Activating wands found during a PFS scenario


Pathfinder Society


The question came up last night in our PFS game of whether players can activate a wand found during a scenario after successfully identifying it using detect magic and a spellcraft check. The spell was longstrider, it was on the identifying players spell list, however the judge determined that while the player successfully identified the item with his spellcraft check, he did not know the activation word. I believe the judge offered the player the ability to utilize UMD to activate the wand at this point even though the spell was on his spell list, the player declined, either because of being untrained or having a low ability score. The players at the table respected the judges decision and we did not argue the point further at that time.

This leads me to two questions:

Is it the intent in PFS that wands found during a scenario either require additional time to be used beyond a successful identify attempt or purchase from the chronicle sheet in order to successfully activate without the use of a UMD attempt?

Reading the CRB for wand activation it does not mention command words, it simply states that "a character must hold it in his hand and point it in the general direction of the target or area" Do wands require activation words?

Liberty's Edge 4/5

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if you succeed with a spell check to ID it, than you can use it right away.

3/5

All items found during a scenario are a "use it or lose it" proposition. I'm betting the GM wasn't sure on the rules regarding it in PFS, but also remember that you cannot use the wand automatically if it is not in your spell list as a caster.

Grand Lodge 4/5

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PRD wrote:
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Wands are spell trigger items, not command word items.

PRD wrote:
Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

However, you do have to speak a single word to activate them.

PRD wrote:

Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.

Successfully identifying an item with detect magic reveals any command words associated with the item. No further research is needed to use the wand.

Liberty's Edge 1/5

This sounds like either a 3.5/PF mix up (in 3.5, the spell identify would give the command word, but the command word wouldn't necessarily be known even if the item's other properties were known), or not having dug deep enough in the rules. It's not under Spellcraft, detect magic, or identify. As Jonathan has shown, that section on how magic items works holds the answer to this mystery, amongst others.

Dark Archive 4/5

Maligannt wrote:

last night in our PFS game

Dude, I was there! We almost got TPK'd again.


Thanks Jonathan, that clarifies the issue.

Indeed you were Mazlith. The fourth time Horam stood and picked up his bow from being knocked down and bleeding out he very seriously considered running. He nearly decided that Pathfinders were crazy, the glory and riches he'd joined up to acquire were not worth that much pain.

5/5

I'm guessing you were playing season 4, then?

1/5

Nope, it was season 2 (2-19 Shades of Ice Part III). Just a lot of archers and a GM with hot dice. I doubt the longstrider wand would have made much of a difference, but it's nice to confirm that you do get the command word from Detect Magic/spellcraft.

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