This sturdy, brass-shod wooden staff is bound in leather painted with magic runes. It is also known as the Siege Staff because of its efficacy in both peace and war - the possessor of the architect's staff can level buildings as easily as he can raise them.
First Power: 62 point Earth and stone powers multipower
Slot 1: Tunneling (4", through 11 DEF material, leaves tunnel behind) END = 5
Slot 2: Telekinesis 40 STR - only to move stone or earth (-1) END = 6
Slot 3: Create wall - 5 PD/ED Force wall END = 2
Specific Modifiers: Uncontrolled (+1/2), Persistant (+1), Costs END to cast (-1/4)
Slot 4: 3d6 Minor Transform
Specific Modifiers: into any architectural structure (+1/4), Cumulative (+1/2), only earth or stone (-2)
Combined Specific Modifiers: Incantations (-1/4), Gestures (-1/4), OAF Staff (-1), Independent (-2).
Active Cost: 84; Real Cost: 18.
Reputedly constructed by the wizard Warregon during his dispute with the Witch of the Silver Wood, this staff is constructed of a piece of knotted and twisted root wound about a node of petrified wood. The surface of the wood has the suggestion of anguished faces whenever casually glanced at, although careful examination will reveal only natural patterns of the grain. The staff is a potent weapon against any form of vegetation - normal or magical.
First Power: 60 point Anti-Plant magic multipower
Slot 1: Dispel (16d6, against magic) END = 6
Specific Modifiers: Against any power, one at a time (+1/4)
Slot 2: 4d6 RKA END = 6
Slot 3: 1d6 pip RKA END = 6
Specific Modifiers: Area Affect, explosive (+1/2), Uncontrolled (+1/2), 0 END (+1/2), Continuous (+1), Costs END to cast (-1/4) END = 6
Combined Specific Modifiers: Only versus plant or vegetable matter (-1), Incantations (-1/4), Gestures (-1/4), OAF Staff (-1), Independent (-2).
Active Cost: 86; Real Cost: 16.
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 worst comes to worst, sneak away into the shadows.
First Power: Detect Active Senses
Second Power: Stealth 15-
Third Power: +20 Mental Defense
Specific Modifiers: Only versus Mind Scan (-1/4).
Fourth Power: 6d6 Suppress Clairsentience
Specific Modifiers: 0 END Persistent (+1), Explosion (+1/2), No Range (-1/2), Always On (-1/2).
Fifth Power: Invisibility to Sight Group
Specific Modifiers: 3 Continuing Charges per day lasting for 1 Minute each (-1/2).
Sixth Power: Shape Shift into another member of same species
Specific Modifiers: 1 Continuing Charge per day lasting 1 hour each (-1/2).
Combined Specific Modifiers: OAF Rod (-1), Independent (-2).
Active Cost: 173; Real Cost: 38.
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.
Power: +12" Superleap
Specific Modifiers: Usable by Another at Range (+1), Trigger: next leap (+1/4), 15- Activation Roll ( 1/4), 11-16 (10+1d6) charges (-1/2), 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.
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.
Power: -2 PER Images to Sight and Sound
Specific Modifiers: 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.
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.
Power: 2d6 Energy Blast (Fire)
Specific Modifiers: 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).
Total Active Cost: 20; Real Cost: 4.
This coveted wand is constructed of a dark and lustrous metal, unscratchable by all but the strongest force. The wand has a number of greatly useful powers, being concerned with the generation of force fields. The user can summon a force field to protect himself against attacks, extend this protection, so as to encompass others, or use the force generated either as a shimmering, all but invisible blade (which can cut through almost anything) or to push things away from himself.
First Power: END Reserve (30 END, 6 REC/day)
Second Power: Force Powers Multipower (60 point Reserve)
Specific Modifiers: Gestures (-1/4), Only draw from the END Reserve (+0), Extra Time: Full Phase ( 1/2).
Combined Specific Modifiers: OAF Staff (-1), Independent (-2).
Active Cost: 76; Real Cost: 16.
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.
Power: 6d6 Mind Control
Specific Modifiers: Area Effect (Cone) (+1), Telepathic (+1/4), 44-64 (40+4d6) Charges (+1/2); Only to flee in fear (-1/2), No Range (-1/2), Visisble (-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.
This wand creates an illusionary (and effectively indestructible) Gremlin that wreaks havoc on a character, tying shoes together, blunting swords, etc... The wand is only usable by magic users or such folk as are accustomed to commanding magical servants.
