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MAGIC ITEMS IV (SCROLLS, STAFFS, & WANDS)

SCROLLS
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.
Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
The user must have the spell on his or her class list.
The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell's level, minus 1), unless the caster specifically desires otherwise.
The writing for an activated spell disappears from the scroll.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
Spell takes effect at some random location within spell range.
Spell's effect on the target is contrary to the spell's normal effect.
The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell's duration, or 2d10 minutes for instantaneous spells.
Some innocuous item or items appear in the spell's area.
Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell's maximum range, if the target has moved away.
Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don't involve themselves
in scribing scrolls).

Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don't involve themselves in scribing scrolls).
If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).

Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.

Table: Scroll Types
d% roll Type
0170 Arcane
71100 Divine

Table: Number of Spells on a Scroll
Scroll Type Number of Spells
Minor scroll 1d3 spells
Medium scroll 1d4 spells
Major scroll 1d6 spells

Table: Scroll Spell Levels
Minor Medium Major Spell Level Spell's Caster Level1
0105 0 1st
0650 1st 1st
5195 0105 2nd 3rd
96100 0665 3rd 5th
6695 0105 4th 7th
96100 0650 5th 9th
5170 6th 11th
7185 7th 13th
8695 8th 15th
95100 9th 17th
1 These numbers assume that the creator is a cleric, druid, or wizard.

