Wand of Resist Energy


Rules Questions


Does this wand have to be a particular energy type or can it be any when used?

I would think that as the spell has already been cast and the wand is just triggering what's already happened, it should only provide one type of energy resistance - the one the creator cast.

Correct??

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Since it's decided on casting and not preparation, you get to choose for each use.


LazarX wrote:
Since it's decided on casting and not preparation, you get to choose for each use.

Isn't the spell already cast in a wand?

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Stone the Crows wrote:
LazarX wrote:
Since it's decided on casting and not preparation, you get to choose for each use.
Isn't the spell already cast in a wand?

No. if that were so, how would Cure Light Wound spells work?


Yes, a wand is a spell trigger item. Everything about the spell has already been decided except its target. If it were a scroll, being a spell completion item, then you could decide.


You choose when using the wand each time.

If Mike were correct, any wand of summon monster would have to specify in its description which specific monster it's letting you summon. And indeed, the wands of resist energy would have to have that information, too.

Have you ever seen a published paizo AP or product w/ listed treasure drops where such spells' wands/potions/scrolls/staves had this specified? No? Well, there you go.


You make a good point. Hurm...


You do not even need to look to the APs, Staves are Spell trigger also. There are Staves of summon monster, resist energy, etc. that do not have specific types listed.

two examples:

Staff of Abjuration: CRB p492. Resist Energy (no energy type listed)
Staff of Conjuration: CRB p492. Summon Monster VI (no creatures listed)

- Gauss


1 person marked this as FAQ candidate.
StreamOfTheSky wrote:
Have you ever seen a published paizo AP or product w/ listed treasure drops where such spells' wands/potions/scrolls/staves had this specified? No? Well, there you go.

Mistakes made in modules or even treasure tables doesn't change the rules. But thankfully there are no rules stipulation that the wand user doesn't get to make any choices. THAT issue is SOLELY for Potions...

Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

Thus you can buy a wand of Resist Energy, but must buy a potion of [i]Resist Energy (Fire)[i],[i]Resist Energy (Cold)[i], [i]Resist Energy (Acid)[i], [i]Resist Energy (Lightning)[i] or [i]Resist Energy (Sonic)[i].

Also this is why RAW, there are 12 flavors of Lesser Restoration Potions, not one.

Dispels any magical effects reducing Strength and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Dexterity and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Constitution and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Intelligence and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Wisdom and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Charisma and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Strength and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Dexterity and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Constitution and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Intelligence and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Wisdom and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Charisma and eliminates any fatigue, and improves an exhausted condition to fatigued.


Yeah, Frank...I do not like nor agree with that interpretation, it's just silly and potions already suck.


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StreamOfTheSky wrote:
Yeah, Frank...I do not like nor agree with that interpretation, it's just silly and potions already suck.

Except he is correct by the written rules. Sadly, he isn't actually interpreting anything just reading the rules off. This makes certain potions rather painful/dreadful to accumulate for emergencies.


With wands you are completing the spell, and most decisions regarding spells don't have to be made until that time. With potions the spell is already cast so I would say the buyer is out of luck. To bad potions suck so much.


Tristram wrote:
StreamOfTheSky wrote:
Yeah, Frank...I do not like nor agree with that interpretation, it's just silly and potions already suck.
Except he is correct by the written rules. Sadly, he isn't actually interpreting anything just reading the rules off. This makes certain potions rather painful/dreadful to accumulate for emergencies.

Exactly. Lesser Restoration unfortunately has 12 possible choices, because it can affect a penalty or damage to one of the six ability scores. That is not a problem when a spellcaster is casting it, he picks a relevant ability score and picks either the penalty to dispell or the Score to cure. There is no stipulation that "if the spellcaster does not specify what Ability Score is to be effected the largest penalty or greatest damage is subject of the spell" so there are choices to be made when the spell cast & when the potion is brewed.

"Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain."

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