Wands , Staves , Rods.
Faoren's Wild Wand of Missiles
Faoren, an extremely creative and chaotic Alphatian mage from Aarogansa, devised the first
of these wands as an experiment in chaotic magic. The Wild Wand is an exquisitely carved
and filigreed piece of bone from a Brown Dragon's skeleton (any long, straight piece will
do; Faoren used various bones from the same skeleton over the years). The command word is
the same for every Wild Wand - "Camarisa", who was Faoren's enamorata at the
time. Whenever the Wild Wand is activated, it casts one of the following effects (roll
d6):
1 - a normal Magic Missile, damage 2-7 hp.
2 - a bolt which, upon striking the target or reaching a range of 50' (whichever comes
first), explodes in a burst of light (equivalent to a Continual Light spell) which
persists for three rounds. This effect is stationary if it explodes in mid-air, or mobile
if it strikes a target. No damage is suffered by the target. Undead are not aversely
affected by this spell.
3 - a bolt which causes blindness in the target for 1-2 hours (1d6+6 turns). No further
damage is suffered. A save v. spells applies.
4 - a bolt which, if the target is undead, acts like a Turning attempt from a 6th Level
cleric. Non-undead are not affected by this spell.
5 - a bolt which stuns the target for 5-8 (1d4+4) rounds. Undead are not affected by this
spell.
6 - a double-strength Magic Missile (4 -14 hp). This has an effective range half that of a
standard missile (75'), and fades away if it reaches the limit of its range.
Each wand can contain a maximum of 45 charges; if found, an individual wand will have
20-25 (1d6+19) charges remaining. They can be recharged. Faoren made six of these wands
before he died; two remain in the hands of his former apprentice, Rumael. The remaining
four are currently lost.
NB: Rumael, unlike his master, is a Lawful, logical, mathematically-inclined individual.
He devised a formula - Rumael's Theorem - which can accurately predict the sequence of
bolts produced by a Wild Wand, given examination of at least three consecutive blasts from
any particular wand. This formula is so esoteric, however, that few others can understand
it, let alone employ it.
Contribution from : CQuaif@aol.com
Wand of Magic Missiles, Mindfeeder
This singular device is a foot-long wand of blackened mahogany with a yellow diamond at
the tip. The command word ("Lhomond") is inscribed along its side. It was
created by Prince Brannart McGregor, and incorporates the power of the Radiance in its
construction (making it detectable by Rad's Wand of Amber, of course). It was designed to
be an easily-rechargeable wand; the wielder, assuming he or she was a spellcaster, could
recharge it by casting spells into the wand, which would then convert that energy into
stored power. Since the Nucleus of the Spheres was altered to draw its power from Entropy,
however, the wand's abilities have changed. When first found, it appears to be a normal
Wand of Magic Missiles, and holds 1d6+5 charges. Once exhausted, however, its curse comes
into effect; the wand will randomly drain 1d6 spells from the mind of its wielder (if a
spellcaster; otherwise, it draws its power from the nearest available friendly mage or
cleric - typically, one of the wielder's party - NEVER from a spellcasting opponent) in
order to recharge itself. No matter the level of the spells it absorbs, the wand always
gains 1d6+5 charges from its "feeding". Once the wand has "fed" once
the bearer of the wand becomes irrationally attached to it and will not willingly give it
up, despite its unfortunate side-effect (particularly unfortunate, if it is a companion
who suffers the spell-draining effect!); in fact, it will become a favoured weapon,
supplanting any other missile weapon in the bearer's affections. Its owner may even give
it a pet name. If stolen or lost, the distraught bearer will go to great lengths to
recover it; however, if not found within 3 months, the effect of the curse fades, although
the former bearer will always feel a pang of longing when he/she thinks of it. An early
experiment, Brannart lost it years ago - long before the WoTI - and therefore never
experienced the curse; he has, in all probability, forgotten its existence by now.
Contribution from : CQuaif@aol.com