Table: Arcane Spell Scrolls
0-Level Arcane Spells
d% Spell
Market Price
0104 acid splash 12 gp 5 sp
0508 arcane mark 12 gp 5 sp
0913 dancing lights 12 gp 5 sp
1417 daze 12 gp 5 sp
1824 detect magic 12 gp 5 sp
2528 detect poison 12 gp 5 sp
2932 disrupt undead 12 gp 5 sp
3337 flare 12 gp 5 sp
3842 ghost sound 12 gp 5 sp
4344 know direction 12 gp 5 sp
4550 light 12 gp 5 sp
5152 lullaby 12 gp 5 sp
5357 mage hand 12 gp 5 sp
5862 mending 12 gp 5 sp
6367 message 12 gp 5 sp
6872 open/close 12 gp 5 sp
7377 prestidigitation 12 gp 5 sp
7881 ray of frost 12 gp 5 sp
8287 read magic 12 gp 5 sp
8894 resistance 12 gp 5 sp
9596 summon instrument 12 gp 5 sp
97100 touch of fatigue 12 gp 5 sp
1st-Level Arcane Spells
d% Spell Market Price
0103 alarm 25 gp
0405 animate rope 25 gp
0607 burning hands 25 gp
0809 cause fear 25 gp
1012 charm person 25 gp
1314 chill touch 25 gp
1516 color spray 25 gp
1719 comprehend languages 25 gp
20 confusion, lesser 50 gp
21 cure light wounds 50 gp
2224 detect secret doors 25 gp
2526 detect undead 25 gp
2729 disguise self 25 gp
3032 endure elements 25 gp
3335 enlarge person 25 gp
3637 erase 25 gp
3840 expeditious retreat 25 gp
41 feather fall 25 gp
4243 grease 25 gp
4445 hold portal 25 gp
4647 hypnotism 25 gp
4849 identify 125 gp
5051 jump 25 gp
5254 mage armor 25 gp
5556 magic missile 25 gp
5759 magic weapon 25 gp
6062 mount 25 gp
6364 magic aura 25 gp
6566 obscuring mist 25 gp
6774 protection from chaos/evil/good/law 25 gp
7576 ray of enfeeblement 25 gp
7778 reduce person 25 gp
7980 remove fear 50 gp
8182 shield 25 gp
8384 shocking grasp 25 gp
8586 silent image 25 gp
8788 sleep 25 gp
8990 summon monster I 25 gp
9193 floating disk 25 gp
9495 true strike 25 gp
96 undetectable alignment 50 gp
9798 unseen servant 25 gp
99100 ventriloquism 25 gp
2nd-Level Arcane Spells
d% Spell Market Price
01 animal messenger 200 gp
02 animal trance 200 gp
03 arcane lock 175 gp
0406 bear's endurance 150 gp
0708 blindness/deafness 150 gp
0910 blur 150 gp
1113 bull's strength 150 gp
14 calm emotions 200 gp
1517 cat's grace 150 gp
1819 command undead 150 gp
20 continual flame 200 gp
21 cure moderate wounds 200 gp
22 darkness 150 gp
2325 darkvision 150 gp
26 daze monster 150 gp
27 delay poison 200 gp
2829 detect thoughts 150 gp
3031 disguise self 150 gp
3234 eagle's splendor 150 gp
35 enthrall 200 gp
3637 false life 150 gp
3839 flaming sphere 150 gp
40 fog cloud 150 gp
4143 fox's cunning 150 gp
44 ghoul touch 150 gp
4546 glitterdust 150 gp
47 gust of wind 150 gp
4849 hypnotic pattern 150 gp
5052 invisibility 150 gp
5355 knock 150 gp
56 phantom trap 200 gp
5758 levitate 150 gp
59 locate object 150 gp
60 magic mouth 160 gp
6162 acid arrow 150 gp
63 minor image 150 gp
6465 mirror image 150 gp
66 misdirection 150 gp
67 obscure object 150 gp
6870 owl's wisdom 150 gp
7173 protection from arrows 150 gp
7475 pyrotechnics 150 gp
7678 resist energy 150 gp
79 rope trick 150 gp
80 scare 150 gp
8182 scorching ray 150 gp
8385 see invisibility 150 gp
86 shatter 150 gp
87 silence 200 gp
88 sound burst 200 gp
89 spectral hand 150 gp
9091 spider climb 150 gp
9293 summon monster II 150 gp
9495 summon swarm 150 gp
96 hideous laughter 150 gp
97 touch of idiocy 150 gp
9899 web 150 gp
100 whispering wind 150 gp
3rd-Level Arcane Spells
d% Spell Market Price
0102 arcane sight 375 gp
0304 blink 375 gp
0506 clairaudience/clairvoyance 375 gp
07 cure serious wounds 525 gp
0810 daylight 525 gp
1112 deep slumber 375 gp
1315 dispel magic 375 gp
1617 displacement 375 gp
18 explosive runes 375 gp
1920 fireball 375 gp
2122 flame arrow 375 gp
2325 fly 375 gp
2627 gaseous form 375 gp
2829 gentle repose 375 gp
30 glibness 525 gp
31 good hope 525 gp
3233 halt undead 375 gp
3436 haste 375 gp
3738 heroism 375 gp
3940 hold person 375 gp
41 illusory script 425 gp
4244 invisibility sphere 375 gp
4547 keen edge 375 gp
4849 tiny hut 375 gp
5051 lightning bolt 375 gp
5259 magic circle against chaos/evil/good/law 375 gp
