TEXT:  
   
   
  
  Wands Recrafted 
   
  COMPATIBILITY 
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. 
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  Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the 
  Pathfinder Roleplaying Game Compatibility 
  License. See 
  http://paizo.com/pathfinderRPG/compatibility 
  for more information on the compatibility 
  license.  
  CREDITS 
  PUBLISHED BY D20PFSRD.COM PUBLISHING 
  Written by Richard Moore 
  Editing & Layout by John Reyst 
  Some artwork copyright William McAusland, used 
  with permission 
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  Games and Peter Szabo Gabor 
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  Wands Recrafted 
  Wands Recrafted 
  BY RICHARD MOORE 
  A frequent complaint regarding magic 
  wands is that they are basically nothing 
  more than “spell-in-a-stick” items. A 
  common appellation for a wand of cure light 
  wounds among organized play participants 
  is a “life insurance policy”, and even PCs 
  who have no true magical aptitude, arcane 
  or divine, will buy these wands and ramp up 
  their Use Magic Device skill so that they 
  have unlimited healing at their fingertips. 
  In this supplement, we will explore a 
  method of reinterpreting wands in a way 
  that makes them more valued and relevant 
  to the casters who use them, and yet 
  remains more or less consistent with the 
  pricing scheme and economy of wands as 
  detailed in the existing core rules of the 
  Pathfinder Roleplaying Game. Ideally, using 
  these rules should make every spellcaster at 
  your table want to have a wand of his or her 
  own 
  that 
  is 
  custom-made 
  to 
  their 
  character's portfolio of magical expertise—
  items they will keep for a long period of 
  time and use over and over again. 
  THE RULES 
  Under this new system, wands are still 
  priced and created as described in the 
  Pathfinder 
  Roleplaying 
  Game 
  Core 
  Rulebook and function as explained in those 
  rules, with some minor exceptions. Our 
  rules for complex wands below also allow 
  players and GMs to create wands that store 
  multiple spells. 
  Each spell cast from a wand consumes one 
  charge as normal. A wand that has less than 
  its maximum number of charges remains 
  primed to accumulate and store magical 
  energy which can be channeled back into 
  more uses of its associated spell. Each 
  morning, when a spellcaster prepares spells 
  or regains spell slots, he can also imbue a 
  wand with a portion of his power so long as 
  the spell cast by the wand is among his 
  known spells or in his spellbook. Imbuing a 
  wand with this power restores one charge 
  to the wand, but the caster must forgo one 
  prepared spell or spell slot of a level equal 
  to that of the highest spell level cast by the 
  wand. A single wand cannot gain more than 
  one charge per day from foregone spell 
  slots, but a caster can imbue a number of 
  different wands with his power each day 
  equal to his spellcasting ability score 
  modifier (the same one used to determine 
  his bonus spells). Additionally, certain feats 
  (which are fully described below) allow 
  casters to imbue a single wand with 
  additional charges per day by expending 
  other daily-use class resources. These feats 
  also allow the caster to boost the power of 
  their spells or class abilities by expending 
  extra charges as noted. 
   
        
  
