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Sample file An Avalon Games Product, All rights reserved, Version 1.0, 2015

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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. 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 , 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 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 . 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 ; 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 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. They can also be restored to a normal state through the use of any morale restoring or inspiring spells. When such a spell is cast, the misery effect is immediately removed from the affected creature.

Construction Requirements: Craft Magic Arms and Armor, touch of fatigue Crafting Time: 3 days Cost: 1125gp Wand of Missiles Range 190'; AOE: one; Duration instantaneous; Save none Weapon Type improvised; Hardness 5; Hit Points 22 Resistances none Vulnerabilities none Aura weak ; CL 9h Slot none; Weight 3 lbs. Price 53,800gp

Description The Wand of Missiles is much like a regular wand of magic missiles, except that this wand casts empowered magic missiles and the number of missiles fired is completely controllable by the user of the wand. The wand can fire anywhere between one and five empowered missiles at a time, but each missile fired costs one charge. Thus, five charges can be expended in order to fire 5 missiles at once.

In order to cast its magic in the manner that it does, the Wand of Missiles requires a complex unification of magic and ensorcelled science. Effectively, the spell within the wand is designed to cast an empowered magic missile of caster level 9 at all times, but a complex series of mechanisms within the wand can be used to hold back a certain portion of the power that would otherwise be expended.

Construction of the wand is both difficult and expensive. The wand is a crazy assortment of whorls and spokes, all of it forged out of mithril. But it is this complex construction which allows the limiting of the magic missiles cast by the wand. By taking a normal action, the wand's user can adjust the apparatus to one of its five settings. These settings do not lock into place, and there are no visible grid indications where the settings are located. Instead, the various parts of the apparatus spin freely, and the wand will fire at the setting that it is currently set closest to when it is used. On the other hand, the settings are not hidden, and a careful study of the wand with a Knowledge (arcana) at a difficultySample of 15 willfile allow the user to determine where the settings lie.

History: To quote the sage: “Wands are simple storage devices.” That is so. But one wizard wondered why that had to be so. And so he spent decades searching for a way to make wands be otherwise. In the end, he failed. However, one of his disciples continued his research, as did a disciple who followed him. Yet it wasn't until the advent of the new ensorcelled science that such a thing even became a possibility. And so, only now, three hundred years after that first wizard's death did his dream at last come to pass.

Adventure Hooks: The Wand of missiles is a powerful weapon, but it is also an expensive one. Only the wealthiest of wizards possess such an item, and they rarely let it out of their sight. More valuable than the wands themselves, though, is knowledge of their crafting. It is said that the secret to the crafting is recorded upon a single ledger, and that that is the sole source of knowledge of their making. To many, that ledger would be worth the price of a kingdom.

Construction Requirements: Craft Wand, Empower Spell, magic missile, crafting plans Crafting Time: 60 days (includes the time to properly align all of the parts) Cost: 26,900gp Wand of the Cackling Skull Range none; AOE: voice; Duration permanent until discharged; Save Will negates Weapon Type improvised; Hardness 6; Hit Points 5 Resistances none Vulnerabilities none Aura weak illusion; CL 5h Slot none; Weight 4 lbs. Price 11,300gp

Description There isn't much to the craft of the Wand of the Cackling Skull. A simply shaft of wood with a skull knotted to one end and a leather strip wrapped around the base of the handle. And the materials used in the crafting are often the cheapest materials available. A dead, fallen branch. A skull from a creature killed during the latest hunt. Strips of hide from that same creature. The crafters could do more, of course, but they rarely bother. Many do, though, tie various objects to the base of the wands. Any such object is there purely for decoration, however.

The wand is crafted so because the materials are unimportant. All that the wand needs is a skull mounted on the end of a stick – preferably a skull with an intact jaw, though oddly this does not seem to be necessary. Whenever a Wand of the Cackling Skull is activated, the skull dances around on the end of the stick, cackling maniacally, before it at last states its message, as per the cackling skull spell.

History: The Wand of the Cackling Skull doesn't have a history, per se. Such wands have been used for countless centuries, but not by those who keep and record history. There are many tales of witch doctors and their sticks with dancing, talking skulls, but those legends tell little of the stick and skull. What these wands were first made for, it is difficult to say now for certain. But the tale goes that a hated elder shaman grew angry with a chief of his tribe who was beloved by the tribespeople. The shaman, in hisSample hatred, slew thefile chief, mounted his skull on a stick, and then made it dance and speak in order to awe and terrorize the rest of the tribe. Which it did. And the witch doctors have supposedly, then, been following that elder's example ever since.

Adventure Hooks: Amongst the primitive and monstrous tribes who regularly make use of the Wand of the Cackling Skull, the wand is mostly used to intimidate and terrorize the weaker-willed members of the tribe. The wands are rarely to be found outside of the keeping of the witch doctors who craft them. However, said witch doctors will occasionally mount their wand inside their hunt, usually at the center or atop a wall. They then set the wand's magic mouth-like ability to spring upon anyone who even approaches the wand. And many are they who have run screaming from the sight of the dancing, cackling skill before the skull has even gotten around to speaking its (usually doom-laden) message.

Construction Requirements: Craft Wand, cackling skill Crafting Time: 12 days Cost: 5650gp