6062 magic weapon, greater 375 gp
6364 major image 375 gp
6566 nondetection 425 gp
6768 phantom steed 375 gp
6971 protection from energy 375 gp
7273 rage 375 gp
7475 ray of exhaustion 375 gp
76 sculpt sound 525 gp
77 secret page 375 gp
78 sepia snake sigil 875 gp
79 shrink item 375 gp
8081 sleet storm 375 gp
8283 slow 375 gp
84 speak with animals 525 gp
8586 stinking cloud 375 gp
8788 suggestion 375 gp
8990 summon monster III 375 gp
9193 tongues 375 gp
9495 vampiric touch 375 gp
9698 water breathing 375 gp
99100 wind wall 375 gp
4th-Level Arcane Spells
d% Spell Market Price
0102 animate dead 1,050 gp
0305 arcane eye 700 gp
0607 bestow curse 700 gp
0810 charm monster 700 gp
1113 confusion 700 gp
1415 contagion 700 gp
1617 crushing despair 700 gp
18 cure critical wounds 1,000 gp
19 detect scrying 700 gp
2023 dimension door 700 gp
2426 dimensional anchor 700 gp
2728 enervation 700 gp
2930 enlarge person, mass 700 gp
3132 black tentacles 700 gp
3334 fear 700 gp
3537 fire shield 700 gp
3839 fire trap 725 gp
4042 freedom of movement 1,000 gp
43 geas, lesser 700 gp
4446 globe of invulnerability, lesser 700 gp
4748 hallucinatory terrain 700 gp
4950 ice storm 700 gp
5152 illusory wall 700 gp
5355 invisibility, greater 700 gp
5657 secure shelter 700 gp
58 locate creature 700 gp
5960 minor creation 700 gp
61 modify memory 1,000 gp
62 neutralize poison 1,000 gp
6364 resilient sphere 700 gp
6566 phantasmal killer 700 gp
6768 polymorph 700 gp
6970 rainbow pattern 700 gp
71 mnemonic enhancer 700 gp
7273 reduce person, mass 700 gp
7476 remove curse 700 gp
77 repel vermin 1,000 gp
7879 scrying 700 gp
8081 shadow conjuration 700 gp
8283 shout 700 gp
8485 solid fog 700 gp
86 speak with plants 1,000 gp
8788 stone shape 700 gp
8991 stoneskin 950 gp
9293 summon monster IV 700 gp
9496 wall of fire 700 gp
9799 wall of ice 700 gp
100 zone of silence 1,000 gp
5th-Level Arcane Spells
d% Spell Market Price
0102 animal growth 1,125 gp
0305 baleful polymorph 1,125 gp
0607 interposing hand 1,125 gp
0809 blight 1,125 gp
1012 break enchantment 1,125 gp
1314 cloudkill 1,125 gp
1517 cone of cold 1,125 gp
1819 contact other plane 1,125 gp
20 cure light wounds, mass 1,625 gp
2123 dismissal 1,125 gp
2426 dispel magic, greater 1,625 gp
2728 dominate person 1,125 gp
29 dream 1,125 gp
3031 fabricate 1,125 gp
3233 false vision 1,375 gp
3435 feeblemind 1,125 gp
3639 hold monster 1,125 gp
40 secret chest 1,125 gp
41 magic jar 1,125 gp
4243 major creation 1,125 gp
4445 mind fog 1,125 gp
4647 mirage arcana 1,125 gp
4849 mage's faithful hound 1,125 gp
5051 mage's private sanctum 1,125 gp
5253 nightmare 1,125 gp
5457 overland flight 1,125 gp
5860 passwall 1,125 gp
61 permanency 10,125 gp1
6263 persistent image 1,125 gp
6465 planar binding, lesser 1,125 gp
6667 prying eyes 1,125 gp
6869 telepathic bond 1,125 gp
7071 seeming 1,125 gp
7274 sending 1,125 gp
7576 shadow evocation 1,125 gp
77 song of discord 1,625 gp
7879 summon monster V 1,125 gp
80 symbol of pain 2,125 gp
81 symbol of sleep 2,125 gp
8283 telekinesis 1,125 gp
8488 teleport 1,125 gp
8990 transmute mud to rock 1,125 gp
9192 transmute rock to mud 1,125 gp
9395 wall of force 1,125 gp
9698 wall of stone 1,125 gp
99100 waves of fatigue 1,125 gp
1 Includes experience point cost up to 2,000 XP.
6th-Level Arcane Spells
d% Spell Market Price
0102 acid fog 1,650 gp
0305 analyze dweomer 1,650 gp
06 animate objects 2,400 gp
0709 antimagic field 1,650 gp
1012 bear's endurance, mass 1,650 gp
1314 forceful hand 1,650 gp
1517 bull's strength, mass 1,650 gp
1820 cat's grace, mass 1,650 gp
2123 chain lightning 1,650 gp
2425 circle of death 2,150 gp
26 contingency 1,650 gp
2728 control water 1,650 gp
29 create undead 2,350 gp
30 cure moderate wounds, mass 2,400 gp
3133 disintegrate 1,650 gp
3437 dispel magic, greater 1,650 gp
3840 eagle's splendor, mass 1,650 gp
4142 eyebite 1,650 gp
43 find the path 2,400 gp
4445 flesh to stone 1,650 gp
