Wand of Conjuration

<img>


Class : MU
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Charges: 100 - (d20-1)
<Enc. (Case): 
Leather Case = 3
Bone or Ivory Case = 6
Box = >
<Item Save (Case):
Bone or Ivory Case
Leather Case
Box ()

Item Save (Wand):
Wood, thin>

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XP: 7k if full
(70 per charge)
GP: 35k if full
(350 per charge)
Wands
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Magic Items
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DMG

<READY>
Grasping of this device enables a magic-user to immediately recognize any CAST || written magic-user conjuration/summoning
spell (unseen servant, monster summoning, conjure elemental, death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic sphere, wish).
<link: MP>

<USE>
The wand has the following powers which require expenditure of 1 charge:

<USE.A>
1 = unseen servant

<USE.B>
1 to 6 = monster summoning*

    * A maximum of 6 charges may be expended,
    1 per level of the monster summoning, or
        6 monster summoning I,
        3 monster summoning II,
        2 monster summoning III, or any combination totalling 6.
    The
    magic-user must be of a sufficient experience level to cast the appropriate
    summoning spell. The monster summoning takes 5 segments.

<USE.C>
2 = The wand can also conjure up a curtain of blackness ~ a veil of total black which absorbs all light.
The curtain of blackness can cover a maximum
area of 600 square feet (60' x 10', 40 x 15', 30' x 20'), but it must stretch
from ceiling to floor, wall to wall. The curtain costs 2 charges to conjure.
The veil of total lightlessness can be penetrated only by physical means or
magic.

<USE.D>
<color prismatic!>
1 = The wand also enables its wielder to construct a prismatic sphere (or wall), one color at a time, red to violet, at a 1 charge per color cost.
Each function of the wand takes 5 segments of time, and only 1 function
per round is possible.

The wand may be recharged.
 

* Wands perform at the 6th level of experience with respect to the damage they cause,
range, duration, AREA of effect, etc. unless otherwise noted.

* At your option 1% of all wands are trapped to backfire.
 

Q: A wand of conjuration can create a
wall of total darkness that ?can be
penetrated only by physical means
or magic.? What other ways are
there?

A: You?ve missed the point. The key word
here is ?penetrate.? A creature cannot see
beyond the wall unless he sticks his head
through the wall, steps through it, or uses
a magical effect such as clairvoyance or
wizard eye to penetrate it. Magical effects
that involve direct visual detection within
the area of darkness, such as detect invisibility
or continual light, cannot penetrate
the wall (see the DMG, page 135).
(147.12)