[Digest of Projectors]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


The 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.


Contents


Concealment Rod

Mounted 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.

Abilities:

  • Detect Active Senses
  • Stealth 15-
  • +20 Mental Defense, Only versus Mind Scan (-1/4).
  • 6d6 Suppress Clairsentience, 0 END Persistent (+1), Explosion (+1/2), No Range (-1/2), Always On (-1/2).
  • Invisibility to Sight Group, 3 Continuing Charges per day lasting for 1 Minute each (-1/2).
  • Shape Shift into another member of same species, 1 Continuing Charge per day lasting 1 hour each (-1/2).

Combined: OAF Rod (-1), Independent (-2).

Active Cost: 173; Real Cost: 38.

Cricket Wand

This 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.

Abilities:

  • +12" Superleap, Usable by Another at Range (+1), Trigger: next leap (+1/4), 15- Activation Roll (-1/4), 16 (10+1d6) charges (-1/2), Charges do not recover (-2), Gestures (Point at target) (-1/4), Incantation (Activation word) (-1/4), OAF Wand (-1), Independent (-2), Side Effect (3d6 STR Drain, Triggered by leap, Only while jumping) (-1/2).

Active Cost: 54; Real Cost: 7.

Delusion Wand

This 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.

Abilities:

  • -2 PER Images to Sight and Sound, 4" Radius (+1/2), Continuous (+1), 5d6 Continuing Charges lasting one minute each (+1+1/4), Charges are difficult and expensive to recover (-1/2), Incantations (Activation) (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF Wand (-1), Independent (-2), Extra Time: Full Phase (-1/2).

Active Cost: 79; Real Cost: 14.

Fire Bolts, Wand of

A 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.

Abilities:

  • 2d6 Energy Blast (Fire), Autofire (3 maximum) (+1/2), 64 (40+4d6) Charges (+1/2); Gestures (point at target) (-1/4), Incantations (Inlaid Word) (-1/4), Charges are difficult and expensive to recover (-1/2), Independent (-2), OAF Wand (-1), Extra Time: Full Phase (-1/2), Explodes on contact with water (1d6 Energy Blast/charge, Explosion, No range) (-1/2).

Active Cost: 20; Real Cost: 4.

Fright Wand

This 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.

Abilities:

  • 6d6 Mind Control, Area Effect (Cone) (+1), Telepathic (+1/4), 64 (40+4d6) Charges (+1/2); Only to flee in fear (-1/2), No Range (-1/2), Visible (-1/4), Gestures (aim at target) (-1/4), Incantations (Activation) (-1/4), Charges are difficult and expensive to recover (-1/2), OAF Wand (-1), Independent (-2).

Active Cost: 82; Real Cost: 13.

Ice Wand

This 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.

Abilities:

  • 24 pt. END Reserve (0 REC), 5d6 Charges (+1/4), Charges are difficult and expensive to recover (-1/2).
  • 30 pt. Elemental Control (Cold), Must be frozen for a week when exposed to Temperatures above 25C (77F) or in very dry conditions (-1/4), Incantations (-1/4), Only draw from Wand END reserve (+0). Only for the following abilities:
    • 3d6 Energy Blast (Cold), Area Effect (3" Radius) (+1), Continuous (+1); 3" Change Environment (Hail), Linked to EB (-1/2) [6 END]
    • 12PD, 8ED Force Wall (Ice), Opaque to Sight Group, 1/2 Defense versus Fire (-1/2) [6 END]
    • 4d6 Energy Blast (Cold), AE (9" Cone) (+1), Continuous (+1), No Knockback (-1/4), No Range (-1/2), 2xEND (-1/2) [12 END]

Combined: OAF Wand (-1), Independent (-2).

Active Cost: 121; Real Cost: 24.

Incineration Staff

This 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.

Abilities:

  • 2d6 RKA (Flames), Damage Shield (+1/2), Activation Roll 14- (-1/2), Three Charges/day (-1-1/4), Incantations (-1/4), OAF Staff (-1), Independent (-2), Side Effect (4d6 KA versus Weilder) (-1).

Active Cost: 45; Real Cost: 6.

Lich Lord Staff

This 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.

