Rods, Staves, & Wands
- Rod of Cancellation
- Staff of Commanding
- Staff of Healing
- Staff of Power
- Staff of Snakes
- Staff of Striking
- Staff of Withering
- Staff of Wizardry
- Wand of Cold
- Wand of Enemy Detection
- Wand of Fear
- Wand of Fire Balls
- Wand of Illusion
- Wand of Lightning Bolts
- Wand of Magic Detection
- Wand of Metal Detection
- Wand of Negation
- Wand of Paralyzation
- Wand of Polymorph
- Wand of Secret Door Detection
- Wand of Trap Detection
Rod of Cancellation
Drains the enchantment from a magic item that is touched.
- In combat: Usage requires an attack roll against AC 9 [10] (adjusted by the referee, if the target item is being actively used).
- Effect: The item that is touched becomes utterly non-magical.
- One use only: The rod may only be used once: it has but a single charge.
Staff of Commanding
Grants the power to control animals, humans, and plants.
Commanding Animals
- Affects: 1d6 normal animals or 1 giant animal (but not magical or intelligent animals).
- Resisting: No saving throw is allowed.
- Visual range: The character can only control animals that they can see.
- Concentration: Control is broken if the staff user moves or attacks.
- When concentration ends: The referee should make a reaction roll with a -1 penalty (see Encounters to determine the animals’ behavior.
- Usage frequency: This staff power may be used up to once per turn.
Commanding Humans
- Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
- Resisting: The subject may save versus spells (with a -2 penalty) to resist.
- Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
- Charmed individuals: Regard the character as a trusted friend, and will come to their defense. They will obey the character’s commands, as long as these are not obviously harmful and do not contradict the subject’s alignment.
- Duration: The charm lasts indefinitely but ends if canceled by the staff’s wielder or when dispelled.
Commanding Plants
- Affects: All plants (including plant monsters) in a 10’ square area.
- Range: The area may be up to 60’ distant.
- Commands: Affected plants may be commanded to move around as the character wishes.
- Concentration: The effect lasts as long as the staff’s wielder concentrates.
Staff of Healing
Has the power to heal those touched.
- Divine magic: Usable by divine spell casters only.
- Effect: Heals 1d6+1 hit points with each usage.
- Usage limit: Is effective on any individual at most once per day.
- No charges: Does not use charges; may be used unlimited times.
Staff of Power
An item of great wizardly power, this staff may be used as a weapon in melee, and may evoke five different magical effects.
- Arcane magic: Usable by arcane spell casters only.
- Melee: Expending one charge inflicts 2d6 damage on a successful hit.
- Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage (save versus spells for half damage).
- Spells: Can cast: continual light, fire ball (8d6 damage), lightning bolt (8d6 damage), telekinesis (up to 2,400 coins of weight).
Staff of Snakes
A magical staff that can transform into a snake on command.
- Divine magic: Usable by divine spell casters only.
- In melee: Treated as a staff with a +1 magic bonus to attacks and damage.
- On a successful hit: Upon a human-sized (or smaller) creature, the staff wielder may speak the command word, causing it to transform into a serpent and coil around the victim.
- Victims: Must save versus spells or be immobilized in the snake’s coils. Victims are completely helpless while held by the snake (1d4 turns or released as the wielder of the staff commands).
- Snake: Has AC 5 [14], HD 3 (20hp), and a movement rate of 60’ (20’).
- When the victim is released: The snake returns to the owner and transforms back into a staff. (At this point, it is healed of any damage it has suffered.)
- If the snake is killed: It does not return to its staff form, becoming non-magical.
- No charges: Does not use charges; may be used any number of times.
Staff of Striking
Used as a magical melee weapon.
- Expending one charge: Inflicts 2d6 damage on a successful hit.
- Usage frequency: Only one charge may be spent per strike.
Staff of Withering
Creatures hit by the staff are magically aged:
- Divine magic: Usable by divine spell casters only.
- Effect: The target is aged 10 years. Living creatures die upon reaching their natural life span.
- Especially long-lived species: Ignore the effects of a certain amount of aging. (For example, elves may ignore up to 200 years of aging, dwarves ignore up to 50 years, and so on.)
- Undead creatures: Are unaffected by the power of this staff.
