Armor : Rings : Rods, Staffs, Wands : Weapons : Wondrous Items
XP Value: 4,000
GP Value: 45,000
These rare, ancient device is one of the more unpleasant legacies of lost Estoril, the realm of sorcerers whose glory was long ago swallowed by the Great Desert. Most take the form of wand-sized metal rods with ornamented knobs at both ends. Estorillian blast scepters are usable by all intelligent beings able to hold one, and use charges, typically having 5d6 charges when found. Few wizards in the Realms today know how to recharge them.
They are controlled by silent will of the bearer. If two beings grasp a scepter at once, it will not function at all until only one being is touching it again. Learning to wield a scepter takes 1 turn per power, but a single power just seen in operation can be activated in 2-5 rounds.
The Estorillian blast scepter is reputed to be the predecessor to the more common rod of smiting.
XP Value: 3,000
GP Value: 45,000
These very old, rare foot-long brass scepters were made in long-ago Netheril but the secrets of their creation are unknown today. Such scepters have only 3d6 charges when found or created. Each charge fires a translucent bubble of force at any single target within 90' of the wielder and within the caster's line of sight when the scepter is activated. The caster's normal THAC0 is used for the force attack, with no magical or dexterity adjustments. If the bubble misses, it explodes in a harmless glow and puff of smoke (which lasts only 1 round).
If it strikes a creature, the bubble does no damage, but expands to entrap the target creature in a translucent bubble of force. Air and moisture can pass through this bubble (thus, bubbles directed under water can be used to drown non-waterbreathing occupants), but all attacks against the bubble (from within or without) will fail unless they are the same magics able to bring down a wall of force (disintegrate spells, a sphere of annihilation, or a rod of cancellation). This bubble can trap any creatures, including undead, constructs, and creatures of otherplanar existence, though it only entraps one target at a time.
A scepter of entrapment can only be linked to one bubble at a time; firing a new one will automatically destroy an existing one.
A scepter can move a bubble that it has created, when the scepter is grasped and willed to do so. To exercise this control, the bubble must be within 200' of the scepter. The bubble normally moves by levitation and flight with a MV rate of 15, at the scepter- wielder's direction. The bubble can also be willed to roll at a MV of 9, though this might be very upsetting for the entrapped creature! The bubble remains immobile whenever no concentration is spared for it. Bubbles can be also be moved about by strong winds, nets and other artificial means, water currents, and so on. Noises (including speech) made by the entrapped creature can be heard outside the bubble; the entrapped creature can cast spells, although these cannot take effect outside the bubble unless they are able to destroy the bubble in the process.
Bubbles created by this scepter last for 6d20 hours, or until the scepter-wielder wills them to collapse. A collapsing bubble does not itself injure the imprisoned creature; the trapped being can come to no harm except through drowning (as previously described) or starvation while in the bubble. However, if a bubble is destroyed in situations perilous to the entrapped creature, such as high above a cliff or within the stomach of a purple worm, the damage normally done by the surroundings applies.
XP Value: 2500
GP Value: 5000
This staff was created by She of Utharia from the bones of her own father, who was himself a powerful sorcerer. Over the years the staff has gained a reputation for its destructive power, having been the doom of many Kuveran heros during the Ogre Wars. The staff is made of fused bones topped by a leering skull. The eye sockets are filled with black onyx gemstones. The staff is only useable by magic-users. It may be weilded as a staff +2. Additionally, it may be used to duplicate the following magical spell effects:
XP Value: 1,000.
GP Value: 7,500.
This staff allows any wizard to use
the following powers, at the cost of one charge per
use:
cool, strength, converse with sea creatures.
The following powers expend two charges:
conjure water
elemental, ice storm, command water spirits.
In addition, holding the staff grants its wielder the same ability as a water breathing spell for as long as he or she holds the staff. The water breathing effect expends no charges, but it disappears when all charges of the staff are expended.
XP Value: 1,000.
GP Value: 1,500.
This is a quarterstaff +3, with the added benefit that, on a natural roll of 18-20, a blow from this quarterstaff knocks the opponent unconscious (no saving throw) for 3d4 rounds. If a natural 18-20 is not a successful attack against the opponent, the staff has no effect. These staves are typically made from yew; many of them are used by sailors on Mare Luna.
XP Value: 5000
GP Value: 15,000
A wand of whips is usable only by mages. When activated, it shoots forth a whip-shaped field of white, shimmering, magical force to a maximum (horizontal and vertical) range of 25 feet. The wielder of the whip names, looks at, or concentrates upon a single target creature. The whip then attacks this creature, striking once per round as Quaal's feather token (see the DMG): + 1 to attack and damage rolls, inflicting 1d6+ 1 points of damage per strike and binding its opponent fast if a save vs. spell is not made after each successful strike. A bound opponent suffers no further damage but may not move or attack and must save vs. wands in order to speak (cast a verbal spell, call for help, and so on). Each charge lasts 1d4+1 rounds, and the whip can attack each round. A wand of whips can be recharged.
XP Value: 500
GP Value: 12,000
A variation on the wand of wonder, the wand of woodland wonder is closely tied to nature. Often overlooked, the wand appears to be nothing more than a twig or sprig of mistletoe. By expending a charge and speaking the command word, the wielder rolls percentile dice and consults the chart below for the wand's effect. Although useable by any class, such a wand is most effective in the hands of a druid. A druid can call for a specific effect from the wand. A wand of woodland wonder is typically found with 10-60 (10d6) charges.
Wand Effect Table:
Roll Wand
3d6 Effect
------------
3 Lightning strikes wielder, causing 6d6 points of damage, save for half damage.
4 A dig spell is cast on the ground under the wielder's feet, (10-cubic-foot hole.**)
5 Target is polymorphed into a rabbit for the following 2 turns.*
6 A blueberry bush grows in front of target, filled with lucious, ripe blueberries.
7 Irrisistable Itch is cast on the target. Duration is 1 turn + 1d6 rounds.
8 Faerie fire is cast on target.
9 Charm person or mammal spell is cast on target.
10 Barkskin spell is cast on target.
11 Wand transforms into a staff +1 for the following 5 rounds.
12 Target is healed for 1-8 hit points.
13 Entangle is cast on target.
14 Invisibility is cast on the wand's wielder. Duration is 1 turn + 1d6 rounds.
15 Rain falls on target for 1 turn.
16 Target is polymorphed into a tree for the following 2 turns.*
17 A dig spell is cast on the ground under the target's feet, (10-cubic-foot hole.**)
18 Lightning strikes target, causing 6d6 points of damage, save for half damage.
* A successful saving throw versus spells negates the effect.
** Those standing near fall into the hole and suffer 1d6 points of damage.