[conjuration/summoning]
Caster Level 6
Range See description
Area of Effect See description
Duration See description
Save See description
Aura Strong/Moderate
Class Requirement Magic-user
Encumbrance none
Charges 100 (1d100)
XP Value/GP Value 7,000 XP/35,000 g.p.
This rare wand allows the wielder to conjure a number of special effects.
Once the wielder has determined the command words to use all functions of the wand, they can attune the wand.
Attunement. The wand must be carried for at least 24 hours to attune itself to the magic-user.
Once attuned, the wand grants the possessor the ability to interpret, as per a read magic spell, any written conjuration/summoning spell (if the wand is in hand).
The wielder can also immediately recognize any specific conjuration/summoning spell being cast or used (if the wand is in hand).
Prismatic Sphere. [invocation] (declared; major, 5 segments) Range: 0; Area of Effect: 10-ft. radius sphere; The wielder can conjure a prismatic sphere, as per the spell, as an innate ability (caster level 6) with the wielder in the center of the sphere.
Only one layer of the the 7-layer sphere can be conjured each round, in sequence, beginning with red (the outer layer) and ending violet (each requiring a 5 segment invocation).
If the wielder stops conjuring layers before the last appears, the effect disappears at the end of the round.
If the wielder moves before the 7-layer sphere is complete, the effect disappears at the end of the round.
Once the full 7-layer sphere is conjured, the wielder must use a minor action each round as an innate ability to keep the sphere in place.
As with the spell, the sphere is immobile, gives off light, and is opaque, even with regard to the wielder looking out. Once the full 7-layer sphere is complete, the wielder may move without causing the sphere to fail, as long as they continue to use a minor action with the wand to keep the sphere in effect. The wielder must remain on the same plane as the sphere or it will fail.
Each round, this ability will consume 1 charge for each layer of the sphere in effect at the end of the round. Thus, once a full 7-layer sphere is complete, it requires 7 charges per round to maintain it's existence (and 28 charges to get there).
Summon Monster. [invocation; summoning] (declared; major, 5 segments) The wielder can cast a summon monster spell (caster level 6) once per round—with the ability to choose the version of spell: summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, or summon monster VI.
In order to use this function, the wielder must be high enough level to cast the summon monster spell desired (thus a 5th level magic-user to use summon monster I or 12th level magic-user to use a summon monster IV).
The version of the spell is how many charges are used (i.e. 1-6 charges).
The wielder can expend more charges to summon more monsters for the lower level version of the spell up to a maximum of 6 charges per round. This is at a rate of 1 charge per the type of the summon monster spell; e.g. one summon monster VI, or six summon monster I spells, or three summon monster II spells (note that the spells cannot be mixed, each must be the same version; i.e. the wand cannot produce three summon monster I and a summon monster III in a single round). So if using 6 charges to empower summon monster I, the wand will summon 12d4 (2d4 x6) monsters from the summon monster I list.
Duration is based on caster level (6th) and all other aspects work as per the spell.
Unseen Servant. [invocation] (declared; major, 5 segments) Duration: 2 hours; The wielder can conjure an unseen servant, as per the spell, as an innate ability (caster level 6). Each use of this function consumes 1 charge.
Wall of Darkness. [invocation; darkness] (declared; major, 5 segments) Range: 30-ft. The wielder can conjure a vertical plane of utter darkness covering an area of up to 600 sq. feet (it will have no thickness at all; i.e. 60-ft. long by 10-ft. high or 30-ft. long by 20-ft. high, etc.).
The wall must have at least 2 solid anchor points (ceiling and floor, wall to wall, etc.).
The wall only blocks light and senses; It foils all means to see, smell, or hear through it.
However, the wall can easily be walked through and missiles attacks are unhindered (although a target on the other side cannot be seen).
Magical attacks work normally through the wall, although magic that requires sight to target a creature or an object will not work.
After the round the wall is conjured, the wielder must use a minor action each round as an innate ability to keep the wall in existence. The wielder must remain on the same plane as the wall or it will fail.
Conjuring the wall uses 1 charge and each round the wielder maintains the wall (after the round it was conjured) consumes an additional charge.
Charges. Wands of this type will have 1d100 charges when found. The wand can be recharged by using an enchant an item ritual.