  Wands Recrafted 
  When the wand runs out of charges, it 
  cannot be used until it is recharged. 
  Exhausting a wand completely, however, is 
  a dangerous thing to do. When the last 
  charge of a wand is used, it overloads the 
  thaumaturgical circuit which powers the 
  wand, creating a surge of magic that can be 
  potentially deleterious to the wand itself, or 
  even to its wielder. Upon using the last 
  charge of a wand, the wielder must 
  immediately roll a Use Magic Device check 
  to attempt to control the surge of magic. 
  The DC of this check is equal to 10 + the 
  highest spell level stored in the wand + the 
  caster level of the wand's creator. Success 
  indicates that the wand is inert but 
  reusable; it can be recharged normally with 
  spell slots or other resources as described 
  below in the New Feats section of this 
  document. Failure indicates that the wand 
  gains the broken condition—it can still be 
  recharged, but will consume double the 
  normal amount of charges until repaired 
  with a mending or make whole spell cast by 
  a character with a caster level equal to or 
  higher than the item's creator. Failure by 10 
  or more indicates that the wand is 
  immediately destroyed by the explosive 
  discharge of the magic which holds it 
  together, and the wielder of the wand, as 
  well as any adjacent creatures or objects, 
  takes 1d6 points of untyped damage per 
  caster level of the wand's creator. 
  A wizard who selects a wand as his bonded 
  object for the purpose of the arcane bond 
  class ability can't recharge that wand with 
  different spells when it runs out of charges. 
  If he wants to use another wand as his 
  bonded object, he can do so by following 
  the process of replacing a lost or destroyed 
  bonded object as outlined in the core rules. 
  The number of charges a wand has when 
  created, and the maximum number of 
  charges it can hold, is derived differently 
  than in the core rules: 
  • 
  When created, the wand contains a number of 
  charges equal to 5 + the caster level of the wand's 
  creator. 
  • 
  A wand can hold a maximum number of charges 
  equal to 10 + the caster level of the wand's creator + 
  the wielder's ability score modifier used to determine 
  bonus spells. Clerics, druids, inquisitors, and rangers 
  add their Wisdom modifier. Bards, oracles, paladins, 
  summoners, and sorcerers add their Charisma 
  modifier. Magi, witches and wizards add their 
  Intelligence modifier. 
  If the spell stored in the wand requires a 
  specifically valued material component 
  (such as the animate dead spell's onyx 
  gems), a certain number of those material 
  components are also required to create the 
  wand. This number is determined as 
  follows: 50, minus the creator's caster level, 
  minus the creator's ability score modifier 
  used to determine bonus spells. Regardless 
  of this formula, however, the number of 
  such material components required to craft 
  the wand cannot be reduced beyond that of 
  the initial number of charges the wand 
  contains. 
  Complex wands contain two or more spells 
  which are all cast using the same pool of 
  charges. The materials cost of the spells is 
  subsumed in the cost of creation on a per-
   
        
  
  Wands Recrafted 
  spell basis: each spell stored in the wand 
  costs 375 gp × the spell level × the caster 
  level of the creator. A wand cannot contain 
  a number of spells greater than the 
  creator's ability score modifier used to 
  determine bonus spells. 
  SAMPLE 
  COMPLEX 
  WANDS 
  All of the following wands are complex 
  wands. That is, they each hold more than 
  one spell effect. Some spells include a 
  superscript abbreviation indicating their 
  source. The abbreviations are explained at 
  the end of this product. 
  BLIGHT WITCH'S WAND 
  This wand contains the following spells: pox 
  pustules (2nd), sporeBoHR:S (2nd). 
  Caster Level: Witch level 5th 
  Minimum Intelligence Score: 14 
  Starting Charges: 10 
  Maximum Charges: 15 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 7,500 gp 
  CONDUCTOR'S WAND 
  This wand contains the following spells: 
  songstrike1001-1 
  (1st), 
  mute1001-2 
  (2nd), 
  bonefiddleVR (3rd), heroic finaleAPG (4th). 
  Caster Level: Bard level 10th 
  Minimum Charisma Score: 18 
  Starting Charges: 15 
  Maximum Charges: 20 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 37,500 gp 
  TOTEM ANIMAL WAND 
  This primitive appearing wand is 
  formed of a crude stick wrapped in 
  leather cords at each end. It has a 
  large animal tooth at the base and 
  a rough claw at the tip. While the 
  tooth and claw appear fearsome, 
  they are purely decorative, as they 
  would clearly break if the wand 
  was used as a weapon. 
  This wand contains the following 
  spells: bear's endurance (2nd), 
  bull's strength (2nd), cat's grace 
  (2nd). 
  Caster Level: Druid level 5th 
  Minimum Wisdom Score: 16 
  Starting Charges: 10 
  Maximum Charges: 15 +  wielder's spellcasting 
  ability score modifier 
  Creation Cost: 11,250 gp 
   
   
   
        
  