Abilities:

  • 4d6 Mind Control, Area Effect (Any 10) (+1+1/4), Telepathic Contact (+1/4); 1/2 DCV Concentrate (-1/4), Only versus Undead (-1/4), Reduced by Range (-1/4). [5 END]
  • Desolidification (Vulnerable to Holy or Silver Weapons); 2x END (-1/2), Extra time: Full phase (-1/2). [8 END]
  • 3d6 Energy Blast, NND (Afterlife support) (+1), While desolidified (+2); Gestures (aim at target) (-1/4). [6 END]

Combined: 14- Activation roll (unless employed by a Lich) (-1/4), Does not work on ground sanctified to a "good" religion (-1/4), OAF Staff (- 1), Independent (-2), Side Effect (2d6 STUN Drain, recover 5 points per hour) (-1/2).

  • Images (Mental), 256" Radius (+2), 0 END (+1/2), Persistent (+1/2); Only to produce sensation of foreboding (-1/4) No Range (-1/2), Always On (-1/2), OAF Staff (-1), Independent (-2).

Active Cost: 190; Real Cost: 35.

Mana Sensing Wand

When 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.

Abilities:

  • Sense Magic; 15- Activation Roll (-1/4), 3 Charges/day (-1-1/4), Gestures (point toward target) (-1/4), OAF Wand (-1), Independent (-2), Side Effect (False Magic) (-1/2).

Active Cost: 6; Real Cost: 1.

Wand of Measure

The 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.

Abilities:

  • END Reserve (30 END, 6 REC/day: -1-1/4)
  • Scaling Multipower (60 point Reserve); 14- Activation Roll (-1/2), Gestures (-1/4), Only draw from the END Reserve (+0), Extra Time: Full Phase (-1/2), Costs END to use (-1/2).
    • Growth (45 Pts), Useable Against Others (+1), Ranged (+1/2), 0 END (+1/2). [6 END]; Slot Cost: 2.
    • Shrinking (30 Pts), x64 Mass (+1+1/2), Useable Against Others (+1), Ranged (+1/2), 0 END (+1/2). [6 END]; Slot Cost: 2.

Combined: OAF Staff (-1), Independent (-2).

Total Cost: 25.

Medusa Wand

This 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.)

Abilities:

  • 2d6 Major Transform - Solid Matter to Stone, Cumulative (+1/2), Continuous (+1), 64 (4d6+40) Charges (+1/2), Charges do not recover (-2), Gestures (- 1/4), Incantations (-1/4), OAF Wand (-1), Independent (-2), Only while touching the ground (-1/4), Reflected by Mirrors (+0).

Active Cost: 90; Real Cost: 13.

Nullification Rod

This 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.

Abilities:

  • 6d6 Transfer to END Reserve, Any Magic (+2), Trigger (Any Magic Directed at Wielder) (+1/4), 32 charges (+1/4); Always On (-1/2), Charges do not recover (-2).
  • END Reserve (100 END, 0 REC), END turns Stone white (+1/4).
  • 3d6 END Healing, Only from END Reserve (+0), Only to raise END to starting value (-1/2), Incantations (activation phrase) (-1/4).

Combined: OAF Wand (-1), Independent (-2).

Active Cost: 340; Real Cost: 53.

Paralyzer Wand

This 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.

Abilities:

  • 3d6 Entangle, Entangle takes no damage from attack (+1/2), 5d6 Charges (+1/4); Lose 5 points per minute (-1/2), Gestures (aim at target), Incantations (Activation) (-1/4), Charges are difficult and expensive to recover (-1/2), OAF Wand (-1), Independent (-2).

Active Cost: 52; Real Cost: 10.

Passage Rod

The 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.

Abilities:

  • 400 point END Reserve (0 REC), Charges are difficult and expensive to recover (-1/2).
  • 20 pt. Elemental Control (Passage), Incantations (activation) (-1/4), Only draw from the END Reserve (+0).
    • Desolidification, Affected by Magic. [4 END]
    • Teleportation, Useable by 8 Others (+1). [4 END]
    • Tunneling through 6 DEF at 5", Not through metal or artificial materials (-1/4). [1/5" END]
    • Tunneling through 6 DEF at 1", Closes behind, Useable by Another instead of weilder (+1/4), Invisible Power Effects (Sight) (+1/2), Trigger (Attempt to pass through) (+1/4). [1/5" END]

Combined: OAF Staff (-1), Independent (-2).

