60 items, from +1 Armor Potency to 3rd-Level Spell Wand of Reaching.
+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
Rune 5
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 PotencyCore Rulebook, page 581.
Item 2
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 BlowsCore Rulebook, page 611.
Item 4
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 BlowsCore Rulebook, page 611.
Rune 2
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 PotencyCore Rulebook, page 581.
Rune 11
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 PotencyCore Rulebook, page 581.
Item 12
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 BlowsCore Rulebook, page 611.
Item 10
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 BlowsCore Rulebook, page 611.
Rune 10
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 PotencyCore Rulebook, page 581.
Rune 18
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 PotencyCore Rulebook, page 581.
Item 16
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 BlowsCore Rulebook, page 611.
Item 19
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 BlowsCore Rulebook, page 611.
Rune 16
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 PotencyCore Rulebook, page 581.
Rune 23
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 PotencyGamemastery Guide, page 106.
Item 19
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: ScrollCore Rulebook, page 564.
Rune 4
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.
LOTGB, page 88.
Item 3
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.
Craft Requirements Supply a listed-level casting of the spell.
Main Item: Magic WandCore Rulebook, page 597.
Item 1
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: ScrollCore Rulebook, page 564.
Item 5
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.
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 ContinuationCore Rulebook, page 598.
Item 4
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.
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.
Treasure Vault, page 140.
Item 5
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.
Craft Requirements Supply a casting of magic missile of the appropriate level.
Main Item: Wand of Manifold MissilesCore Rulebook, page 598.
Item 4
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.
Treasure Vault, page 140.
Item 4
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.
Treasure Vault, page 141.
Item 4
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.
The spell is spider sting.
Craft Requirements Supply a casting of spider sting or purple worm sting.
Main Item: Wand of Pernicious PoisonTreasure Vault, page 141.
Item 4
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.
Treasure Vault, page 141.
Item 4
Price 100 gp
Usage held in 1 hand; Bulk L
Category Wand
The end of this wand is forked instead of tapered.
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 WideningCore Rulebook, page 598.
Rune 6
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.
LOTGB, page 88.
Item 5
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.
Craft Requirements Supply a listed-level casting of the spell.
Main Item: Magic WandCore Rulebook, page 597.
Item 3
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: ScrollCore Rulebook, page 564.
Item 6
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.
The spell is obscuring mist.
Craft Requirements Supply a casting of obscuring mist or solid fog.
Main Item: Wand of Choking MistTreasure Vault, page 138.
Item 7
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.
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 ContinuationCore Rulebook, page 598.
Item 6
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.
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 HawthornTreasure Vault, page 140.
Item 6
Price 250 gp
Usage held in 1 hand; Bulk L
Category Wand
This wand is a length of wrought black iron.
Craft Requirements Supply a casting of darkness of the appropriate level.
Main Item: Wand Of Hopeless NightAdvanced Player’s Guide, page 265.
Item 6
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.
Treasure Vault, page 140.
Item 6
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.
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.
Treasure Vault, page 140.
Item 6
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.
Treasure Vault, page 140.
Item 6
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.
Treasure Vault, page 141.
Item 6
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.
Craft Requirements Supply a casting of acid arrow of the appropriate level.
Main Item: Wand Of Noisome AcidThe Slithering, page 61.
Item 6
Price 250 gp
Usage held in 1 hand; Bulk L
Category Wand
This greasy stick emits a stomach-churning scent when held in hand.
Treasure Vault, page 141.
Item 6
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.
Treasure Vault, page 141.
Item 6
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.
The rolling flames deal 1 fire damage.
Craft Requirements Supply a casting of flaming sphere of the appropriate level.
Main Item: Wand of Rolling FlamesTreasure Vault, page 142.
Item 7
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.
Craft Requirements Supply a casting of spiritual weapon of the appropriate level.
Main Item: Wand Of Spiritual WarfareLOTGB, page 11.
Item 6
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.
Craft Requirements Supply a casting of false life of the appropriate level.
Main Item: Wand Of Teeming GhostsThe Slithering, page 61.
Item 6
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.
Treasure Vault, page 142.
Item 7
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.
Craft Requirements Supply a casting of web of the appropriate level.
Main Item: Wand Of The SpiderAdvanced Player’s Guide, page 265.
Item 6
Price 250 gp
Usage held in 1 hand; Bulk L
Category Wand
The end of this wand is forked instead of tapered.
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 WideningCore Rulebook, page 598.
Rune 8
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.
LOTGB, page 88.
Item 7
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.
Craft Requirements Supply a listed-level casting of the spell.
Main Item: Magic WandCore Rulebook, page 597.
Item 5
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: ScrollCore Rulebook, page 564.
Item 9
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.
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 ContinuationCore Rulebook, page 598.
Item 8
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.
Advanced Player’s Guide, page 265.
Item 8
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.
Treasure Vault, page 139.
Item 8
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.
Treasure Vault, page 139.
Item 8
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.
Treasure Vault, page 140.
Item 8
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.
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.
Treasure Vault, page 140.
Item 9
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.
Craft Requirements Supply a casting of magic missile of the appropriate level.
Main Item: Wand of Manifold MissilesCore Rulebook, page 598.
Item 8
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.
Treasure Vault, page 140.
Item 8
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.
Treasure Vault, page 141.
Item 9
Price 700 gp
Usage held in 1 hand; Bulk L
Category Wand
This alabaster wand has a clear crystal at the tip.
You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn.
Advanced Player’s Guide, page 265.
Item 8
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.
The electrocution deals 1d12 electricity damage.
Craft Requirements Supply a casting of paralyze of the appropriate level.
Main Item: Wand of Paralytic ShockTreasure Vault, page 141.
Item 8
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.
Treasure Vault, page 141.