  Wands Recrafted 
  VAMPIRE HUNTER'S WAND 
  This wand contains the following spells: 
  potent 
  weapon1001-1 
  (1st), 
  examine 
  coffin1001-2 (2nd), life shieldUSH (3rd), golden 
  shieldBoDM (4th). 
  Caster Level: Cleric level 7th 
  Minimum Wisdom Score: 18 
  Starting Charges: 12 
  Maximum Charges: 17 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 26,250 gp 
  WAND OF CINDERS 
  This wand contains the following spells: 
  brimstone1001-1 (1st), hotfootFF (1st). 
  Caster Level: Sorcerer level 5th 
  Minimum Charisma Score: 14 
  Starting Charges: 10 
  Maximum Charges: 15 +  wielder's spellcasting 
  ability score modifier 
  Creation Cost: 3,750 gp 
  WAND OF FORCE 
  This ornate wand is formed of a 
  twisted, 
  darkened 
  oak 
  stick 
  capped with a silver decorative 
  reinforcement holding a smooth, 
  polished amethyst. The amethyst 
  itself glows softly with a deep blue 
  inner 
  light 
  that 
  occasionally 
  pulses. 
  This wand contains the following 
  spells: 
  magic 
  missile 
  (1st), 
  cushioning bandsUM (2nd), force 
  punchUM (3rd), resilient sphere 
  (4th). 
  Caster Level: Wizard level 7th 
  Minimum Intelligence Score: 18 
  Starting Charges: 12 
  Maximum Charges: 17 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 23,625 gp 
  WAND OF GOOD FORTUNE 
  This wand contains the following spells: 
  beneficent breezeGGAM (2nd), fool's luck1001-2 
  (2nd). 
  Caster Level: Sorcerer level 4th 
  Minimum Charisma Score: 14 
  Starting Charges: 9 
  Maximum Charges: 14 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 6,000 gp 
  WAND OF ILLUSTRIOUS HEALING 
  This silver wand is about 18” long. It has 
  white linen wrapped around its entire 
  length. At one end is a single large pearl, 
  held gracefully by a pair of silver feminine 
  hands. 
  This wand contains the following spells: 
  cure light wounds (1st), cure moderate 
  wounds (2nd), cure serious wounds (3rd). 
  Caster Level: Oracle level 6th 
  Minimum Charisma Score: 16 
  Starting Charges: 11 
  Maximum Charges: 16 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 13,500 gp 
   
        
  
  Wands Recrafted 
  WAND OF TEMPORAL RAVAGING 
  This black and blue wand holds an exquisite-
  looking hourglass at one end.  The timepiece 
  contains a thick, syrupy substance which 
  barely seems to move but if watched long 
  enough eventually does. 
  This wand contains the following spells: 
  hold person (2nd), sands of timeUM (3rd), 
  symbol of slowingUM (4th). 
  Caster Level: Cleric level 7th 
  Minimum Wisdom Score: 16 
  Starting Charges: 12 
  Maximum Charges: 17 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 63,625 gp 
  WAND OF WINTER 
  This wand contains the following spells: icy 
  sheathBoHR:S (1st), ice aegis1001-2 (2nd), ice 
  spearsISM (3rd). 
  Caster Level: Wizard level 5th 
  Minimum Ability Score: 16 
  Starting Charges: 10 
  Maximum Charges: 15 + wielder's spellcasting 
  ability score modifier 
  Creation Cost: 11,250 gp 
  FEATS 
  BLOODFIRED RECHARGE 
  Prerequisites: Bloodline class feature. 
  Benefit:  Once per day, when you regain 
  your spell slots, you can choose to forego 2 
  daily uses of your 1st-level bloodline power 
  (or 2 increments of time, if the ability is 
  measured in rounds or minutes) to imbue a 
  wand with 1 charge. At caster level 8th, you 
  may forego 4 such daily uses to imbue a 
  wand with 2 charges; at caster level 16th, 
  you may forego 6 such daily uses to imbue 
  3 charges. A wand so imbued must contain 
  a spell that is on your class spell list and of a 
  level no greater than the highest-level spell 
  you can cast. 
  Additionally, once during the next 24 hours, 
  if you use a wand so charged to cast a spell 
  that inflicts a variable amount of elemental 
  damage (acid, cold, electricity, fire, force, or 
  sonic), you may expend 1 additional charge 
  from the wand to roll the dice used to 
  determine the amount of damage dealt 
  twice and take the higher result. If this 
  ability is not used within 24 hours, it is lost 
  until this feat is used on that wand again. 
  CHANNELED RECHARGE 
  Prerequisites: Channel energy class feature. 
  Benefit: Once per day, when you prepare 
  your spells, you can choose to forego 2 daily 
  uses of channel energy to imbue a wand 
  with 1 charge. At caster level 8th, you may 
  forego 4 such daily uses to imbue a wand 
  with 2 charges; at caster level 16th, you may 
  forego 6 such daily uses to imbue 3 charges. 
  A wand so imbued must contain a spell that 
  is on your class spell list and of a level no 
  greater than the highest-level spell you can 
  cast. 
  Additionally, once during the next 24 hours, 
  if you use a wand so charged to cast a cure 
   
