This item can be used by a mage to hold spells that can later be cast, either by himself or by someone else who knows the proper invocation command word. A given Spell Wand can hold up to 1d6+4 spell points worth of spells. Roll once when the wand is found as the capacity will not change thereafter. Thus, a wand that could hold 6 spell points worth of spells, could hold three special knowledge spells or six general knowledge spells or two special and 2 general knowledge spells, or any other combination that adds up to six spell points worth of spells.
A Spell Wand cannot hold a ritual.
Chance | Wand | Capacity | Cost |
01-20 | Minimal Spell Wand | 5 spell points | 2,000 |
21-40 | Minor Spell Wand | 6 spell points | 2,400 |
41-80 | Standard Spell Wand | 7 spell points | 2,800 |
81-90 | Major Spell Wand | 8 spell points | 3,200 |
91-00 | Principle Spell Wand | 9 spell points | 3,600 |
To put a spell into the wand, it must be successfully cast into it. If the spell is slow cast, the caster gains 10 temporary spell pool points to assist in successfully casting the spell.
Using the spell wand is an attack action (i.e., can make a half move and then attack). |