Savengriff (SAY-ven-griff)
All wards
17th level magic-user
LG Mystra
Human male, IN 18, W 16, DEX 16
 
Waterdeep
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NPCs
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The North
1st Edition AD&D
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Forgotten Realms

The least powerful of the Company of
Crazed Venturers? prominent magic users,
Savengriff perished while battling a beholder.
Unbeknownst to the Company, Khelben
?Blackstaff? Arunsun had recruited Savengriff
to be a member of the Harpers, and
traced Savengriff?s remains by means of a
certain amulet Khelben had given the
unfortunate mage. Khelben, Mirt, Durnan,
Piergeiron, Kitten and the bard Shalar
Simgulphin, as well as several of Khelben?s
apprentices and colleagues-in-magery,
destroyed the beholder and retrieved
Savengriff?s remains, and by the magic of
allied clerics, Savengriff was restored to
life. He became a loyal apprentice of
Khelben?and in time, a loyal agent of the
Harpers and a mage of accomplishment,
creating the wand of banishment, of which
he made over a dozen. One he took with
him, one he gave to Khelben, and others he
gave to Alustriel, High Lady of Silverymoon,
and other mages of the North who were
Harpers. He is thought to have hidden away
at least one wand ere he took to traveling
about Waterdeep, the North, and other
planes to do the Harper?s business. Upon
such mysterious errands he may be encountered
anywhere in, under, or near Waterdeep,
at any time. He will be magically
prepared for, and expecting, trouble.
 

Wand of Banishment
This wand is usable only by magic-users; it
cannot be recharged, and each use (effective
or not) drains one charge. Upon command,
a needle-thin ray of flickering green
light shoots from the wand?s tip up to 4? distant,
striking a single target creature (the
target is allowed a save vs. spells at -1; a
successful save means the ray missed).
Creatures struck by the ray are affected as
follows:

-- A summoned creature (from another
plane) is instantly banished back to its own
plane; it must save vs. wands at -4 to
remain. If it does remain, it is held for one
round.

-- A creature summoned from elsewhere on
the Prime Material Plane (i.e., by monster
summoning, call woodland beings, or the
like) is driven away; it will leave instantly at
a normal movement rate, stopping only to
defend itself if attacked, and not return.

-- A hostile creature of 2 + 2 hit dice or less
(including enemy familiars and homonculi)
is affected as if by a repulsion spell, for four
rounds. The target is allowed a save vs.
wands; if successful, the repulsion lasts for
only two rounds.

-- A hostile creature of more than 2 + 2 hit
dice must save vs. wands at -4; if successful,
it is slowed for 2-5 (at random) rounds
(if save is successfully made, target creature
is unaffected).

-- By draining six charges at once (the power
will not work if less than six are left, but any
attempt will exhaust the wand anyway), the
wielder of the wand may attempt to repel
any other wands within 4?. Any affected
wands (all wands are allowed a save vs.
Lightning on the Saving Throw Matrix for
Magical and Non-Magical Items at -3; if
successful, they are unaffected) will be
instantly, and violently, telekinesed away
from the wand of banishment for 10?-60?
distance, and held that distant for 1-4
rounds. Wands carried in the hand or belt
will tear free; wands in backpacks and
chests will drag the owner or item with
them?unless very heavy or bulky, in which
case the wand will smash about within the
item, perhaps being destroyed. Note that
wands in extra-dimensional spaces (such as
a bag of holding or that produced by a rope
trick) are immune from this effect.

Only one creature can be attacked with a
wand of banishment per round; the ray will
only affect one creature at a time, although
it may affect any number of wands. Any
given creature can be affected by any particular
wand of banishment only once every
12 hours; a creature cannot be repeatedly
attacked, or attacked a second time or with
a different function of the wand, if an initial
attack fails. Subsequent attempts will merely
waste charge; a creature that has saved
once against the wand (or endured one successful
attack) cannot be affected by the
wand again until the dweomer built up
around the creature by the wand dissipates
(which takes 12 hours).
 



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