        
  
  Wands Recrafted 
  or inflict spell, you may expend 1 additional 
  charge from the wand to roll any dice used 
  to determine the amount of damage healed 
  or dealt twice and take the higher result. If 
  this ability is not used within 24 hours, it is 
  lost until this feat is used on that wand 
  again. 
  HEXING RECHARGE 
  Prerequisites: Hex class feature. 
  Benefit: Once per day, when you prepare 
  your spells, you can choose to forego the 
  use of one of your hexes for the entire day 
  to imbue a wand with 1 charge. If you 
  forego a major hex to use this feat, the 
  wand instead regains 2 charges; if you 
  forego a grand hex, it regains 3 charges. A 
  wand so imbued must contain a spell that is 
  on your class spell list and of a level no 
  greater than the highest-level spell you can 
  cast. 
  Additionally, once during the next 24 hours, 
  if you use a wand so charged to cast a spell 
  which allows the targeted creature a save to 
  reduce or negate the spell's effect, you may 
  expend 1 additional charge from the wand 
  to force the target to roll twice and take the 
  lower of the two results. This effect stacks 
  with other abilities such as the misfortune 
  hex that make targets reroll saving throws, 
  so a creature affected by both a misfortune 
  hex and a wand imbued with a hexing 
  recharge would have to roll the save three 
  times and take the worst result. If this ability 
  is not used within 24 hours, it is lost until 
  this feat is used on that wand again. 
  INSPIRED RECHARGE 
  Prerequisites: Bardic performance class 
  feature. 
  Benefit: Once per day, when you regain 
  your spell slots, you can choose to forego 3 
  rounds of your bardic performance ability 
  for the day to imbue a wand with 1 charge. 
  At caster level 8th, you may forego 6 such 
  rounds to imbue a wand with 2 charges; at 
  caster level 16th, you may forego 9 such 
  rounds to imbue 3 charges. A wand so 
  imbued must contain a spell that is on your 
  class spell list and of a level no greater than 
  the highest-level spell you can cast. 
  Additionally, once during the next 24 hours, 
  if you use a wand so charged to cast a spell 
  that 
  grants 
  yourself 
  or 
  an 
  ally 
  a 
  competence, insight, luck, or morale bonus, 
  you may expend 1 additional charge from 
  the wand to double the granted bonus. If 
  this ability is not used within 24 hours, it is 
  lost until this feat is used on that wand 
  again. 
  RESERVOIR RECHARGE 
  Prerequisites: Arcane pool class feature, 
  spellstrike class feature. 
  Benefit: Once per day, when you prepare 
  your spells, you can choose to expend 2 
  points from your arcane pool to imbue a 
  wand with 1 charge. A wand so imbued 
   
        
  
