Items: W (Part 1 of 3)

60 items, from Waffle Iron to Warding Tattoo.

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Part: 1 2 3

Waffle Iron · Waffle Iron · Wakizashi · Walking Cauldron · Wand Cane · Wand of Caustic Bosheid · Wand of Choking Mist · Wand of Chromatic Burst · Wand of Clinging Rime · Wand of Contagious Frailty · Wand of Continuation · Wand Of Crackling Lightning · Wand of Crushing Leaps · Wand of Dazzling Rays · Wand of Dumbfounding Doom · Wand Of Fey Flames · Wand of Hawthorn · Wand Of Hopeless Night · Wand of Hybrid Form · Wand of Legerdemain · Wand of Manifold Missiles · Wand of Mental Purification · Wand of Mercy · Wand Of Noisome Acid · Wand of Noisome Acid · Wand Of Overflowing Life · Wand of Paralytic Shock · Wand of Pernicious Poison · Wand of Reaching · Wand of Refracting Rays · Wand of Rolling Flames · Wand of Shattering Images · Wand of Shrouded Step · Wand of Slaying · Wand of Smoldering Fireballs · Wand Of Spiritual Warfare · Wand Of Teeming Ghosts · Wand of Teeming Ghosts · Wand of the Ash Puppet · Wand of the Pampered Pet · Wand Of The Snowfields · Wand Of The Spider · Wand Of Thundering Echoes · Wand of Tormented Slumber · Wand of Toxic Blades · Wand of Traitorous Thoughts · Wand of Wearying Dance · Wand of Widening · War Blood Mutagen · War Flail · War Lance · War Razor · War Saddle · Warden's Signet · Warding Escutcheon · Warding Escutcheon · Warding Punch · Warding Statuette · Warding Tablets · Warding Tattoo

Waffle Iron

Item 0+

Bulk 1

Category Adventuring Gear

This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook.

Type waffle iron; Level 0; Price 5 sp

Type imprint waffle iron; Level 1; Price 2 gp

The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry.

Type mithral waffle iron; Level 8 (uncommon); Price 355 gp

The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item.

Type high-grade mithral waffle iron; Level 16 (uncommon); Price 6,005 gp

Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture.

Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with Veistaland from before she became a deity, supposedly used to make Veistaland herself waffles during her mortal life. As it's made of mithral, this is an uncommon item.

LOTGB, page 93.

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Waffle Iron

Item 0

Price 5 sp

Bulk 1

Category Adventuring Gear

This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook.

Main Item: Waffle Iron

LOTGB, page 93.

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Wakizashi

Item

uncommon agile deadly d8 finesse versatile p 

Price 1 gp

Bulk L

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana.

Advanced Player’s Guide, page 248.

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Walking Cauldron

Item 1

invested magical transmutation 

Price 12 gp

Bulk 4

Category Other

This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to Craft potions, oils, or other liquids.

As a single action, which has the auditory and concentrate traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.

It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess.

Advanced Player’s Guide, page 264.

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Wand Cane

Item 4

magical wand 

Price 100 gp

Usage held in 1 hand; Bulk L

Category Wand

Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane.

Treasure Vault, page 107.

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Wand of Caustic Bosheid

Item 5

rare acid conjuration magical wand 

Price 160 gp

Usage held in 1 hand; Bulk L

Category Wand

This dirty metal wand is covered in an oily acrid smelling film.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast grease, but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls prone, or that begins their turn prone, takes 1d6 acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes 1d6 persistent acid damage. If you cast this spell on an attended object and the holder or wielder fails their Acrobatics or Reflex save, the holder or wielder takes 1d6 persistent acid damage. If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes 1d6 acid damage.

Craft Requirements Supply a casting of grease

PFUM.

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Wand of Choking Mist

Item 6+

conjuration magical wand water 

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).

Type 2nd-level spell; Level 6; Price 250 gp

The spell is obscuring mist.

