Dungeons and Dragons Magic Items IV (Scrolls, Staffs, and Wands) 3.5 PBP RPG

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Magic Items IV (Scrolls, Staffs, and Wands)

Table of Contents

Scrolls
Staffs
Wands

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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

01-70

Arcane

71-100

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 Level 1

01-05

-

-

0

1st

06-50

-

-

1st

1st

51-95

01-05

-

2nd

3rd

96-100

06-65

-

3rd

5th

-

66-95

01-05

4th

7th

-

96-100

06-50

5th

9th

-

-

51-70

6th

11th

-

-

71-85

7th

13th

-

-

86-95

8th

15th

-

-

95-100

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

01-04

acid splash

12 gp 5 sp

05-08

arcane mark

12 gp 5 sp

09-13

dancing lights

12 gp 5 sp

14-17

daze

12 gp 5 sp

18-24

Detect magic

12 gp 5 sp

25-28

detect poison

12 gp 5 sp

29-32

disrupt undead

12 gp 5 sp

33-37

flare

12 gp 5 sp

38-42

ghost sound

12 gp 5 sp

43-44

know direction

12 gp 5 sp

45-50

light

12 gp 5 sp

51-52

lullaby

12 gp 5 sp

53-57

mage hand

12 gp 5 sp

58-62

mending

12 gp 5 sp

63-67

message

12 gp 5 sp

68-72

open/close

12 gp 5 sp

73-77

prestidigitation

12 gp 5 sp

78-81

ray of frost

12 gp 5 sp

82-87

read magic

12 gp 5 sp

88-94

resistance

12 gp 5 sp

95-96

summon instrument

12 gp 5 sp

97-100

touch of fatigue

12 gp 5 sp

1st-Level Arcane Spells

d%

Spell

Market Price

01-03

alarm

25 gp

04-05

animate rope

25 gp

06-07

Burning hands

25 gp

08-09

cause fear

25 gp

10-12

Charm person

25 gp

13-14

chill touch

25 gp

15-16

Color spray

25 gp

17-19

comprehend languages

25 gp

20

confusion, lesser

50 gp

21

cure light wounds

50 gp

22-24

detect secret doors

25 gp

25-26

detect undead

25 gp

27-29

disguise self

25 gp

30-32

endure elements

25 gp

33-35

Enlarge person

25 gp

36-37

erase

25 gp

38-40

expeditious retreat

25 gp

41

feather fall

25 gp

42-43

grease

25 gp

44-45

hold portal

25 gp

46-47

hypnotism

25 gp

48-49

identify

125 gp

50-51

jump

25 gp

52-54

mage armor

25 gp

55-56

magic missile

25 gp

57-59

magic weapon

25 gp

60-62

mount

25 gp

63-64

magic aura

25 gp

65-66

obscuring mist

25 gp

67-74

protection from chaos/evil/good/law

25 gp

75-76

ray of enfeeblement

25 gp

77-78

reduce person

25 gp

79-80

remove fear

50 gp

81-82

shield

25 gp

83-84

Shocking grasp

25 gp

85-86

silent image

25 gp

87-88

sleep

25 gp

89-90

Summon monster I

25 gp

91-93

floating disk

25 gp

94-95

true strike

25 gp

96

undetectable alignment

50 gp

97-98

unseen servant

25 gp

99-100

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

04-06

Bear's endurance

150 gp

07-08

blindness/deafness

150 gp

09-10

blur

150 gp

11-13

Bull's strength

150 gp

14

calm emotions

200 gp

15-17

cat's grace

150 gp

18-19

command undead

150 gp

20

continual flame

200 gp

21

cure moderate wounds

200 gp

22

darkness

150 gp

23-25

darkvision

150 gp

26

daze monster

150 gp

27

Delay poison

200 gp

28-29

detect thoughts

150 gp

30-31

disguise self

150 gp

32-34

Eagle's splendor

150 gp

35

enthrall

200 gp

36-37

false life

150 gp

38-39

flaming sphere

150 gp

40

fog cloud

150 gp

41-43

fox's cunning

150 gp

44

ghoul touch

150 gp

45-46

glitterdust

150 gp

47

gust of wind

150 gp

48-49

hypnotic pattern

150 gp

50-52

Invisibility

150 gp

53-55

Knock

150 gp

56

phantom trap

200 gp

57-58

Levitate

150 gp

59