  Wands Recrafted 
  must contain a spell that is on your class 
  spell list and of a level no greater than the 
  highest-level spell you can cast. 
   Additionally, as a swift action once during 
  the next 24 hours, you may drain a number 
  of charges from a held wand that has been 
  charged by this feat up to your Intelligence 
  modifier, and increase the caster level of 
  the next touch range spell delivered as part 
  of a spellstrike by that number. If this ability 
  is not used within 24 hours, it is lost until 
  this feat is used on that wand again. 
  STUDIOUS RECHARGE 
  Prerequisites: Arcane school class feature. 
  Benefit: Once per day, when you prepare 
  your spells, you can choose to forego 2 daily 
  uses of your 1st-level arcane school power 
  (or 2 increments of time, if the ability is 
  measured in rounds or minutes) to imbue a 
  wand with 1 charge. At caster level 8th, you 
  may forego 4 such daily uses to imbue a 
  wand with 2 charges; at caster level 16th, 
  you may forego 6 such daily uses to imbue 
  3 charges. A wand so imbued must contain 
  a spell that is on your class spell list and of a 
  level no greater than the highest-level spell 
  you can cast. 
  Additionally, once during the next 24 hours,  
  if you use a wand so charged to cast a spell 
  that can be modified by a metamagic feat 
  which you possess, you can expend 
  additional charges from the wand to apply 
  that metamagic feat to the spell cast. The 
  number of additional charges required is 
  equal to the number of spell levels by which 
  that feat would normally increase the spell's 
  effective level. If this ability is not used 
  within 24 hours, it is lost until this feat is 
  used on that wand again. 
  WAND COUNTERSPELL 
  Prerequisites: Improved Counterspell. 
  Benefit: When counterspelling, you may 
  use a wand that stores a spell of the same 
  school that is one or more spell levels higher 
  than the target spell in place of one of your 
  own spell slots. Using a wand in this way 
  consumes 1 charge from the wand. 
  WAND COUNTERSPELL, ABSORBENT 
  Prerequisites: 
  Improved 
  Counterspell, 
  Improved 
  Wand 
  Counterspell, 
  Wand 
  Counterspell, caster level 7th. 
  Benefit: When you successfully counter a 
  spell with a wand, you may make a Use 
  Magic Device check (DC 15 + double the 
  countered spell's level) as an immediate 
  action. If you succeed on this check, the 
  wand regains 1 charge. 
  WAND COUNTERSPELL, IMPROVED 
  Prerequisites: 
  Improved 
  Counterspell, 
  Wand Counterspell, caster level 4th. 
  Benefit: When you successfully counter a 
  spell with a wand, no charges are expended 
  from that wand. 
   
   
        
  
  Wands Recrafted 
  SPELL DETAILS 
  All of the following spells are referenced in 
  the wands above. They are reproduced here 
  for your convenience. As always, most of 
  these 
  spells 
  are 
  also 
  available 
  on 
  http://www.d20pfsrd.com, the Pathfinder 
  SRD. 
  BENEFICENT BREEZE 
  Source: Genius Guide to Air Magic 
  School transmutation [air]; Level archon 2, bard 
  3, cleric/oracle 3, druid 2, sorcerer/wizard 2, witch 
  2 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range touch 
  Target creature touched 
  Duration 10 minutes/level 
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes 
  DESCRIPTION 
  A strong wind surrounds the subject, aiding 
  his movement. 
  This wind has the following benefits. 
      The subject can jump up to ten feet 
  across, five feet up, or twenty feet down 
  without making an Acrobatics check, and 
  adds these distances to any jumps that are 
  made with an Acrobatics check. At 8th-
  caster-level, these distances double. 
      The subject does not spend extra 
  movement when moving through difficult 
  terrain. At 8th-caster-level, the subject 
  gains a +10 foot bonus to its move and fly 
  rates. 
      The subject gains a +10 bonus to all Climb 
  checks, and does not lose its Dex bonus to 
  AC when climbing. At 8th-caster-level, this 
  bonus increases to +20. 
  BONEFIDDLE 
  Source: Villains Rebirth 
  School transmutation [sonic]; Level bard 3 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (A miniature violin or fiddle 
  bow) 
  EFFECT 
  Range medium (100 ft. + 10 ft./level) 
  Target one creature/round 
  Duration 1 round/level 
  Saving Throw Fortitude negates; Spell 
  Resistance yes 
  DESCRIPTION 
  You make sawing motions in the air with a 
  miniature violin or fiddle bow towards the 
  intended target. 
  The target’s bones begin to vibrate and 
  ache as if they were being sawed upon by 
  dozens of rough-edged cords and a 
  distressing off-key fiddling sound emanates 
  from his location. If the target fails a 
  Fortitude saving throw, he suffers 2d6 
  points of nonlethal damage from the pain. 
  The victim must make a new saving throw 
  each round the spell persists or suffer an 
  additional 2d6 points of nonlethal damage. 
  As a move action, you may change the 
  target of the spell to any other creature 
  within line of sight and in range of the spell. 
   
