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Copyright © 2001 by Robert J. HallThe class of projectors includes all wands, staffs, rods, and other hand-held magic items that can project a power. Typically these items have limited charges that can only be restored by a powerful mage, or through a high risk undertaking such as a quest. ContentsConcealment RodMounted in a delicate brass cage at each end of this short, metal rod are two hollow, crystalline eggs. The globes are filled with a clear oil in which float a multitude of carefully preserved eyes. The rod shaft is molded to fit comfortably into the hand of its wielder, but it will gradually readjust when it is acquired by a new owner. The rod is magically empowered to conceal its wielder from all forms of search, both mundane and magical. The character can change his appearance, become invisible, confound any active senses; or, if worse comes to worse, sneak away into the shadows.
Cricket WandThis simple wooden wand empowers a character to leap a greater distance, much like a Cricket. When the wand is aimed at the target and a command word is spoken, the legs of the character are then infused with magical energy. During his next leap the actions of the leg muscles are greatly amplified, increasing the total distance jumped. The wand is not infallible, however, and will sometimes cause the leg muscles of the target creature to suddenly give out at the moment of the leap. For this reason, the powers of this wand should be used with some caution.
Delusion WandThis smooth, black wand is capped by white at each end, but is otherwise free of markings. The wand is stored in a polished brass tube that is lined with fur of a hare. When the activation phrase is spoken by the wielder, the image carefully formed in his mind is captured and projected to the designated location. The illusion can have both audible and visual components, and are quite vivid and life-like.
Fire Bolts, Wand ofA small lump of obsidian is hammered into the branch of a hundred year old hickory tree. After the wood has grown around the rock, the limb is burnt off and stripped of bark. The naked wand, bearing the obsidian lump at one end, is then carefully hardened in hot coals. During this hardening, the Wizard imbues the wand with the magical power of creating bolts of fire. The wand is then coated with black enamel, inlaid in gold with the word of activation, then baked inside a furnace for an hour. Upon speaking the activation phrase, the wand projects up to three bolts of Fire per phase at the target. The inner wood gradually burns away after each use, falling to ashes after the final charge is used. If the wand comes into contact with water, it explodes in a ball of fire. For this reason, the wand is stored in a water-tight wooden case when not in use.
Fright WandThis hollow bone wand emits a gloomy ray that causes those caught inside to panic, and feel a powerful urge to flee. Those with sufficient self-control or mental defenses can resist this fear to some extent, and will stand their ground, if not advance.
Ice WandThis icicle-shaped, milky-white wand is prepared from the ivory tusk of a giant walrus. The wand must be prepared for magical investment by bathing it in freezing cold water for a period of not less than a year, followed by a lengthly ritual ensorcelment. The wand is created for use in cold, wintry conditions, and will not function when the air is too warm or very dry. After exposure to such an unhealthy environment, the wand must be stored in freezing temperatures for a period of at least one week before it will function again. When the activation phrase is spoken, the wand can project one of its three frigid powers. However, the total amount of stored magical energy is limited. An Ice Elementalist with the appropriate knowledge can recharge the wand, as can certain powerful entities from the Icy realms.
Incineration StaffThis staff has the appearance of a fine walking stick, with a smooth, tapered wooden leg, a steel toe, and a polished brass cap shaped in the fashion of a Salamander head. The eyes of the cap are set with ruby stones that glow a dull red. The cap can be unscrewed to reveal a metal rod engraved with runes. When activated, the Staff envelops the wielder in searing flames that will cook normal flesh. Unless improperly activated, the fire has no effect on the character holding the Staff.
Lich Lord StaffThis staff consists of the fang of an ancient dragon, mounted in an iron bracket at the tip of a length of unblemished dark wood from a cursed forest. The grip is wrapped in fine steel mesh, drawn tight across rings cut from dragon bone. The wielder of this staff can turn spectral in form: able to pass through solid objects and being quite unaffected by most attacks. He can also project green bolts of life-draining energy, even when spectral, and can control a group of undead. The staff radiates a permanent sensation of foreboding within a 1km diameter.
Mana Sensing WandWhen in the presence of magic, this dark-wood wand will bend and point toward the strongest relative source of magic in the general direction in which it is aimed. This sensitivity quickly decreases with distance, so that the wand will point to a nearby relatively weak source, rather than a more powerful source a good distance away. (+1 PER per 10 Active Points, minus range modifiers.) The wand is not always reliable, however, and will sometimes give false readings.