locate object

150 gp

60

magic mouth

160 gp

61-62

Acid arrow

150 gp

63

minor image

150 gp

64-65

Mirror image

150 gp

66

misdirection

150 gp

67

obscure object

150 gp

68-70

owl's wisdom

150 gp

71-73

protection from arrows

150 gp

74-75

pyrotechnics

150 gp

76-78

resist energy

150 gp

79

rope trick

150 gp

80

scare

150 gp

81-82

scorching ray

150 gp

83-85

see invisibility

150 gp

86

shatter

150 gp

87

Silence

200 gp

88

sound burst

200 gp

89

spectral hand

150 gp

90-91

spider climb

150 gp

92-93

summon monster II

150 gp

94-95

summon swarm

150 gp

96

hideous laughter

150 gp

97

touch of idiocy

150 gp

98-99

Web

150 gp

100

whispering wind

150 gp

3rd-Level Arcane Spells

d%

Spell

Market Price

01-02

arcane sight

375 gp

03-04

blink

375 gp

05-06

clairaudience/clairvoyance

375 gp

07

cure serious wounds

525 gp

08-10

daylight

525 gp

11-12

deep slumber

375 gp

13-15

dispel magic

375 gp

16-17

displacement

375 gp

18

explosive runes

375 gp

19-20

fireball

375 gp

21-22

flame arrow

375 gp

23-25

fly

375 gp

26-27

gaseous form

375 gp

28-29

gentle repose

375 gp

30

glibness

525 gp

31

good hope

525 gp

32-33

halt undead

375 gp

34-36

haste

375 gp

37-38

heroism

375 gp

39-40

Hold person

375 gp

41

illusory script

425 gp

42-44

invisibility sphere

375 gp

45-47

keen edge

375 gp

48-49

tiny hut

375 gp

50-51

lightning bolt

375 gp

52-59

magic circle against chaos/evil/good/law

375 gp

60-62

magic weapon, greater

375 gp

63-64

Major image

375 gp

65-66

nondetection

425 gp

67-68

phantom steed

375 gp

69-71

protection from energy

375 gp

72-73

rage

375 gp

74-75

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

80-81

sleet storm

375 gp

82-83

Slow

375 gp

84

speak with animals

525 gp

85-86

stinking cloud

375 gp

87-88

Suggestion

375 gp

89-90

summon monster III

375 gp

91-93

tongues

375 gp

94-95

vampiric touch

375 gp

96-98

water breathing

375 gp

99-100

wind wall

375 gp

4th-Level Arcane Spells

d%

Spell

Market Price

01-02

animate dead

1,050 gp

03-05

arcane eye

700 gp

06-07

bestow curse

700 gp

08-10

Charm monster

700 gp

11-13

confusion

700 gp

14-15

contagion

700 gp

16-17

crushing despair

700 gp

18

Cure critical wounds

1,000 gp

19

detect scrying

700 gp

20-23

dimension door

700 gp

24-26

Dimensional anchor

700 gp

27-28

enervation

700 gp

29-30

Enlarge person, mass

700 gp

31-32

black tentacles

700 gp

33-34

Fear

700 gp

35-37

fire shield

700 gp

38-39

fire trap

725 gp

40-42

freedom of movement

1,000 gp

43

geas, lesser

700 gp

44-46

globe of invulnerability, lesser

700 gp

47-48

hallucinatory terrain

700 gp

49-50

ice storm

700 gp

51-52

illusory wall

700 gp

53-55

Invisibility, greater

700 gp

56-57

secure shelter

700 gp

58

locate creature

700 gp

59-60

minor creation

700 gp

61

modify memory

1,000 gp

62

Neutralize poison

1,000 gp

63-64

resilient sphere

700 gp

65-66

phantasmal killer

700 gp

67-68

polymorph

700 gp

69-70

rainbow pattern

700 gp

71

mnemonic enhancer

700 gp

72-73

reduce person, mass

700 gp

74-76

remove curse

700 gp

77

repel vermin

1,000 gp

78-79

scrying

700 gp

80-81

shadow conjuration

700 gp

82-83

shout

700 gp

84-85

solid fog

700 gp

86

speak with plants

1,000 gp

87-88

stone shape

700 gp

89-91

stoneskin

950 gp

92-93

Summon monster IV

700 gp

94-96

wall of fire

700 gp

97-99

wall of ice

700 gp

