Wand of Lightning


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>

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XP: 4k if full
(40 per charge)
GP: 30k if full
(30 per charge)
Wands
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Magic Items
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DMG

This wand has 2 functions which closely resemble magic-user spells:

1 .    Shock: This function causes the recipient to take 1-10 HP of
        damage, with no saving throw, when struck in melee combat. Any
        "to hit" score discounts metallic armor and shield (giving opponents
        armor class 10) but not plain leather or wood. Magic bonuses on
        metallic armor do not affect armor class, but such items as a ring of
        protection do. The shock uses 1 charge.

2.    Lightning bolt: The possessor of the wand can discharge a bolt of
        lightning. The stroke can be either the forked or straight bolt (cf.
        magic-user spell, lightning bolt). Damage is 12-36 (6d6, treating 1's
        as 2's), but a save is applicable. This function uses 2 charges.
        It requires 2 segments to discharge.

It can perform but 1 function per round.

The wand may be recharged.
 

Command Word: A wand of lightning,
for example, might require the utterance of the key word ”blitzen” in
order to discharge, or it might have a key phrase to cause it to function,
such as ”Watt and ampere, volt and ohm” (possibly even extending to:
. . . let this discharge find its home!”).

* 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.
 
 
 


Wand of lightning