First Power: 10d6 Mental Illusions
Second Power: 10 STR TK, with fine control
Specific Modifiers: 0 end (+1/2), uncontrollable (+1) continuous (+1/2) - lasts as long as target believes the illusion
Combined Specific Modifiers: OAF (-1), Independant (-2), requires a (magic) skill roll (-1/2), Side effect (if skill roll failed) Gremlin afflicts user (-1)
Active cost: 95 points; Real Cost: 17.
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.
First Power: 24 pt. END Reserve (0 REC)
Specific Modifiers: 5d6 Charges (+1/4), END is difficult and expensive to recover (-1/2).
Second Power: 30 pt. Elemental Control (Cold)
Specific Modifiers: 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:
Combined Specific Modifiers: OAF Wand (-1), Independent (-2).
Active Cost: 121; Real Cost: 24.
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.
Power: 2d6 RKA (Flames)
Specific Modifiers: 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 Wielder) (-1).
Active Cost: 45; Real Cost: 6.
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.
First Power: 4d6 Mind Control
Specific Modifiers: Area Effect (Any 10) (+1+1/4), Telepathic Contact (+1/4); 1/2 DCV Concentrate ( 1/4), Only versus intelligent Undead (-1/4), Reduced by Range (-1/4). [5 END]
Second Power: Desolidification (Vulnerable to Holy or Silver Weapons);
Specific Modifiers: 2x END (-1/2), Extra time: Full phase (-1/2). [8 END]
Third Power: 3d6 Energy Blast
Specific Modifiers: NND (Afterlife support) (+1), While desolidified (+2); Gestures (aim at target) ( 1/4). [6 END]
Fourth Power: Images (Mental)
Specific Modifiers: 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).
Combined Specific Modifiers: 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).
Active Cost: 190; Real Cost: 35.
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.
Power: Sense Magic
Specific Modifiers: 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.
The Wizard Salyaxier the Maddest 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.
First Power: END Reserve (30 END, 6 REC/day: -1-1/4)
Second Power: Scaling Multipower (60 point Reserve)
Specific Modifiers: 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).
Combined Specific Modifiers: OAF Staff (-1), Independent (-2).
Active Cost: 100; Real Cost: 25.
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 wielder and his foes can take advantage of this property, it has no cost.)
Power: 2d6 Major Transform - Solid Matter to Stone
Specific Modifiers: Cumulative (+1/2), Continuous (+1), 64 (4d6+40) Charges (+1/2), 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.
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.
First Power: + 6d6 Transfer to END Reserve
Specific Modifiers: Any Magic (+2), Trigger (Any Magic Directed at Wielder) (+1/4), 32 charges (+1/4); Always On (-1/2), Charges do not recover (-1/2).
Second Power: + END Reserve (100 END, 0 REC)
Specific Modifiers: END turns Stone white (+1/4).
Third Power: + 3d6 END Healing
Specific Modifiers: Only from END Reserve (+0), Only to raise END to starting value (-1/2), Incantations (activation phrase) (-1/4).
Combined Specific Modifiers: OAF Wand (-1), Independent (-2).
Active Cost: 340; Real Cost: 54.
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.
Power: 3d6 Entangle
Specific Modifiers: 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.
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 Wizard who specialises in this sort of magic or some similar magical power.
First Power: 400 point END Reserve (0 REC)
Specific Modifiers: END is difficult and expensive to recover (-1/2).
Second Power: 20 pt. Elemental Control (Passage)
Specific Modifiers: Incantations (activation) (-1/4), Only draw from the END Reserve (+0).
CombinedSpecific Modifiers: OAF Staff (-1), Independent (-2).
Active Cost: 180; Real Cost: 44.
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.
First Power: Shrinking (40 pts) (12.5cm, 25g, -8 PER)
Specific Modifiers: Persistent (+1), Useable against Others (+1), Ranged (+1/2).
Second Power: 6d6 Entangle
Specific Modifiers: Hardened (+1/4), Brittle from the outside (1 BODY, 6 DEF) (-1/4), Linked (-1/2).
Third Power: Life Support (No need to eat, excrete, or sleep; immune to aging)
Specific Modifiers: Useable against Others (+1), Ranged (+1/2), Linked (-1/2).