100

zone of silence

1,000 gp

5th-Level Arcane Spells

d%

Spell

Market Price

01-02

animal growth

1,125 gp

03-05

baleful polymorph

1,125 gp

06-07

interposing hand

1,125 gp

08-09

blight

1,125 gp

10-12

break enchantment

1,125 gp

13-14

cloudkill

1,125 gp

15-17

cone of cold

1,125 gp

18-19

contact other plane

1,125 gp

20

cure light wounds, mass

1,625 gp

21-23

dismissal

1,125 gp

24-26

dispel magic, greater

1,625 gp

27-28

dominate person

1,125 gp

29

dream

1,125 gp

30-31

fabricate

1,125 gp

32-33

false vision

1,375 gp

34-35

feeblemind

1,125 gp

36-39

hold monster

1,125 gp

40

secret chest

1,125 gp

41

magic jar

1,125 gp

42-43

major creation

1,125 gp

44-45

mind fog

1,125 gp

46-47

mirage arcana

1,125 gp

48-49

mage's faithful hound

1,125 gp

50-51

mage's private sanctum

1,125 gp

52-53

nightmare

1,125 gp

54-57

overland flight

1,125 gp

58-60

passwall

1,125 gp

61

permanency

10,125 gp1

62-63

persistent image

1,125 gp

64-65

planar binding, lesser

1,125 gp

66-67

prying eyes

1,125 gp

68-69

telepathic bond

1,125 gp

70-71

seeming

1,125 gp

72-74

sending

1,125 gp

75-76

shadow evocation

1,125 gp

77

song of discord

1,625 gp

78-79

summon monster V

1,125 gp

80

symbol of pain

2,125 gp

81

symbol of sleep

2,125 gp

82-83

telekinesis

1,125 gp

84-88

teleport

1,125 gp

89-90

transmute mud to rock

1,125 gp

91-92

transmute rock to mud

1,125 gp

93-95

wall of force

1,125 gp

96-98

wall of stone

1,125 gp

99-100

waves of fatigue

1,125 gp

1 Includes experience point cost up to 2,000 XP.

6th-Level Arcane Spells

d%

Spell

Market Price

01-02

acid fog

1,650 gp

03-05

analyze dweomer

1,650 gp

06

animate objects

2,400 gp

07-09

antimagic field

1,650 gp

10-12

bear's endurance, mass

1,650 gp

13-14

forceful hand

1,650 gp

15-17

bull's strength, mass

1,650 gp

18-20

cat's grace, mass

1,650 gp

21-23

chain lightning

1,650 gp

24-25

circle of death

2,150 gp

26

contingency

1,650 gp

27-28

control water

1,650 gp

29

create undead

2,350 gp

30

cure moderate wounds, mass

2,400 gp

31-33

disintegrate

1,650 gp

34-37

dispel magic, greater

1,650 gp

38-40

eagle's splendor, mass

1,650 gp

41-42

eyebite

1,650 gp

43

find the path

2,400 gp

44-45

flesh to stone

1,650 gp

46-48

fox's cunning, mass

1,650 gp

49

geas/quest

1,650 gp

50-52

globe of invulnerability

1,650 gp

53

guards and wards

1,650 gp

54

heroes' feast

2,400 gp

55-56

heroism, greater

1,650 gp

57

legend lore

1,900 gp

58-59

mislead

1,650 gp

60

mage's lucubration

1,650 gp

61-62

move earth

1,650 gp

63-64

freezing sphere

1,650 gp

65-67

owl's wisdom, mass

1,650 gp

68-69

permanent image

1,650 gp

70-71

planar binding

1,650 gp

72-73

programmed image

1,675 gp

74-75

repulsion

1,650 gp

76-78

shadow walk

1,650 gp

79-81

stone to flesh

1,650 gp

82-83

suggestion, mass

1,650 gp

84-85

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

89-90

transformation

1,950 gp

91-93

true seeing

1,900 gp

94-95

undeath to death

2,150 gp

96-97

veil

1,650 gp

98-100

wall of iron

1,700 gp

7th-Level Arcane Spells

d%

Spell

Market Price

01-03

arcane sight, greater

2,275 gp

04-07

banishment

2,275 gp

08-10

grasping hand

2,275 gp

11-13

control undead

2,275 gp

14-16

control weather

2,275 gp

17-19

delayed blast fireball

2,275 gp

20-21

instant summons

3,275 gp

22-25

ethereal jaunt

2,275 gp

26-28

finger of death

2,275 gp