Type 4th-level spell; Level 10; Price 1,000 gp

The spell is solid fog.

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

Treasure Vault, page 138.

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Wand of Chromatic Burst

Item 10+

abjuration light magical wand 

Usage held in 1 hand; Bulk L

Category Wand

This intricately carved quartz wand changes color, cycling through the colors of the rainbow.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor (Secrets of Magic 95) of the indicated level. Additionally, the target can use the Chromatic Armor Burst action.
Chromatic Armor Burst [>] (concentrate, evocation, light, magical) Requirements You're affected by chromatic armor created by the wand of chromatic burst; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose.

Type 4th-level spell; Level 10; Price 1,000 gp

The damage is 4d6.

Type 7th-level spell; Level 16; Price 10,000 gp

The damage is 8d6.

Craft Requirements Supply a casting of chromatic armor of the appropriate level.

Treasure Vault, page 138.

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Wand of Clinging Rime

Item 16+

cold evocation magical wand water 

Usage held in 1 hand; Bulk L

Category Wand

A thin layer of frost coats this gnarled holly wand.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry (Secrets of Magic 108) of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type.

Type 7th-level spell; Level 16; Price 10,000 gp

The persistent cold damage is 1d6.

Type 8th-level spell; Level 18; Price 24,000 gp

The persistent cold damage is 2d6.

Type 9th-level spell; Level 20; Price 70,000 gp

The persistent cold damage is 3d6.

Craft Requirements Supply a casting of frigid flurry of the appropriate level.

Treasure Vault, page 139.

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Wand of Contagious Frailty

Item 5

magical necromancy wand 

Price 160 gp

Usage held in 1 hand; Bulk L

Category Wand

Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone's worn epiphysis forms the wand's pommel, and black leather wraps around the handle.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast ray of enfeeblement. After you cast the spell, if the target is enfeebled, it releases a 10-foot emanation that doesn't include itself. Each creature in that area must attempt a Fortitude save as if struck by the ray of enfeeblement but gets an outcome one degree of success better than it rolled.

Craft Requirements Supply a casting of ray of enfeeblement.

Treasure Vault, page 139.

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Wand of Continuation

Item 5+

magical wand 

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.

Type 1st-level spell; Level 5; Price 160 gp

Type 2nd-level spell; Level 7; Price 360 gp

Type 3rd-level spell; Level 9; Price 700 gp

Type 4th-level spell; Level 11; Price 1,400 gp

Type 5th-level spell; Level 13; Price 3,000 gp

Type 6th-level spell; Level 15; Price 6,500 gp

Type 7th-level spell; Level 17; Price 15,000 gp

Type 8th-level spell; Level 19; Price 40,000 gp

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.

Core Rulebook, page 598.

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Wand Of Crackling Lightning

Item 8+

electricity evocation magical wand 

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.

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Crafting Requirements Supply a casting of lightning bolt of the appropriate level.

Advanced Player’s Guide, page 265.

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Wand of Crushing Leaps

Item 4

magical transmutation wand 

Price 80 gp

Usage held in 1 hand; Bulk —

Category Wand

This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the wand's handle.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast jump, but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation flat-footed until the start of its next turn.

In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute.

Craft Requirements Supply a casting of 1st-level jump.

Treasure Vault, page 139.

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Wand of Dazzling Rays

Item 8+

evocation fire good light magical wand 

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).

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 5th-level spell; Level 12; Price 2,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp; Craft Requirements Supply a casting of searing light of the appropriate level.

Treasure Vault, page 139.

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Wand of Dumbfounding Doom

Item 8+

divination emotion fear incapacitation magical mental prediction wand 

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.

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 5th-level spell; Level 12; Price 2,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp; Craft Requirements Supply a casting of impending doom of the appropriate level.

Treasure Vault, page 139.

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Wand Of Fey Flames

Item 7

uncommon evocation light magical wand 

Price 360 gp

Usage held in 1 hand; Bulk L

Category Wand

This red maple wand carved into a tongue of flame feels warm in your hand.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast faerie fire. For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire.

