.

Activate Cast a Spell; Frequency once per day, plus overcharge; this activation takes [>>] if the spell normally takes [>] to cast, or [>>>] if the spell normally takes [>>]; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.

Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>], can't have a duration, and must have an area of burst (10 feet or more), cone, or line.

Main Item: Wand of Widening

Core Rulebook, page 598.

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2nd-Level Spell Dragon's Breath

Rune 6

uncommon magical transmutation 

Price 250 gp

Usage applied to dueling cape or shield

Category Rune

This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.

Activate [F] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune.
Main Item: Dragon's Breath

LOTGB, page 88.

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2nd-Level Spell Magic Wand

Item 5

magical wand 

Price 160 gp

Usage held in 1 hand; Bulk L

Category Wand

This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.

Craft Requirements Supply a listed-level casting of the spell.

Main Item: Magic Wand

Core Rulebook, page 597.

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2nd-Level Spell Scroll

Item 3

consumable magical scroll 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Scroll

A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.

If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scroll's spell. If it's not, you must use Identify Magic to learn what spell the scroll holds.

Casting a Spell from a Scroll

Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

See the following for more details on the rules for Scrolls.

Craft Requirements Supply a 2nd-level casting of the spell.

Main Item: Scroll

Core Rulebook, page 564.

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2nd-Level Spell Wand of Choking Mist

Item 6

conjuration magical wand water 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This blackened wood wand has a smoldering tip, emitting a slight trail of steam.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating (Core Rulebook 478).

The spell is obscuring mist.

Craft Requirements Supply a casting of obscuring mist or solid fog.

Main Item: Wand of Choking Mist

Treasure Vault, page 138.

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2nd-Level Spell Wand of Continuation

Item 7

magical wand 

Price 360 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand increases a spell's duration. Yellow embers spiral over its surface until the spell ends.

Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes [>>] if the spell normally takes [>] to cast, or [>>>] if the spell normally takes [>>]; Effect You Cast the Spell, and its duration is increased by half.

Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>] and a duration no less than 10 minutes and no greater than 1 hour.

Main Item: Wand of Continuation

Core Rulebook, page 598.

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2nd-Level Spell Wand of Hawthorn

Item 6

abjuration magical plant wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree.

While barkskin lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns.

The thorns deal 1d4 piercing damage.

Craft Requirements Supply a casting of barkskin of the appropriate level.

Main Item: Wand of Hawthorn

Treasure Vault, page 140.

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2nd-Level Spell Wand of Hopeless Night

Item 6

darkness evocation magical wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand is a length of wrought black iron.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness. Each creature that ends its turn within the spell's area must succeed at a DC 27 Will save or become frightened 1 (frightened 2 on a critical failure).

Craft Requirements Supply a casting of darkness of the appropriate level.

Main Item: Wand Of Hopeless Night

Advanced Player’s Guide, page 265.

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2nd-Level Spell Wand of Hybrid Form

Item 6

uncommon magical polymorph transmutation wand 

Price 200 gp

Usage held in 1 hand; Bulk L

Category Wand

The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative.
Main Item: Wand of Hybrid Form

Treasure Vault, page 140.

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2nd-Level Spell Wand of Legerdemain

Item 6

magical wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell.
Activate [>] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it.

The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation.

You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated.

Main Item: Wand of Legerdemain

Treasure Vault, page 140.

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2nd-Level Spell Wand of Mental Purification

Item 6

emotion enchantment healing magical mental wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check.
Main Item: Wand of Mental Purification

Treasure Vault, page 140.

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2nd-Level Spell Wand of Mercy

Item 6

magical wand 

Price 200 gp

Usage held in 1 hand; Bulk L

Category Wand

The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait.
Main Item: Wand of Mercy

Treasure Vault, page 141.

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2nd-Level Spell Wand of Noisome Acid

Item 6

uncommon acid evocation magical wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This greasy stick emits a stomach-churning scent when held in a hand.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1.

Craft Requirements Supply a casting of acid arrow of the appropriate level.

Main Item: Wand Of Noisome Acid

The Slithering, page 61.

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2nd-Level Spell Wand of Noisome Acid

Item 6

acid evocation magical wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This greasy stick emits a stomach-churning scent when held in hand.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect.
Main Item: Wand of Noisome Acid

Treasure Vault, page 141.

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2nd-Level Spell Wand of Reaching

Item 6

magical wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This long, slender wand is constructed of silver, polished to a mirror shine.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet.
Main Item: Wand of Reaching

Treasure Vault, page 141.

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2nd-Level Spell Wand of Rolling Flames

Item 6

evocation fire magical wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it).

The rolling flames deal 1 fire damage.

Craft Requirements Supply a casting of flaming sphere of the appropriate level.

Main Item: Wand of Rolling Flames

Treasure Vault, page 142.

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2nd-Level Spell Wand of Spiritual Warfare

Item 7

uncommon evocation force magical wand 

Price 360 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand juts from an ornate hilt like a short, wooden dagger blade.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive, flaming, frost, shock, thundering, or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune.

Craft Requirements Supply a casting of spiritual weapon of the appropriate level.

Main Item: Wand Of Spiritual Warfare

LOTGB, page 11.

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2nd-Level Spell Wand of Teeming Ghosts

Item 6

uncommon magical necromancy wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action.
Activate [F] envision; Trigger You successfully impart the frightened 1 condition to a creature; Effect You end false life and increase the creature's frightened condition value to 2.

Craft Requirements Supply a casting of false life of the appropriate level.

Main Item: Wand Of Teeming Ghosts

The Slithering, page 61.