29-31

forcecage

23775 gp

32-35

hold person, mass

2,275 gp

36-38

insanity

2,275 gp

39-42

Invisibility, mass

2,275 gp

43

limited wish

3,775 gp1

44-45

mage's magnificent mansion

2,275 gp

46-48

mage's sword

2,275 gp

49-51

phase door

2,275 gp

52-54

plane shift

2,275 gp

55-57

power word blind

2,275 gp

58-61

prismatic spray

2,275 gp

62-64

project image

2,280 gp

65-67

reverse gravity

2,275 gp

68-70

scrying, greater

2,275 gp

71-73

sequester

2,275 gp

74-76

shadow conjuration, greater

2,275 gp

77

simulacrum

7,275 gp2

78-80

spell turning

2,275 gp

81-82

statue

2,275 gp

83-85

summon monster VII

2,275 gp

86

symbol of stunning

7,275 gp

87

symbol of weakness

7,275 gp

88-90

teleport object

2,275 gp

91-95

teleport, greater

2,275 gp

96-97

vision

2,775 gp

98-100

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

01-02

antipathy

3,000 gp

03-05

clenched fist

3,000 gp

06-08

binding

8,500 gp1

09-12

Charm monster, mass

3,000 gp

13

clone

4,000 gp

14-16

create greater undead

3,000 gp

17-19

demand

3,600 gp

20-22

dimensional lock

3,000 gp

23-26

discern location

3,000 gp

27-29

horrid wilting

3,000 gp

30-32

incendiary cloud

3,000 gp

33-35

iron body

3,000 gp

36-38

maze

3,000 gp

39-41

mind blank

3,000 gp

42-44

moment of prescience

3,000 gp

45-48

telekinetic sphere

3,000 gp

49-51

irresistible dance

3,000 gp

52-54

planar binding, greater

3,000 gp

55-57

polar ray

3,000 gp

58-60

polymorph any object

3,000 gp

61-63

power word stun

3,000 gp

64-66

prismatic wall

3,000 gp

67-70

protection from spells

3,500 gp

71-73

prying eyes, greater

3,000 gp

74-76

scintillating pattern

3,000 gp

77-78

screen

3,000 gp

79-81

shadow evocation, greater

3,000 gp

82-84

shout, greater

3,000 gp

85-87

summon monster VIII

3,000 gp

88-90

sunburst

3,000 gp

91

symbol of death

8,000 gp

92

symbol of insanity

8,000 gp

93-94

sympathy

4,500 gp

95-98

temporal stasis

3,500 gp

99-100

trap the soul

13,000 gp1

1 Assumes a creature of 10 HD or less.

9th-Level Arcane Spells

d%

Spell

Market Price

01-03

astral projection

4,870 gp

04-07

crushing hand

3,825 gp

08-12

dominate monster

3,825 gp

13-16

energy drain

3,825 gp

17-21

etherealness

3,825 gp

22-25

foresight

3,825 gp

26-31

freedom

3,825 gp

32-36

gate

8,825 gp

37-40

hold monster, mass

3,825 gp

41-44

imprisonment

3,825 gp

45-49

meteor swarm

3,825 gp

50-53

mage's disjunction

3,825 gp

54-58

power word kill

3,825 gp

59-62

prismatic sphere

3,825 gp

63-66

refuge

3,825 gp

67-70

shades

3,825 gp

71-76

shapechange

3,825 gp

77-79

soul bind

3,825 gp

80-83

summon monster IX

3,825 gp

84-86

teleportation circle

4,825 gp

87-91

time stop

3,825 gp

92-95

wail of the banshee

3,825 gp

96-99

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

01-07

create water

12 gp 5 sp

08-14

cure minor wounds

12 gp 5 sp

15-22

Detect magic

12 gp 5 sp

23-29

detect poison

12 gp 5 sp

30-36

flare

12 gp 5 sp

37-43

guidance

12 gp 5 sp

44-50

inflict minor wounds

12 gp 5 sp

51-57

know direction

12 gp 5 sp

58-65

light

12 gp 5 sp

66-72

mending

12 gp 5 sp

73-79

purify food and drink

12 gp 5 sp

80-86

read magic

12 gp 5 sp

87-93

resistance

12 gp 5 sp

94-100

virtue

12 gp 5 sp

1st-Level Divine Spells

d%

Spell

Market Price

01

alarm

100 gp

02-03

bane

25 gp

04-06

bless

25 gp

07-09

bless water

50 gp

10

bless weapon

100 gp

11-12

calm animals