Staff of Wizardry
An item of supreme wizardly power, this staff may be used as a weapon in melee, and may evoke a dozen different magical effects.
- Arcane magic: Usable by arcane spell casters only.
- In melee: Treated as a staff with a +1 magic bonus to attack and damage rolls.
- Striking: Expending one charge, inflicts 2d6 damage on a successful hit.
- Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage, with a successful save versus spells indicating half damage.
- Paralysation: Conjures a cone of magical energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone are paralyzed for 6 turns (save versus spells to avoid).
- Spells: Can cast: conjure elemental (8 HD), continual light, fire ball (8d6 damage), invisibility, lightning bolt (8d6 damage), pass-wall, telekinesis (up to 2,400 coins of weight), web.
- Whirlwind: Conjures a whirlwind 70’ tall, 20’ wide at the top, and 10’ wide at the base. The whirlwind lasts for 3 rounds and moves at 120’ (40’) as the staff’s wielder directs. All in its path suffer 2d6 damage. Creatures with less than 2HD are swept aside (save versus death to avoid).
- Sacrifice: The wielder may sacrifice the staff by breaking it in two. Doing so unleashes a 30’ radius fireball that inflicts 8 points of damage per remaining charge in the staff. The wielder of the staff also suffers this damage.
Wand of Cold
Conjures a cone of freezing energy.
- Area: The cone is 60’ long and 30’ wide at the far end.
- Creatures caught in the cone: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
Wand of Enemy Detection
Grants the power to detect nearby enemies.
- Expending a charge: Causes enemies within 60’ to be haloed in a fiery glow.
- Hidden enemies: Even enemies that are concealed or invisible are affected.
Wand of Fear
Conjures a cone of magical energy that terrifies those within it.
- Area: The cone is 60’ long and 30’ wide at the far end.
- Creatures in the cone: Are struck with terror and will flee from the wielder of the wand at maximum speed for 30 rounds. (A save versus wands negates the effect).
Wand of Fire Balls
Conjures fire balls:
- Range: A streak of flame shoots towards an area up to 240’ distant.
- Area: The flame detonates in a 40’ diameter sphere of fire.
- Creatures caught in the fire ball: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
Wand of Illusion
Expending a charge, an illusion of the character’s choosing manifests. This works in the same way as the magic-user spell phantasmal force, except:
- Concentration: Is required to maintain the illusion. The wielder of the wand may move at up to half the normal movement rate while concentrating. Concentration is broken if the wielder attacks, casts a spell, or is successfully attacked (damaged, targeted by a malicious spell, etc.).
Wand of Lightning Bolts
Conjures strokes of powerful electricity:
- Point of origin: A lightning bolt may emanate from a point up to 180’ distant.
- Area: The bolt is 60’ long and 5’ wide.
- Creatures caught in the lightning bolt: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
- Bouncing: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the wielder of the wand.
Wand of Magic Detection
Grants the power to detect magic nearby.
- Expending a charge: Causes magic items within 20’ to be haloed with light.
- Concealed items: Also glow, but the light might not be seen.
Wand of Metal Detection
Grants the power to detect masses of metal of any type.
- Expending a charge: Causes the wand to point towards metal within 20’.
- Type: The type of metal is revealed.
- Minimum mass: Only masses of metal of at least 1,000 coins in weight are detected.
Wand of Negation
Has the power to negate the effects of other wands or staves.
- Declare intent: Before rolling initiative, the wand wielder must declare the intention to use it.
- Target: Another wand or staff must be targeted.
- Effect: The effects of the targeted item are negated for one round.
Wand of Paralyzation
Conjures a cone of paralyzing energy.
- Area: The cone is 60’ long and 30’ wide at the far end.
- Creatures caught in the cone: Are paralyzed for 6 turns, with a successful save versus wands negating the effect.
Wand of Polymorph
By expending a charge, the wielder of the wand or another creature within 60’ changes into another type of creature, as selected by the wielder. This works in the same way as the magic-user spells polymorph self and polymorph others.
- Resisting: An unwilling subject may make a saving throw versus wands to negate the effect.
Wand of Secret Door Detection
Reveals the location of any secret door within 20’.
Wand of Trap Detection
Reveals the location of all traps within 20’.