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2nd-Level Spell Wand of Teeming Ghosts

Item 6

uncommon magical necromancy wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action.
Activate [F] envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life; Effect You end false life and increase the creature's frightened condition value to 2.
Main Item: Wand of Teeming Ghosts

Treasure Vault, page 142.

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2nd-Level Spell Wand of the Spider

Item 7

conjuration magical poison wand 

Price 360 gp

Usage held in 1 hand; Bulk L

Category Poison

The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web, but the strands of webbing are envenomed. Any creature that fails their Athletics check or Reflex save to navigate the web takes 1d6 poison damage.

Craft Requirements Supply a casting of web of the appropriate level.

Main Item: Wand Of The Spider

Advanced Player’s Guide, page 265.

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2nd-Level Spell Wand of Widening

Item 6

magical wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

The end of this wand is forked instead of tapered.

Activate Cast a Spell; Frequency once per day, plus overcharge; this activation takes [>>] if the spell normally takes [>] to cast, or [>>>] if the spell normally takes [>>]; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.

Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>], can't have a duration, and must have an area of burst (10 feet or more), cone, or line.

Main Item: Wand of Widening

Core Rulebook, page 598.

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3rd-Level Spell Dragon's Breath

Rune 8

uncommon magical transmutation 

Price 500 gp

Usage applied to dueling cape or shield

Category Rune

This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.

Activate [F] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune.
Main Item: Dragon's Breath

LOTGB, page 88.

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3rd-Level Spell Magic Wand

Item 7

magical wand 

Price 360 gp

Usage held in 1 hand; Bulk L

Category Wand

This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.

Craft Requirements Supply a listed-level casting of the spell.

Main Item: Magic Wand

Core Rulebook, page 597.

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3rd-Level Spell Scroll

Item 5

consumable magical scroll 

Price 30 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Scroll

A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.

If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scroll's spell. If it's not, you must use Identify Magic to learn what spell the scroll holds.

Casting a Spell from a Scroll

Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

See the following for more details on the rules for Scrolls.

Craft Requirements Supply a 3rd-level casting of the spell.

Main Item: Scroll

Core Rulebook, page 564.

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3rd-Level Spell Wand of Continuation

Item 9

magical wand 

Price 700 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand increases a spell's duration. Yellow embers spiral over its surface until the spell ends.

Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes [>>] if the spell normally takes [>] to cast, or [>>>] if the spell normally takes [>>]; Effect You Cast the Spell, and its duration is increased by half.

Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>] and a duration no less than 10 minutes and no greater than 1 hour.

Main Item: Wand of Continuation

Core Rulebook, page 598.

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3rd-Level Spell Wand of Crackling Lightning

Item 8

electricity evocation magical wand 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand is made of two copper plates separated by a ceramic center.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt, but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are flat-footed for 1 round.
Main Item: Wand Of Crackling Lightning

Advanced Player’s Guide, page 265.

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3rd-Level Spell Wand of Dazzling Rays

Item 8

evocation fire good light magical wand 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Wand

Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam's intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it's dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled).
Main Item: Wand of Dazzling Rays

Treasure Vault, page 139.

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3rd-Level Spell Wand of Dumbfounding Doom

Item 8

divination emotion fear incapacitation magical mental prediction wand 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Wand

Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom (Secrets of Magic 110) of the indicated level, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell.
Main Item: Wand of Dumbfounding Doom

Treasure Vault, page 139.

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3rd-Level Spell Wand of Hybrid Form

Item 8

uncommon magical polymorph transmutation wand 

Price 450 gp

Usage held in 1 hand; Bulk L

Category Wand

The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative.
Main Item: Wand of Hybrid Form

Treasure Vault, page 140.

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3rd-Level Spell Wand of Legerdemain

Item 8

magical wand 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell.
Activate [>] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it.

The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation.

You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated.

Main Item: Wand of Legerdemain

Treasure Vault, page 140.

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3rd-Level Spell Wand of Manifold Missiles

Item 9

evocation force magical wand 

Price 700 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand features a carved dragon's head at its top and a polished metal sphere set in its midsection.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile. Choose targets each time. This lasts for 1 minute, until you're no longer wielding the wand, or until you try to activate the wand again.

Craft Requirements Supply a casting of magic missile of the appropriate level.

Main Item: Wand of Manifold Missiles

Core Rulebook, page 598.

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3rd-Level Spell Wand of Mental Purification

Item 8

emotion enchantment healing magical mental wand 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Wand

Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check.
Main Item: Wand of Mental Purification

Treasure Vault, page 140.

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3rd-Level Spell Wand of Mercy

Item 8

magical wand 

Price 425 gp

Usage held in 1 hand; Bulk L

Category Wand

The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait.
Main Item: Wand of Mercy

Treasure Vault, page 141.

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3rd-Level Spell Wand of Overflowing Life

Item 9

healing magical necromancy positive wand 

Price 700 gp

Usage held in 1 hand; Bulk L

Category Wand

This alabaster wand has a clear crystal at the tip.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level.

You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn.

Main Item: Wand Of Overflowing Life

Advanced Player’s Guide, page 265.

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3rd-Level Spell Wand of Paralytic Shock

Item 8

electricity enchantment magical mental wand 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Wand

A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze, electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand's type.

The electrocution deals 1d12 electricity damage.

Craft Requirements Supply a casting of paralyze of the appropriate level.

Main Item: Wand of Paralytic Shock

Treasure Vault, page 141.

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3rd-Level Spell Wand of Reaching

Item 8

magical wand 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Wand

This long, slender wand is constructed of silver, polished to a mirror shine.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet.
Main Item: Wand of Reaching

Treasure Vault, page 141.

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