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AD&D 2nd Edition » Magical Items

Gabrielle's Wand of Dweomer-Battle
Rod, Staff or Wand
By:

This slender wand is usually made from highly polished mithril, with a tracery of adamantium runes running up and down its length. It is perhaps 1-foot-long and as thick as a human's thumb. Powers:

  • When activated (at the cost of one charge) this power causes a wan, grayish-silver ray to flash from its tip. The ray has a range of 100 feet and will automatically strike unless the target creature makes a Saving Throw vs. Spells. If such a Save is made the Ray misses and is treated as a grenade-like missile for hit determination. A struck creature is surrounded by a grayish-silver aura for 1d4+5 rounds that seemingly does no harm. However, the victim is unaware of the true function of this spell. While in effect the spell drains the enchantments from every item carried, including swords, armor, cloaks, potions, rings, staves, wands or anything else that is magical. Items that do not have bonuses in the form of plusses or percentages become useless until the spell's duration expires. Items that have bonuses lose one point each round (For example, a Broad Sword, +4 under the spell's effect would be +4 in the first round, +3 in the second round, +2 in the third round, +1 in the fourth round, and equivalent to an ordinary sword after that, until the spell's duration expires). Any enchantments encountered never fall to a negative and "Cursed" items remain the same. At the instant the spell expires, the bonuses return at one point per round. Items having an Ego are allowed to Save vs. Spell, but they suffer a -5 penalty. Other items are not allowed to make a Saving Throw. Also, there is a 20% chance that a spell caster will fail casting a spell when surrounded by the Aura, even if he is casting Dispel Magic. 
  • When activated (at the cost of one charge) this power causes a sparkling blue ray of magic to flash from the Wand and speed toward the target. The ray has a range of 150 feet and will automatically strike unless the target creature Saves vs. Spells. If such a Save is made the ray misses and is treated as a grenade-like missile for hit determination. Any spell caster struck by the ray must make a second Save vs. Spells (such a Save is made at a -2 penalty). If this Saving Throw is failed the struck creature is surrounded by a crackling, silver/blue field of chaotic arcane energies that renders that creature unable to cast spells of any sort for 10 rounds. 
  • The Wand has 100 charges and may be recharged.