4648 fox's cunning, mass 1,650 gp
49 geas/quest 1,650 gp
5052 globe of invulnerability 1,650 gp
53 guards and wards 1,650 gp
54 heroes' feast 2,400 gp
5556 heroism, greater 1,650 gp
57 legend lore 1,900 gp
5859 mislead 1,650 gp
60 mage's lucubration 1,650 gp
6162 move earth 1,650 gp
6364 freezing sphere 1,650 gp
6567 owl's wisdom, mass 1,650 gp
6869 permanent image 1,650 gp
7071 planar binding 1,650 gp
7273 programmed image 1,675 gp
7475 repulsion 1,650 gp
7678 shadow walk 1,650 gp
7981 stone to flesh 1,650 gp
8283 suggestion, mass 1,650 gp
8485 summon monster VI 1,650 gp
86 symbol of fear 2,650 gp
87 symbol of persuasion 6,650 gp
88 sympathetic vibration 2,400 gp
8990 transformation 1,950 gp
9193 true seeing 1,900 gp
9495 undeath to death 2,150 gp
9697 veil 1,650 gp
98100 wall of iron 1,700 gp
7th-Level Arcane Spells
d% Spell Market Price
0103 arcane sight, greater 2,275 gp
0407 banishment 2,275 gp
0810 grasping hand 2,275 gp
1113 control undead 2,275 gp
1416 control weather 2,275 gp
1719 delayed blast fireball 2,275 gp
2021 instant summons 3,275 gp
2225 ethereal jaunt 2,275 gp
2628 finger of death 2,275 gp
2931 forcecage 23775 gp
3235 hold person, mass 2,275 gp
3638 insanity 2,275 gp
3942 invisibility, mass 2,275 gp
43 limited wish 3,775 gp1
4445 mage's magnificent mansion 2,275 gp
4648 mage's sword 2,275 gp
4951 phase door 2,275 gp
5254 plane shift 2,275 gp
5557 power word blind 2,275 gp
5861 prismatic spray 2,275 gp
6264 project image 2,280 gp
6567 reverse gravity 2,275 gp
6870 scrying, greater 2,275 gp
7173 sequester 2,275 gp
7476 shadow conjuration, greater 2,275 gp
77 simulacrum 7,275 gp2
7880 spell turning 2,275 gp
8182 statue 2,275 gp
8385 summon monster VII 2,275 gp
86 symbol of stunning 7,275 gp
87 symbol of weakness 7,275 gp
8890 teleport object 2,275 gp
9195 teleport, greater 2,275 gp
9697 vision 2,775 gp
98100 waves of exhaustion 2,275 gp
1 Assumes no material component in excess of 1,000 gp and no XP cost in excess of 300 XP.
2 Assumes no XP cost in excess of 1,000 gp.
8th-Level Arcane Spells
d% Spell Market Price
0102 antipathy 3,000 gp
0305 clenched fist 3,000 gp
0608 binding 8,500 gp1
0912 charm monster, mass 3,000 gp
13 clone 4,000 gp
1416 create greater undead 3,000 gp
1719 demand 3,600 gp
2022 dimensional lock 3,000 gp
2326 discern location 3,000 gp
2729 horrid wilting 3,000 gp
3032 incendiary cloud 3,000 gp
3335 iron body 3,000 gp
3638 maze 3,000 gp
3941 mind blank 3,000 gp
4244 moment of prescience 3,000 gp
4548 telekinetic sphere 3,000 gp
4951 irresistible dance 3,000 gp
5254 planar binding, greater 3,000 gp
5557 polar ray 3,000 gp
5860 polymorph any object 3,000 gp
6163 power word stun 3,000 gp
6466 prismatic wall 3,000 gp
6770 protection from spells 3,500 gp
7173 prying eyes, greater 3,000 gp
7476 scintillating pattern 3,000 gp
7778 screen 3,000 gp
7981 shadow evocation, greater 3,000 gp
8284 shout, greater 3,000 gp
8587 summon monster VIII 3,000 gp
8890 sunburst 3,000 gp
91 symbol of death 8,000 gp
92 symbol of insanity 8,000 gp
9394 sympathy 4,500 gp
9598 temporal stasis 3,500 gp
99100 trap the soul 13,000 gp1
1 Assumes a creature of 10 HD or less.
9th-Level Arcane Spells
d% Spell Market Price
0103 astral projection 4,870 gp
0407 crushing hand 3,825 gp
0812 dominate monster 3,825 gp
1316 energy drain 3,825 gp
1721 etherealness 3,825 gp
2225 foresight 3,825 gp
2631 freedom 3,825 gp
3236 gate 8,825 gp
3740 hold monster, mass 3,825 gp
4144 imprisonment 3,825 gp
4549 meteor swarm 3,825 gp
5053 mage's disjunction 3,825 gp
5458 power word kill 3,825 gp
5962 prismatic sphere 3,825 gp
6366 refuge 3,825 gp
6770 shades 3,825 gp
7176 shapechange 3,825 gp
7779 soul bind 3,825 gp
8083 summon monster IX 3,825 gp
8486 teleportation circle 4,825 gp
8791 time stop 3,825 gp
9295 wail of the banshee 3,825 gp
9699 weird 3,825 gp
100 wish 28,825 gp1
1 Assumes no material component cost in excess of 10,000 gp and no XP cost in excess of 5,000 XP.