Combined Specific Modifiers: 22-32 (20+2d6) Charges (+1/4), Limitation (wand destroyed, when charges reach 0, -1/4), Gestures (aim at target) (-1/4), Incantations (Activation) (-1/4), OAF Rod (-1), Independent (-2).
Active Cost: 242; Real Cost: 35.
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.
First Power: 50 point END Reserve (1 REC).
Second Power: 10 STR Telekinesis, Fine Manipulation
Specific Modifiers: Invisible Power Effects (All) (+1), Indirect (Any location and direction) (+3/4), Only to manipulate a rope (-1). [7 END]
Third Power: 20" Swinging
Specific Modifiers: Requires successful grappling hit (-1/4), Extra Time: Full Phase (-1/2). [1/5" END]
Fourth Power: 10" Flight
Specific Modifiers: 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]
Fifth Power: 2d6 Entangle
Specific Modifiers: Allows limited movement, Does not protect character (+1/4), Area Effect (1" Radius) (+1). [2 END]
Combined Specific Modifiers: Gestures (-1/4), Incantations (-1/4), OAF Staff (-1), Independent ( 2), Must draw from END Reserve (+0).
Active Cost: 140; Real Cost: 27.
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 latter charges should be used with particular care since they can not be recovered.
First Power: Change Environment (Extinguish fires), 2" Radius
Specific Modifiers: 0 END (+1/2).
Second Power: 10d6 Dispel
Specific Modifiers: Fire-based Magic Power (+1/4), 20-32 (20+2d6) charges (+1/4); Limitation (wand destroyed, when charges reach 0, -1/4).
Combined Specific Modifiers: Gestures (aim at target) (-1/4), Incantations (Activation) (-1/4), OAF Wand (-1), Independent (-2).
Active Cost: 60; Real Cost: 10.
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 wielder 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.
First Power: Extradimensional Travel (Pocket Universe)
Specific Modifiers: Returned after a combined 64 person-days to point of departure (-1/4).
Second Power: +5 REC, 0 END (+1/2)
Specific Modifiers: Persistent (+1/2); Linked to Extradimensional Travel (-1/2).
Third Power: Life Support (No need to eat, excrete, or sleep; Immune to Aging)
Specific Modifiers: Linked to Extradimensional Travel (-1/2).
Combined Specific Modifiers: 22-32 (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.
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.
First Power: 200 point END Reserve (0 REC)
Specific Modifiers: Difficult to recover END (Keep in continuous sunlight for an entire day per 10 END) (-1/4).
First Power: Images (Sight)
Specific Modifiers: 2" Radius (+1/4); Only to produce glowing lights (-1/2), Gestures (aim at target) ( 1/4). END Cost: 1.
Second Power: Change Environment (Brighten), 2" Radius
Specific Modifiers: No Range, staff only (-1/2), 3 Continuing Charges/day lasting 1 hour (+0), Costs END to activate (-1/4). [1 END]
Third Power: Change Environment (Brighten), 2" Radius
Specific Modifiers: 0 END (+1/2), Persistent (+1/2), Uncontrolled (+1/2); Costs END to cast (-1/4). [2 END]
Fourth Power: Flash to Sight
Specific Modifiers: Area Effect (Radius) (+1); Gestures (aim at target) (-1/4). [4 END]
Combined Specific Modifiers: Incantations (Activation) (-1/4), OAF Wand (-1), Independent (-2), END from Reserve only (+0).
Active Cost: 107; Real Cost: 23.
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.
First Power: 1" Radius Darkness to Sound Group
Specific Modifiers: 39-64 (34+5d6) Continuing Charges lasting 5 Minutes each (+1+1/2), Charges are difficult and expensive to recover (-1/4), Hole in the Middle (1 hex) (+1/4), No Range (-1/2), Incantations (activation phrase) (-1/4).
Second Power: Sonic Blast: 3d6 Flash to Sound.
Third Power: 5d6 EB
Specific Modifiers: Armor Piercing (+1/2), Linked to Flash (-1/2).
Combined Modifiers for Sonic Blast: 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).
Fourth Power: +10 Flash Defense to Sound Group.
Combined Specific Modifiers: OAF Staff (-1), Independent (-2).
Active Cost: 187; Real Cost: 39.
This staff is made from blackened, twisted wood - only wood from a tree exposed to the skies on high mountain slopes is pure enough to contain the forces within it, and wood such trees yield is seldom straight. It is capped and shod in brass, eteched in runes of power, drawn spider-fine. It is an eyecatching staff but not marvellously so, as is appropriate - its powers also are not flashy. But it is a great help to any mage iand is sometimes called "the wooden apprentice".
