Wands
Wands are slender sticks or rods made of ivory, bone or wood, and usually tipped with something like a crystal, metal, or gem. Wands can only be used a limited number of times before they are destroyed. Sleep and Magic Missle wands can be employed by all classes. A Wand of Fear can be used by Mages, Bards, Clerics and Druids. Only Mages and Bards can use Wands of Fire, Frost, Lightning, Monster Summoning and Paralyzation. The Wand of the Heavens is restricted to Clerics and Druids.
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Wand of Fear (Enemies run in fear unless save vs. Spells) |
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Wand of Fire (6d6 Fireball or 6d6+6 Agannazar's Scorcher, save vs. Wands for half damage) |
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Wand of Frost (8d6 column of ice affects one creature, save vs. Wands for half damage) |
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Wand of Lightning (6d6 Lightning Bolt, save vs. Wands for half damage) |
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Wand of Magic Missiles (One Magic Missile will strike target for 1d4+1) |
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Wand of Monster Summoning (Summons 12 hit dice of monsters for two turns) |
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Wand of Paralyzation (Stuns target for ten rounds unless saves vs. Wands at -4 penalty) |
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Wand of Polymorphing (Target changed into a squirrel unless saves vs. Wands) |
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Wand of Sleep (Sleep unless victims save vs. Wands) |
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Wand of the Heavens (8d6 Flamestrike, save vs. Wands for half damage) |
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