Wands
Wands
Merry by reputation and promiscuous by
nature, the half-elven enchantress Pemby Cloudsilk created
a great number of wands and staves in her time on Faerun.
Pemby kept this wand for herself for personal protection.
When she was killed by a jealous lover in 1103 DR, she
left the wand to one of her many other suitors, the
thief Tamlock of Waterdeep. Tamlock avenged Pemby's
death several years later when he killed her murderer
with an imperceptibly poisoned blade in a duel. |
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Value: 10300 |
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Often confused with another wand of the
same name, the Wand of Armory is used to cast protective
spells on the user. Unfortunately for the creator of
this Wand of Armory, trolls are persistent creatures.
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Value: 9300 |
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A trio of wizards worked on this wand
using a number of material components they had available
to them and more that were relatively easy to acquire.
Otterly the Rotund, Mabdek of the Seventh Star, and
Yrgon the Moron only crafted the wand so they could
sell it. Their long-term goal was the construction of
a vast magical research facility based on the designs
of the Naturalist Guild in Myth Drannor. Their wand
was a greater success than their research facility.
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Value: 9220 |
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A Wand of Fear strikes terror into the
heart of any creature within its target area. This panic
is not universal, however, as the stout of heart have
been known to resist its magic. Like all wands, the
Wand of Fear can only be used a limited number of times
before it is destroyed. |
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Value: 10000 |
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The wand will cough forth a huge, burning
ball of fire that streaks out to the desired range (to
a maximum of 120') and bursts in a fiery, violent blast,
just like the fireball spell. The fireball inflicts
6d6 points of damage, but all 1s rolled are counted
as 2s. The victim(s) may make a save vs. wands in order
to take only half damage. The second ability of the
wand is akin to the spell 'Agannazar's Scorcher' in
that a column of flame will streak towards the victim
inflicting 6D6 +6 damage, with a save vs. wands for
half. |
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Value: 22000 |
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This deadly wand was crafted by the wizard
Hegthen to protect him from his rival's fire-using minions.
Hegthen made frequent use of the wand during his protracted
war with his enemy. After ten years of hounding, Hegthen
decided to take the battle to his rival, defeating him
in one of the most spectacular magical duels ever seen
in Suzail's history. As his terms of victory, Hethgen
demanded that his enemy's name be magically snuffed
out of the memory of all who knew him. His enemy accepted,
and later went on to become the Cloaked Flame, a dangerous
terrorist, killed by Cormyrean Purple Dragons and War
Wizards in 1212 DR. |
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Value: 12110 |
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White crystalline motes spray forth from
the wand in a column towards the victim striking square
in the chest with numbing force. The temperature inside
the column is deadly, and damage is 8d6 (treating all
1s rolled as 2s), with a save vs. wands for half. |
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Value: 15000 |
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This wand will cause a pillar of flame
to shoot out of the sky and strike the target of the
invoker. The flames will do 6D8 damage to the target
(with 1s taken as 2s), unless the target makes a save
vs. wands in which case it will take half. The wand
only has a certain amount of charges and will be destroyed
when they are used. |
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Value: 15000 |
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The possessor of the wand can discharge
a bolt of lightning. As it passes through a creature,
it does 6d6 points of damage (treating 1s rolled as
2s), with a save vs. wand for half damage. The bolt
will continue through the target and proceed to 'rebound'
until expended. |
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Value: 20000 |
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When activated, the wand will eject a
missile of magical energy that darts forth and unerringly
strike its target. This includes enemy creatures in
a melee. The target creature must be seen or otherwise
detected to be hit, however, so near-total concealment,
such as that offered by arrow slits, can render the
spell ineffective. Against a creature, the missile will
inflict 1d4+1 points of damage. |
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Value: 5000 |
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This wand will summon 12 HD of monsters,
which appear within the area of effect and attack the
user's enemies. They remain until the spell duration
expires, or the monsters are slain. These creatures
vanish when slain. If no opponent exists to fight and
the wizard can communicate with them, the summoned monsters
can perform other services for the summoning wizard.
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Value: 25000 |
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When used, this wand shoots forth a thin
ray of bluish color to a maximum range of 60'. When
a creature is touched by the ray, it must roll a save
vs. wands in order to avoid being stunned for 10 rounds.
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Value: 12500 |
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This wand will emit a gold beam of energy
at its targets up to a maximum range of 60', effecting
a 40' cube. If the target creatures fails their save
vs. wands, they will fall into a deep, comatose sleep
for 5 turns. |
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Value: 7500 |
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This wand was once in the possession
of the half-elven rogue mage Illep the Watchful. Illep,
a native of Myth Drannor, used the slender ebon wand
to locate the snares and springblades he often encountered
during numerous burglaries. Illep was well liked by
most people, but a human warrior named Brammel took
offense to Illep's foppish manner in a tavern one night.
Despite Illep's skill with daggers, the lithe rogue
could do little to recover from the axe wound to the
upper chest and neck that Brammel dealt him. Brammel
was arrested by town guards and the wand was to be returned
to Illep's family in Myth Drannor. The small caravan
transporting the wand was sacked by human bandits and
disappeared from history. |
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Value: 5100 |
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Items & Spells
- Changes in Heart of Winter
- Protective Gear
- Armor
- Bracers, Gauntlets & Gloves
- Helmets
- Robes
- Shields, Large
- Shields, Medium
- Shields, Small
- Equipment
- Amulets, Necklaces & Talismans
- Belts and Girdles
- Boots
- Cloaks & Mantles
- Rings
- Weapons
- Axes
- Bows & Arrows
- Clubs & Flails
- Crossbows & Bolts
- Daggers
- Darts, Bullits & Slings
- Halberts & Spears
- Hammers
- Maces & Morning Stars
- Staves
- Swords, Greater
- Swords, Large
- Swords, Short
- *Wands
- Priest Spells
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Mage Spells
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
- Level 9
- Other Stuff
- Bags & Cases
- Books & Letters
- Gems
- Keys
- Miscellaneous
- Potions
- Abilities
- Bard Abilities
- Innate Abilities
Information about
Icewind DaleDeveloper: Black Isle
SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Combat: Pausable Real-time
Play-time: 40-60 hours
Voice-acting: Partially voiced
Regions & platforms
North America
· Platform: PC
· Released: 2000-06-29
· Publisher: Interplay
More information