Active Cost: 180; Real Cost: 44.

Rod of Spheres

This 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.

Abilities:

  • Shrinking (40 pts) (12.5cm, 25g, -8 PER), Persistent (+1/2), Useable against Others (+1), Ranged (+1/2).
  • 6d6 Entangle, Hardened (+1/4), Brittle from the outside (1 BODY, 6 DEF) (-1/4), Linked (-1/2).
  • Life Support (No need to eat, excrete, or sleep; immune to aging), Useable against Others (+1), Ranged (+1/2), Linked (-1/2).

Combined: 32 (20+2d6) Charges (+1/4), Gestures (aim at target) (- 1/4), Incantations (Activation) (-1/4), Charges can not be recovered (-2), OAF Rod (-1), Independent (-2).

Active Cost: 242; Real Cost: 35.

Rope Staff

The 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.

Abilities:

  • 50 point END Reserve (1 REC).
  • 10 STR Telekinesis, Fine Manipulation, Invisible Power Effects (All) (+1), Indirect (Any location and direction) (+3/4), Only to manipulate a rope (-1). [7 END]
  • 20" Swinging, Requires successful grappling hit (-1/4), Extra Time: Full Phase (-1/2). [1/5" END]
  • 10" Flight, Requires successful grappling hit (20" or less) (-1/4), Only to follow the retracting rope (-1/2), Extra Time: Full Phase (-1/2). [1/5" END]
  • 2d6 Entangle - Allows limited movement, Does not protect character (+1/4), Area Effect (1" Radius) (+1). [2 END]

Combined: Gestures (-1/4), Incantations (-1/4), OAF Staff (-1), Independent (-2), Must draw from END Reserve (+0).

Active Cost: 140; Real Cost: 27.

Smothering Wand

This 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.

Abilities:

  • Change Environment (Extinguish fires), 2" Radius, 0 END (+1/2).
  • 10d6 Dispel, Fire-based Magic Power (+1/4), 32 (20+2d6) charges (+1/4); Charges can not be recovered (-2).

Combined: Gestures (aim at target) (-1/4), Incantations (Activation) (-1/4), OAF Wand (-1), Independent (-2).

Active Cost: 60; Real Cost: 10.

Sojourning Rod

The 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.

Abilities:

  • Extradimensional Travel (Pocket Universe), Returned after a combined 64 person-days to point of departure (-1/4).
  • +5 REC, 0 END (+1/2), Persistent (+1/2); Linked to Extradimensional Travel (-1/2).
  • Life Support (No need to eat, excrete, or sleep; Immune to Aging) Linked to Extradimensional Travel (-1/2).

Combined: 32 (20+2d6) Charges (+1/4), Useable by 16 Others (+1+1/4); Incantations (Activation) (-1/4), OAF Rod (-1), Charges are difficult and expensive to recover (-1/2), Extra Time: 1 Turn (-1).

Active Cost: 105; Real Cost: 25.

Solar Wand

This 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.

Abilities:

  • 200 point END Reserve (0 REC); Difficult to recover END (Keep in continuous sunlight for an entire day per 10 END) (-1/4).
  • Images (Sight), 2" Radius (+1/4); Only to produce glowing lights (-1/2), Gestures (aim at target) (-1/4). END Cost: 1.
  • Change Environment (Brighten), 2" Radius; No Range, staff only (-1/2), 3 Continuing Charges/day lasting 1 hour (+0), Costs END to activate (-1/4). [1 END]
  • Change Environment (Brighten), 2" Radius, 0 END (+1/2), Persistent (+1/2), Uncontrolled (+1/2); Costs END to cast (-1/4). [2 END]
  • Flash to Sight, Area Effect (Radius) (+1); Gestures (aim at target) (- 1/4). [4 END]

Combined: Incantations (Activation) (-1/4), OAF Wand (-1), Independent (-2), END from Reserve only (+0).

