Closed Grammarsalad closed 4 years ago
Animated Wand
This wand looks like a short sword sitting in a scabbard. When activated, the sword 'draws' itself from the scabbard and fights for the wielder.
STATISTICS:
Charge abilities:
Animated Sword
Range: 0 ft.
Duration: 1 turn
Stats: 20 hp 90% resistant to all types of damage except magical damage. AC: 2. Fights and saves as a 10th level warrior wielding a weapon that deals 1d6+1 damage.
Note: can only have one animated sword activated at a time. After the duration, the sword regenerates and returns to the scabbard if there are charges remaining in the wand.
Requires:
9 Intelligence
Weight: 1 Cost: 15,000 gp
Notes:
Bonewand
This black wooden wand releases a cone of boneshards in a 30-ft long cone doing 6d4 points of damage (save for 1/2).
Bonewand can also be used to Animate a single level 3 skeleton warrior.
STATISTICS:
Charge abilities:
Boneshard
Range: 30-ft.
Damage: 6d4 Piercing damage
Area of Effect: 30-ft. cone with 90-deg. arc
Animate Skeleton Warrior
Duration: 8 hours
Stats: 20 hp, AC: 6, THAC0: 18, Dam: 1d8+1
Requires:
9 Intelligence and 9 Wisdom
Weight: 1
Cost: 12,000 gp
Notes:
Gremlin Wand
This stout ebony shaft looks as though it has been filed down, with a barely discernable wooden claw at the tip, into which is set a sphere of quartz or some other crystal. This wand will summon 1d4 gremlins under the complete control of the wielder. While virtually worthless in single combat, gremlins are quite adept at causing havoc when unleashed on unsuspecting enemies. They can sneak, backstab, and set traps as a thief, making them quite deadly if they can catch an enemy unaware.
STATISTICS:
Charge abilities:
Requires: 9 Wisdom or 9 Intelligence
Weight: 1 Cost: 10,000 gp
Notes:
Gremlins: 20 hp, claw 1d6, THAC0: 14, Move Silently/Hide: 60%, backstab x3, Set Snare x2 (80%), Resist magic: 25%
Mistletoe This wand looks like a brittle stick that might shatter at any moment. It is surprisingly study, however, and when activated, it transforms into a stout club that can be used to bash your enemies.
Charge abilities:
Requires: 9 Wisdom
Weight: 1 Cost: 15,000 gp
Notes:
Wand of Banishment Upon command, a ball of magical energy unerringly hits the target creature. This spell is wasted on non-summoned creatures, but any summoned creature is instantly banished from whence it came if it does not save vs. wand.
Even if it does save, it is stunned for 3 rounds.
STATISTICS:
Charge abilities:
Requires: 9 Wisdom or 9 Intelligence
Weight: 1 Cost: 30,000 gp
Notes:
Wand of Command
This wand allows the wielder to dominate any humanoid creature that does not save vs. wands. This control is maintained through a telepathic link between the wand wielder and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against their morals. This effect can only be reversed by Dispel Magic.
STATISTICS:
Charge abilities:
Requires:
9 Intelligence
(or 9 Wisdom)
Weight: 1 Cost: 50,000 gp
Notes:
Wand of Darkness
This wand radiates evil, and can be found in the clutches of many an evil wielder of magic. They are typically made of ebony or carved and polished bone, and a few have small, ornamental claws at one or both ends.
A wand of darkness has three separate functions. It can be used to blind ones enemies, hurt creatures of good alignment, or it can be used to summon shadows.
STATISTICS:
Charge abilities:
Blindness Blinds creatures that do not save vs. wands. Range: 100' Duration: 8 hours
Smite Good: This spell does 1d6+6 magic damage to any enemy creature targeted. It does double damage if that creature is good.
Range: 60'
Save: None
Summon Shadow: This effect summons 4HD shadows as the Summon Shadow spell.
Duration: 15 rounds
Requires:
9 Intelligence
(or 9 Wisdom)
Evil alignment
Weight: 1 Cost: 30,000 gp
Notes:
Wand of Death
This wand produces a death ray, that slays any living creature that fails their save vs. death. Even if that creature does save, they take 4d6 points to cold damage. Any creature that is hit by a Wand of Death and survives is immune to further Death Rays for the next four hours.
STATISTICS:
Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 100,000 gp
Notes:
Wand of Eyes
This wand has a number of abilities. First, it can create a Wizard Eye as a 6th level caster. Second, it can cure blindness in any creature touched. Finally, this wand can allow the wielder to Detect Invisibility as the spell.
STATISTICS:
Charge abilities:
Wizard Eye
Duration: 7 rounds
Area of Effect: Special
Remove Blindness
Range: Touch
Effects: Cure Blindness
Detect Invisibility
As Spell of same name
Requires:
9 Intelligence
Weight: 1
Cost: 20,000 gp
Notes:
Wand of Fireballs The wand will cough forth a huge, burning ball of fire that streaks out to the desired range (to a maximum of 90 ft.) and bursts in a fiery, violent blast, just like the Fireball spell. The Fireball inflicts 6d6 points of damage. The victim(s) may make a Save vs. Wand in order to take only half damage.