25 gp

13-14

cause fear

25 gp

15-16

Charm animal

25 gp

17-19

command

25 gp

20-21

comprehend languages

25 gp

22-26

cure light wounds

25 gp

27-28

curse water

50 gp

29-30

deathwatch

25 gp

31-32

detect animals or plants

25 gp

33-35

detect chaos/evil/good/law

25 gp

36-37

detect snares and pits

25 gp

38-39

detect undead

25 gp

40-41

divine favor

25 gp

42-43

doom

25 gp

44-48

endure elements

25 gp

49-50

entangle

25 gp

51-52

entropic shield

25 gp

53-54

faerie fire

25 gp

55-56

goodberry

25 gp

57-58

hide from animals

25 gp

59-60

hide from undead

25 gp

61-62

inflict light wounds

25 gp

63-64

jump

25 gp

65-66

longstrider

25 gp

67-68

magic fang

25 gp

69-72

magic stone

25 gp

73-74

magic weapon

25 gp

75-78

obscuring mist

25 gp

79-80

pass without trace

25 gp

81-82

produce flame

25 gp

83-86

protection from chaos/evil/good/law

25 gp

87-88

remove fear

25 gp

89-90

sanctuary

25 gp

91-92

shield of faith

25 gp

93-94

shillelagh

25 gp

95-96

speak with animals

25 gp

97-98

Summon monster I

25 gp

99-100

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

03-04

augury

175 gp

05-06

barkskin

150 gp

07-09

Bear's endurance

150 gp

10-12

Bull's strength

150 gp

13-14

calm emotions

150 gp

15-17

cat's grace

150 gp

18

chill metal

150 gp

19-20

consecrate

200 gp

21-24

cure moderate wounds

150 gp

25-26

darkness

150 gp

27

death knell

150 gp

28-30

Delay poison

150 gp

31-32

desecrate

200 gp

33-35

Eagle's splendor

150 gp

36-37

enthrall

150 gp

38-39

find traps

150 gp

40

fire trap

175 gp

41-42

flame blade

150 gp

43-44

flaming sphere

150 gp

45-46

fog cloud

150 gp

47

gentle repose

150 gp

48

gust of wind

150 gp

49

heat metal

150 gp

50-51

hold animal

150 gp

52-54

Hold person

150 gp

55-56

inflict moderate wounds

150 gp

57-58

make whole

150 gp

59-61

owl's wisdom

150 gp

62

reduce animal

150 gp

63-64

remove paralysis

150 gp

65-67

resist energy

150 gp

68-70

restoration, lesser

150 gp

71-72

shatter

150 gp

73-74

shield other

150 gp

75-76

Silence

150 gp

77

snare

150 gp

78

soften earth and stone

150 gp

79-80

sound burst

150 gp

81

speak with plants

150 gp

82-83

spider climb

150 gp

84-85

spiritual weapon

150 gp

86

status

150 gp

87-88

summon monster II

150 gp

89-90

summon nature's ally II

150 gp

91-92

summon swarm

150 gp

93

tree shape

150 gp

94-95

undetectable alignment

150 gp

96-97

warp wood

150 gp

98

wood shape

150 gp

99-100

zone of truth

150 gp

3rd-Level Divine Spells

d%

Spell

Market Price

01-02

animate dead

625 gp

03-04

bestow curse

375 gp

05-06

blindness/deafness

375 gp

07-08

call lightning

375 gp

09-10

contagion

375 gp

11-12

continual flame

425 gp

13-14

create food and water

375 gp

15-18

cure serious wounds

375 gp

19

darkvision

375 gp

20-21

daylight

375 gp

22-23

deeper darkness

375 gp

24-25

diminish plants

375 gp

26-27

dispel magic

375 gp

28-29

dominate animal

375 gp

30-31

glyph of warding

575 gp

32

heal mount

375 gp

33-34

helping hand

375 gp

35-36

inflict serious wounds

375 gp

37-38

invisibility purge

375 gp

39-40

locate object

375 gp

41-46

magic circle against chaos/evil/good/law

375 gp

47-48

magic fang, greater

375 gp

49-50

magic vestment

375 gp

51-52

meld into stone

375 gp

53-55

Neutralize poison

375 gp

56-57

obscure object

375 gp

58-59

plant growth

375 gp

60-62

prayer

