Wand of Light

Category:
staff/wand
Description:

Wand of Light (Mentalism)

A White Hoen wood, with a clear blue orb with a Blue Crystal (removable) attached to the other end and covered with a wooden end-cap.

Bio:

HARP Powers:

Not primarily a brute force weapon, it does posses some offensive powers, however. Some of its powers use up charges of the 10 charges the wand has per day:
• Elemental Aura (CoM p81) at will when wand is wielded, rank 5, Air/Electricity (tiny) critical (10 rounds maximum), usable twice per day
• Air Wall (HARP p 125), 3 times per day, rank 5 (10 rounds duration), 50%/-50 penalty, costs 1 charge
• Deflections (HARP p 125), 3 times per day, instantaneous when wielded, -100 to missile attack, costs 1 charge
• Cloaking: User may cast Invisibility (HARP p 128) to 1´ radius, 3 times per day, rank 5, costs 1 charge
• Air Form: (COM p 80) at rank 5 but NOT able to cast other spells whilst in this form (Can be cancelled and return to normal form at will; takes 1 full round to do so and are not in Air Form during the round)
• Elemental Bolt: (HARP p126) at rank 5, Air/Electricity critical, range 100’ at +1 level of potency (small bolt), once every 2nd round, uses up 2 charges per bolt.
• Lightbeam: A ray of intense blue light fires from the orb, for one, two, or three seconds. Range is 100´. Similar to the other wands, it has 10 charges to use per day, each round of firing being one charge. Wielder can decide whether to continue the beam or stop ‘on the fly’ but only one roll is made for the first round. The only thing that would stop the firing for more than one round other that the wielder’s decision, is if the wielder suffers a stun (or worse) from an attack in the round.

The wand uses the Electricity Bolt table, starting with a Tiny critical. Each additional second of firing adds 10 to the attack and another critical (as the wielder is able to fine-tune his aim). For instance, an initial attack yields a net 81 tiny critical. The next second, the target takes the effects of a 91 tiny critical. If the wielder continues for a third second, the target takes an additional 101 tiny critical. If you reach 150, then attack remains at 150 but critical is at the next higher potency level (small, medium, large, etc). This is a potentially devastating weapon; however there is a chance the wand will discharge back onto the wielder. For each charge used, there is a 2% chance that discharge actually reverses and the wielder takes the critical instead, after which wand cannot be used (in any way) for 3 rounds.
Once target dies or if the wielder decides not to continue firing the beam, the Lightbeam attack cannot be recast nor redirected to a new target for 3 rounds.

Wand can be trained as a weapon using AG as base stat only; does TCr attacks

RM Powers:

  • True Aura at will.
  • Brilliance: May cast any of the Spells on the Mentalist Open Brilliance list to 10th level (except Shock Bolt) at will.
  • Cloaking: User may cast Invisibility to 1´ 3x per day.
  • Lightbeam: A ray of intense blue light fires from the orb, for one, two, or three seconds. Range is 100´ Similar to the other wands, it has ten ‘charges’ to use per day, each second of firing being one charge.

Wielder can decide whether to continue the beam or stop ‘on the fly’ but only one roll is made per round. The only thing that would stop the firing for more than one second other that the wielder’s decision is if the wielder suffers a stun (or worse) from an attack in spell phase. The wand uses the Fire Bolt table. Each additional second of firing adds 10 to the attack and another critical (as the wielder is able to fine-tune his aim).

For instance, an initial attack yields a net 81 vs. AT 9, so the target takes 13 hits and a C critical. The next second, the target takes the effects of a 91: 17 hits and a D critical. If the wielder continues for a third second, the target takes 19 more hits and another D critical. This is a potentially devastating weapon.

Wand of Light

Return of the Long Night Rimllar