You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire.

Craft Requirements Supply a casting of faerie fire.

LOTGB, page 81.

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Wand of Hawthorn

Item 6+

abjuration magical plant wand 

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.

Type 2nd-level spell; Level 6; Price 250 gp

The thorns deal 1d4 piercing damage.

Type 4th-level spell; Level 10; Price 1,000 gp

The thorns deal 2d4 piercing damage.

Type 6th-level spell; Level 14; Price 4,500 gp

The thorns deal 3d4 piercing damage.

Type 8th-level spell; Level 18; Price 24,000 gp

The thorns deal 4d4 piercing damage.

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

Treasure Vault, page 140.

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Wand Of Hopeless Night

Item 6+

darkness evocation magical wand 

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).

Type 2nd-level spell; Level 6; Price 250 gp

Type 4th-level spell; Level 10; Price 1,000 gp

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

Advanced Player’s Guide, page 265.

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Wand of Hybrid Form

Item 6+

uncommon magical polymorph transmutation wand 

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.

Type 2nd-level spell; Level 6; Price 200 gp

Type 3rd-level spell; Level 8; Price 450 gp

Type 4th-level spell; Level 10; Price 850 gp

Type 5th-level spell; Level 12; Price 1,750 gp

Type 6th-level spell; Level 14; Price 3,750 gp

Type 7th-level spell; Level 16; Price 8,000 gp

Type 8th-level spell; Level 18; Price 19,000 gp

Type 9th-level spell; Level 20; Price 55,000 gp; Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>] must have the polymorph trait, and must allow more than one choice of battle form.

Treasure Vault, page 140.

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Wand of Legerdemain

Item 4+

magical wand 

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.

Type 1st-level spell; Level 4; Price 100 gp

Type 2nd-level spell; Level 6; Price 250 gp

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 5th-level spell; Level 12; Price 2,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp; Craft Requirements Supply a casting of a spell of the appropriate level.

Treasure Vault, page 140.

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Wand of Manifold Missiles

Item 5+

evocation force magical wand 

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.

Type 1st-level spell; Level 5; Price 160 gp

Type 3rd-level spell; Level 9; Price 700 gp

Type 5th-level spell; Level 13; Price 3,000 gp

Type 7th-level spell; Level 17; Price 15,000 gp

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

Core Rulebook, page 598.

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Wand of Mental Purification

Item 4+

emotion enchantment healing magical mental wand 

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.

Type 1st-level spell; Level 4; Price 110 gp

Type 2nd-level spell; Level 6; Price 250 gp

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,400 gp

Type 5th-level spell; Level 12; Price 3,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp; Craft Requirements Supply a casting of soothe of the appropriate level.

Treasure Vault, page 140.

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Wand of Mercy

Item 4+

magical wand 

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.

Type 1st-level spell; Level 4; Price 75 gp

Type 2nd-level spell; Level 6; Price 200 gp

Type 3rd-level spell; Level 8; Price 425 gp

Type 4th-level spell; Level 10; Price 850 gp

Type 5th-level spell; Level 12; Price 1,650 gp

Type 6th-level spell; Level 14; Price 3,600 gp

Type 7th-level spell; Level 16; Price 7,900 gp

Type 8th-level spell; Level 18; Price 19,000 gp

Type 9th-level spell; Level 20; Price 52,000 gp; Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>] it must deal damage, and it can't have the death, negative, or nonlethal traits.

Treasure Vault, page 141.

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Wand Of Noisome Acid

Item 6+

uncommon acid evocation magical wand 

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.

Type 2nd-level spell; Level 6; Price 250 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 8th-level spell; Level 18; Price 24,000 gp

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

The Slithering, page 61.

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Wand of Noisome Acid

Item 6+

acid evocation magical wand 

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.

Type 2nd-level spell; Level 6; Price 250 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 8th-level spell; Level 18; Price 24,000 gp; Craft Requirements Supply a casting of acid arrow of the appropriate level.