        
  
  Wands Recrafted 
  A creature targeted by a bonefiddle spell 
  automatically fails all Stealth checks due to 
  the loud obnoxious sound of his bones 
  being sawed upon. A bonefiddle spell has no 
  effect on creatures that are immune to 
  critical hits or do not have a skeleton. 
  BRIMSTONE 
  Source: 1001 Spells 
  School conjuration (creation) [air, fire]; Level 
  sorcerer/wizard 1 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a ball of ash and sulfur) 
  EFFECT 
  Range 0 ft. 
  Effect one smoking stone in your palm 
  Duration 1 min./level or until expended (D) 
  Saving Throw none; see text; Spell Resistance 
  yes 
  DESCRIPTION 
  A fiery, smoking stone the size of a walnut 
  appears in your palm. 
  The stone is hot enough to ignite flammable 
  materials and deals 1d4 points of fire 
  damage each round that it stays in contact 
  with a creature or object, but won’t hurt 
  you or your equipment as long as you keep 
  it in hand. You can use the stone to make a 
  melee touch attack or you can throw it as a 
  splash weapon, making a ranged touch 
  attack with a maximum range of 120 feet. If 
  the stone is wielded by any other creature, 
  treat it as an improvised weapon (–4 
  nonproficiency penalty on attack rolls) or as 
  a splash weapon with a range increment of 
  10 feet. Note, though, that any other 
  creature wielding it takes damage each 
  round in which the stone is held. 
  When the stone hits (either as a ranged or 
  melee attack), it breaks and releases a flash 
  of heat and acrid smoke. The flash deals 1d4 
  points of fire damage per caster level 
  (maximum 5d4, no save) to the target 
  struck, while all creatures in adjacent 
  squares (including the target and the 
  wielder if the wielder isn’t you) must make 
  a Fortitude save or be sickened for 1 round. 
  A strong wind (21+ miles per hour) 
  disperses the smoke and negates its effects. 
  EXAMINE COFFIN 
  Source: 1001 Spells 
  School divination (scrying); Level cleric/oracle 2, 
  sorcerer/wizard 2 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, F /DF (a small glass lens) 
  EFFECT 
  Range touch 
  Targets coffin, sarcophagus or burial niche 
  touched 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance no 
  DESCRIPTION 
  This spell allows the caster to touch any 
  sealed burial receptacle and see its 
  contents. The spell magically illuminates the 
  coffin's interior, although it does not enable 
  the caster to see through magical darkness 
  or to view the inside of a casket protected 
  by magical means or lead sheeting. Upon 
  touching the coffin, the caster receives a 
  cursory view of the coffin's interior that 
  reveals no hidden objects or precise details. 
   
        
  
