Wand of Lightning
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Leather Case = 3 Bone or Ivory Case = 6 Box = > |
Bone or Ivory Case Leather Case Box () Item Save (Wand):
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(40 per charge) |
(30 per charge) |
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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
<WAND OF LIGHTENING — This wand,
whether directed at an
opponent or oneself, will cause the operator
to gradually become
weightless. Once the wand is activated
it cannot be stopped until the
process is complete (5 rounds). Treat as
gaseous form to see if the
victim is blown by air currents, although
the victim will obviously not be
able to pass through cracks or holes. See
what messing up one little
letter in a spell can do? The Dragon #35.>