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So my Wizard for Pathfinder Society came upon a lot of Gold in his last adventure after playing up at 4-5, and I decided to spend it mostly on utility spells. Here's what I got:
2 Potions of Cure Light Wounds [Target creature heals 1d8+1 HP.]
2 Potions of Hide from Animals [Target creature cannot be sensed by animals for 10 minutes, even by extraordinary means such as Blindsight or Scent. This spell ends when the creature touches an animal or attacks anyone.]
2 Potions of Hide from Undead [Target creature cannot be sensed by undead for 10 minutes, even by extraordinary means such as Blindsight or Scent. However, intelligent undead (such as ghouls) get a DC 12 Will Save to see through the spell, and sense the creature. Unintelligent undead (such as Skeletons and Zombies) receive no such saving throw. This spell ends when the creature channels positive energy, turn/command undead, touches an undead creature, or attacks anyone.]
2 Scrolls of Air Bubble [Target creature gets breathable bubble of air around its head for 1 minute.]
2 Scrolls of Alarm [For 2 hours, a 20-foot radius area is warded, and anything larger than Tiny which enters the warded area alerts the caster if they do not speak a designated password set by the caster. The caster may choose two modes:
-Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
-Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.]
2 Scrolls of Arcane Lock (Lv 1 - Divine Version - PFS lets Arcane and Divine casters use each other's created items) [Target door, chest, or portal is locked with a DC 20 Disable Device Lock, or if the thing already has a lock, increase the DC of that lock by 10. Increase the DC to break the door itself by 10. You can pass through your own Arcane Lock without effecting it.]
2 Scrolls of Comprehend Languages [You understand all languages, spoken and written, for 10 minutes. This does not impart the ability to speak or write those languages. You do not gain insight into a foreign language when deciphering it - you only get its literal meaning.]
2 Scrolls of Disguise Self [You can look like another humanoid and get +10 to Disguise Checks. Creatures get a DC 12 Will save if they interact with you to disbelieve the Disguise.]
2 Scrolls of Endure Elements [From temperatures -50 and 140 degrees Fahrenheit, you can exist comfortably with no Fortitude saves needed.]
2 Scrolls of Enlarge Person [Target creature goes up one size category, gets +2 to Strength, -2 to Dexterity, and gets -1 to AC and Attack Rolls. Large creatures threaten 10 feet as opposed to 5 feet. Melee Weapons increase by one size category and do more damage (1d4 - > 1d6, 1d6 -> 1d8, 1d8 -> 2d6, 1d10 -> 2d8, 1d12 -> 3d6).]
2 Scrolls of Feather Step [Target creature ignores difficult terrain for 10 minutes, and can even 5-foot step in difficult terrain.]
4 Scrolls of Gravity Bow [When you and only you fire ammunition from a bow or crossbow, increase the damage by one size category and do more damage (1d4 - > 1d6, 1d6 -> 1d8, 1d8 -> 2d6, 1d10 -> 2d8, 1d12 -> 3d6).]
4 Scrolls of Light [Target object sheds light in a 20 foot radius for 10 minutes.]
4 Scrolls of Mage Armor [Target creature gets +4 Armor Bonus to AC for 1 Hour; does not stack with Armor the creature is wearing. This Armor effects Incorporeal attacks, but not Touch attacks.]
2 Scrolls of Mage Hand [You may telekinetically move up to 5 pounds, within 30 feet, and may propel such objects up to 15 feet, for as long as you Concentrate (Standard Action).]
2 Scrolls of Mount [Summon a Pony or Light Horse (your choice) for 2 Hours. It serves you willingly and well, and comes with a bit and saddle.]
2 Scrolls of Obscuring Mist [A 20 foot radius burst and 20 foot high cloud of vapor obscures you from all sight including darkvision (and vice versa). You have Concealment (creatures must roll a d100 and not get 20 or below, or they miss) from creatures 5 feet away from you, and Total Concealment (creatures must roll a d100 and not get 50 or below, or they miss) from creatures further away than that (and vice versa).]
4 Scrolls of Open/Close [Open or Close a door, chest, box, window, bag, pouch, bottle, barrel, or other container. Cannot move more than 30 pounds, and any resistance causes the spell to fail]
2 Scrolls of Reduce Person [Target creature goes down one size category, gets -2 to Strength, +2 to Dexterity, and gets +1 to AC and Attack Rolls. Tiny creatures do not threaten squares. All Melee and Ranged weapons decrease by one size category and do less damage 1d4 -> 1d2, 1d6 -> 1d3, 1d8 -> 1d4, 1d10 -> 1d6, 1d12 -> 1d8, 2d6 -> 1d8).]
4 Scrolls of Shield [You and only you get a +4 Shield Bonus to AC for 1 Minute; does not stack with Shields the creature is already bearing; negates Magic Missiles directed at you. This Shield effects Incorporeal attacks, but not Touch attacks.]
4 Scrolls of Silent Image [Within 440 feet, you can create up to 5, 10-foot cubes of Silent Visual Illusions that do not generate smell, sound, or temperature. Creatures get a DC 12 Will save if they interact with the illusions, but illusions still provide cover and concealment when believed. You automatically see through your own illusions, and any creature who disbelieves the illusion sees through it. You can give others a +4 to disbelieve the illusion if you tell them it is an illusion. You may automatically disbelieve an illusion if you have concrete evidence it is an illusion (such as moving your hand through an illusory wall). The images last for as long as you Concentrate (Standard Action).]
2 Scrolls of Touch of the Sea [Target creature's hands and feet become webbed flippers, and the creature gains a swim speed of 30 feet. They get a +8 to Swim checks and may take 10 on Swim Checks even if they are distracted or are in battle. This spell does not grant the ability to breathe under water. This spell lasts for 1 minute.]
4 Scrolls of True Strike [You and only you get a +20 Insight Bonus to your next Attack Roll (including but not limited to Melee Attacks, Ranged Attacks, Spell Attack Rolls, and Combat Maneuvers) as long as your next attack is during the next round of combat. Your next Attack is unaffected by Concealment.]
1 Wand of Infernal Healing (50 charges) [Target creature gains Fast Healing 1 (heals 1 HP per round) for 1 Minute (10 rounds), and radiates an Evil Aura.]
1 Wand of Protection from Evil (50 Charges) [Target creature gains Protection from Evil for 1 minute, creating a 1 foot barrier that wards off all evil around the creature. This entails three things:
-First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
-Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
-Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.]
The character only has access to Level 0 and Level 1 Wands/Scrolls/Potions/Oils at the moment (4 Fame Points total). This is a Conjuration Wizard with Necromancy and Abjuration as forbidden schools. His prepared cantrips are Detect Magic, Read Magic, and Ghost Sound. He has a Light Crossbow and a Quarterstaff, and generally, he goes around casting Grease. Are there any good utility spells I missed that I should get on Wands, Scrolls, Potions, or Oils?