Active Cost: 107; Real Cost: 23.

Sonic Staff

This 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.

Abilities:

  • 1" Radius Darkness to Sound Group, 64 (34+5d6) Continuing Charges lasting 5 Minutes each (+1+1/2), Hole in the Middle (1 hex) (+1/4), No Range (-1/2), Incantations (activation phrase) (-1/4).
  • Sonic Blast:
    • 3d6 Flash to Sound.
    • 5d6 EB, Armor Piercing (+1/2), Linked to Flash (-1/2).

Combined: Area Effect (Cone) (+1), One Charge per Day (-2), Gestures (aim at target) (-1/4), Incantations (blow through horn) (-1/4), Reduced by Range (-1/4), Not in a silenced area (-1/4).

  • +10 Flash Defense to Sound Group.

Combined: OAF Staff (-1), Independent (-2).

Active Cost: 187; Real Cost: 39.

Sprite Wand

Shaped 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.

Abilities:

  • 10" Flight, Useable by Another (+1/4), Ranged (+1/2)
  • Invisibility to Sight w/ Fringe
  • 2d6 Entangle, Invisible Power Effects (Sight Only) (+1/2), Takes No Damage from Attack (+1/2); No Defense (-1-1/2).

Combined: OAF Wand (-1), Independent (-2).

Active Cost: 95; Real Cost: 21.

Steam Rod

This 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.

Abilities:

  • 80 point END Reserve (10 REC, recovered each hour: -3/4).
  • 20 pt. Elemental Control (Steam), Gestures (Manipulate knobs) (-1/4), 14- Activation Roll (-1/2), Becomes jammed by dirt or dust (-1/4), Side Effects (Rod becomes jammed, requiring a Mechanics Roll to repair) (-1/2), Only draw END from the Reserve (+0).
    • Fire projectile: 5d6 Physical Blast, Penetrating (+1/2), Beam Only (-1/4), OAF Projectile. [4 END]
    • Cone of Scalding Steam: [4 END]
      • 2d6 EB (Steam), NND (Life Support vs. Intense Heat) (+1), Area Effect (5" Cone) (+1), No Knockback (-1/4), No Range (-1/2).
      • Images to Sight, 4" Radius (+1/2), Linked to EB (-1/2), Only to produce cone-shaped cloud of steam (-3 to PER) (-1/2).
    • Wall of Mist: 4" Radius Darkness to Sight (Normal and Ultravision), Continuous (+1). [4 END]
    • Cloud Form: [5 END]
      • Desolidification (Vulnerable to cold-based attacks), Can not pass through water or sealed barriers (-1/2).
      • Images (Sight), Only to appear as a Mist-like form (-1), Linked to Desolidification (-1/2).

Combined: OAF Rod (-1), Independent (-2).

Active Cost: 181; Real Cost: 31.

Talus Verikha Totems of Summoning

This 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.

Abilities:

  • Summoning, Any Creature (+2), Must be a species known to wielder (-1/4), 1/2 DCV Concentrate (-1/4), Incantations (-1/4), Activation Roll 12- (-3/4), Charges can not be recovered (-2), OAF Wand (-1), Independent (-2), Side Effects (Same creature but angry with wielder, +10 EGO, and +10 Mental Defense vs. Mind Control) (-1).

Use lowest roll of 2 six-sided dice:

1-2: 150 Points, x16 Charges (+0): Active Cost: 60; Real Cost: 7.
3-4: 300 Points, x8 Charges (-1/2): Active Cost: 90; Real Cost: 10.
5: 450 Points, x4 Charges (-1): Active Cost: 120; Real Cost: 13.
6: 600 Points, x2 Charges (-1-1/2): Active Cost: 150; Real Cost: 15.

Travel Staff

This 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.