375 gp

63-64

protection from energy

375 gp

65-66

quench

375 gp

67-69

remove blindness/deafness

375 gp

70-71

remove curse

375 gp

72-73

remove disease

375 gp

74-76

searing light

375 gp

77-78

sleet storm

375 gp

79-80

snare

375 gp

81-83

speak with dead

375 gp

84-85

speak with plants

375 gp

86-87

spike growth

375 gp

88-89

stone shape

375 gp

90-91

summon monster III

375 gp

92-93

summon nature's ally III

375 gp

94-96

water breathing

375 gp

97-98

water walk

375 gp

99-100

wind wall

375 gp

4th-Level Divine Spells

d%

Spell

Market Price

01-05

air walk

700 gp

06-07

antiplant shell

700 gp

08-09

blight

700 gp

10-11

break enchantment

700 gp

12-13

command plants

700 gp

14-15

control water

700 gp

16-21

Cure critical wounds

700 gp

22-26

death ward

700 gp

27-31

Dimensional anchor

700 gp

32-34

discern lies

700 gp

35-37

dismissal

700 gp

38-39

divination

725 gp

40-42

divine power

700 gp

43-47

freedom of movement

700 gp

48-49

giant vermin

700 gp

50-51

holy sword

700 gp

52-54

imbue with spell ability

700 gp

55-57

inflict critical wounds

700 gp

58-60

magic weapon, greater

700 gp

61-62

nondetection

750 gp

63-64

planar ally, lesser

1,200 gp

65-67

Poison

700 gp

68-69

reincarnate

700 gp

70-71

repel vermin

700 gp

72-76

Restoration

800 gp

77-78

rusting grasp

700 gp

79-81

sending

700 gp

82-85

spell immunity

700 gp

86-87

spike stones

700 gp

88-90

Summon monster IV

700 gp

91-93

summon nature's ally IV

700 gp

94-98

tongues

700 gp

99-100

tree stride

700 gp

5th-Level Divine Spells

d%

Spell

Market Price

01-03

animal growth

1,125 gp

04-05

atonement

3,625 gp

06

awaken

2,375 gp

07-09

baleful polymorph

1,125 gp

10-13

break enchantment

1,125 gp

14-16

call lightning storm

1,125 gp

17-20

command, greater

1,125 gp

21

commune

1,625 gp

22

commune with nature

1,125 gp

23-24

control winds

1,125 gp

25-30

cure light wounds, mass

1,125 gp

31-34

dispel chaos/evil/good/law

1,125 gp

35-38

disrupting weapon

1,125 gp

39-41

flame strike

1,125 gp

42-43

hallow

6,125 gp1

44-46

ice storm

1,125 gp

47-49

inflict light wounds, mass

1,125 gp

50-52

insect plague

1,125 gp

53

mark of justice

1,125 gp

54-56

plane shift

1,125 gp

57-58

raise dead

6,125 gp

59-61

righteous might

1,125 gp

62-63

scrying

1,125 gp

64-66

slay living

1,125 gp

67-69

spell resistance

1,125 gp

70-71

stoneskin

1,375 gp

72-74

summon monster V

1,125 gp

75-77

summon nature's ally V

1,125 gp

78

symbol of pain

2,125 gp

79

symbol of sleep

2,125 gp

80-82

transmute mud to rock

1,125 gp

83-85

transmute rock to mud

1,125 gp

86-89

true seeing

1,375 gp

90-91

unhallow

6,125 gp1

92-94

wall of fire

1,125 gp

95-97

wall of stone

1,125 gp

98-100

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

01-03

animate objects

1,650 gp

04-06

antilife shell

1,650 gp

07-09

banishment

1,650 gp

10-13

bear's endurance, mass

1,650 gp

14-16

blade barrier

1,650 gp

17-20

bull's strength, mass

1,650 gp

21-24

cat's grace, mass

1,650 gp

25

create undead

1,650 gp

26-29

cure moderate wounds, mass

1,650 gp

30-33

dispel magic, greater

1,650 gp

34-37

eagle's splendor, mass

1,650 gp

38-40

find the path

1,650 gp

41-43

fire seeds

1,650 gp

44

forbiddance

4,650 gp1

45

geas/quest

1,650 gp

46

glyph of warding, greater

1,650 gp

47-49

harm

1,650 gp

50-52

heal

1,650 gp

53-55

heroes' feast

1,650 gp

