Wands, Staves, and Rods

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Magic Items

  • All spells cast by a rod or staff are cast as if by an 8th level caster
  • All spells cast by a wand are cast as if by a 6th level character
  • A character holding multiple rods, staffs, or wands can use all of them in a single round. Using a staff in one hand results in a 5% chance of the staff backfiring on the caster.

Rods begin with 50 charges. Staves begin with 25 charges. Wands begin with 100 charges. Recharging a rod, staff, or wand takes 3 days per the highest spell level in the item, and magically ages the individual recharging the device 1d4 years. A spellcaster recharging a magical device has a 20% chance to accidentally destroy the item, minus 1% per level. If the item is destroyed, the spellcaster is still magically aged.

  • Rod of Absorption: (m,p) If readied, the Rod of Absorption automatically counters and absorbs all magic spells directed at the bearer, including touch spells which miss. The rod absorbs 50 levels of spells, and stored spell levels may be used to memorize additional magic. This does not restore the rod's ability to absorb spells. Worth 40,000gp
  • Rod of Beguiling: (m,p,r) Casts Charm Person in a 2 yard radius with no saving throw, though the charm only lasts 10 minutes per charge. Worth 30,000gp
  • Rod of Cancellation: Permanently destroys a magic item as a touch spell, then temporarily disables all magical effects in a 10 yard radius, including magic items. Magic items stay diabled for 10 minutes. Crumbles into dust after use. Worth 15,000gp
  • Rod of Lordly Might: (f) Can cast Hold Person, Fear, and Cure Light Wounds, as well as transform into a +2 light mace, +1 flaming sword, +4 battle axe, and +3 spear. Worth 20,000gp
  • Rod of Ressurection: (p) Can cast Ressurection, consuming 1 charge per HD to ressurect a Priest or Paladin, 2 charges per HD to ressurect a fighting-man or Bard, 3 charges per HD to ressurect a Magic-User, Enchanter, Illusionist, Thief, or Acrobat, and 4 charges per HD to ressurect an Assassain or Necromancer. Worth 35,000gp.
  • Rod of Rulership: Causes 1d4+1x100 HD of creatures within 12 yards to treat the user of the rod as their king for 10 minutes per charge. Creatures with more than 15 intelligence are entitled to a saving throw. The effect cannot order creatures to act contrary to their nature. Worth 35,000gp.
  • Rod of Seven Parts: Mysterious and powerful magic artifact. Has seven buttons, but nobody has ever lived to press all seven. Worth 25,000gp
  • Rod of Smiting: (p,f) Acts as a +3 heavy mace which deals 100 points damage on a critical hit. Each time the rod scores a critical hit, 1 charge is drained. Worth 15,000gp
  • Staff of Command: (m,p) Can create one of the following effects for 1 charge: -Act as a ring of Human Influence for 1 minute. -Cast Charm Mammal. -Cast Control Plants. Worth 25,000gp
  • Staff of Curing: (p) Can cure blindness, disease, insanity, or 3d6+3 hit points for 1 charge. Worth 25,000gp
  • Staff of the Magi: (m) Acts as a rod of absorption, recharging the rod each time it absorbs a spell. Provides +2 on saves vs. Magic. Can cast Detect Magic, Hold Portal, Light, Protection from Evil/Good, and Read Magic without using charges. For 1 charge per use, can cast Dispel Magic, Fireball, Ice Storm, Invisibility, Lightning Bolt, Knock, Passwall, Pyrotechnics, Wall of Fire, or Web. For 2 charges per use, can cast Conjure Elemental, Plane Shift, Teleport, or Telekinesis. Worth 75,000gp.
  • Staff of Power: (m) Acts as a +2 Staff, grants +2 on armor class and saving throws. For 1 charge per use, can cast Cone of Cold, Continual Light/Darkness, Levitation, Lightning Bolt, Magic Missile, Ray of Enfeeblement, or Shield. For 2 charges per use, can cast Cloudkill, Death Spell, Fire Shield, Forcecage, [Globe of Invulnurability]], Repulsion, or Wall of Force. Worth 60,000gp.
  • Staff of Striking: (m,p) Acts as a +3 Staff. Upon hitting, can spend a charge to deal double damage, or spend three charges to do triple damage. Worth 15,000gp.
  • Staff of Withering: (p) Acts as a +1 Staff. Upon hitting, can spend a charge to magically age the victim 10 years, or spend 2 charges to inflict a negative level on the victim. (May choose to do both) Worth 35,000gp
  • Wand of Conjuration: (m) Can cast Unseen Servant for 1 charge, or Monster summoning for up to 5 charges. Each charge spent after the first raises the level of the monster summoning by 1 or summons an additional monster. Worth 35,000gp
  • Wand of Enemy Detection: Detects enemies within 6 yards for 10 minutes by spending a charge. Worth 10,000gp
  • Wand of Fear: (m,p) Casts Fear for 1 charge. Worth 15,000gp
  • Wand of Fire: (m) Can cast Burning Hands, or Pyrotechnics for 1 charge each. Can cast Fireball or Wall of Fire for 2 charges. Worth 25,000gp
  • Wand of Frost: (m) Can cast Ice Storm, Wall of Ice, and Cone of Cold for 1 charge each. Worth 50,000gp.
  • Wand of Illuminaion: Can cast Dancing Lights or Light for 1 charge, Continual Light for 2 charges, and Sunburst for 3 charges. Worth 10,000gp
  • Wand of Illusion: (m) Can create an audible glamour and/or phantamal force for 1 charge per round. Worth 20,000gp
  • Wand of Lightning: (m) Can cast Shocking Grasp for 1 charge or Lightning Bolt for 2 charges. 30,000
  • Wand of Magic Detection: Detects magic within 3 yards, has a 5% chance of giving a false reading. Detecting magic consumes 1 charge per 10 minutes. Worth 25,000gp
  • Wand of Mineral Detection: Detects precious metals or ores (select one) within 3 yards. Consumes 1 charge per 10 minutes or use. Worth 25,000gp
  • Wand of Magic Missiles: Casts Magic Missile for 1 charge. Non magic users must roll to hit. Worth 35,000gp
  • Wand of Negation: Casts Dispel Magic for 1 charge. Worth 15,000gp
  • Wand of Petrification: (m) Casts Flesh to Stone/Stone to Flesh for 1 charge. Worth 25,000gp
  • Wand of Polymorphing: (m) Casts Polymorph Self or Polymorph Other for 1 charge. Worth 25,000gp
  • Wand of Trap Detection: Detects traps and secret doors within 3 yards. Consumes 1 charge per 10 minutes or use. Worth 40,000gp
  • Wand of Vrirac: Powerful magical item with many unknown powers. Also the personal possession of the God of Orcs. Acts as a +2 light mace. 10,000gp
  • Wand of Wonder: Casts a random spell for 1 charge. 10,000gp