Wands in Pathfinder: Wrath of the Righteous is covered on this page. Wands are named after the Spell that can be casted by using them. Wands have many charges for you to use and cast the spell many times. Wands with the same name may have different amount of charges for you to use, meaning only a different cost for the item. Wands can be bought or sold to Merchants, also they can be obtained by looting around different areas or defeating enemies.
All Wands in Pathfinder: WotR
Wands Gallery
Comparison Table
Gallery of Abjuration Wands in Pathfinder: WOTR
Gallery of Conjuration Wands in Pathfinder: WOTR
Gallery of Enchantment Wands in Pathfinder: WOTR
Gallery of Evocation Wands in Pathfinder: WOTR
Gallery of Illusion Wands in Pathfinder: WOTR
Gallery of Necromancy Wands in Pathfinder: WOTR
Gallery of Transmutation Wands in Pathfinder: WOTR
Gallery of Divination Wands in Pathfinder: WOTR
Wands in Pathfinder: Wrath of the Righteous
Quick Search of All Wands
Click on the header to sort the table.
Name |
Level |
School |
Effects |
Wand of Acid Arrow I |
2 | Conjuration | An arrow of acid springs from your hand and speeds to its target. |
Wand of Acid Arrow II |
2 | Conjuration | An arrow of acid springs from your hand and speeds to its target. |
Wand of Acid Splash |
1 | Conjuration | You fire a small orb of acid at the target. |
Wand of Aid |
2 | Enchantment | Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). |
Wand of Bane |
1 | Enchantment | ??? |
Wand of Bear's Endurance |
2 | Transmutation | The affected creature gains greater vitality and stamina. |
Wand of Bless |
1 | Enchantment | Bless fills your allies with courage. |
Wand of Blindness |
2 | Necromancy | |
Wand of Blink |
3 | Transmutation | Physical attacks against you have a 50% miss chance and the Blind Fight feat doesn't help opponents, since you're ethereal and not merely invisible. |
Wand of Boneshaker |
2 | Necromancy | You take control of a target living creature's skeleton. |
Wand of Bull's Strength |
2 | Transmutation | The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
Wand of Burning Arc |
2 | Evocation | This spell causes an arc of flame to leap from your fingers, burning one enemy nearby plus one additional enemy per 3 caster levels, each of which must be within 15 feet of the primary target. |
Wand of Burning Hands |
1 | Evocation | Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). |
Wand of Call Lightning |
3 | Evocation | You may call down a 6-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. |
Wand of Cat's Grace |
2 | Transmutation | The transmuted creature becomes more graceful, agile, and coordinated. |
Wand of Cause Fear |
1 | Necromancy | The affected creature becomes frightened. |
Wand of Chaos Hammer |
4 | Evocation | You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. |
Wand of Color Spray |
1 | Illusion | A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them prone. |
Wand of Command - Approach |
1 | Enchantment | On its turn, the subject moves toward you as quickly and directly as possible for 1 round. |
Wand of Command - Fall |
1 | Enchantment | On its turn, the subject falls to the ground and remains prone for 1 round. |
Wand of Command - Flee |
1 | Enchantment | On its turn, the subject moves away from you as quickly as possible for 1 round. |
Wand of Command - Halt |
1 | Enchantment | The subject stands in place for 1 round. |
Wand of Controlled Fireball |
4 | Evocation | This spell functions as fireball except you can control the damage to your allies; a controlled fireball deals minimum damage to them. |
Wand of Crushing Despair I |
4 | Enchantment | An invisible cone of despair causes great sadness in the subjects. |
Wand of Crushing Despair II |
4 | Enchantment | An invisible cone of despair causes great sadness in the subjects. |
Wand of Cure Critical Wounds |
4 | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). |
Wand of Cure Light Wounds |
1 | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). |
Wand of Cure Moderate Wounds |
1 | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). |
Wand of Cure Serious Wounds |
2 | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). |
Wand of Displacement |
3 | Illusion | The subject of this spell appears to be about 2 feet away from its true location. |
Wand of Divine Favor |
1 | Evocation | Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). |
Wand of Divine Power |
4 | Evocation | Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. |
Wand of Dominate Animal |
3 | Enchantment | This spell functions like dominate person, except that the spell is restricted by creature type: animal. |
Wand of Eagle's Splendor |
2 | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. |
Wand of Ear-Piercing Scream |
1 | Evocation | You unleash a powerful scream, inaudible to all but a single target. |
Wand of Echolocation |
4 | Transmutation | You can perceive the world by creating high-pitched noises and listening to their echoes. |
Wand of Enervation |
4 | Necromancy | You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. |
Wand of Expeditious Retreat |
1 | Transmutation | This spell increases your base speed by 30 feet. |
Wand of False Life |
2 | Necromancy | You harness the power of unlife to grant yourself a limited ability to avoid death. |
Wand of False Life, Greater |
4 | Necromancy | This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). |
Wand of Fear |
4 | Necromancy | An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. |
Wand of Find Traps |
2 | Divination | You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. |
Wand of Fireball I |
3 | Evocation | A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage. |
