Wands: Ranged, Radius, Touch?


Rules Questions

Sovereign Court

In my games I envision CLW Wands and their ilk functioning within a reasonable radius i.e. line of sight, generally within 60 feet.
I realize this is not the way the rules work.
Can anyone who knows a bit about wands, enlighten me about their function e.g. Wand of Force Missles vs. Wand of CLW. Ranged, radius, or touch?
Thx.


They operate on the same range and area as the spell itself.

Dark Archive

To expand upon Serisan's answer (which is correct) and to use your examples:

  • Wand of magic Missiles (default at lowest level you can create it, Caster level of 1): Cost 750 gp, range Medium (110 ft), damage 1 dart @ 1d4+1 damage.
  • Wand of Cure Light Wounds (default at lowest level you can create it, Caster level of 1): Cost 750 gp, Range Touch, healing 1d8+1

    You can make either of those at a higher caster level for bigger effects (and range for the magic missile wand), but the cost goes up accordingly. For example, a Wand of Magic Missiles created at a caster level of 5 would have the following:

    Wand of Magic Missiles, CL 5 wrote:


    Cost: 3750 gp (spell level 1 x Caster level 5 x 750 gp)
    Range: 150 ft (100 ft + 10 ft/level)
    Damage: 3 missiles @ 1d4+1 each.

    While a Cure light wounds wand at that level would be:

    Wand of Cure light wounds, CL 5 wrote:


    Cost: 3750 gp (spell level 1 x Caster level 5 x 750 gp)
    Range: Still touch
    Healing: 1d8+5 (max level healing for Cure light wounds)


  • Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    If you want to heal with a wand at range, a wand of Reach cure light wounds (cure light wounds with Reach Spell metamagic, 2nd-level effective spell) has a market price of 4,500 gp and heals 1d8+3 hp per charge at close range (30 ft for CL 3). Alternately, you can take the Experimental Spellcaster feat to pick up the lesser cure effect word (as well as all target words and the boost metaword) and create a wand of selected lesser cure with a market price of 750 gp that can heal 1d6+1 hp per charge at close range (25 ft for CL 1).

    Dark Archive

    Best thing to do is think of wands as swish and flick instead of point at shoot. They're not spell guns. Instead they are really nothing more than a focus which allows someone holding it in hand to cast the spell it contains as if they were a caster with the minimum requirements to cast that spell.

    Handy reminder: If you use a wand of CLW to damage undead, and miss, you are still holding the charge like any other touch attack spell. Even if you put away or drop the wand, you are still holding the charge until you touch something or cast another spell. Once used, what happens to the wand is irrelevant.


    Dust Raven wrote:

    Best thing to do is think of wands as swish and flick instead of point at shoot. They're not spell guns. Instead they are really nothing more than a focus which allows someone holding it in hand to cast the spell it contains as if they were a caster with the minimum requirements to cast that spell.

    Handy reminder: If you use a wand of CLW to damage undead, and miss, you are still holding the charge like any other touch attack spell. Even if you put away or drop the wand, you are still holding the charge until you touch something or cast another spell. Once used, what happens to the wand is irrelevant.

    I get that line of reasoning, but by it you need to have a free hand to deliver the spell, i.e. not the hand holding the wand.

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