Wand of MeasureThe Gnomish Wizard Salyaxier the Madest spent the final years of his life studying the Bittern Giant Clan of the Great Salt Swamps. To travel in their company and introduce the Giants to civilization (such as it was) he created the Wand of Measure. When properly employed, the wand can shrink a Giant down to the size of a man, or reverse the process. Shortly after being put to use, however, the wand and its creator vanished and were never seen again. This wand consists of a handle fitted with a number of small controls, and a metallic needle with a small copper dish at the tip. The wand controls are somewhat awkward and unreliable to use.
Medusa WandThis twisted length of old wood emits a sinister green beam that turns anything it strikes to stone. The beam is reflected by any polished surfaces, such as a silvered mirror or polished metal shield. (Since both the weilder and his foes can take advantage of this property, it has no cost.)
Nullification RodThis smooth metal rod holds an inky black stone between three sharp prongs at the tip. The hilt is tightly wrapped in chamois hide, and a wrist strap hangs from the end. The rod is usually stored in a black lacquered case, with an eight-sided silver star inlaid in the cover, and the interior lined with green felt. When held properly, this rod will absorb a portion of the magic directed at the wielder, transfering the energy into the sphere, to be used later. As more energy is added, the sphere turns increasingly lighter shades of grey until, when fully charged, it becomes completely white. At a word, part of the energy stored in the rod can be used to reduce the fatigue of the wielder. The rod can only absorb magic a limited number of times, and can never be recharged. Once the charges have been expended and remaining energy is used to restore END, the rod becomes permanently inert.
Paralyzer WandThis polished wand, made from the purest silver, tapers smoothly from the light handle to a rounded point at the tip, and vibrates slightly while held. When activated, the wand emits a narrow beam of sparkling blue light that completely paralyzes a selected target. The victim will gradually recover from the paralysis over the course of several minutes.
Passage RodThe end of this rod is fitted with a cluster of heavy, retracted digging claws, as from a subterranean creature, mounted in star-pattern in a blunt crown. The shaft is smooth oak, with a wire-bound handle and a small crystal sphere mounted at the end inside a silver frame. When the rod is activated, the sphere begins to produce disturbing patterns and the claws extend to form a cage. This rod has a number of powers related to passing physical obstacles, including the ability to take ethereal form, teleportation to a nearby location, and passage through otherwise solid walls. The rod charges can only be recovered by a Transport Wizard or some similar magical power.
Rod of SpheresThis glassy rod has a polished metallic cap, shaped in the form of a five- sided star, with its sharp leaves bent inward and joining at the tip. The back end of the rod is capped in a perfectly smooth, silver egg. The shaft is fluted with a crossing spiral pattern, making it easy to grip. Within the rod, vessels can be seen constantly pumping drops of mercury from the sphere to the cap, then back again. When activated, the leaves bend open and a perfectly spherical bubble appears in the cup. This bubble is projected toward the target, and envelops him completely. The bubble then shrinks in size, along with its contents, leaving only a crystal sphere with the victim frozen inside. The prisoner is held inside until the ball is shattered, or he somehow manages to escape. Once all the charges have been expended, the vessels within cease to pulse and the rod becomes inert.
Rope StaffThe grip of this short wooden staff is tightly wrapped with silk rope woven in a pattern of knots. Attached to the tip is a three-pronged grappling hook. The back end is attached to a short loop of rope that can be slipped over the wrist to improve the grip. When activated, the hook is projected outward a distance of up to 20", trailing a length of quality silk rope. If the hook attaches itself to a projection (on a successful attack roll) the wielder can swing from the rope, or command the staff to retract the rope, pulling him toward the hook. If the hook is ever severed from the staff by cutting the rope, fitting back the tip is sufficient to restore the special abilities. The grappling hook will release itself upon speaking a command word. The staff can also project a rope net over a 1" radius, entrapping anyone caught therein. The staff also allows the character to manipulate a rope from a distance, wielding it as a noose, tying the end in a knot, pulling on anything to which it is attached, and so on.
Smothering WandThis solid bronze implement has a small hand at the tip, slightly closed as if preparing to scoop sand. A loose ring is mounted behind the hilt for convenient storage. When activated, the small hand makes peculiar motions with its digits. This wand can be used to extinguish any number of normal fires, and a limited number of fire-based magic spells. The later charges should be used with particular care since they can not be recovered.
