Uncategorized Spoo!

Rods/Wands/Staves

Rod of Illusions, Sight & Sound

Creates illusions, visible and audible images.

Abilities:

1 Images (Sight & Sound), 1" area, -6 PER; Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [75 END] (25 shots); OAF Wand (-1), Independent (-2)

Active Cost: 40; Real Cost: 9


Rod of Paralysis

Instantly paralyses the target.

Abilities:

1 3d6 Entangle; Entangle Takes no damage (+1/2>), Not Visible (+1/2>), Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [150 END] (25 shots); OAF Wand (-1), Independent (-2)

Active Cost: 75; Real Cost: 16


Rod of Undead Destruction

Sends forth a searing blast of destructive energy that will injure any undead. A rarely useful, but extremely potent item.

Abilities:

1 2D6 RKA; Armor Piercing (+1/2>), Only vs undead (-1/2), Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [100 END] (25 shots); OAF Wand (-1), Independent (-2)

Active Cost: 55; Real Cost: 10


Staff of Fire Bolt

Sends for a bolt of intense flame at the target.

Abilities:

1 2d6 RKA; Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [75 END] (25 shots); OAF Wand (-1), Independent (-2)

Active Cost: 37; Real Cost: 8


Staff of the Archemage

This Item is designed to augment the abilities of any mage by providing the nuts & bolts spells every mage likes to have active but hate to allocate time and power for.

Abilities:

1 Detect Magic as a sense (mage need not make conscious effort); Visible (top of staff glows) (-1/4), OAF Staff (-1), Independent (-2)
2 Force Field 6PD/6ED; 0 END (+1/2>), OAF Staff (-1), Independent (-2), Gestures & Incantations (-1/2)
3 Power Defense 10 Pts; OAF Staff (-1), Independent (-2), Gestures & Incantations (-1/2)
4 Mental Defense 10 Pts; OAF Staff (-1), Independent (-2), Gestures & Incantations (-1/2)
5 Flash Defense 5 Pts (sight); OAF Staff (-1), Independent (-2), Gestures & Incantations (-1/2)

Active Cost: 48; Real Cost: 10


Wand of Fear

Instills intense fear in all who fall into it's sweep.

Abilities:

1 4d6 Mind Control; Telepathic Command (+1/4>), Area Effect Cone 10" (+1)Only to cause fear (-1/2), Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [200 END] (20 shots); OAF Wand (-1), Independent (-2)

Active Cost: 120; Real Cost: 23


Wand of Ice Shards

A shower of ice flies forth from the wand at the target. Slightly better than the spell by the same name it is quite deadly up close, affect fades rapidly with distance.

Abilities:

1 2d6 RKA; 5 Shot Autofire (+1/2>), Reduced by range (-1/4), Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [100 END] (25 shots); OAF Wand (-1), Independent (-2)

Active Cost: 55; Real Cost: 11


Wand of Mind Clouding

Allows the wielder to cloud the mind of the target by inplanting whatever vision the weilder wishes.

Abilities:

1

6d6 Mental Illusion; Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [75 END] (25 shots); OAF Wand (-1), Independent (-2)

Active Cost: 37; Real Cost: 8


Wand of Phantasmagorical Transmutation

Turns any small inanamite object into another simple inanimite object.

Abilities:

1

3d6 Transform; Any simple (no fine detail) inanimite object (+1/4>), Gestures & Incantation (-1/2), Magic Skill Roll (-1/2), OAF Wand (-1), Independent (-2)
2 END Reserve [60 END] (10 shots); OAF Wand (-1), Independent (-2)

Active Cost: 62; Real Cost: 12

 

SmallHome.gif (1533 bytes)