Atlantean Trilogy Archive
A torchlit vault of jeweled staves, wands in a velvet case, amulets, rings on a cushion, and a rune-lit breastplate beside a glowing sword.

Wand of Light

Magic item, Wand

A wand that produces circles of light or darkness and dazzling lights.

From the book

This wand stores charges of two Enchantment spells: Circle of Light/Darkness, which fills a 10 ft. radius with light or utter darkness, and Dazzling Lights, a burst of colored light that blinds everyone within 20 ft. who fails a save vs Dexterity, allies included. Wands are usually metal or bone, 1 to 1-1/2 ft. long and about half an inch thick, and most wear a costly headpiece of gems or precious metal (primitive casters use carved bone). A wand holds up to 50 charges and can be recharged, but it cannot be used to strike.

It needs a minor magic item's materials (1,000 G.P. or more of incense, herbs and other offerings, a wand of superior quality and another 5,000 G.P.) and a month plus a day per charge of enchanting, about 12 hours daily. Success is 99%, but missing a day spoils that week's work and missing two spoils everything. It sells for at least double its materials, plus 1,000 G.P. per week of work and 500 G.P. per storable spell.

A spoken command word fires a charge instantly, though no magic item works more than once a round; non-casters need Read Magic.

At a glance

Item type
Magic wand (multiple spell storing)
Spell powers
Circle of Light/Darkness, Dazzling Lights
Construction
Usually metal or bone, 1 to 1-1/2 ft. long, about 1/2 in. diameter; headpiece of precious stones/metals or carved bone
Charges
Up to 50
Striking
Cannot be used for striking (no offensive bonus)
Materials
As per Minor Magic Items + 5,000 G.P.
Time to complete
1 month + 1 day per charge
Chance of success
99%
Value
At least 2x materials + 1,000 G.P. per week enchanting + 500 G.P. per storable spell
Recharge
Yes
Who can use
Only casters permitted the stored spells (no spells restricted to other professions)