Spell Trigger vs Command Words (Specifically Wands)


Rules Questions


I never really thought about it before but I was looking up a rule on something else last night and wandered down a rabbit hole. I was looking over the rules for magic items that use a spell trigger to work and those require that the user have that particular spell on their class's list. But items that use a command word don't seem to have that particular requirement. So, it has me wondering can anyone use a wand, regardless of class, as long as they know the command word? I may be misinterpreting something (which is likely) but having that avenue available for everyone in the party would help my guys out a lot.

Liberty's Edge

CRB 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.
CRB 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.

That and in the spell trigger rules is what makes the difference.

For spell trigger items like wands, you need 2 prerequisites: the command word and the knowledge of the spell. For command word items you only need the command word.


Thanks, Diego. This just opened up whole new vistas for my party in which no one wanted to play a Cleric...lol


In the game dipping one level into wizard or cleric can open up a vista of items to use freely. It is a strong reason to take that dip. Magical Knack makes it better & now the character has a few tricks up it's sleeve at a decent caster level.


Azothath wrote:
In the game dipping one level into wizard or cleric can open up a vista of items to use freely. It is a strong reason to take that dip. Magical Knack makes it better & now the character has a few tricks up its sleeve at a decent caster level.

I'm the GM and I've actually suggested doing that but no one is really interested. We've played together over 30 years now and game night is just a casual interest for most everyone nowadays so no one really bothers to invest too deeply into their characters. Makes me kinda sad, but that's how it is now.

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