Nightbane: Wands and Staves
Wands and staves are extremely personal creations, imbued with a portion of the Sorcerer's life force (PPE). Thus, using a wand or staff belonging to another Sorcerer is a dangerous prospect at best and can result in summoning the creator's spirit, curses, miscastings every time the artifact is used, etc.
Level Limitations: Sorcerer's who wish to create a wand or staff must be fairly experienced (5th level or higher). Nightbane Sorcerer's must be level 9+ and pay triple the temporary and permanent PPE cost. (To reflect that they are not quite as attuned to the arcane as Human Sorcerer's because they must devote part of their time to mastering their innate abilities).
Note- Channelers, and Cybermages cannot create staves or wands. Fleshsculptors and Mirror Mages may create similar objects (more in tune with their magic type, like a pocket mirror artifact for a Mirror Mage) if the G.M. approves it. Mystics often create wands and staves to serve as a focus for their magic. Some even create a special staff or wand that serves as a focus for all their spell casting! (I'll make rules for such a staff/wand someday)
Creation: Magical artifacts must be created from young boughs of either Hazel or Elder Wood and cut at midnight or dawn. The wood must be perfectly crafted, requiring a Carpentry Roll at -25%. Sorcerer's can also buy Hazel or Elder Wood staves, but perfect specimen's of either are expensive (Can be over a thousand dollars, or even several thousand dollars). And there is no guarantee the wood was cut at midnight or dawn unless the Sorcerer oversees its cutting personally) In addition, a jewel (or several gems) worth at least $2,000 must be mounted on the staff or wand. (Additional ornamentation is also common, as our unusual rituals to increase the potency of the magic. GM's can reward player creativity with increased power of the staff/wand, or by giving the artifact additional abilities). Many staves or wands are also shod in iron, with allegedly increases their ability. Storing the staff/wand in black silk is also suggested. (GM's can be creative with what improper storage of the artifact will do. Anything from lowering the potency of the artifact, using up spell charges, or attracting unwanted spirits or supernatural entities)
Before empowering the wand or staff with a spell, arcane runes/symbols must be carved into the wood during important astrological time periods. Sorcerers should roll a Principles of Magic in order to determine the correct runes, and a second Principles of Magic roll should be made to determine the astrological period in which to inscribe the symbols. Finally, a whittling/sculpting roll must be made (at -10%) in order to actually carve the arcane symbols onto the artifact.
When the engravement of the staff or wand is complete, the Sorcerer must chant a short invocation (in an appropriate language like Latin, Hebrew, Arabic, etc. Or roll a Principles of Magic if none of these languages are known).
The Sorcerer must also channel the PPE for the spell, times 10. (ie. A 10 PPE spell would require the channeling of 100 PPE). Finally, 1D6+4 Permanent PPE is be drained from the Sorcerer. (Will be lost until the artifact is destroyed, at which point the 4 PPE is returned to the Sorcerer's base). Note- Only one spell (ex. Firebolt) may be imbued into a staff or wand! Also see spell type limitations below.
Wands and staves are not indestructable, but are tougher than their mundane counterparts. They have roughly 3 times the SDC of a mundane equivilant of the staff or wand. (The exact amount varies depending on the type of wood used). In addition, wands have an AR of 9 and staves have an AR of 12.
Types of Spell Available: Staffs and Wands can be empowered with any non-ritual spell between levels 1-6. Higher level and ritual magic spells are not available for use in staffs and wands. Also, the G.M. can decree that any spell be off limits for use in a wand or staff.
Wands and Staves have two effects- 1. To store spells: One charge can be stored per 4 levels of experience. 5 Charges Maximum (20th level) All charges are of are the same spell. (ie. A 16th level Sorcerer will create a Wand of Call Lightning with 4 charges) 2. To aid in the channeling of a spell. (ie. Increase effect, duration, etc. Or to lower PPE cost)
Storing Spells: Wands or staves store spell magic imbued into them. The artifact will "hold" up to 1 spell charge per 4 levels of experience. The spell stays stored in the artifact as long as it is not used. The magic can be activated in one melee action, with an arcane word or phrase. (No PPE required). In the alternative, the Sorcerer can pump half the normal PPE cost of the spell (1 PPE minimum) and the spell will activate instantly (less than one action, activated at the speed of thought).