Treasure Vault, page 141.

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Wand Of Overflowing Life

Item 9+

healing magical necromancy positive wand 

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.

Type 3rd-level spell; Level 9; Price 700 gp

Type 4th-level spell; Level 11; Price 1,400 gp

Type 5th-level spell; Level 13; Price 3,000 gp

Type 6th-level spell; Level 15; Price 6,500 gp

Type 7th-level spell; Level 17; Price 15,000 gp

Type 8th-level spell; Level 19; Price 40,000 gp

Crafting Requirements Supply a casting of heal of the appropriate level.

Advanced Player’s Guide, page 265.

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Wand of Paralytic Shock

Item 8+

electricity enchantment magical mental wand 

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.

Type 3rd-level spell; Level 8; Price 500 gp

The electrocution deals 1d12 electricity damage.

Type 7th-level spell; Level 16; Price 10,000 gp

The electrocution deals 2d12 electricity damage.

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

Treasure Vault, page 141.

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Wand of Pernicious Poison

Item 4+

magical necromancy poison wand 

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.

Type 1st-level spell; Level 4; Price 100 gp

The spell is spider sting.

Type 6th-level spell; Level 14; Price 4,500 gp

The spell is purple worm sting.

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

Treasure Vault, page 141.

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Wand of Reaching

Item 4+

magical wand 

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.

Type 1st-level spell; Level 4; Price 100 gp

Type 2nd-level spell; Level 6; Price 250 gp

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 5th-level spell; Level 12; Price 2,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp; Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>] or [>>] and must have a range.

Treasure Vault, page 141.

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Wand of Refracting Rays

Item 11+

uncommon evocation light magical wand 

Usage held in 1 hand; Bulk L

Category Wand

This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray (Secrets of Magic 95) of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets.

Type 4th-level spell; Level 11; Price 1,400 gp

Type 6th-level spell; Level 15; Price 6,500 gp; Craft Requirements Supply a casting of chromatic ray of the appropriate level.

Treasure Vault, page 142.

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Wand of Rolling Flames

Item 6+

evocation fire magical wand 

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).

Type 2nd-level spell; Level 6; Price 250 gp

The rolling flames deal 1 fire damage.

Type 3rd-level spell; Level 8; Price 500 gp

The rolling flames deal 2 fire damage.

Type 4th-level spell; Level 10; Price 1,000 gp

The rolling flames deal 3 fire damage.

Type 5th-level spell; Level 12; Price 2,000 gp

The rolling flames deal 4 fire damage.

Type 6th-level spell; Level 14; Price 4,500 gp

The rolling flames deal 5 fire damage.

Type 7th-level spell; Level 16; Price 10,000 gp

The rolling flames deal 6 fire damage.

Type 8th-level spell; Level 18; Price 24,000 gp

The rolling flames deal 7 fire damage.

Type 9th-level spell; Level 20; Price 70,000 gp

The rolling flames deal 8 fire damage.

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

Treasure Vault, page 142.

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Wand of Shattering Images

Item 6

illusion magical visual wand 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Wand

Shattered pieces of a glass mirror, formed into a reflective mosaic, comprise the irregular shaft of this wand. The handle is black and polished smooth, the pommel capped with a tiny reflective orb.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mirror image. Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the image is adjacent to you, it takes 5 slashing damage.

Craft Requirements Supply a casting of mirror image.

Treasure Vault, page 142.

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Wand of Shrouded Step

Item 4

magical transmutation wand 

Price 80 gp

Usage held in 1 hand; Bulk L

Category Wand

When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fleet step. For the duration of the spell, you're also concealed while you Stride.

Craft Requirements Supply a casting of fleet step.

Treasure Vault, page 142.

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Wand of Slaying

Item 16+

illusion magical wand 

Usage held in 1 hand; Bulk L

Category Wand

This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell's level.