First Power: 20 point Elemental control
Combined Specific Modifiers: OAF Staff (-1), Independent (-2), Requires a Skill roll (Magery, 1/2).
Active Cost: 120; Real Cost: 19
Borne by the chief priests of certain orders who lead the fight against darkness, this staff is both defence and weapon against the powers of the undead. In appearance, the staves are very simple, being a sturdy peeled and blanched staff of Birch wood, with inlays of other woods - typically Hazel - in a spiral pattern. This staff (unlike many magic staves) is sturdy enough to serve as a quarterststaff in combat, but if a hit is scored against one of the undead, it will do truly astounding damage. In addition, if held by one end, the staff will point towards the nearest undead creature within sensing range, even if it is hidden or invisible. Finally the wielder of the staff can command summoned undead creatures to return to their place of rest.
First Power: 10 points power defence
Second Power: +8d6 HA.
Specific Modifiers: Affects desolid (+1/2), 4d6 of this attack are bought with the "only vs. Undead" limitation (-1)
Third Power: Detect Undead (ranged)
Fourth Power: 15d6 Dispel (vs summoning).
Specific Modifiers: Gestures (-1/4), Incantations (-1/4), Only vs. undead (-1)
Combined Specific Modifiers: OAF Staff (-1), Independent (-2).
Active Cost: 99; Real Cost: 17.
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.
First Power: 80 point END Reserve (10 REC, recovered each hour: -3/4).
Second Power: 20 pt. Elemental Control (Steam)
Specific Modifiers: 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).
Specific Modifiers:Penetrating (+1/2), Beam Only (-1/4), OAF Projectile. [4 END]
Specific Modifiers:NND (Life Support vs. Intense Heat) (+1), Area Effect (5" Cone) (+1), No Knockback (-1/4), No Range (-1/2) [4 END].
Specific Modifiers: 4" Radius (+1/2), Linked to EB (-1/2), Only to produce cone-shaped cloud of steam (-3 to PER) (-1/2).
Specific Modifiers: Can not pass through water or sealed barriers (-1/2) [5 END].
Combined Specific Modifiers: OAF Rod (-1), Independent (-2).
Active Cost: 181; Real Cost: 31.
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 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.
Power: Summoning
Specific Modifiers: 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), 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 to determine power of 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.
First Power: 4" Change Environment - Comfortable Shelter
Specific Modifiers: Single Continuing Charge per day lasting 10 hours (+0), Incantations (-1/4), No Range (-1/2), Extra Time - 1 Turn (-1).
First Power: Sense Direction
Specific Modifiers: Three Charges per Day (-1-1/4).
Second Power: 60 point END Reserve (6 REC, Recover 1 END per kilometer of travel
(-1/2)).
Third Power: 4 DEF Force Wall (1"x10")
Specific Modifiers: Only to form horizontal bridge (-1/2).
Fourth Power: 10" Flight, 2x maximum noncombat velocity.
Fifth Power: +15" Superleap, 4x maximum noncombat distance.
Sixth Power: 1" Tunneling through 5 DEF
Specific Modifiers: Armor Piercing (+1/2), Only when Entangled (-1).
Seventh Power: +4" Running.
Eighth Power: +2" Swimming.
Ninth Power: Life support - Breathing is self-contained
Specific Modifiers: Linked to swimming (-1/2).
Tenth Power: Clinging.
Combined Specific Modifiers: OAF Staff (-1), Independent (-2), Only draw from the END Reserve (+0), 1/2 DCV Concentrate (-1/4).
Active Cost: 162; Real Cost: 37.
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.
First Power: 200 point END Reserve (0 REC).
Second Power: 2d6 Transfer Power to END Reserve
Specific Modifiers: Any Magic Spell (+1/4), Limitation: 10d6 EB Explosion destroys Staff if END Reserve exceeded (-1).
Third Power: Multipower (103 point Reserve)
Specific Modifiers: Incantations (-1/4), Only draw from the END Reserve (+0). Only for the following fixed slots:
Specific Modifiers:1/2 DCV Concentrate throughout (-1/2). [0 END] Real Cost: 2.
Specific Modifiers:Variable Special Effects (Elemental) (+1/4), 0 END (+1/2). [0 END] Real Cost: 3.