Once all the spells the Wand or Staff is storing have been used, the artifact immediately disintegrates. Also roll for Backlash from the released magical energy.
Aiding in Spell Casting: The magical artifact can also be used in aiding the channeling of mystical energy for the one specific spell it was created for. When using the staff or wand for channeling, the Sorcerer uses the artifact as a focus for his magic, and casts the spell normally (but while holding the wand/staff). Full PPE for the spell is expended.
The artifact can be used to increase duration (usu. by 20%-50%), to increase damage or duration (usu. by 10% to 30%), to add 1-2 to spell strength, or to lower PPE cost of casting by (usu. by 10% to 50). Only does ONE of these. Player pick with G.M. approval, or G.M. pick one in secret -player doesn't know what will happen until he uses the wand/staff- Other effects of the artifact can be decided by the G.M.. (If the Player wants a wand or staff with multiple powers, or unique abilities, consider increasing the permanent PPE cost of the artifact).
As an alternative to increased effect/duration/damage/etc. the staff/wand can be used to increase the speed of casting to a speed equal to the number of hand to hand actions of the mage, minus 1. (ie. A mage with 5 physical attacks could cast 4 fireballs while using his magical staff). Note-This is using the rule of having 2 attacks for being alive, plus 2 for hand to hand combat btw-
The exact effect which occurs when a wand or staff is used varies. However there is almost always a noticeable effect when the Sorcerer uses the artifact to channel his PPE and cast his spell. (Example- When Bob The Sorcerer casts a Fireball through his Staff blue lightning crackles from his hands, into the staff, causing the entire length of the staff to glow with light and the jewel on its tip to illuminate brilliantly for an instant. A moment later, the fireball is released)
Note- (GM discretion to the exact amounts of the increases. Take into account time spent, cost of the wood, the spell the wand aids in channeling, etc.)
Backlash: Although the artifact can technically be used an infinite number of times to aid in channeling magic, using it numerous times within a fairly short period of time is extremely dangerous. The staff/wand can be used with very little chance of backlash 1 time per level of experience* in a 24 hour period. (1% chance of Backlash each time it is used: a 100% on 2D10)
For each use after the "safe" level, there is a 35% chance of a Backlash occuring. (65-100 on a 2D10).
*Experience Level At Time of Artifact's Creation. Not necessarily current level.
Using a wand/staff as a focus has considerable benefits but can also be extremely risky, especially if the artifact is used multiple times over a fairly short duration (24 hours). Backlash could come in any number of effects, and G.M. can create effects in addition to or in replacement for effects rolled on the Backlash charts. However, Backlash is almost always deterimental for the Sorcerer and often leads to the destruction of the artifact. Unless noted, there is no save for Backlash effects.
Backlash- Roll 2D10 Percentage.
1-3- The artifact is consumed in a magical explosion. The released energies inflicts 1D6x10+10 SDC to everyone within a 10 foot radius.
4-9- Luck Curse cast on user (no save) Lasts for 1D4 months, unless dispelled by Remove Curse.
10-13- Target gender changed permanently (Remove Curse to dispel)
14-18- Sorcerer is put to sleep for 4D6 minutes (5% chance of being awakened if attacked. Roll each time he is hit)
19-20- Roll two additional times
21-24- The staff/wand implodes and the magical force sends the sorcerer flying backwards 3D4x10 feet. (Taking 6D6 SDC from the crash, possibly more if he slams into something)
25- All saving throws are at -3. The Sorcerer also comes down with a bad cold with low fever. (-1 to all combat rolls) Effects last 1D6+2 days.
26-30- The Sorcerer begins to glow conspicuously a bright color (white, yellow, red, gold, etc.) This makes him an easy target, and enemies are +1 to hit him. Prowl is impossible. Effects last for 1D6 weeks.
31-33- Caster is turned into a Newt! Effects last for 2D4 hours.
34- Spell goes off at triple the Sorcerer's level of experience. However, 1D4+1 PPE is permanently drained from the Sorcerer as the artifact drains him of his mystical energy to empower the spell.
35- Dimensional Rift opens, remains open for 1D4 minutes.
36-40- Target becomes a beacon for spirits (hostile or otherwise). Effects last for 1D6+1 months, or until a Dispel Magic is cast.
41-44- Target gains random Phobia. Effects last for 2D4 weeks.
