Wand of Fire


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

This wand can be employed in 4 separate functions which
duplicate the following magic-user spells:

1.    Burning Hands: The wand emits a plane of fire, a fan-shaped sheet
    10 ' wide at its terminus and 12' long. Each creature touched takes 6
    hit points of damage. The plane appears in 1 segment, shoots forth
    its dark red flames, and snuffs out in less than 1 second. It expends 1
    charge.

2.    Pyrotechnics: This function exactly duplicates the spell of the same
    name. It requires 2 segments to activate. It expends 1 charge.

3.    Fireball: The wand coughs forth a pea-sized sphere which streaks
    out to the desired range (or to a max. range of 16") and bursts
    in a fiery violet-red blast, exactly as a fireball cast by a spell of that
    name would. The function takes 2 segments. It expends 2 charges.
    The fireball does 6 hit dice of damage, but all 1's rolled are counted
    as 2's, i.e. the burst does 12-36 hit points. A save vs.
    Wand is applicable.

4.     Wall of fire: The wand can be used to draw a fiery curtain of
    purplish-red flames which exactly duplicates the wall of fire spell
    cast by a magic-user, i.e. a sheet of flame 12 square " (1 " x 12", 2"
    x 6", 3" X 4", etc.) which lasts for 6 rounds, causes 8-18 hit points
    damage (2d6 + 6) if touched (2-8 HP if within 1" of the fire,
    1-4 if within 2"), and can also be made as a ring-shape around the
    wand user (but the circle is only 2.25" in diameter). This function requires
    3 segments. It expends 2 charges.

The wand can function but once per round, and 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.
 



 

Quote:
Originally Posted by nyrfherdr
Gary,
I guess I do have a question.

In the kindling pile by the fireplace is hidden a magical wand of fire.
If the characters start a fire and throw the wand in, what happens?

Game ON!


Sure thing!

The item remains unscathed.
A magical instrument of its type will not be affected by normal fire

Cheers,
Gary