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Wands

Possessions: Wands

Highly magical wooden rods that, when deployed, confer some sort of effect:


Possession Weight Worth Brief Description
Staff of Charm Any Combatant 1 lbs 750 gp Causes ANY combatant (including monsters) that fail a saving throw vs. Spells to suddenly regard the caster as a trusted friend and ally and hence withdrawing from combat for the duration of the spell (5 rounds).
Staff of Healing 2 lbs 250 gp Cures a wounded hero of 1d6+1 hit points per use
Staff of Striking 2 lbs 3000 gp Bestows upon the staff's wielder the ability to deal 2d6 points of additional damage on each successful hit. The staff does not provide any attack bonus, nor does it allow normal weapons to hit magical monsters.
Wand of Clairvoyance 1 lbs 2000 gp Enables the wielder to scry into a selected area within the current location and determine what creatures, objects and exits exist within that area. Area inhabitants have no idea that the area is being magically viewed, but only one area can be reviewed per use.
Wand of Fear 1 lbs 250 gp Causes one target creature within 120' to become frightened and immediately flee the battlefield.
Wand of Fireballs 1 lbs 2000 gp Creates an explosion of flame that detonates with a low roar and deals 2d6 +2/level points of fire damage to all enemies of the wand's user. A save vs. Spells for half damage is allowed.
Wand of Lightning Bolts 1 lbs 2000 gp Releases a powerful stroke of electrical energy that deals 3d6 +3/level points of damage to roughly half of all encountered enemies. A save vs. Spells for half damage is allowed.
Wand of Magic Detection 1 lbs 500 gp Detects magical creatures and objects within the encounter area.
Wand of Paralyzation 1 lbs 1250 gp Renders any living (not undead) human, demi-human or humanoid creature paralyzed. Targets of the spell are aware and breathe normally but cannot take any actions. A successful save negates the effect.
Wand of Phantasmal Force 1 lbs 2000 gp Creates the visual illusion of a monstrous creature that, if believed by a targeted enemy, does 1d6 damage from outright fear and terror. Those initially attacked receive a saving throw vs. Spells; if successful, the illusion is seen for what it is and immediately dispelled. Otherwise, the illusion automatically hits and damages its target for the duration of the magic.
Wand of Trap Detection 1 lbs 2000 gp Permits the user to detect any traps located within the current encounter area. The user cannot detect certain natural hazards such as quicksand, sinkholes or unsafe walls of natural rock, nor does the magic bestow knowledge of how to disarm any found traps.