STATISTICS:
Charge abilities:
Requires:
9 Intelligence
Weight: 1 Cost: 16,000 gp
Notes:
Wand of Fog
When activated, this wand creates a thick cloud of fog that obscures vision. Creatures caught in the radius of the fog suffer -2 to their attack rolls, and can only see 1/2 as far as normal. All attacks made against creatures within the fog, or against creatues outside the fog, suffer a -4 penalty.
STATISTICS:
Charge abilities:
Requires:
9 Wisdom
Weight: 1 Cost: 8,000 gp
Notes:
Wand of Force When this dangerous wand is used against a target, that target is slammed with pure kinetic energy taking 2d6 magic damage (save for half), and if that creature is smaller than huge sized, it is knocked back 10'.
STATISTICS: Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 30,000 gp
Notes:
Wand of Freshness
When activated, this wand repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).
STATISTICS:
Charge abilities:
Requires:
9 Wisdom
Weight: 1 Cost: 7,500 gp
Notes:
Wand of Healing
When this incredible wand is pointed at a target creature within 15', it heals them for 3d6+3 points of damage.
STATISTICS:
Charge abilities:
Requires:
9 Wisdom
Weight: 1 Cost: 50,000 gp
Notes:
Wand of Illumination When this wand is activated, the wielder bursts into a brilliant flame, doing 6d6 points of fire damage to all undead within 15'. Living creatures, magical constructs, and others are unharmed.
Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 10,000 gp
Notes:
Wand of Knock
Sometimes called the 'thief on a stick', this wand will open all but the strongest locked doors on command.
Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 15,000 gp
Notes:
Wand of Spiders
This disturbing wand can be used to summon spiders and entrap single targets in a web of for 1 full minute.
STATISTICS:
Charge abilities:
Summon Giant Spider
Duration: 1 turn
Web
Range: Touch
Duration: 1 minute
Effect: Web holds single creature in place
Range: 30 ft.
Area of Effect: 1 creature
Saving Throw: Wands -4
Special: Huge creatures and fire dwelling creatures are immune to this effect
Requires:
9 Intelligence
Weight: 1
Cost: 25,000 gp
Notes:
Wand of Swarming
When the wielder points this wand at their intended target and utters the command word, a swarm of nasty, stinging insects harasses target unless they save vs. wands -4.
If they fail their save, the target takes 1 point of damage every 3 rounds, suffers a 30% spell failure, and takes a -1 penalty to THAC0 and AC for 1 minute.
STATISTICS:
Charge abilities:
Requires: 9 Wisdom
Weight: 1 Cost: 25,000 gp
Notes:
Wand of Teeth When activated, the wand will eject a tooth-like missile at the target, hitting them for 2d6+2 points of damage (save vs. wands for 1/2).
STATISTICS: Charge abilities:
Requires: 9 Intelligence
Weight: 1 Cost: 15,000 gp
Notes:
Wand Tiers
Wands are divided by tier, which is roughly analogous to spell levels. As such, tier I wands are the weakest, Tier II wands are better, etc. As you might expect, higher tiered wands typically cost more to buy, craft, and recharge (if you have the relevant components installed) and have fewer charges than lower tiered wands. Additionally, higher tiered wands require more skill and finesse to wield, meaning that typically fewer classes and kits can use them compared to lower tiered wands (see the proficiency and/or B_Kits for variant rules on magic item use that greatly expand on this idea).
New and Revised Wands
Wand Names: (N) New Wand. Only installed if New Wands Component is installed (R) Revised Wand. Only installed if Revised Wands Component is installed (E) Exists in at least one EE game.
(i) Only if IR is installed (s) Only if SR is installed
Tier:
Wand Creation
Wand Names: (N) New Wand. Only installed if New Wands Component is installed (R) Revised Wand. Only installed if Revised Wands Component is installed (E) Exists in at least one EE game.
(i) Only if IR is installed (s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)] (n) New Spell Component. This wand is not craftable unless this component is installed.
(I) Icewind Dale Spell (r) Revised Spell Component (s) Spell Revisions Spell (o) original version: i.e. not a spell replace by some other mod (e.g. by SR or B_Spells)
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
(x) For mods that have this item
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
Recharge Wand
Wand Names: (N) New Wand. Only installed if New Wands Component is installed (R) Revised Wand. Only installed if Revised Wands Component is installed (E) Exists in at least one EE game.
(i) Only if IR is installed (s) Only if SR is installed
Tier:
Required Spells: x, y; z = [(x and y) or (z)] (n) New Spell Component (I) Icewind Dale Spell (r) Revised Spell Component (s) Spell Revisions Spell
Components: Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.