[evocation; force]
Caster Level 6
Range 60 ft.
Area of Effect One magic item
Duration 1 round
Save Special
Aura Strong/Moderate
Class Requirement none
Encumbrance none
Charges 100 (1d100)
XP Value/GP Value 3,500 XP/15,000 g.p.
This wand allows the wielder to cause any one magic item to become mundane for 1 round.
Magic Negation. [invocation] (declared; major; 1 segment) When the appropriate command word for the function is verbalized and invoked, and the wand is pointed in the direction of a single magic item in range, that item will cease functioning as a magic item for 1 round. (Ie. through end of the successive round.) Each use consumes 1 charge.
If the target is a wand, the wand is rendered mundane for 1 round.
If the target is any other magic item, the item must roll a special save: d%; 01-75 = the item is rendered mundane for 1 round; or 76-00 = the item makes the save and is unaffected.
If selecting ammunition, up to 20 pieces of ammunition within the same container can be affected.
The selected magic item must be within line of sight.
Only items/objects can be selected and the negation does not affect any ongoing spells or magic previously produced by the targeted item or ongoing magic affecting the object. ie. A Wizard's Locked door cannot be affected by the wand of magic negation.
Artifacts or relics are unaffected. Certain other powerful legendary items may also be unaffected per the GM (planar portals/gates).
If a cursed item is targeted, the item is rendered mundane for 1 round, but any ongoing curse itself (if affecting an individual) is unaffected. i.e. The curse is not broken and even if mundane for a round, the item cannot be removed and the individual does not become compliant (special circumstances based on the specific item will be ruled by the GM).
Items with access to extra-dimensional spaces, such as a bag of holding become an empty sack for 1 round before functioning normally once the effect is over (nothing in the bag is lost, just inaccessible for a round).
Charges. Wands of this type will have 1d100 charges when found. The wand cannot be recharged.