Type 7th level spell; Level 16; Price 10,000 gp

Type 8th level spell; Level 18; Price 24,000 gp

Type 9th level spell; Level 20; Price 70,000 gp

Craft Requirements Supply a casting of finger of death of the appropriate level.

Core Rulebook, page 598.

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Wand of Smoldering Fireballs

Item 8+

evocation fire magical wand 

Usage held in 1 hand; Bulk L

Category Wand

This blackened, heavily burned stick smells faintly of bat guano.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage.

Type 3rd-level spell; Level 8; Price 500 gp

persistent damage 1d6.

Type 5th-level spell; Level 12; Price 2,000 gp

persistent damage 2d6.

Type 7th-level spell; Level 16; Price 10,000 gp

persistent damage 3d6.

Type 9th-level spell; Level 20; Price 70,000 gp

persistent damage 4d6.

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

Core Rulebook, page 598.

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Wand Of Spiritual Warfare

Item 7+

uncommon evocation force magical wand 

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.

Type 2nd-level spell; Level 7; Price 360 gp

Type 4th-level spell; Level 11; Price 1,400 gp

Type 6th-level spell; Level 15; Price 6,500 gp

Type 8th-level spell; Level 19; Price 40,000 gp

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

LOTGB, page 11.

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Wand Of Teeming Ghosts

Item 6+

uncommon magical necromancy wand 

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.

Type 2nd-level spell; Level 6; Price 250 gp

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 5th-level spell; Level 12; Price 2,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp

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

The Slithering, page 61.

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Wand of Teeming Ghosts

Item 6+

uncommon magical necromancy wand 

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.

Type 2nd-level spell; Level 6; Price 250 gp

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 5th-level spell; Level 12; Price 2,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp; Craft Requirements Supply a casting of false life of the appropriate level.

Treasure Vault, page 142.

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Wand of the Ash Puppet

Item 14

evocation magical wand 

Price 4,500 gp

Usage held in 1 hand; Bulk L

Category Wand

This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand's tip along a solid surface, it leaves a black trail of charcoal. Writing with the wand in this way never damages or wears the wand down.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast disintegrate. If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie (Bestiary 3 303) with the same general appearance as the disintegrated creature.

You control this sulfur zombie, which gains the minion and summoned traits. You can issue a verbal command to the sulfur zombie as a single action with the auditory and concentrate traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first.

Craft Requirements Supply a casting of disintegrate.

Treasure Vault, page 143.

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Wand of the Pampered Pet

Item 4

conjuration extradimensional magical wand 

Price 75 gp

Usage held in 1 hand; Bulk L

Category Wand

This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast pet cache (Advanced Player's Guide 222) but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim.

Craft Requirements Supply a casting of pet cache.

Treasure Vault, page 143.

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Wand Of The Snowfields

Item 14+

cold evocation magical wand 

Usage held in 1 hand; Bulk L

Category Wand

This wand is a slender length of ice-blue glass.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cone of cold. The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute.

Type 5th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 18; Price 24,000 gp

Craft Requirements Supply a casting of cone of cold of the appropriate level.

Advanced Player’s Guide, page 265.

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Wand Of The Spider

Item 7+

conjuration magical poison wand 

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.

Type 2nd-level spell; Level 7; Price 360 gp

Type 4th-level spell; Level 11; Price 1,400 gp

The strands deal 2d6 poison damage plus 1d6 persistent poison damage.

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

Advanced Player’s Guide, page 265.

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Wand Of Thundering Echoes

Item 9+

uncommon evocation magical sonic wand 

Usage held in 1 hand; Bulk L

Category Wand

A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items.