  Wands Recrafted 
  On the subsequent round, the caster may 
  attempt a Perception check to locate any 
  objects not in plain view, or gather 
  additional details, but he still cannot see 
  objects concealed by an intervening barrier, 
  such as the body itself or a false bottom. 
  Viewing the coffin's interior in the former 
  manner only requires a standard action, 
  while 
  conducting 
  a 
  more 
  thorough 
  examination 
  necessitates 
  a 
  full-round 
  action. The caster may touch and examine 
  multiple coffins until the spell expires. 
  FOOL'S LUCK 
  Source: 1001 Spells 
  School transmutation; Level cleric/oracle 2, druid 
  2, paladin 2, ranger 2, sorcerer/wizard 2 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range touch 
  Target creature touched 
  Duration 1 min./level 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes 
  DESCRIPTION 
  The touched creature becomes luckier when 
  dealing with traps and hazards. 
  The spell grants a +2 luck bonus to all saves 
  against 
  traps, 
  hazards, 
  diseases 
  and 
  poisons. The subject also gains a +2 luck 
  bonus to Perception and Disable Device 
  checks. While subject to fool's luck, any 
  damage dealt by traps or hazards is reduced 
  by 5 points. 
  GOLDEN SHIELD 
  Source: Book of Divine Magic 
  School abjuration; Level cleric/oracle 4, paladin 3 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, DF 
  EFFECT 
  Range 5 ft. 
  Effect 5-ft. radius golden dome, centered on you 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
  DESCRIPTION 
  A shimmering golden dome surrounds you. 
  Undead creatures are unable to physically 
  enter the dome, though they can still attack 
  you with ranged weapons or targeted 
  spells. Living creatures (friend and foe alike) 
  and constructs can enter the dome without 
  problem. If you exit the dome before the 
  end of the spell’s duration it will instantly 
  vanish. 
  HOT FOOT 
  Source: Forgotten Foes 
  School evocation [fire]; Level bard 1, 
  sorcerer/wizard 1 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a pinch of sulfur dust or a 
  tindertwig) 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature 
  Duration 1 round/level 
  Saving Throw no; Spell Resistance yes 
  DESCRIPTION 
  With a successful ranged touch attack, 
  magical flames spring to life on the target’s 
  feet. The flames deal 1d3 points of fire 
  damage per round, and give the target a -2 
   
        
  
  Wands Recrafted 
  penalty to AC, ability checks, skill checks and 
  saves until the spell ends or the fire is 
  otherwise extinguished. The target can use 
  a full round action to douse the flames. 
  ICE AEGIS 
  Source: 1001 Spells 
  School abjuration; Level sorcerer/wizard 2 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range personal 
  Target you 
  Duration 10 min./level or until discharged(D) 
  DESCRIPTION 
  After casting this spell you are covered in 
  thin layer of ice and frost. 
  This ice radiates no cold and does not harm 
  you, even as it grants you a +3 deflection 
  bonus and fire resistance 30. Every 10 
  points of fire damage prevented by the spell 
  reduces the spell's deflection bonus by 1. 
  When the deflection bonus drops to 0, the 
  spell is discharged. 
  ICY SHEATH 
  Source: Book of Heroic Races Compendium 
  School transmutation [cold]; Level cleric 1, druid 
  1, inquisitor 1, magus 1, paladin 1, ranger 1, 
  sorcerer/wizard 1 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range touch 
  Target weapon touched 
  Duration 1 min./level 
  Saving Throw Fort negates (harmless, object); 
  Spell Resistance yes (harmless, object) 
  DESCRIPTION 
  Frost spreads instantly from your finger to 
  cover the touched weapon. 
  For the duration of this spell, treat all 
  damage dealt by the weapon as cold 
  damage. The weapon retains its normal 
  hardness and hit points. 
  LIFE SHIELD 
  Source: Undead Slayer's Handbook 
  School conjuration (healing); Level cleric 3, druid 
  3, paladin 2 
  CASTING 
  Casting Time 1 standard action 
  Components S, DF 
  EFFECT 
  Range personal 
  Target you 
  Duration 1 minute/level or until discharged 
  DESCRIPTION 
  You surround yourself with a positive energy 
  field that damages undead opponents. 
  Each time an undead creature damages you 
  with a melee attack, that creature takes an 
  amount of positive energy damage equal to 
  half the damage it dealt to you. This damage 
  is calculated after applying your damage 
  reduction, resistances, and other defenses. 
  Once this spell has dealt 5 points of damage 
  per caster level (maximum 50), it is 
  discharged. 
  MUTE 
  Source: 1001 Spells 
  School necromancy; Level bard 2, cleric/oracle 3, 
  sorcerer/wizard 2 
  CASTING 
  Casting Time 1 standard action 
   
