Wand of Fear


Class : M
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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>

XP: 3k if full
(30 per charge)
GP: 15k if full
(150 per charge)
Wands
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Magic Items
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DMG

When the fear wand is activated a pale amber ray springs
from the tip of the wand, a cone 6" long by 2" in base diameter, which
flashes on in 1 segment and instantly disappears.

Each creature touched by
the ray must save versus a wand or react as per the fear spell (first level cause fear
cleric spell, remove fear reversal), i.e. TURN && MOVE at fastest possible
speed away from the wand user for 6 rounds. Each usage costs 1 charge. It
can operate but once per round.

The wand can be recharged.
 

* Wands perform at the 6th level of xperience 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.