56-58

inflict moderate wounds, mass

1,650 gp

59-61

ironwood

1,650 gp

62

liveoak

1,650 gp

63-65

move earth

1,650 gp

66-69

owl's wisdom, mass

1,650 gp

70-71

planar ally

2,400 gp

72-74

repel wood

1,650 gp

75-77

spellstaff

1,650 gp

78-80

stone tell

1,650 gp

81-83

summon monster VI

1,650 gp

84-86

summon nature's ally VI

1,650 gp

87

symbol of fear

2,650 gp

88

symbol of persuasion

6,650 gp

89-91

transport via plants

1,650 gp

92-94

undeath to death

2,150 gp

95-97

wind walk

1,650 gp

98-100

word of recall

1,650 gp

1 Assumes an area equivalent to one 60-foot cube.

7th-Level Divine Spells

d%

Spell

Market Price

01-05

animate plants

2,275 gp

06-09

blasphemy

2,275 gp

10-14

changestaff

2,275 gp

15-16

control weather

2,275 gp

17-21

creeping doom

2,275 gp

22-27

cure serious wounds, mass

2,275 gp

28-32

destruction

2,275 gp

33-36

dictum

2,275 gp

37-41

ethereal jaunt

2,275 gp

42-45

holy word

2,275 gp

46-50

inflict serious wounds, mass

2,275 gp

51-55

refuge

3,775 gp

56-60

regenerate

2,275 gp

61-65

repulsion

2,275 gp

66-69

restoration, greater

4,775 gp

70-71

resurrection

12,275 gp

72-76

scrying, greater

2,275 gp

77-81

summon monster VII

2,275 gp

82-85

summon nature's ally VII

2,275 gp

86-90

sunbeam

2,275 gp

91

symbol of stunning

7,275 gp

92

symbol of weakness

7,275 gp

93-97

transmute metal to wood

2,275 gp

98-100

word of chaos

2,275 gp

8th-Level Divine Spells

d%

Spell

Market Price

01-04

animal shapes

3,000 gp

05-10

antimagic field

3,000 gp

11-13

cloak of chaos

3,000 gp

14-17

control plants

3,000 gp

18-20

create greater undead

3,600 gp

21-27

Cure critical wounds, mass

3,000 gp

28-32

dimensional lock

3,000 gp

33-36

discern location

3,000 gp

37-41

earthquake

3,000 gp

42-45

finger of death

3,000 gp

46-49

fire storm

3,000 gp

50-52

holy aura

3,000 gp

53-56

inflict critical wounds, mass

3,000 gp

57-60

planar ally, greater

5,500 gp

61-65

repel metal or stone

3,000 gp

66-69

reverse gravity

3,000 gp

70-72

shield of law

3,000 gp

73-76

spell immunity, greater

3,000 gp

77-80

summon monster VIII

3,000 gp

81-84

summon nature's ally VIII

3,000 gp

85-89

sunburst

3,000 gp

90-91

symbol of death

8,000 gp

92-93

symbol of insanity

8,000 gp

94-96

unholy aura

3,000 gp

97-100

whirlwind

3,000 gp

9th-Level Divine Spells

d%

Spell

Market Price

01-04

antipathy

3,825 gp

05-07

astral projection

4,870 gp

08-13

elemental swarm

3,825 gp

14-19

energy drain

3,825 gp

20-25

etherealness

3,825 gp

26-31

foresight

3,825 gp

32-37

gate

8,825 gp

38-46

heal, mass

3,825 gp

47-53

implosion

3,825 gp

54-55

miracle

28,825 gp1

56-61

regenerate

3,825 gp

62-66

shambler

3,825 gp

67-72

shapechange

3,825 gp

73-77

soul bind

3,825 gp

78-83

storm of vengeance

3,825 gp

84-89

summon monster IX

3,825 gp

90-95

summon nature's ally IX

3,825 gp

96-99

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.


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Not all all, that would even be better as the bad guys would be crammed into a smaller space and and allow five to attack three or four rather than if it bows the other way and seven be able to attack our five. [By The Way], regarding that ability, how will the fit through the door? Don;t they grow to twice their size. They'd be 8' tall and damn near that in width as wide as dwarves are.

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