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AD&D 2nd Edition » Magical Items

Andrei's Greatest Wand of Force
Rod, Staff or Wand
By:

This short, thick wand is usually made out of Darksteel with a tracery of mithril runes running up and down its length. It is perhaps 16-inches-long and 2-inches thick with a full wheel pommel and vestigial hilt. Powers:

  • When activated (at the cost of one charge per turn of use) this power causes a shaft of crimson energy to spring forth, that acts as a Bastard Sword of Sharpness +5. The Wand may be used one-handed and will do full weapon damage (2d4+5/2d8+5). On a high "to hit" roll this function of the Wand will sever an extremity. To determine what is severed roll a d8 for the following results: 1-4 Arm, 5-7 Leg and 8 Head. OPPONENT: SCORE TO SEVER(*): Normal/Armored- 17 or higher on a d20 Larger than man-sized- 18 or higher on a d20 Solid Metal or Stone- 19 or higher on a d20 (*) Takes into consideration only the Wand's +5 bonus.
  • Can enact an Avasir's Force-bolts spell (at the cost of one charge). This allows the bearer to fire multiple bolts of force. The bearer can fire up to 12 bolts, each of which has a range of 150 feet and does 1d4+5 hit points of damage. The bearer can fire up to 3 bolts per round. The bearer strikes as a 12th level Fighter (THAC0: 10, with a +4 bonus to hit, plus bonuses for high Dexterity). Targets of the bolts are given a chance to Save vs. Spells, if such a Save is made the target takes only one-half damage. This power lasts as long as he has bolts remaining, until dispelled or until the caster decides to quit the spell. The caster may cast other spells while this one is in effect. Does double damage to any "Shield" type spells.
  • Can enact a Gabrielle's Greater Ray of Force spell (at the cost of two charges). This allows the bearer to fire a blue ray from the business end of the Wand. The ray has a range of 480 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. The ray does 6d6+6 damage. Affected creatures may Save vs. Spells for one-half damage. Rather than be used to attack the ray may also be used as a battering ram. The ray has an equivalent Strength of 20 for purposes of breaking down doors or may be used to set off traps or blast open doors.
  • Can enact an Avasir's Impenetrable Shield spell (at the cost of two charges). This causes a 3-foot-radius circle of scintillating colors to come into existence directly in front of the bearer. This shield is literally impenetrable, any attacks directed at the caster's front rebound off of the shield. Physical attacks simply bounce away; while magical attacks have a 15% chance of reflecting back onto the caster, otherwise they bounce off harmlessly as well. The shield does not protect against attacks aimed at the caster's back are not, and only offers minimal protection against attacks aimed at the caster's flank, equal to a -4 penalty to hit. The shield will completely protect the caster for 1d4+6 attacks. Once the duration expires the shield explodes in a burst of multi-colored light.
  • The Wand has 100 charges and may be recharged.