Usable by mages. Wands are simple repositories for magical power that can project spell-like power upon command until the enchantment that allows them to channel the power burns out. All wands must have a burnout chance; 10% is a typical value. If the burnout is 25%, reduce the item level by 1.
By default, the effects of a wand are 6th level against dispelling. Wands are used in the item phase and require the wielder to say a command word. Hireling Hall can usually determine the command word if the player did not learn it at the time he received the wand; if a GM does not want Hireling Hall to reveal the command word, he should hotlist the wand. By default, wands are usable only by mages; any exception to this should be clearly noted in the item list.
A mage cannot cast with a wand in his hands, but he can cast with a staff.
Level variable. This type of wand is most common. The wand can project a given mage spell, at the base spell level or with some specified modifiers. The final level of the spell determines the level of the wand. With a burnout of 5-10%, a wand with a spell of level 1 or 2 is a level 2 item, with a spell of level 3 is a level 3 item, with a spell of level 4 is a level 4 item, and so on. With a burnout of 20-25%, reduce the item level by 1. In exceptional cases of such wands, the user can choose what modifiers he wishes to use.
Almost any mage spell makes an interesting wand---try some of the less common ones! Some examples of wands are Wand of Lightning Lance, Wand of Dimension Door with Extra Range, Wand of level 2 Interactive Illusions, and Wand of Haste.
Level variable. This wand has the function of another kind of wand, but when activated, the wand inflicts its spell upon the user. The backfire function is only found on those wands which project their power beyond the caster. The level of the wand is that of the wand without the backfire function. Some wands only backfire occasionally; state the chance of backfiring on the item list. Backfire wands have burnout chances as normal. Some wands are destroyed in their backfire, but this is not the default. Backfire wands are by default not Cursed.
Level 3. This item appears as another kind of wand, but when it is used, it does not function. After this happens, the mage cannot let go of the wand. This prevents him from casting spells. The wand is then Cursed-14 by default. Some wands function normally for a while before becoming Cursed.
Level 2. The user can pass the wand over a wall or object to be examined, and he becomes aware of secret doors and traps 90% of the time. Holding the wand while walking reveals traps in the path of the user as if a scout of the user's level had searched thoroughly. This process investigates 1000 square feet per charge.
Level 1. This wand acts much like a divining rod. When held in the hand, it points towards the largest body of metal within 3". The user knows what type of metal it is and the rough weight. (An order of magnitude is about right.)
Level 3. This wand can be used in either the item phase or the mage spell phase of the melee round. Each use of the wand applies to a single target for that round only. The wand reduces the effects of any mage spell cast by the target or by the target's items. The caster's effective level is reduced by six for any level-dependent effects of the spell. The wand also applies 2 spell levels of "Reduced Effect" to each spell. One spell level of Reduced Effect exactly reverses the results of one spell level of Extra Effect, as per the mage system modifiers. If the Extra Effect modifier is not applicable to the spell, the levels of Reduced Effect are applied to reverse Extra Damage, or Extra Duration, or Extra Range, in that order. A spell can be reduced below its base effect, or even to zero effect, when affected this wand. For example, if a mage targeted by this wand casts a Fireball, its damage is reduced by two spell levels of Extra Damage, for 6D6 less damage. If the Fireball was cast at its base level of 5D6, it has no effect.
Level 5. This wand attempts to paralyze a single target. The victim must make a physical saving throw or be paralyzed. Elves save at +10%. Paralysis lasts for 80 minutes. At the end of that time, if the victim fails a spell survival roll, he dies.
Level 3. Cursed-16. The possessor of this wand suffers the Curse of the Shark. The victim must be moving at all times; he takes one hit point of damage every ten minutes that he is stationary. (Movement can consist of merely rocking in a chair or riding in a wagon.) The possessor can only get rid of this item via a successful Remove Curse as vs. a 16th level.
Last Modified on September 25,1995.
ammulder@princeton.edu