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Wands<br />

A wand is a slender, flexible stick made of<br />

either wood or gold. Typically, a wand is 12-18 inches<br />

in length. Only a spellcaster (druid, hierophant,<br />

mage, and sorcerer) can use the magical effects of a<br />

wand. Such firsthand knowledge and experience<br />

with magic is sufficient to allow a caster to operate<br />

any wand. By nature, wands are weaker in magical<br />

power than rods, and rods are weaker than staves.<br />

A wand is activated through motion, usually by waving<br />

or pointing it. Wands do not require a magical<br />

chant.<br />

The effect of a wand does not happen immediately,<br />

but the effect starts at least 1 round after<br />

the caster begins waving it. The effects of some<br />

wands may take longer and are detailed under each<br />

wand if necessary.<br />

01-10 Wand of Once: This wand<br />

is operated by waving it and desiring a certain<br />

spell to be cast. This wand has (10 +<br />

1d20) MP and may be used to cast any spell<br />

that does not exceed these MP. The wand<br />

functions only 1 time and is inert thereafter.<br />

The wand will cast a spell even if the wielder<br />

does not know the spell.<br />

11-20 Wand of Vibration: A<br />

wand of vibration is operated by striking<br />

against a solid object. Thereafter, this wand<br />

begins to vibrate intensely for up to 1 round<br />

per occupational level. In addition to<br />

spellcasters, other occupations may also use<br />

the wand of vibration, including chambermaids,<br />

courtesans, and whores. This wand<br />

is an effective massage tool. Finally, each<br />

wand offers a bonus of 2d20 to the Lock-<br />

Picking skill by inserting it into the lock and<br />

vibrating the tumblers.<br />

21-30 Wand of Wakefulness:<br />

Whosoever holds this wand will not become<br />

tired until the wand is out of their grasp.<br />

When a character is no longer in contact with<br />

this wand, they will begin to tire normally,<br />

and will not be suddenly tired to compensate<br />

for the duration the wand was held.<br />

755<br />

31-40 Wand of War Brides:<br />

Whosoever holds this wand will be able to<br />

summon a female if the holder of the wand<br />

is enlisted in war. The female will serve the<br />

holder in every way, and will remain until<br />

the holder sets down the wand. Each time<br />

a bride is summoned, she will be different.<br />

During times of peace for the holder, this<br />

wand does not function.<br />

41-50 Wand of Warding: Whosoever<br />

touches this wand while they sleep will<br />

awaken if any character or creature comes<br />

within 100 feet of the wand. Even if the<br />

character is in deep sleep, there will be no<br />

penalty to their reactions.<br />

51-60 Wand of Warlordism:<br />

Whosoever holds this wand will be in command<br />

of 1d1000 characters of the same race<br />

as the holder. The characters will demand<br />

to conduct war, and will look with limited<br />

patience to the holder to select a target. The<br />

war party will disappear when the holder no<br />

longer holds the wand.<br />

61-70 Wand of Washing: Whosoever<br />

holds this wand will be clean as though<br />

they just washed or bathed.<br />

71-80 Wand of Weaponry: Whosoever<br />

holds this wand may use it at any moment<br />

as though it were any melee weapon.<br />

The holder must wave it and speak the name<br />

of the weapon for the wand to change form.<br />

81-90 Wand of Whispering: This<br />

wand is operated by shaking it while holding<br />

it close and whispering. The wand will<br />

continue to whisper inaudibly on its own for<br />

2d20 rounds, even if it is set down.<br />

91-100 Wand of Wisdom: Each<br />

time a spell is cast and the wand is held while<br />

casting, the caster acquires 1 point in a subability<br />

of Wisdom of their choice. Unfortunately,<br />

they lose 2 points in a sub-ability<br />

other than Wisdom, also of their choice.<br />

However, when such a spell is cast, the effect<br />

is double what it would be in every respect<br />

without this wand.<br />

Chapter 13: Magical Items

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