Wand of Enemy Detection


Class : any
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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: 2k if full
(20 per charge)
GP: 10k if full
(100 per charge)
Wands
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Magic Items
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DMG

This wand gives off a pulse and points in the
direction of any hostile creature(s) intent upon the bearer of the device.

The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight.
Detection range is a 6" sphere.
The function requires 1 charge to operate for 1 turn.
The wand can 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.