        
  
  Wands Recrafted 
  Components V, S 
  EFFECT 
  Range medium (100 ft + 10 ft./level) 
  Target one creature 
  Duration 1 minute/level (D) 
  Saving Throw Fortitude negates; Spell 
  Resistance yes 
  DESCRIPTION 
  A sickening glob of black energy strikes the 
  target’s face and as it dissolves the creature 
  finds its mouth is no longer present. 
  If the target fails its Fortitude save it 
  becomes mute, unable to speak. This has 
  obvious effects on spells which require 
  verbal components. It still may make other 
  sounds such as walking, snapping fingers, or 
  clapping. 
  POTENT WEAPON 
  Source: 1001 Spells 
  School transmutation; Level cleric/oracle 1, 
  paladin 1, ranger 1 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range touch 
  Target weapon touched 
  Duration 1 min./level 
  Saving Throw none; Spell Resistance yes 
  (harmless) 
  DESCRIPTION 
  When you cast this spell, you designate a 
  creature type (see bane special weapon 
  property). 
  The 
  touched 
  weapon 
  gains 
  a 
  +1 
  enhancement bonus to attack rolls against 
  the chosen type and also deals an additional 
  1d6 points of damage against the chosen 
  type. 
  SONGSTRIKE 
  Source: 1001 Spells 
  School evocation [sonic]; Level bard 1 
  CASTING 
  Casting Time 1 move action 
  Components V 
  EFFECT 
  Range 30 ft. 
  Area cone 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  DESCRIPTION 
  With a single note, you blast forth a cone of 
  sonic energy that inflicts 1d4 points of 
  damage per three caster levels (maximum 
  5d4). 
  SPORE 
  Source: Book of Heroic Races Compendium 
  School conjuration (summoning); Level druid 2, 
  sorcerer/wizard 2, witch 2 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature/2 caster levels, no two 
  of which can be more than 30 ft. apart 
  Duration 1d6 rounds 
  Saving Throw Fortitude partial; Spell Resistance 
  yes 
  DESCRIPTION 
  A miasma of small, black spores wafts up 
  from the ground, accompanied by a musty 
  odor. 
  On a failed saving throw, the targeted 
  creatures become sickened for the spell’s 
   
        
  
  Wands Recrafted 
  duration. A successful Fortitude save 
  reduces the duration to one round. If this 
  spell is empowered (using the Empower 
  Spell feat), the targeted creatures instead 
  become nauseated. 
  PRODUCTS 
  REFERENCED 
  APG Paizo Publishing LLC, Pathfinder Roleplaying Game: Advanced 
  Player's Guide 
  1001 Rite Publishing, 1001 Spells 
  BoDM 4 Winds Fantasy, Book of Divine Magic 
  BoHR:S Jon Brazer Enterprises, Book of Heroic Races: Seedlings 
  FF Studio 2 Publishing, Forgotten Foes 
  GGAM Rogue Genius Games, The Genius Guide to Air Magic 
  ISM Paizo Publishing LLC, Pathfinder Campaign Setting: Inner Sea 
  Magic 
  UM Paizo Publishing LLC, Pathfinder Roleplaying Game: Ultimate 
  Magic 
  USH Paizo Publishing LLC, Pathfinder Player Companion: Undead 
  Slayer's Handbook 
  VR Bastion Press, Villains: Rebirth 
  LEGAL 
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  SECTION 15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell 
  101 0-Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. 
  Russell. 
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, 
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  Pathfinder Roleplaying Game Ultimate Magic. Copyright  2011, Paizo 
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  Wands Recrafted 
  Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
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  The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; 
  Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer 
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  Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak 
  and Stefen Styrsky. 
  Villains © 2003 Bastion Press, Inc.; Author James Jacobs 
  The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens 
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell 
  Book of Heroic Races Compendium. © 2014, Jon Brazer Enterprises 
  Wands Recrafted. Copyright 2014 d20pfsrd.com Publishing. Author Richard 
  Moore. 
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  REAR COVER CONTACT INFORMATION  
   
        
  
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