Staff of Thunder and Lightning
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Casual examination of this
stout quarterstaff
will show it to be exceptional,
and if it is magically examined, it
will radiate a dweomer of
the alteration sort.
Constructed of very stout
wood (ash, oak, bronzewood,
of the like) and bound with iron set with
silver rivets, it has the
properties of a + 2 magic weapon without any
expenditure of its magical
charges. Its other magical properties are
as follows:
THUNDER:
The staff strikes as a + 3 weapon, and unless the opponent
struck
saves versus rods, staves, and wands, he, she, or it
will
be stunned from the noise of the staff’s impact - unable to
take
any further action in the round struck, and automatically having
last
initiative in the following round. This power requires the expenditure
of 1
charge.
LIGHTNING: A short spark of electricity leaps forth when the opponent
is struck, and in addition to staff damage, from 2-12 additional
points of damage from shock are bestowed (cf. wand of
lightning). Note that the staff might not score a hit, but the electrical
discharge discounts any form of metal armor (making the target
effectively AC 10 for this purpose), so only such damage might
apply. This power requires the expenditure of 1 charge.
THUNDERCLAP:
The staff sends forth a cone of deafening noise,
1/2”
wide at the apex, 4” long, and 2” wide at its furthest point from
the source.
All creatures within this cone, wholly or partially, must
save
versus rods, staves, and wands or be stunned for 1-2 rounds
(unable
to attack during this time) and unable to hear for 1-2 additional
rounds.
Those who save are unable to hear for 1-4 rounds,
but suffer
no loss of attacks. This function requires the expenditure
of 2
charges.
LIGHTNING
STROKE: A bolt similar to that from a wand of lightning
is generated,
but it is of eight dice (8d6) strength, causing 16-
48 points
of damage (rolls of 1 are counted as 2) to those who fail a
saving
throw. The stroke can be single or forked. This function of
the rod
uses 2 charges.
THUNDER
& LIGHTNING: This power combines the thunderclap,
described
above, with a forked lightning bolt as in the lightning
stroke.
Damage from the lightning is a total of 8d6 with rolls of 1 or
2 counted
as rolls of 3, for a range of 24-48 points. A saving throw
applies,
with deafness and half damage suffered by those who are
successful.
This power requires the expenditure of 4 charges.
The time required to activate
any function is a number of segments
equal to the number of charges
expended; thus, the thunder & lightning
function costs 4 charges
and requires 4 segments to operate.