Conray-Moug the Wand Merchant
An extra post in pennance for missing a day's blogging.
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Tall and slender as an ostrich neck or a feral shaft of wheat. Naked except for the chaotic, bright-coloured body paint, thick, shaggy hair filled with beads, ribbons and lice, and a crazyquilt cape big enough to become a tent against the rain or sun. Conray-Moug carries his wares in a bundle held by a single strand of jute. A wand of polymorph is stabbed through his beard, easily drawn to fend off bandits.
Wands and Staves for Sale
Staff of Hobbling
20 charges, 2000sp. A heavy oak shaft with a granite head, marked with an arcane spiral. Will only accept a weilder after it has been used to injure them.
- 1 charge: Hobble a person. Causes a leg cramp or rolled ankle. Reduces speed by 1/2 until they rest for 1 turn
- 2 charges: Hobble a horse or other quadraped. Reduces speed by 1/2 until they rest for an hour
- 3 charges: Hobble a cart or ship. Loosen a wheel, tear a sail. Reduces speed by 1/2 until a day is spent repairing it.
- +1 charge: Increase the amount of time required to remedy the hobbling (1 turn becomes 1 hour, 1 hour becomes 1 day, 1 day becomes 1 week)
Wand of Fairy Summoning
5 charges, 250sp. A branch of living cherry-wood, always flowering. As long as it has charges, it giggles lightly around invisible creatures.
- 1 charge. Summon 2d6 Pixies at a point you can see within 100'. They are not automatically friendly, but they inherently know about their surroundings.
- +1 charge. Improve the number of pixies, or their reaction to you by 1.
Bone Pillar Wand
19 charges, 5000sp. A stack of rune-etched finger bones, wrapped in copper wire. The handiwork of Bautistoy the Bone-Faced, an evil wizard who is pissed at its theft.
- 1 charge. A 1' wide, 10' tall pillar bursts from a surface of your choice within 60'. The pillar exerts enough force to inflict damage as warhammer, make a ranged attack to hit a living target. If it would make sense, a hit target saves against petrification or is pinned against the oppsite wall or ceiling.
- 3 charges. A 10' wide pillar, 30' tall. Hits like a giant. Pinned targets are killed.
Sainthood Sceptre
7 charges, 1000sp. A glass rod whose head encases a glimmering diamond. As long as the scepter has charges, lawful creatures treat its bearer as friendly.
- 1 charge. Cast bless with a duration of 1 day.
- 1 charge. All undead within 20' are turned.
Wand of Swords
8 charges, 1000sp. An ebony shortsword, engraved with sword icons, one per charge. These fade as the wand is used.
- 1 charge. Summon a random sword within 30'. There is a 1-in-6 chance of the sword being an enchanted sword of some kind. If desired, the sword can have some momentum when summoned, make a ranged attack to hit a target.
- 1 charge. Destroy a sword you can see. Magic swords save against wands as a Hero.
Staff of Amber
25 charges, 2500sp. A spiraled rod of amber, a single human eye is encased in its head which follows movement and dilates as if alive.
- 1 charge. Encase a target in amber armour (AC as Plate +1, +1 to saving throws against magic). If they take a hit, there is a 2-in-6 chance of the armour shattering.
- 2 charges. Summon a wall of amber, 1" thick, 10' tall by 40' long or 20' tall by 20' long. The wall has 20 HP and is immune to magical damage.
- 3 charges. Encase a living target in a thick layer of amber. Their body enters an unconcious stasis and they can't be detected through magical means. Touching the wand to the amber causes it to melt away.