Sojourning RodThe head of this rod consists of eight diamond-shaped vanes attached radially to the central stock. The metal shaft is fluted, with a smooth knobby handle formed from polished stone. When activated, the vanes begin to glow and rotate in a counter-clockwise fashion. The rod creates a portal in mid air though which the weilder and up to seven others can enter a pocket universe. This space consists of a beautiful island floating in the midst of an endless red void. All the earthly needs of the group are met by this island, including food, drink, and deep rest. The idillic nature of this world also causes all wounds to heal more rapidly. After a total of sixteen person-days spent in this paradise, a portal appears and the characters are transported back from whence they came. A single person can remain 64 days in this pocket universe; two people can stay for 32 days; four people for 16 days; and so on. Once the group has left, no further benefits are gained.
Solar WandThis clear length of crystalline material constantly glows with its own inner light, bespeaking the power it holds. The wand possesses powers of illumination drawn from the blessed light of the sun. When properly activated, the wand can create glowing illuminated forms, bathe an area in the glow of daylight, or blind foes with a flash of brilliant light. The stored magical energy of ther wand is limited. To recover this energy, the wand must be unceasingly bathed in direct sunshine for a period of one day for every 10 points of END reserve recovered. (Anything less than a full day of exposure has no effect.) Usually this requires passage to the far northern or southern regions, where the sun never sets for months at a time.
Sonic StaffThis long, polished brass staff has the shape of a horn, with the tip expanding into a curved cone. The staff remains permanently free of tarnish, and a strip of engraved markings runs from end to end. When activated, the staff cloaks all sounds produced by the wielder, including footfalls, spoken words, and any movement of small objects. Once a day the staff can project a tremendous blast of sound, deafening and stunning all within its cone. The staff protects the wielder from deafness caused by loud noises.
Sprite WandShaped like a bark-striped branch of an elm tree, this beautiful wand changes in hue from crimson at the base to a sky blue at the tip. Upon activation, the tip of the wand begins to glow with a golden light, and the air around the wand wavers slightly.
Steam RodThis steel rod has a long shaft attached to a squat, hollow cylinder with beveled edges. A number of brass valves are attached to the cylinder, each releasing small wisps of steam from time to time. When the rod is activated, the valves emit blasts of steam with an angry hiss. The shaft has several knobs and grooves along its length, but is otherwise free of markings. When a rock, or other small object, is inserted in the hollow cylinder, the rod uses a blast of steam to project the item with considerable force. The rod can also create a cone-shaped cloud of scalding steam, or generate a cloud of thick mist. In addition, the rod can transform the character into a vaporous form, allowing him to pass through cracks and other small openings with ease. However, this mist-like form is blocked by sealed barriers, and can not travel through water or other liquids. If the rod is improperly employed, or if the valves become clogged with dirt or dust, it will become jammed. A skilled mechanic will be required to clean and repair the steam values.
Talus Verikha Totems of SummoningThis heavy wand is made from a single piece of Heart Wood. Carved as a stack of iconic creatures sitting atop each other, the wand resembles a miniature, tapered totem pole. When wielded properly, the wand will summon virtually any creature of which the character can visualize mentally. A number of these wands are known to exist, with the limits of their power determined by the type of carving. The beasts summoned by this wand are under no compulsion to serve the wielder, and some other means must be employed to task the being. Indeed, if the wand is improperly employed, the creature will arrive greatly enraged and will be extremely difficult to control.
Travel StaffThis seemingly ordinary length of well-used hickory harbors a plethora of magical powers designed to aid the traveller. The Staff is highly attuned to the journey, and its powers will weaken from overuse if it remains in one location for any length of time.
Staff of the WarlockThis potent Staff must be crafted from the pale wood of the gnarly Yarrow tree, found only in the enchanted woods of the Faerie. The powers of the Staff are intended to aid a Wizard, and indeed it can only be employed to its full abilities by those with Magical knowledge. Most of the abilities of the Staff are shared with a 25 point Multipower Reserve, and all the slots are fixed. The staff supplies all the energy for its multitude of powers, but it is dangerous to recharge and should be used sparingly. Magical spells can be absorbed by the Staff and used to restore its depleted energy. However, overcharging will cause the Staff to explode, with deadly consequences for anybody caught in the vicinity.
Woodlands StaffThis fine staff is made from a knot free length of ash, oak, or yew; polished to a fine luster; and bound with bronze rings and end caps. Among its powers is the ability to create a barrier of dense thorns, communicate with and befriend animals, and summon an animated tree. The staff is magically aware, and will offer its powers only to those who work to protect the woods.
Wych WandThis simple wand of wych wood will project up to five bolts of pure magical energy each time it is activated. The bolts will penetrate even the toughest armor, and will always cause some damage when they strike. The wand will function only a limited number of times before it turns to dust.
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