Table: Divine Spell Scrolls
0-Level Divine Spells
d% Spell Market Price
0107 create water 12 gp 5 sp
0814 cure minor wounds 12 gp 5 sp
1522 detect magic 12 gp 5 sp
2329 detect poison 12 gp 5 sp
3036 flare 12 gp 5 sp
3743 guidance 12 gp 5 sp
4450 inflict minor wounds 12 gp 5 sp
5157 know direction 12 gp 5 sp
5865 light 12 gp 5 sp
6672 mending 12 gp 5 sp
7379 purify food and drink 12 gp 5 sp
8086 read magic 12 gp 5 sp
8793 resistance 12 gp 5 sp
94100 virtue 12 gp 5 sp
1st-Level Divine Spells
d% Spell Market Price
01 alarm 100 gp
0203 bane 25 gp
0406 bless 25 gp
0709 bless water 50 gp
10 bless weapon 100 gp
1112 calm animals 25 gp
1314 cause fear 25 gp
1516 charm animal 25 gp
1719 command 25 gp
2021 comprehend languages 25 gp
2226 cure light wounds 25 gp
2728 curse water 50 gp
2930 deathwatch 25 gp
3132 detect animals or plants 25 gp
3335 detect chaos/evil/good/law 25 gp
3637 detect snares and pits 25 gp
3839 detect undead 25 gp
4041 divine favor 25 gp
4243 doom 25 gp
4448 endure elements 25 gp
4950 entangle 25 gp
5152 entropic shield 25 gp
5354 faerie fire 25 gp
5556 goodberry 25 gp
5758 hide from animals 25 gp
5960 hide from undead 25 gp
6162 inflict light wounds 25 gp
6364 jump 25 gp
6566 longstrider 25 gp
6768 magic fang 25 gp
6972 magic stone 25 gp
7374 magic weapon 25 gp
7578 obscuring mist 25 gp
7980 pass without trace 25 gp
8182 produce flame 25 gp
8386 protection from chaos/evil/good/law 25 gp
8788 remove fear 25 gp
8990 sanctuary 25 gp
9192 shield of faith 25 gp
9394 shillelagh 25 gp
9596 speak with animals 25 gp
9798 summon monster I 25 gp
99100 summon nature's ally I 25 gp
2nd-Level Divine Spells
d% Spell Market Price
01 animal messenger 150 gp
02 animal trance 150 gp
0304 augury 175 gp
0506 barkskin 150 gp
0709 bear's endurance 150 gp
1012 bull's strength 150 gp
1314 calm emotions 150 gp
1517 cat's grace 150 gp
18 chill metal 150 gp
1920 consecrate 200 gp
2124 cure moderate wounds 150 gp
2526 darkness 150 gp
27 death knell 150 gp
2830 delay poison 150 gp
3132 desecrate 200 gp
3335 eagle's splendor 150 gp
3637 enthrall 150 gp
3839 find traps 150 gp
40 fire trap 175 gp
4142 flame blade 150 gp
4344 flaming sphere 150 gp
4546 fog cloud 150 gp
47 gentle repose 150 gp
48 gust of wind 150 gp
49 heat metal 150 gp
5051 hold animal 150 gp
5254 hold person 150 gp
5556 inflict moderate wounds 150 gp
5758 make whole 150 gp
5961 owl's wisdom 150 gp
62 reduce animal 150 gp
6364 remove paralysis 150 gp
6567 resist energy 150 gp
6870 restoration, lesser 150 gp
7172 shatter 150 gp
7374 shield other 150 gp
7576 silence 150 gp
77 snare 150 gp
78 soften earth and stone 150 gp
7980 sound burst 150 gp
81 speak with plants 150 gp
8283 spider climb 150 gp
8485 spiritual weapon 150 gp
86 status 150 gp
8788 summon monster II 150 gp
8990 summon nature's ally II 150 gp
9192 summon swarm 150 gp
93 tree shape 150 gp
9495 undetectable alignment 150 gp
9697 warp wood 150 gp
98 wood shape 150 gp
99100 zone of truth 150 gp
3rd-Level Divine Spells
d% Spell Market Price
0102 animate dead 625 gp
0304 bestow curse 375 gp
0506 blindness/deafness 375 gp
0708 call lightning 375 gp
0910 contagion 375 gp
1112 continual flame 425 gp
1314 create food and water 375 gp
1518 cure serious wounds 375 gp
19 darkvision 375 gp
2021 daylight 375 gp
2223 deeper darkness 375 gp
2425 diminish plants 375 gp
2627 dispel magic 375 gp
2829 dominate animal 375 gp
3031 glyph of warding 575 gp
32 heal mount 375 gp
3334 helping hand 375 gp
3536 inflict serious wounds 375 gp
3738 invisibility purge 375 gp
39-40 locate object 375 gp
4146 magic circle against chaos/evil/good/law 375 gp
4748 magic fang, greater 375 gp
4950 magic vestment 375 gp
5152 meld into stone 375 gp
5355 neutralize poison 375 gp
5657 obscure object 375 gp
5859 plant growth 375 gp
6062 prayer 375 gp
6364 protection from energy 375 gp
6566 quench 375 gp
6769 remove blindness/deafness 375 gp
7071 remove curse 375 gp
7273 remove disease 375 gp
7476 searing light 375 gp
7778 sleet storm 375 gp
7980 snare 375 gp
8183 speak with dead 375 gp
8485 speak with plants 375 gp
8687 spike growth 375 gp
8889 stone shape 375 gp
9091 summon monster III 375 gp
9293 summon nature's ally III 375 gp
9496 water breathing 375 gp
9798 water walk 375 gp
99100 wind wall 375 gp
4th-Level Divine Spells
d% Spell Market Price
0105 air walk 700 gp
0607 antiplant shell 700 gp
0809 blight 700 gp
1011 break enchantment 700 gp
1213 command plants 700 gp
1415 control water 700 gp
1621 cure critical wounds 700 gp
2226 death ward 700 gp
2731 dimensional anchor 700 gp
3234 discern lies 700 gp
3537 dismissal 700 gp
3839 divination 725 gp
4042 divine power 700 gp
4347 freedom of movement 700 gp
4849 giant vermin 700 gp
5051 holy sword 700 gp
5254 imbue with spell ability 700 gp
5557 inflict critical wounds 700 gp
5860 magic weapon, greater 700 gp
6162 nondetection 750 gp
6364 planar ally, lesser 1,200 gp
6567 poison 700 gp
6869 reincarnate 700 gp
7071 repel vermin 700 gp
7276 restoration 800 gp
7778 rusting grasp 700 gp
7981 sending 700 gp
8285 spell immunity 700 gp
8687 spike stones 700 gp
8890 summon monster IV 700 gp
9193 summon nature's ally IV 700 gp
9498 tongues 700 gp
99100 tree stride 700 gp
5th-Level Divine Spells
d% Spell Market Price
0103 animal growth 1,125 gp
0405 atonement 3,625 gp
06 awaken 2,375 gp
0709 baleful polymorph 1,125 gp
1013 break enchantment 1,125 gp
1416 call lightning storm 1,125 gp
1720 command, greater 1,125 gp
21 commune 1,625 gp
22 commune with nature 1,125 gp
2324 control winds 1,125 gp
2530 cure light wounds, mass 1,125 gp
3134 dispel chaos/evil/good/law 1,125 gp
3538 disrupting weapon 1,125 gp
3941 flame strike 1,125 gp
4243 hallow 6,125 gp1
4446 ice storm 1,125 gp
4749 inflict light wounds, mass 1,125 gp
5052 insect plague 1,125 gp
53 mark of justice 1,125 gp
5456 plane shift 1,125 gp
5758 raise dead 6,125 gp
5961 righteous might 1,125 gp
6263 scrying 1,125 gp
6466 slay living 1,125 gp
6769 spell resistance 1,125 gp
7071 stoneskin 1,375 gp
7274 summon monster V 1,125 gp
7577 summon nature's ally V 1,125 gp
78 symbol of pain 2,125 gp