Abilities:

  • 4" Change Environment - Comfortable Shelter, Single Continuing Charge per day lasting 10 hours (+0), Incantations (-1/4), No Range (-1/2), Extra Time - 1 Turn (-1).
  • Sense Direction, Three Charges per Day (-1-1/4).
  • 60 point END Reserve (6 REC, Recover per kilometer of travel (-1/2)).
  • 4 DEF Force Wall (1"x10"), Only to form horizontal bridge (-1/2).
  • 10" Flight, 2x maximum noncombat velocity.
  • +15" Superleap, 4x maximum noncombat distance.
  • 1" Tunneling through 5 DEF, Armor Piercing (+1/2), Only when Entangled (- 1).
  • +4" Running.
  • +2" Swimming.
  • Breathing is self-contained, Linked to swimming (-1/2).
  • Clinging.

Combined: OAF Staff (-1), Independent (-2), Only draw from the END Reserve (+0), 1/2 DCV Concentrate (-1/4).

Active Cost: 162; Real Cost: 37.

Staff of the Warlock

This 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.

Abilities:

  • 200 point END Reserve (0 REC).
  • 2d6 Transfer Power to END Reserve, Any Magic Spell (+1/4), Limitation: 10d6 EB Explosion destroys Staff if END Reserve exceeded (-1).
  • Multipower (25 point Reserve), Incantations (-1/4), Only draw from the END Reserve (+0). Only for the following fixed slots:
    • Sense Magic, Discriminatory, 1/2 DCV Concentrate throughout (-1/2). [0 END] Real Cost: 2.
    • Change Environment, Variable Special Effects (Elemental) (+1/4), 0 END (+1/2). [0 END] Real Cost: 3.
    • Growth (15 pts), Useable Against Others (+1). [3 END] Real Cost: 7.
    • 10 STR Telekinesis w/ Fine Manipulation. [2 END] Real Cost: 6. +
    • Invisibility to Sight Group w/ Fringe. [3 END] Real Cost: 7.
    • 3d6 Entangle, Area Effect (Any) (+1), Variable Special Effects (Elemental) (+1/4), Brittle (-1/2). [7 END] Real Cost: 14.
    • 6d6 Energy Blast, Area Effect (Any) (+1), Variable Special Effects (Elemental) (+1/4). [7 END] Real Cost: 16.
    • 8d6 Dispel, Any Magic (+2). [7 END] Real Cost: 17.
    • 9 DEF Tunnel 6", Closes behind. [1/5" END] Real Cost: 15.
    • Extradimensional Movement, Any Dimension, 16x Mass, Extra Time: Full Phase (-1/2). [6 END] Real Cost: 13.
    • Summon Elemental (365 points), Any Elemental (+1/4), Single Charge/day (- 2), Costs END (-1/2). [13 END] Real Cost: 19.

Combined: OAF Staff (-1), Independent (-2).

Total Cost: 89.

Woodlands Staff

This 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.

Abilities:

  • 4d6 Normal Attack, Has a STR Min of 13 (-1).
  • +2 OCV Combat Skill Levels with Staff.
  • 160 point END Reserve; Difficult to recover END (Rest in a Sylvan Woodlands Clearing for a period of one month and a day) (-1/4).
  • 15 pt. Elemental Control (Woodlands), Gestures (Aim at target) (-1/4), Incantations (-1/4), Only draw END from the Reserve (+0).
    • 2d6 Entangle (Thorns), Area Effect (Line) (+1), Indirect (+3/4), Only where plants can grow (-1/4), Extra Time: Full Phase (-1/2). [5 END]
    • 8d6 Mind Control, Only versus Woodland Beings (-1/2). [4 END]
    • 8d6 Telepathy, Only versus Woodland Beings (-1/2). [4 END]
    • Summon Ent, Requires an elder Oak tree (-1/2). [8 END]

Combined: OAF Staff (-1), Independent (-2), Only to serve and protect woodlands (-1/2).

Active Cost: 189; Real Cost: 36.

Wych Wand

This 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.

Abilities:

  • 2d6 EB (Magic Energy), Armor Piercing x2 (+1/2), Autofire 5 Shots (+1/2), Penetrating (+1/2), 100 (70+5d6) charges (+3/4), No Range Penalty (+1/2); Beam Attack (-1/4), Gestures (aim at target) (-1/4), Incantations (Activation) (- 1/4), Charges can not be recovered (-2), OAF Wand (-1), Independent (-2).

Active Cost: 37; Real Cost: 5.