Characteristics:
Description: This unique magical item is a highly ornamental six foot staff made from 1,000 year old oak and decorated with etchings of the Elven retreat to Evermeet covering its length. There are eight coin sized gems, four at each end of the staff where they are magically embedded, their total value is 40,000 gold pieces. The gems are not removable without destroying the staff completely. The gems, emerald, ruby, topaz and diamond (two of each), represent the four elements.
Magical Properties:
Notes:
(1) Traditional Enemies of the elves are: Drow, dwarves, goblins, hobgoblins, and orcs.
(2) This power requires a command word and also the staff's agreeance to use the power.
History: This staff was created by Khalain, an elvish High Mage. Originally used to protect elves during the hazardous retreat to Evermeet, it was last used to destroy a pursuing army of drow and goblins some 20 years ago. Elven accounts of the incident state that the High Mage cast an unknown spell and sent both lightning and fire through the trailing army, before the ground opened up to swallow the horde. It is believed that no one has ever used the staff to cause such destruction since. This staff, or a similar one, has been seen in recent years in the hands of a different elven mage touring the lands to find elves who wish to make the journey to Evermeet, or to assist elves to rid their lives of traditional enemies. The staff is known to have racist attitudes, believing elves are the superior race.
Col's Gamers Profile is here.
This six inch wand glows when held near an engaged lock. When command word is spoken by wielder a faint, glowing, worm- like and non-corporeal apparition extends itself from the tip of the wand and enters the lock. A click will be heard after 1 round, and the lock will be disengaged. The wand works only on locks, not bars or any other kind of prevention to entry (unlike a knock spell). One charge is expended per lock opened.
This wand was used often in ancient times, but when the more useful chime of opening was invented, the wand fell into disuse. The formulae for the construction of the wand has been lost, and it can now only be found in very old treasure troves.
The wand of bubbles has two spell-like functions:
1. Bubble of Encasement - causes a bubble to envelop any target the wielder chooses, including him/herself. This bubble is effectively armour class -10 from outside and inside, but has only 1 hit point before bursting. The wand wielder may easily burst the bubble, but only by touching the bubble with the tip of the wand. Any creature trapped within the bubble (even the wielder if the wand somehow ends up on the outside and the wielder inside the bubble, and no help is available) must hit armour class -10 to burst the bubble. The bubble is impervious to fire, cold, acid and electricity, protecting whatever is encased within the bubble. Only light and air pass through the bubble wall, so gas and any light spells can effect the wielder/victim within the bubble. Likewise spells of any other nature than these mentioned cannot be cast by the being within the bubble. This function uses one charge to encase creatures size T-M, two charges for creatures size L. Anything larger cannot be encased by a bubble of encasement. The range of this function is only 30 feet.
2. Bubbles of Blinding - this function uses one charge. On command, thousands of small bubbles stream forth from the tip of the wand and surround any and all living things within a 50 foot radius, except the wielder. These bubbles effectively blind those creatures which rely on sight, for a duration of five rounds. Creatures affected include those inhabited by spirits (such as golems), but not undead.
This wand will affix any object to any other object. Simply touch the surface of the object with the wand, speak the command word, and the next thing that comes in contact with that surface (within five rounds) becomes magically permanently affixed. If nothing is affixed within that time frame, the spell is cancelled. A dispel magic (the wand operates at 12th level) will nullify the magical cohesion and release the affixed objects.
Note a permanency spell cast after the command word will render the time limit for affixing another object to several lifetimes (flat 10% chance of failing per century, cumulative 10% per millennium). Therefore a wizard may use these in conjunction, to trap a door handle for example, probably for the lifetime of the building.