The Magic Item Handbook

Page 23

Section 6: Wands Wands Wands are 1 1/4’ long and slender. They are made of ivory, bone, or wood and are usually tipped with something - metal, crystal, stone, etc. They are fragile and tend to break easily. Because of this, they are often kept in cases. Wands perform at 6th level of experience with respect to the damage they cause, range, duration, area of effect, etc., unless otherwise stated. At the DM’s option, 1% of all wands can be trapped to backfire. Wands are powered by charges, each use costing one or more charges (depending on the item). When discovered, a wand typically contains 1d20+80 charges. Captured wands taken from a defeated foe often have many fewer charges. Wands never have a greater number of charges than those listed. Most wands can be recharged according to the rules for making magical items. When a wand runs out of charges, it can no longer be recharged. Furthermore, the DM can rule that the wand immediately crumbles into useless dust (settling the issue) or is now a useless, nonmagical stick.

Command Words Wands require the utterance of a command word (or phrase) to operate. The command word is etched in magical writing on the wand (requiring a read magic to translate).

Wands Wand of Conjuration (Wizard): Grasping this device enables a wizard to recognize any cast or written conjuration/summoning spell (unseen servant, monster summoning, conjure elemental, death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic sphere, wish). The wand also has the following powers, which require expenditure of one charge each: • unseen servant • monster summoning* * A maximum of 6 charges may be expended, one per level of the monster summoning, or 6 monster summoning I, 3 monster summoning II, 2 monster summoning II, or any combination totaling 6. The wizard must be of a sufficient experience level to cast the appropriate summoning spell.

The wand of conjuration can also conjure up a curtain of blackness—a veil of total black that absorbs all light. The curtain of blackness can cover a maximum area of 600’ sq (60 x 10’, 40 x 15’, 30 x 20’), but it must stretch from ceiling to floor, wall to wall. The curtain takes 2 charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic. The wand also enables its wielder to construct a prismatic sphere (or wall), one color at a time, red to violet, at a cost of one charge per color. Each function of the wand has an initiative penalty of +5, and only one function per round is possible. The wand may be recharged. Wand of Earth and Stone: A wand of this sort is typically short and tipped with some form of mineral. It is imbued with the following powers: Dig ½ charge/use Passwall one charge/use Move earth 2 charges/use 23


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.