45- Target believes he can fly, and will often try. (He will never learn better). Effects permanent unless remove curse is cast.
46-48- Cow falls from the sky onto the Sorcerer, inflicting 2D4x10 SDC and knocking him out for 2D4 minutes unless an 18+ dodge is made without bonuses.
49-50- Roll again twice.
51-55- 50% of the Sorcerer's current PPE base is drained. (Temporarily)
56-60- Lightning bursts from the artifact, striking the Sorcerer and inflicting 6D6+6 SDC. The Sorcerer is burned, and is -2 to all combat manuveuers and -5% to all skills for the next 2D6 weeks. (Or until magically healed). The wand/staff remains intact, however.
61-65- The wand/staff releases an explosion of raw magical energy inflicting 1D4x10 SDC to everything within a 25 foot radius. In addition, all supernatural beings, psychics, and mages within a 3 mile radius sense the release of magical energy and (generally) where it came from. If any such forces are in the area, they will likely investigate. The artifact is undamaged, and can still be used.
66-70- Portal to Nightlands opened! Remains opened for 3D6 minutes.
71- Sorcerer teleported to a random location within 30 miles. (Will not be teleported anywhere he couldn't survive. Ie he won't appear 30 miles in the air, or underwater)
72- A Meteor drops on the area. Everything within a 20 foot radius takes 2D6x10+10 SDC. There is a 1-50% chance that the staff/wand is destroyed in the explosion.
73-80- Sorcerer is thrown into the Astral Plane. Takes 2D6+1 hours (Earth time) to find his way back unless he is very familiar with the Astral Plane and traveling there. (Then it takes him only 1D4 hours)
81-82- Permanent portal to Nightlands opened! Can only be closed by casting Dispel Magic (portal gets a save with +4 against being dispelled). It can also be closed with an Anti-Magic Cloud or a powerful Close Rift spell.
83-84- Roll once on the Random Mutation Tables found in Heroes Unlimited. Effects are Permanent (unless a Remove Curse is cast).
85- All the Sorcerer's PPE is temporarily drained! (Gained back as per normal means). However, the staff gains +1 spell charge! (see Storing Spell section)
86- 6D6 irate squirrels are summoned around the caster.
87- The Sorcerer falls madly in love with the next person of the appropriate gender whom he sees. (This infatuation lasts for 1D4+1 weeks)
88- The Sorcerer is possessed by a hostile or mischevious spirit/entity! If the Sorcerer is immune to possession, roll three additional times.
89-90- A spooky, unusual but fairly minor side effect (tying in with common superstitions of practitioners of magic/witchcraft) befalls the Sorcerer (see "Echoes" flaw in Mage: The Ascension). Examples can be no reflection or shadow, a third nipple, milk curdling around the Sorcerer, etc. Effects are permanent unless a Remove Curse spell is cast.
91- Burnout! The Sorcerer's loses the ability to uses his magic! (Temporarily) In addition, his temporary PPE is drained down to 4D6. Inability to cast spells lasts for 2D6 days. PPE is regained back normally.
93-94- Roll again three times!
95-98- GM creates one or two random Backlash effects. And, the Sorcerer is struck literally backlash of magical energy, inflicting 5D6 damage directly to hit points.
99- Any of the fairly recently dead within a 2 mile radius rise up (max of 200 animated zombies) and begin causing havoc. Will eventually be drawn to the Sorcerer, to slay him. (Once the Sorcerer is slain they will return to their graves.) If there are no dead bodies to be animated in the area, GM can roll a random effect or two, create a few random Backlashes, etc.
100- Roll 4 additional times OR The wand/staff gains a rough intelligence of its own. For the first 1D4+1 months, it has only a dull awareness of exsistance. But after that, it grows to be a human intelligence (IQ: 3D6+1 for wands and 4D6 for staffs). There is a 60% chance that the wand's alignment will be the opposite of the Sorcerer's, and that it will eventually either attempt to change the Sorcerer's way of thinking, or to kill the Sorcerer and find a new wielder. (Otherwise there is a chance of the staff/wand having any alignment.) The wand/staff can communicate telepathically with anyone within 20 feet (They can resist if they wish, standard save vs psionics). Eventually, the staff/wand may gain useful skills of its own (Lores, literacy, etc). However, it will be several years before the artifact is capable of such skills at even level 1 proficiency.