
Wand of Magnetism
Magic item, Wand
A wand that stores charges of the Magnetic Field spell.
From the book
This wand stores charges of Magnetic Field, a Sorcery spell that charges a 10 ft. cube with magnetic force; in positive mode it drags iron weapons and anyone in iron armor to its center unless they save vs Strength. 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
- Magnetic Field
- 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)