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I personally would recommend at least getting yourself a dagger. Grab yourself a Cold Iron one and an Alchemical Silver one. They're cheap and light, and I've seen numerous Pathfinders of all levels and classes get swallowed whole and wind up completely unable to save themselves for lack of a light piercing or slashing weapon.
On the topic of spells, however...
Expeditious Retreat [Increase your base speed by 30 by 1 min/level]
- Just because it says "Retreat" doesn't mean a bloody thing. It's great for battlefield maneuverability.
Ventriloquism [Throw your voice for 1 min/level]
- If you want to have some fun with your opponents, this spell is fabulous for it. If you go invisible, using this can help to displace your actual location and make it harder for enemies to find you.

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Ghost sound does something similar, but it doesn't let it sound as though you're actually speaking from that location, it creates generic sounds. It lets you create illusory sounds, yes, but Ventriloquism can make it just sound like you are in a specific location. The things you say can come from a point within that range, allowing you to be invisible and make it sound like your spellcasting is coming from where you've thrown your voice to.
Trust me. Go invisible, and throw your voice from a range where a fireball or glitterdust spell aimed at that area won't hit you.
EDIT: If I'd had that spell prepped and able to use at the time, it could've saved my bacon against one of the nastiest opponents I've ever had to fight...
Stupid Vampire Sorcerer...

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Scroll of alarm as scroll has rather short duration, maybe you want to skip it, it's better as a spell.
Scroll of Shield cant be scrolled, its personal range spell. Check other spells that might have range of personal. True strike is also personal I think.
There might be air crystals from Field Guide I think which are cheaper then scroll of air bubble.
Infernal healing's [evil] descriptor makes spell evil and evil act, yeah I know, it sucks, but I guess most people wont really trouble you about it.

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Most of my characters try to pick up a silvered Light Mace.
Simple weapon, blunt (for skeletons), silver (without the reduction in damage that a silver dagger suffers).... and 25 gp. cost.
Often my spell casters end up passing it over to a more melee type PC who wasn't as well prepared... go figure.