Rods, Staves, Wands

B: d6 X: d% Item
1 01–08 Rod of Cancellation
  09–11 Staff of Commanding
2 12–21 Staff of Healing
  22–23 Staff of Power
3 24–28 Staff of Snakes
  29–31 Staff of Striking
  32–34 Staff of Withering
  35 Staff of Wizardry
  36–40 Wand of Cold
4 41–45 Wand of Enemy Detection
  46–50 Wand of Fear
  51–55 Wand of Fire Balls
  56–60 Wand of Illusion
  61–65 Wand of Lightning Bolts
5 66–70 Wand of Magic Detection
  71–75 Wand of Metal Detection
  76–80 Wand of Negation
6 81–85 Wand of Paralysation
  86–90 Wand of Polymorph
  91–95 Wand of Secret Door Detection
  96–00 Wand of Trap Detection

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Charges

Rods, staves, and wands have limited uses called “charges.”

Number of charges: The number of charges in an item when discovered is determined by the referee and depends on the type of the item. Characters can’t discover the number of charges in an item.

Usage: Each item used takes one round and consumes one charge.

Consuming the last charge: The item loses its magical potency.

Recharging: This is not possible.

Rods

Usage: All characters (unless noted).

Dimensions: Thin, 3’ long.

Charges: Unless noted, magic rods contain 1d10 charges when found.

Staves

Usage: Spell casters. Some staves may only be used by either arcane or divine spell casters (this is noted in the item’s description).

Dimensions: 2” thick, 6’ long.

Charges: Unless noted, magic staves contain 3d10 charges when found.

Staves in Melee

Although magic-users are generally only allowed to use daggers in combat, they can use the staff of power, striking, and wizardry in melee.

Wands

Usage: Arcane spell casters.

Dimensions: Thin, 1½’ long.

Charges: Unless noted, magic wands contain 2d10 charges when found.


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