Wand of Magic Detection


Class : -
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-
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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: 2500 if full
(25 per charge)
GP: 25k if full
(250 per charge)
Wands
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Magic Items
-
DMG

This wand is similar in operation to the enemy detection wand.

If any form of magic is in operation, or a magic item
exists, within a 3" radius, the magic detection wand will pulse and point to
the strongest source. Note that the wand will point to a person upon whom
a spell has been CAST. Operation requires 1 round, and successive rounds
will point out successively less powerful magic radiations. The category of
magic (abjuration, alteration, etc.) can be determined if one round is
spent concentrating on the subject emanation. 1 charge is expended per
turn (or fraction thereof) of use. Starting with the second round of continuous
use, there is a 2% cumulative chance per round that the wand will
temporarily malfunction and indicate non-magical items as magical, or
vice-versa. 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.