Set 24 Five Wands
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Sample file An Avalon Games Product, All rights reserved, Version 1.0, 2015 All comments, suggestions and contacts can be made at… Avalon Games Company, [email protected] Or visit Avalon Games at… www.avalon-games.com Written by A. J. Kenning Product design by Robert Hemminger Cover Art by Sade Interior Art By Robert Hemminger, Sade Layout by Ryan McCann Sample file Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Wand of Branding Range 10'; AOE: one; Duration 1 year; Save Will 15 Weapon Type improvised; Hardness 10; Hit Points 20 Resistances none Vulnerabilities none Aura weak universal; CL 5th Slot none; Weight 3 lbs. Price 12,010gp Description The Wand of Branding is intended as a “work” wand. It is not normally used in combat, but is instead a tool, one mostly used in farming. The wand itself is a simple iron rod with a round knob at the end. Often, those who make use of the wand will decorate the knob in some way, usually with something iconic from their trade, such as a cow's skull. Any decorative items are just that – purely decoration. While there is nothing remarkable about the shape and crafting of the wand, the spell that is stored within it is unique. The wand does its work by branding whatever it is pointed at with a modified superior arcane mark. The spell in the wand cannot be cast as a normal spell. It needs the presence of the wand as a foci for the spell. Any attempt to do otherwise will have no effect. History: Branding has long been a means of distinguishing ownership. When, for instance, a cow is stolen, a brand tells who the real owner is. But in a world of magic, things are not always so simple. And finding a stolen animal can be even less simple still when the animal can be spirited away across different planes of existence. A farmer one day, long ago, asked a wizard if a magical brand could somehow be fashioned that would allow him to easily chase down his animals wherever they might be. And after giving it some thought, that wizard came up with the Wand of Branding. It is a little too expensive for common farms, but many a farm isn't all that common. Sample file Adventure Hooks: While the Wand of Branding is mostly used by farmers, some groups of slavers have also taken up use of the wand. And it is, perhaps, even more useful in the slaving trade than in the service of farmers. Because of that, the Wand of Branding has acquired for itself something of an ill name in some parts of the world. Special Abilities Branding (50 charges): The branding is a modified superior arcane mark The mark can be used with spells such as locate object. In addition, ranged touch spells against anyone who has been branded are automatically a success for anyone who is holding the wand that made the mark. And finally, a branded creature is always considered to be in contact with the wand's holder for the purposes of such spells as teleport. A sentient target who is targeted by a Wand of Branding does get a save to resist the mark. The save is a Will roll against the Power Level of the wand's spell. The mark fades out after a year or so. Construction Requirements: Craft Wand, Extend Spell, arcane mark, locate object Crafting Time: 12 days Cost: 6005gp Wand of Deviltry Range varies; AOE: varies; Duration varies; Save varies Weapon Type improvised; Hardness 10; Hit Points 5 Resistances none Vulnerabilities none Aura moderate transmutation; CL 7h Slot none; Weight 2 lbs. Price 18,340gp Description The Wand of Deviltry's sole purpose is the amusement of those who crafted it. While the wand has a moderate transmutation aura, that magic is the process of transmutation that goes on within the wand, not the actual magic that the wand manifests. There is no spell associated with the wand. It can store any spell of 1st level, but it will not cast that spell when used. Instead, when the wand is used, it transforms its charge into a random 1st level spell, which it then casts forth. History: Not all items are made for practical reasons or for good purpose. There are those who craft magical items purely to sow mischief and pain, drawing great amusement from the struggles of the weak mortals who must face such events. There is nothing preventing a mortal from crafting a Wand of Deviltry, but none have done so. Twenty Wands of Deviltry are known to exist, and their makers, after crafting them, scattered them across the world. Whether they have made any more since is hard to say, but in any era, there always seems to be at least one Wand of Deviltry showing up somewhere in the world. Adventure Hooks: The Wand of Deviltry might be best thought of as a trap – one that has claimed many an unwary adventurer. Those who conceived of and forged the Wands of Deviltry care little for the lives of mortals. In fact, they find great amusement in tricking those who are weaker than them, even if it means tricking them unto death. Actually, even better if it means tricking them unto death. Sample file A quick identify will usually defeat the purpose of the wand, of course. But not all those who acquire a Wand of Deviltry have such ability, and the wand's makers will sometimes go to great lengths to hide or disguise the true nature of their wands Special Abilities Switch (50 charges): No matter what spell is stored in the wand, whenever the wand is used, it casts a random 1st level spell. If the target of the wand is within range of the selected spell, then the spell strikes the intended target. If the intended target is beyond the range of the determined spell, then the wand casts its spell in the intended direction out to the full range of the spell, striking whatever happens to be in its way. Thus, a sleep spell would launch from the wand in the intended direction, striking the first creature it encountered within its 170' range, before petering out at the 170' mark if it never struck anything within that range, Construction Requirements: Craft Wand, channel the gift, magic aura Crafting Time: 19 days Cost: 9170gp Wand of Misery Range self; AOE: self; Duration 1 day; Save none Weapon Type improvised; Hardness 10; Hit Points 5 Resistances none Vulnerabilities none Aura weak necromancy; CL 5th Slot none; Weight 2 lbs. Price 2,250gp Description The Wand of Misery is, perhaps, unique amongst wands in that it does not actual cast any spells. It does pretend to, and those who do not recognize it for what it is may even be tricked into thinking that the wand is causing some effect. But the only thing that a Wand of Misery actually does is make its user miserable .The source of this drain is not readily apparent, but most users figured it out after a couple of attempted uses of the wand. History: The first known Wand of Misery was simply found one day, buried amidst a horde of garbage. No one knows who the original crafter was, nor for what purpose it was intended. The wand ended up killing a few of its earliest users, who never actually realized what it really was and mistakenly used it during battle. But eventually the wand came into the hands of one clever wizard, and the construction of the wand was easily enough reverse engineered. That wizard then crafted another, for curiosity's sake. And others have crafted a few more such wands in the years since. Adventure Hooks: The Wand of Misery does appear to cast magic forth, so to all appearances it is a real, working wand. Rogues and any others who are using Use Magic Device are particularly vulnerable. And then there are those who add illusory effects to the wand, in order to further trick and trap would be users of the wand, causing them to truly think that the wand has some great and powerful use. Until it is discovered (preferably at the worst possible moment) thatSample it was all an illusion, file and the wand has no offensive powers at all. In fact, there are many people who enjoy nothing more than tricking would-be thieves and looters in such a way. Special Abilities Misery (50 charges): Whenever the wand is used, magic will appear to fire off in the direction that the wand is pointed, but the wand will instead drain the user of all good feelings, causing the wielder to become miserable. A miserable creature takes on the fatigued state. If they are already fatigued, then they become exhausted. And if they are already exhausted, they fall into a stupor from which they will refuse to rise until they are returned to an exhausted state. A creature who is affected by misery can naturally be restored to a normal state by getting a good night's rest.