79 symbol of sleep 2,125 gp
8082 transmute mud to rock 1,125 gp
8385 transmute rock to mud 1,125 gp
8689 true seeing 1,375 gp
9091 unhallow 6,125 gp1
9294 wall of fire 1,125 gp
9597 wall of stone 1,125 gp
98100 wall of thorns 1,125 gp
1 Allows for a spell of up to 4th level to be tied to the hallowed or unhallowed area.
6th-Level Divine Spells
d% Spell Market Price
0103 animate objects 1,650 gp
0406 antilife shell 1,650 gp
0709 banishment 1,650 gp
1013 bear's endurance, mass 1,650 gp
1416 blade barrier 1,650 gp
1720 bull's strength, mass 1,650 gp
2124 cat's grace, mass 1,650 gp
25 create undead 1,650 gp
2629 cure moderate wounds, mass 1,650 gp
3033 dispel magic, greater 1,650 gp
3437 eagle's splendor, mass 1,650 gp
3840 find the path 1,650 gp
4143 fire seeds 1,650 gp
44 forbiddance 4,650 gp1
45 geas/quest 1,650 gp
46 glyph of warding, greater 1,650 gp
4749 harm 1,650 gp
5052 heal 1,650 gp
5355 heroes' feast 1,650 gp
5658 inflict moderate wounds, mass 1,650 gp
5961 ironwood 1,650 gp
62 liveoak 1,650 gp
6365 move earth 1,650 gp
6669 owl's wisdom, mass 1,650 gp
7071 planar ally 2,400 gp
7274 repel wood 1,650 gp
7577 spellstaff 1,650 gp
7880 stone tell 1,650 gp
8183 summon monster VI 1,650 gp
8486 summon nature's ally VI 1,650 gp
87 symbol of fear 2,650 gp
88 symbol of persuasion 6,650 gp
8991 transport via plants 1,650 gp
9294 undeath to death 2,150 gp
9597 wind walk 1,650 gp
98100 word of recall 1,650 gp
1 Assumes an area equivalent to one 60-foot cube.
7th-Level Divine Spells
d% Spell Market Price
0105 animate plants 2,275 gp
0609 blasphemy 2,275 gp
1014 changestaff 2,275 gp
1516 control weather 2,275 gp
1721 creeping doom 2,275 gp
2227 cure serious wounds, mass 2,275 gp
2832 destruction 2,275 gp
3336 dictum 2,275 gp
3741 ethereal jaunt 2,275 gp
4245 holy word 2,275 gp
4650 inflict serious wounds, mass 2,275 gp
5155 refuge 3,775 gp
5660 regenerate 2,275 gp
6165 repulsion 2,275 gp
6669 restoration, greater 4,775 gp
7071 resurrection 12,275 gp
7276 scrying, greater 2,275 gp
7781 summon monster VII 2,275 gp
8285 summon nature's ally VII 2,275 gp
8690 sunbeam 2,275 gp
91 symbol of stunning 7,275 gp
92 symbol of weakness 7,275 gp
9397 transmute metal to wood 2,275 gp
98100 word of chaos 2,275 gp
8th-Level Divine Spells
d% Spell Market Price
0104 animal shapes 3,000 gp
0510 antimagic field 3,000 gp
1113 cloak of chaos 3,000 gp
1417 control plants 3,000 gp
1820 create greater undead 3,600 gp
2127 cure critical wounds, mass 3,000 gp
2832 dimensional lock 3,000 gp
3336 discern location 3,000 gp
3741 earthquake 3,000 gp
4245 finger of death 3,000 gp
4649 fire storm 3,000 gp
5052 holy aura 3,000 gp
5356 inflict critical wounds, mass 3,000 gp
5760 planar ally, greater 5,500 gp
6165 repel metal or stone 3,000 gp
6669 reverse gravity 3,000 gp
7072 shield of law 3,000 gp
7376 spell immunity, greater 3,000 gp
7780 summon monster VIII 3,000 gp
8184 summon nature's ally VIII 3,000 gp
8589 sunburst 3,000 gp
9091 symbol of death 8,000 gp
9293 symbol of insanity 8,000 gp
9496 unholy aura 3,000 gp
97100 whirlwind 3,000 gp
9th-Level Divine Spells
d% Spell Market Price
0104 antipathy 3,825 gp
0507 astral projection 4,870 gp
0813 elemental swarm 3,825 gp
1419 energy drain 3,825 gp
2025 etherealness 3,825 gp
2631 foresight 3,825 gp
3237 gate 8,825 gp
3846 heal, mass 3,825 gp
4753 implosion 3,825 gp
5455 miracle 28,825 gp1
5661 regenerate 3,825 gp
6266 shambler 3,825 gp
6772 shapechange 3,825 gp
7377 soul bind 3,825 gp
7883 storm of vengeance 3,825 gp
8489 summon monster IX 3,825 gp
9095 summon nature's ally IX 3,825 gp
9699 sympathy 5,325 gp
100 true resurrection 28,825 gp
1 Assumes powerful request but no expensive material components in excess of 100 gp and no additional XP cost.

STAFFS
A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.
Physical Description: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).
Special Qualities: Roll d%. A 0130 result indicates that something (a design, inscription, or the like) provides some clue to the staff 's function, and 31100 indicates no special qualities.
Table: Staffs
Medium Major Staff
Market Price
0115 0103 Charming 16,500 gp
1630 0409 Fire 17,750 gp
3140 1011 Swarming insects 24,750 gp
4160 1217 Healing 27,750 gp
6175 1819 Size alteration 29,000 gp
7690 2024 Illumination 48,250 gp
9195 2531 Frost 56,250 gp
96100 3238 Defense 58,250 gp
3943 Abjuration 65,000 gp
4448 Conjuration 65,000 gp
4953 Enchantment 65,000 gp
5458 Evocation 65,000 gp
5963 Illusion 65,000 gp
6468 Necromancy 65,000 gp
6973 Transmutation 65,000 gp
7477 Divination 73,500 gp
7882 Earth and stone 80,500 gp
8387 Woodlands 101,250 gp
8892 Life 155,750 gp
9397 Passage 170,500 gp
98100 Power 211,000 gp

Staff Descriptions
Staffs use the wielder's ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it's higher than the caster level of the staff.
This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder's ability score to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target's spell resistance.
Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. Standard staffs are described below.
Abjuration: Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells:
Shield (1 charge)
Resist energy (1 charge)
Dispel magic (1 charge)
Lesser globe of invulnerability (2 charges)
Dismissal (2 charges)
Repulsion (3 charges)
Strong abjuration; CL 13th; Craft Staff,
dismissal, dispel magic, lesser globe of invulnerability, resist energy, repulsion, shield; Price 65,000 gp.
Charming: Made of twisting wood ornately shaped and carved, this staff allows use of the following spells:
Charm person (1 charge)
Charm monster (2 charges)
Moderate enchantment; CL 8th; Craft Staff,
charm person, charm monster; Price 16,500 gp.
Conjuration: This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:
Unseen servant (1 charge)
Summon swarm (1 charge)
Stinking cloud (1 charge)
Minor creation (2 charges)
Cloudkill (2 charges)
Summon monster VI (3 charges)
Strong conjuration; CL 13th; Craft Staff,
cloudkill, stinking cloud, summon monster VI, summon swarm, unseen servant; Price 65,000 gp.
