Wand of Magic Missiles


Class : any
-
-
-
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: 4k if full
(40 per charge)
GP: 35k if full
(350 per charge)
Wands
-
Magic Items
-
DMG

The missiles wand discharges magic missiles which are similar to those of the first level M-U spell, magic missile.

The device fires a magic missile which causes 2-5 HP of damage.
It operates as the spell of the same name, always hitting its target when wielded by a M-U, otherwise requiring a "to hit" die roll.
Each missile takes 3 segments to discharge, and costs 1 charge.
A max. of 2 may be expended in 1 round. 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.