Magic Items/Gear/Implement
Main > Magic Items |
Item | Price | Weight |
---|---|---|
Apprentice's First Wand | 1,000 gp | 2 lb. |
Basic Wand | 1,000 gp | 2 lb. |
Wand of Mana Siphoning | 1,000 gp | 0.5 lb. |
Wand of Truthtelling | 1,000 gp | 0.1 lb. |
Item | Price | Weight |
---|---|---|
Healer's Staff | 7,800 gp | 4 lb. |
Apprentice's First Wand
This wand is often given to apprentices to help them practice their magic and control; since it only deals nonlethal damage and can trip targets, it is frequently the weapon of choice in amateur spell duels.
While it normally deals 1d6 nonlethal damage, the user can spend the single spell point it can hold to increase this damage to 2d6 nonlethal.
Spell Point Pool: 1 SP
Basic Wand
Basic wands are among the simplest forms of spell engine available and grant access to any one school at CL 2nd; schools with bonus feat choices (such as Geomancy) only have one of these bonus feats.
Most of these spell engines are referred to by the sphere they contain, such as basic destruction wand.
While still a little too expensive for most first-time adventurers, these are often put up on display for people who come in with pockets flush from their first big haul of treasure.
Basic Destruction, Protection, Telekinesis, and Warp spell engines are particularly popular. Spell engines normally require knowledge of the base sphere to use, and anyone who knows a basic school probably does not need this item, so activating a basic wand typically requires a DC 20 Use Magic Device check.
Spell Point Pool: 1 SP
Healer's Staff
This +1 Life magical implement looks like a giant tube with a plunger on one side and a sharp needle on the other.
In addition to its functions as an implement, the healer’s staff also functions as a flask of the dawn, except that it can directly inject the healing serum into targets if the wielder makes a successful melee attack with the healer’s staff (this does no damage to the target).
Wand of Mana Siphoning
This elmwood wand has dwarven runes carved into the handle which translate to “mage anathema”.
Those hit with the ray must make a DC 11 Fortitude save or lose 1 spell point. Any spell points drained from a creature in this fashion are granted to the wand as temporary spell points which last for 2 rounds.
Alternatively, the wand’s wielder may choose to spend 1 spell point (or a temporary spell point) from the wand to increase the nonlethal damage from 1d4 to 2d4 damage.
Spell Point Pool: 1 SP
Wand of Truthtelling
Wands of truthtelling are popular with interrogators, guards, and courts. While mostly used to lay a magical curse on subjects to ensure they are telling the truth - and casters know if the spell does not take hold, though they can usually try again until it does - these spell engines are also capable of punishing those who try to lie by inflicting nonlethal damage.
Spell Point Pool: 1 SP