Defense: The staff of defense is a simple-looking staff that throbs with power when held defensively. It allows use of the following spells:
Shield (1 charge)
Shield of faith (1 charge)
Shield other (1 charge)
Shield of law (3 charges)
Strong abjuration; CL 15th; Craft Staff,
shield, shield of faith, shield of law, shield other, creator must be lawful; Price 58,250 gp.
Divination: Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells:
Detect secret doors (1 charge)
Locate object (1 charge)
Tongues (1 charge)
Locate creature (2 charges)
Prying eyes (2 charges)
True seeing (3 charges)
Strong divination; CL 13th; Craft Staff,
detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing; Price 73,500 gp.
Earth and Stone: This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells:
Passwall (1 charge)
Move earth (1 charge)
Moderate transmutation; CL 11th; Craft Staff,
move earth, passwall; Price 80,500 gp.
Enchantment: Often made from applewood and topped with a clear crystal, this staff allows use of the following spells:
Sleep (1 charge)
Hideous laughter (1 charge)
Suggestion (1 charge)
Crushing despair (2 charges)
Mind fog (2 charges)
Suggestion, mass (3 charges)
Strong enchantment; CL 13th; Craft Staff, c
rushing despair, mass suggestion, mind fog, sleep, suggestion, hideous laughter; Price 65,000 gp.
Evocation: Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells:
Magic missile (1 charge)
Shatter (1 charge)
Fireball (1 charge)
Ice storm (2 charges)
Wall of force (2 charges)
Chain lightning (3 charges)
Strong evocation; CL 13th; Craft Staff
, chain lightning, fireball, ice storm, magic missile,
shatter, wall of force;
Price 65,000 gp.
Fire: Crafted from bronzewood with brass bindings, this staff allows use of the following spells:
Burning hands (1 charge)
Fireball (1 charge)
Wall of fire (2 charges)
Moderate evocation; CL 8th; Craft Staff,
burning hands, fireball, wall of fire; Price 17,750 gp.
Frost: Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following spells:
Ice storm (1 charge)
Wall of ice (1 charge)
Cone of cold (2 charge)
Moderate evocation; CL 10th; Craft Staff
, cone of cold, ice storm, wall of ice; Price 56,250 gp.
Healing: This white ash staff, with inlaid silver runes, allows use of the following spells:
Lesser restoration (1 charge)
Cure serious wounds (1 charge)
Remove blindness/deafness (2 charges)
Remove disease (3 charges)
Moderate conjuration; CL 8th; Craft Staff,
cure serious wounds, lesser restoration, remove blindness/deafness, remove disease; Price 27,750 gp.
Illusion: This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells:
Disguise self (1 charge)
Mirror image (1 charge)
Major image (1 charge)
Rainbow pattern (2 charges)
Persistent image (2 charges)
Mislead (3 charges)
Strong illusion; CL 13th; Craft Staff,
disguise self, major image, mirror image, persistent image, project image, rainbow pattern; Price 65,000 gp.
Illumination: This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following spells:
Dancing lights (1 charge)
Flare (1 charge)
Daylight (2 charges)
Sunburst (3 charges)
Strong evocation; CL 15th; Craft Staff,
dancing lights, daylight, flare, sunburst; Price 48,250 gp.
Life: Made of thick oak shod in gold, this staff allows use of the following spells:
Heal (1 charge)
Raise dead (5 charges)
Moderate conjuration; CL 11th; Craft Staff,
heal, resurrection; Price 155,750 gp.
Necromancy: This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells:
Cause fear (1 charge)
Ghoul touch (1 charge)
Halt undead (1 charge)
Enervation (2 charges)
Waves of fatigue (2 charges)
Circle of death (3 charges)
Strong necromancy; CL 13th; Craft Staff,
cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue; Price 65,000 gp.
Passage: This potent item allows use of the following spells:
Dimension door (1 charge)
Passwall (1 charge)
Phase door (2 charges)
Greater teleport (2 charges)
Astral projection (2 charges)
Strong varied; CL 17th; Craft Staff,
astral projection, dimension door, greater teleport, passwall, phase door; Price 170,500 gp.
Power: The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers:
Magic missile (1 charge)
Ray of enfeeblement (heightened to 5th level) (1 charge)
Continual flame (1 charge)
Levitate (1 charge)
Lightning bolt (heightened to 5th level) (1 charge)
Fireball (heightened to 5th level) (1 charge)
Cone of cold (2 charges)
Hold monster (2 charges)
Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges)
Globe of invulnerability (2 charges)
The wielder of a
staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round.
A
staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot radius. All within 2 squares of the broken staff take points of damage equal to 8 x the number of charges in the staff, those 3 or 4 squares away take 6 x the number of charges in damage, and those 5 or 6 squares distant take 4 x the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half.
The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the
staff of the magi and the staff of power, are capable of being used for a retributive strike.
After all charges are used up from the staff, it remains a
+2 quarterstaff. (Once empty of charges, it cannot be used for a retributive strike.)
Strong varied; CL 15th; Craft Staff, Craft Magic Arms and Armor,
magic missile, heightened ray of enfeeblement, continual flame, levitate, heightened fireball, heightened lightning bolt, cone of cold, hold monster, wall of force, globe of invulnerability; Price 211,000 gp.
Size Alteration: Stout and sturdy, this staff of dark wood allows use of the following spells:
Enlarge person (1 charge)
Reduce person (1 charge)
Shrink item (1 charge)
Enlarge person, mass (1 charge)
Reduce person, mass (1 charge)
Faint conjuration; CL 8th; Craft Staff,
enlarge person, mass enlarge person, reduce person, mass reduce person, shrink item; Price 29,000 gp.
