Wand of...


Advice


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I'm in the market for a wand. Basically, I'm looking for a sorcerer/wizard spell that would be useful in combat situations in general.

The budget is 750gp, so it's pretty much guaranteed to be a first level spell with a save DC of 11, so I would prefer something that doesn't rely on saves.

Magic missile is, of course, the first one I'm thinking of, and it's a great choice. However... would anyone have any other suggestions?


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Mm would be better if caster level was sleightly higher for a second missile.
Mage Armor is good for saving daily spell slots.
Enlarge Person if you regularly buff your melee ally.
Depending on the campaign Alarm and Endure Elements are great.
For offense, Mudball is pretty unbeatable, because it's a guaranteed blind effect at least until the target's turn.


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Pathfinder Adventure Path Subscriber
Wrong John Silver wrote:

I'm in the market for a wand. Basically, I'm looking for a sorcerer/wizard spell that would be useful in combat situations in general.

The budget is 750gp, so it's pretty much guaranteed to be a first level spell with a save DC of 11, so I would prefer something that doesn't rely on saves.

Magic missile is, of course, the first one I'm thinking of, and it's a great choice. However... would anyone have any other suggestions?

A wand of enlarge person could be useful on a tank or a melee class in general. A wand of Ray of enfeeblement; even if its fortitude DC 11 it deal half damage. A wand of silent image if you have some imagination is really good ( A save is allowed only if the enemies interact with it ); create illusory wall to obstruct vision or separate group of enemies.


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Wrong John Silver wrote:

I'm in the market for a wand. Basically, I'm looking for a sorcerer/wizard spell that would be useful in combat situations in general.

The budget is 750gp, so it's pretty much guaranteed to be a first level spell with a save DC of 11, so I would prefer something that doesn't rely on saves.

Magic missile is, of course, the first one I'm thinking of, and it's a great choice. However... would anyone have any other suggestions?

Protection from evil is pretty useful

Adhesive spittle is a free tanglefoot bag
expeditious construction makes cover/walls.
Ray of enfeeblement weakens enemy attacks


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Well here are a few that comes to mind:

Mount- Cover on demand, A mount, Trap Disarming, Hallway tester, Increased carry weight.

Enlarge Person- 1 Minute of awesome, cast before you open the door or in the surprise round.

Mage Armor- No need to prepare it anymore. Unless you can extend it to last through the night and the next day. But I do not believe this is allowed in PFS if I can remember correctly. It has been a while since I've played PFS

Infernal Healing- 10 HP per charge.

Grease- Can still make difficult terrain and can cast on others to help them escape a grapple. Even a low DC can annoy someone swinging a weapon needing a reflex to keep it in hand...I've seen some unlucky DMs before.

Outside of Wizard list:

Wand of Feather Step and Longstrider are very good for the value.


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Obscuring mist is an extremely useful battle control spell. I used 30+ charges of it in one long running fight at level 15, and it was still as effective as it was at level 1.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

If you already have Bracers of Armor, then Shield might be more useful than Mage Armor. Most fights are over in less than a minute of game time.

Sovereign Court

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Adhesive Spittle at CL 1 is worthless.
It only lasts 1 round.
It takes a standard action to cast, and then another standard action to spit the tanglefoot bag. It's expired before you can use it.

Grand Lodge

Deja Vu is fast becoming a favorite, and I've never actually used it. :)

No save, 110' range. Hit a remote melee, if they have to move in range and attack, they can't full attack the next round. If someone else Color Sprays or Commands, you add an extra round of standing around for a cheap wand charge and no save. Etc.

Scarab Sages

Wand of Vanish - to get out of melee with no AOOs (and a poor acrobatics) I carry it in a spring wrist sheath incase someone knocks me prone. (Pop the wand out, standard action to use wand on myself, move action to stand while invisible, 5' step to change my position... using stealth).

My PCs is a Bard with low personal combat skills... but...

Here's one of her gimmicks, something I've done a few times. Take the wand of vanish and stand behind the frontline PC and tap her with it right after her turn (you may need to delay till right after the Melee to set the Initiative order). Repeat each round. After the caster get's high enough in level to get it, start by casting invisibility on yourself, then vanish the Melee.

Monsters see the Melee PC blink in (first swing is from invisibility, so they are flatfooted and it's at +2 to hit), take a full attack and then blink out. They often know what square the melee guy is in, unless they took a 5' step after the wand was used. So there is a 50% miss chance to hit the melee guy. If the caster is invisible, they never see her at all. Cost is one 1st level wand charge each combat round. Heck, if you're running the Melee guy, ask if she'll do this, then get the wand yourself and hand it to her at the start of the game...

The Exchange

quibblemuch wrote:
Obscuring mist is an extremely useful battle control spell. I used 30+ charges of it in one long running fight at level 15, and it was still as effective as it was at level 1.

My only PCs that use one of these wands are Flame Dancer Bards...

The Exchange

There might be some other suggestions on this thread...

Best Wands.

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