Type 3rd-level spell; Level 9; Price 700 gp

Type 4th-level spell; Level 11; Price 1,500 gp

Type 5th-level spell; Level 13; Price 3,000 gp

Type 6th-level spell; Level 15; Price 6,500 gp

Type 7th-level spell; Level 17; Price 15,000 gp

Type 8th-level spell; Level 19; Price 40,000 gp

Craft Requirements Supply a casting of sound burst of the appropriate level. In every port where he finds himself, Rakuskuk (N male tengu rune crafter) rents a rather simple stall he then decorates to look like a ship's cabin. He displays his wares in or on large trunks and barrels so he can easily pack up and move everything at the end of the day... or in a hurry. The largest two trunks stand open vertically to reveal hanging clothing and accessories he thinks wealthy travelers will buy, always including at least one cloak, cape, duster, and scarf. He hangs a ship's hammock between them for aesthetics, but it doubles as an elevated surface for hanging trinkets and jewelry. Another trunk contains what must be the largest collection of hats outside of a royal haberdashery. He calls this makeshift shop the Rune Room, as every item he sells is either an accessory rune (page 88) or has one on it.

LOTGB, page 85.

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Wand of Tormented Slumber

Item 10

enchantment magical mental sleep wand 

Price 1,000 gp

Usage held in 1 hand; Bulk L

Category Wand

The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast 4th-level sleep, but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 persistent mental damage. This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the persistent mental damage or not), it's frightened 1. If it awakens from damage on its own turn, the creature doesn't reduce its frightened condition automatically on that turn.

Craft Requirements Supply a casting of 4th-level sleep.

Treasure Vault, page 143.

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Wand of Toxic Blades

Item 15+

evocation force magical poison wand 

Usage held in 1 hand; Bulk L

Category Poison

This slender metal wand is tinted green and small images of bladed weapons are etched on its surface.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blade barrier of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn.

Type 6th-level spell; Level 15; Price 6,000 gp

The poison is purple worm venom (Core Rulebook 553).

Type 7th-level spell; Level 17; Price 14,000 gp

The poison is dragon bile (Core Rulebook 551) with no onset.

Type 8th-level spell; Level 19; Price 37,500 gp

The poison is cerulean scourge (Advanced Player's Guide 254).

Craft Requirements Supply a casting of blade barrier of the appropriate level.

Treasure Vault, page 143.

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Wand of Traitorous Thoughts

Item 12

uncommon divination magical mental wand 

Price 2,000 gp

Usage held in 1 hand; Bulk L

Category Wand

When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mind probe. The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than it rolled.

This means you learn the answer if the target's Deception check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success.

Craft Requirements Supply a casting of mind probe.

Treasure Vault, page 143.

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Wand of Wearying Dance

Item 18

enchantment magical mental wand 

Price 24,000 gp

Usage held in 1 hand; Bulk L

Category Wand

This colorfully painted wand has a few jingling bells tied to the pommel.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast uncontrollable dance. When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes fatigued.

Craft Requirements Supply a casting of uncontrollable dance.

Treasure Vault, page 143.

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Wand of Widening

Item 4+

magical wand 

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.

Type 1st-level spell; Level 4; Price 100 gp

Type 2nd-level spell; Level 6; Price 250 gp

Type 3rd-level spell; Level 8; Price 500 gp

Type 4th-level spell; Level 10; Price 1,000 gp

Type 5th-level spell; Level 12; Price 2,000 gp

Type 6th-level spell; Level 14; Price 4,500 gp

Type 7th-level spell; Level 16; Price 10,000 gp

Type 8th-level spell; Level 18; Price 24,000 gp

Type 9th-level spell; Level 20; Price 70,000 gp

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.

Core Rulebook, page 598.

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War Blood Mutagen

Item 1+

uncommon alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.

Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails.

Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost.

Type lesser; Level 1; Price 4 gp

The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour.

Type major; Level 17; Price 3,000 gp

The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour.

OoA1, page 77.

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War Flail

Item

disarm sweep trip 

Price 2 gp

Bulk 2

Damage 1d10 bludgeoning

Hands 2

Category Martial Melee Weapon; Group Flail

This large flail has a long shaft connected to a shorter piece of stout wood or metal that's sometimes inlaid with spikes.

Core Rulebook, page 281.