Swarming Insects: Made of twisted dark wood with dark spots resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells:
Summon swarm (1 charge)
Insect plague (3 charges)
Moderate conjuration; CL 9th; Craft Staff,
insect plague, summon swarm; Price 24,750 gp.
Transmutation: This staff is generally carved from or decorated with petrified wood and allows use of the following spells:
Expeditious retreat (1 charge)
Alter self (1 charge)
Blink (1 charge)
Polymorph (2 charges)
Baleful polymorph (2 charges)
Disintegrate (3 charges)
Strong transmutation; CL 13th; Craft Staff,
alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph; Price 65,000 gp.
Woodlands: Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells:
Charm animal (1 charge)
Speak with animals (1 charge)
Barkskin (2 charges)
Wall of thorns (3 charges)
Summon nature's ally VI (3 charges)
Animate plants (4 charges)
The staff may be used as a weapon, functioning as a
+2 quarterstaff. The staff of the woodlands also allows its wielder to pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.
Moderate varied; CL 13th; Craft Staff, Craft Magic Arms and Armor,
animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature's ally VI, wall of thorns; Price 101,250 gp.

WANDS
A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand's spell one time. A wand that runs out of charges is just a stick.
Physical Description: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
Special Qualities: Roll d%. A 0130 result indicates that something (a design, inscription, or the like) provides some clue to the wand's function, and 31100 indicates no special qualities.

Table: Wands
Minor Medium Major Wand
Market Price
0102 Detect magic 375 gp
0304 Light 375 gp
0507 Burning hands 750 gp
0810 Charm animal 750 gp
1113 Charm person 750 gp
1416 Color spray 750 gp
1719 Cure light wounds 750 gp
20-22 Detect secret doors 750 gp
2325 Enlarge person 750 gp
2628 Magic missile (1st) 750 gp
2931 Shocking grasp 750 gp
3234 Summon monster I 750 gp
3536 Magic missile (3rd) 2,250 gp
37 0103 Magic missile (5th) 3,750 gp
3840 0407 Bear's endurance 4,500 gp
4143 0811 Bull's strength 4,500 gp
4446 1215 Cat's grace 4,500 gp
4749 1620 Cure moderate wounds 4,500 gp
5051 2122 Darkness 4,500 gp
5254 2324 Daylight 4,500 gp
5557 2527 Delay poison 4,500 gp
5860 2831 Eagle's splendor 4,500 gp
6163 3233 False life 4,500 gp
6466 3437 Fox's cunning 4,500 gp
6768 38 Ghoul touch 4,500 gp
6971 39 Hold person 4,500 gp
7274 4042 Invisibility 4,500 gp
7577 4344 Knock 4,500 gp
7880 45 Levitate 4,500 gp
8183 4647 Acid arrow 4,500 gp
8486 4849 Mirror image 4,500 gp
8789 5053 Owl's wisdom 4,500 gp
9091 54 Shatter 4,500 gp
9294 5556 Silence 4,500 gp
9597 57 Summon monster II 4,500 gp
98100 5859 Web 4,500 gp
6062 0102 Magic missile (7th) 5,250 gp
6364 0305 Magic missile (9th) 6,750 gp
6567 0607 Call lightning (5th) 11,250 gp
68 08 Charm person, heightened (3rd-level spell) 11,250 gp
6970 0910 Contagion 11,250 gp
7174 1113 Cure serious wounds 11,250 gp
7577 1415 Dispel magic 11,250 gp
7881 1617 Fireball (5th) 11,250 gp
8283 1819 Keen edge 11,250 gp
8487 2021 Lightning bolt (5th) 11,250 gp
8889 2223 Major image 11,250 gp
9091 2425 Slow 11,250 gp
9294 2627 Suggestion 11,250 gp
9597 2829 Summon monster III 11,250 gp
98 3031 Fireball (6th) 13,500 gp
99 3233 Lightning bolt (6th) 13,500 gp
100 3435 Searing light (6th) 13,500 gp
3637 Call lightning (8th) 18,000 gp
3839 Fireball (8th) 18,000 gp
4041 Lightning bolt (8th) 18,000 gp
4245 Charm monster 21,000 gp
4650 Cure critical wounds 21,000 gp
5152 Dimensional anchor 21,000 gp
5355 Fear 21,000 gp
5659 Greater invisibility 21,000 gp
60 Hold person, heightened (4th level) 21,000 gp
6165 Ice storm 21,000 gp
6668 Inflict critical wounds 21,000 gp
6972 Neutralize poison 21,000 gp
7374 Poison 21,000 gp
7577 Polymorph 21,000 gp
78 Ray of enfeeblement, heightened (4th level) 21,000 gp
79 Suggestion, heightened (4th level) 21,000 gp
8082 Summon monster IV 21,000 gp
8386 Wall of fire 21,000 gp
8790 Wall of ice 21,000 gp
91 Dispel magic (10th) 22,500 gp
92 Fireball (10th) 22,500 gp
93 Lightning bolt (10th) 22,500 gp
94 Chaos hammer (8th) 24,000 gp
95 Holy smite (8th) 24,000 gp
96 Order's wrath (8th) 24,000 gp
97 Unholy blight (8th) 24,000 gp
9899 Restoration1 26,000 gp
100 Stoneskin2 33,500 gp
1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus 5,000 gp for the material components.
2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components.

Wand Descriptions
All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.