Wand of Fireball II |
3 | Evocation | A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage. |
Wand of Fireball III |
3 | Evocation | A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage. |
Wand of Fox's Cunning |
2 | Transmutation | The target becomes smarter. |
Wand of Freedom of Movement |
4 | Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. |
Wand of Frigid Touch |
2 | Evocation | Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round. |
Wand of Glitterdust |
2 | Conjuration | A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. |
Wand of Good Hope |
3 | Enchantment | This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. |
Wand of Greater Command - Approach |
5 | Enchantment | On its turn, the subject moves toward you as quickly and directly as possible for 1 round. |
Wand of Greater Command - Fall |
5 | Enchantment | This spell functions like command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. |
Wand of Greater Command - Flee |
5 | Enchantment | This spell functions like command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. |
Wand of Greater Command - Halt |
5 | Enchantment | This spell functions like command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. |
Wand of Greater Invisibility |
4 | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. |
Wand of Greater Magic Weapon - Primary Hand |
3 | Transmutation | This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). |
Wand of Greater Magic Weapon - Secondary Hand |
3 | Transmutation | Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. |
Wand of Haste |
3 | Transmutation | The transmuted creatures move and act more quickly than normal. This extra speed has several effects. |
Wand of Heal | 6 | Conjuration | Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. |
Wand of Heroism |
3 | Enchantment | This spell imbues a single creature with great bravery and morale in battle. |
Wand of Hold Person |
3 | Enchantment | The subject becomes paralyzed and freezes in place. |
Wand of Inflict Critical Wounds |
4 | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). |
Wand of Inflict Light Wounds |
1 | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). |
Wand of Inflict Moderate Wounds |
2 | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10). |
Wand of Inflict Serious Wounds |
3 | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1 point per caster level (maximum +15). |
Wand of Instant Enemy |
3 | Enchantment | With this spell you designate the target as your favored enemy for the remainder of its duration. |
Wand of Invisibility |
2 | Illusion | The touched creature becomes invisible. |
Wand of Lead Blades |
1 | Transmutation | Lead blades increases the momentum and density of your melee weapons just as they strike a foe. |
Wand of Light |
0 | Evocation | This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. |
Wand of Lightning Bolt |
3 | Evocation | You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. |
Wand of Mage Armor |
1 | Conjuration | An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. |
Wand of Magic Missile I |
1 | Evocation | A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. |
Wand of Magic Missile II |
1 | Evocation | A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. |
Wand of Magic Weapon, Primary |
1 | Transmutation | Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. |
Wand of Magic Weapon, Secondary |
1 | Transmutation | Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. |
Wand of Neutralize Poison |
3 | Conjuration | You detoxify any sort of venom in the creature or object touched. |
Wand of Oath of Peace |
4 | Abjuration | Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but meaning you can't attack for the duration of the oath. |
Wand of Owl's Wisdom |
2 | Transmutation | The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. |
Wand of Pernicious Poison |
2 | Necromancy | You weaken the target's defenses against poison. The target gains a –4 penalty on saves against poison. |
Wand of Phantasmal Killer |
4 | Illusion | You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. |
Wand of Pillar of Life |
5 | Conjuration | You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. |
Wand of Prayer |
3 | Enchantment | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. |
Wand of Protection From Cold |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Wand of Protection From Cold, Communal |
4 | Abjuration | Protection from energy grants all allies withing 25 feet radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Wand of Protection From Electricity |
4 | Abjuration | Protection from energy grants all allies withing 25 feet radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Wand of Protection From Electricity, Communal |
4 | Abjuration | Protection from energy grants all allies withing 25 feet radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Wand of Protection from Acid |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Wand of Protection from Acid, Communal |
4 | Abjuration | Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Wand of Protection from Arrows |
2 | Abjuration | The warded creature gains resistance to ranged weapons. |
Wand of Protection from Arrows, Communal |
2 | Abjuration | All allies within 30 feet gain resistance to ranged weapons. |
Wand of Shield |
1 | Abjuration | Shield creates an invisible shield of force that hovers in front of you. |
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Missing the "Wand of Odd Miracles" sold by Olla Devara, or so it appears.
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