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War Lance

Item

uncommon deadly d8 jousting d6 parry shove 

Price 4 gp

Bulk 2

Damage 1d8 piercing

Hands 2

Category Martial Melee Weapon; Group Spear

This lance appears shorter and stockier in comparison to other weapons of its type. The war lance most notably features shielding integrated into its vamplate, exchanging its reach for a sturdier base when defending against attacks or attempting to overpower an opponent.

LOKL, page 86.

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War Razor

Item

agile backstabber deadly d8 finesse 

Price 3 sp

Bulk L

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Knife

A war razor is an exaggerated version of the barbers' tool. It's a brittle but extremely sharp weapon that is very easy to slip into a pocket or sleeve.

Treasure Vault, page 25. Originally in LOGM.

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War Saddle

Item 5

uncommon 

Access Kaetiarn have access to this item.

Price 50 gp

Bulk 1

Category Adventuring Gear

Each war saddle is specifically fitted to a mount's body type and has numerous straps that can secure you on your mount. You remain mounted even if you fall unconscious until either you or someone else uses an Interact action to unfasten the straps on the saddle. A creature or effect can separate you from your mount by pulling so hard it tears the straps, but to do so, the effect's DC, attack roll, or skill check must exceed 20.

LOKL, page 86.

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Warden's Signet

Item 11

abjuration focused invested magical 

Price 1,250 gp

Usage worn; Bulk —

Category Worn Item

This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item bonus to Nature checks.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a 4th-level barkskin spell on you. If not used by the end of your turn, this Focus Point is lost.

Craft Requirements You are a ranger with at least one warden spell.

Treasure Vault, page 151.

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Warding Escutcheon

Item 9+

conjuration magical 

Usage held in 1 hand; Bulk 4

Category Held

An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20).

Activate [>>] Interact; Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it's opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full).
Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin, with the shield becoming the door.

Type warding escutcheon; Level 9; Price 625 gp

Type greater; Level 20; Price 55,000 gp

The DCs are 43, and using the second activation casts resplendent mansion, forming a tall stone keep.

The shield has Hardness 20, HP 80, and BT 40.

Treasure Vault, page 23.

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Warding Escutcheon

Item 9

conjuration magical 

Price 625 gp

Usage held in 1 hand; Bulk 4

Category Held

An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20).

Activate [>>] Interact; Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it's opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full).
Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin, with the shield becoming the door.
Main Item: Warding Escutcheon

Treasure Vault, page 23.

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Warding Punch

Item 7

alchemical consumable elixir 

Price 60 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Based on a Virokral recipe, warding punch is made from red or white wine combined with fruits, other alcohols, and alchemical reagents. Its alchemical properties provide protection against a specific school of magic depending on the ingredients chosen when it's created, granting a +1 item bonus to saving throws against spells from that school for 10 minutes.

Treasure Vault, page 51.

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Warding Statuette

Item 7+

abjuration force magical spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13.

Activate Cast a Spell; Effect You cast shield.
Activate Cast a Spell; Frequency once per day; Effect You cast spiritual weapon.

Type greater warding statuette; Level 13; Price 2,600 gp

The resistance is 5 when affixed to armor, and the spell attack roll is +20.

Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level spiritual weapon.
Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian.

Treasure Vault, page 129.

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Warding Tablets

Item 8

abjuration grimoire magical 

Price 450 gp

Bulk L

Category Grimoire

This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions.

Activate [>] envision (metamagic); Frequency once per day; Effect If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect.

Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects.

Secrets of Magic, page 163.

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Warding Tattoo

Item 5+

abjuration invested magical tattoo 

Usage tattooed on the body

Category Tattoo

Many cultures of Falavririak have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Neikhutaeth.

Activate [R] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

Type warding tattoo; Level 5; Price 140 gp

Type trail warding tattoo; Level 6; Price 250 gp

You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated.

Type wave warding tattoo; Level 6; Price 220 gp

In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects.

Type fiend warding tattoo; Level 7 (uncommon); Price 300 gp

You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.

Secrets of Magic, page 165.

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