Specific Modifiers:Useable Against Others (+1). [3 END] Real Cost: 7.
Specific Modifiers:Variable Special Effects (Elemental) (+1/4), Brittle (-1/2). [7 END] Real Cost: 14.
Specific Modifiers:Area Effect (Any) (+1), Variable Special Effects (Elemental) (+1/4). [7 END] Real Cost: 16.
Specific Modifiers: Any Magic (+2). [7 END] Real Cost: 17.
Specific Modifiers: Extra Time: Full Phase (-1/2). [6 END] Real Cost: 13.
Specific Modifiers: Any Elemental (+1/4), Single Charge/day (-2), Costs END (-1/2). [13 END] Real Cost: 19.
Combined Specific Modifiers: OAF Staff (-1), Independent (-2).
Active cost: 248 Real Cost: 89.
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.
First Power: 4d6 Normal Attack
Specific Modifiers: Has a STR Min of 13 (-1).
Second Power: +2 OCV Combat Skill Levels with Staff.
Third Power: 160 point END Reserve
Specific Modifiers: Difficult to recover END (Rest in a Sylvan Woodlands Clearing for a period of one month and a day) (-1/4).
Fourth Power: 15 pt. Elemental Control (Woodlands)
Specific Modifiers: Gestures (Aim at target) (-1/4), Incantations (-1/4), Only draw END from the Reserve (+0).
Slot 1: 2d6 Entangle (Thorns)
Specific Modifiers: Area Effect (Line) (+1), Indirect (+3/4), Only where plants can grow (-1/4), Extra Time: Full Phase (-1/2). [5 END]
Slot 2: 8d6 Mind Control
Specific Modifiers: Only versus Woodland Beings (-1/2). [4 END]
Slot 3: 8d6 Telepathy
Specific Modifiers: Only versus Woodland Beings (-1/2). [4 END]
Slot 4: Summon Ent
Specific Modifiers: 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.
Grown from the seed of a Yew that was struck by lightning on mid- winter's day, this stout length of wood is capped at each end by a long, polished brass knob. All the bark has been stripped, and the wood darkened and polished by the application of a special berry mixture. The two grips are made from soft buckskin trimmed in the center with white rabbit fur. In addition to serving as a fine quarterstaff, this weapon has several magical powers that are especially useful in a wooded region. The wielder can command an ordinary tree to grab and hold any opponent within reach. His ability to move stealthly through a wooded area is greatly improved, and all his senses are heightened. Finally, he gains the ablity to communicate with any native woodland creatures. The Stave must be magically endowed by a member of the sylvan races while standing inside a fairy circle at the heart of an old forest. A carrier of the Woodland Stave is honored by the inhabitants of the sylvan lands, and it is a sign of great favor to receive this weapon as a gift.
First Power: +2 OCV
Specific Modifiers: Has 13 STR Min (-1/2), 2-Handed Weapon (-1/2).
Second Power: +5d6 HA
Specific Modifiers: Has 13 STR Min (-1/2), 2-Handed Weapon (-1/2).
Third Power: +2 DEF Armor
Specific Modifiers: Not versus fire or heat-based attacks (-1/4).
Fourth Power: +2 PER to all senses
Specific Modifiers: Only in wooded area (-1/2).
Fifth Power: +2 to Stealth skill
Specific Modifiers: Only in wooded area (-1/2).
Sixth Power: 3d6 Telepathy
Specific Modifiers: Only versus woodland animals (-1/2).
Seventh Power: + 2d6 Entangle
Specific Modifiers: Both take damage from attack (+1/4), Entangle has 1 BODY (-1/2), Only within radius of tree branches (-1).
Eighth Power: + 4" Tunneling through 2 DEF, Closes Behind
Specific Modifiers: Only through live vegetation (-1/2).
Combined Specific Modifiers: OAF Quarterstaff (-1), Independent (-2).
Active cost: 100; Real Cost: 24.
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.
Power: 2d6 EB (Magic Energy)
Specific Modifiers: Armor Piercing x2 (+1/2), Autofire 5 Shots (+1/2), Penetrating (+1/2), 100 (70+5d6) charges (+3/4), Limitation (wand destroyed, when charges reach 0, -1/4), No Range Penalty (+1/2); Beam Attack (-1/4), Gestures (aim at target) (-1/4), Incantations (Activation) (-1/4), OAF Wand ( 1), Independent (-2).
Active Cost: 37; Real Cost: 5.