RODS, STAVES, AND WANDS Baton of Draining Crystal Staff, Greater Crystal Staff, Lesser Deepearth Staff Iron Wand of Warding Lion Rod of Alanar Rod of Health Rod of Smiting* Rune Scepter of Oghma Staff of Apparitions Staff of the Couatl* Staff of the Moonglow* Staff of Skulls Staff of Striking* Staff of Thought Staff of Tulach Boghain, "Ghostbane" Wand of Dehydration* Wand of Sacred Mistletoe* Wind Scepter of Taurclax * This item appears in Encyclopedia Magica and/or other sources, but is reprinted here in a modified form (as detailed for my campaign use). Baton of Draining: This necromantic device was popular in the time of ancient Netheril, usable only by priests or wizards. It can be wielded as a weapon (no proficiency required), inflicting 1d4 points of damage on a successful hit and delivering the equivalent of a chill touch spell upon any creature struck. If a natural 20 is rolled, this chill touch effect is doubled and no saving throw is allowed. In addition to this power, the necromantic aura that surrounds a baton of draining can be used to transfer touch-based necromantic attacks (including reversed Healing spells) to any creature touched, providing a +4 bonus to hit with such spells and allowing the caster to deliver them without the need for actual physical contact. Crystal Staff, Greater: This item functions as a +3 magical weapon, inflicting 1d6+3 points of damage on a successful hit. If the wielder desires, he or she may expend a charge from the staff in order to double damage on the next successful hit to 2d6+6, provided an opponent is struck within the next turn; otherwise, that charge is wasted. While so charged, the staff glows with a white light similar to that shed by a magical sword. If such a double damage blow is struck, the healing powers of the staff (see below) cannot be used for a full turn after such a blow. If an evil creature is struck by such a blow, it must also save vs. staves or be blinded for 8 turns. The staff can be used as a weapon by a character of any class who is of good alignment. The staff can only be used to effect its other powers, as described below, by a cleric or paladin of the same alignment of the staff, which may be of any of the good alignments (i.e., a paladin could only use a lawful good greater crystal staff). Any neutral or evil creature touching such a staff (as opposed to being struck by it in combat) will drain a charge from the staff and be burned for 3d6+3 points of damage. In addition to its use as a weapon, the staff can also perform all of the functions of a staff of curing. It cannot affect any single creature more than once per day and it cannot be used for healing more than six times per day total, but there is no limit to the number of times that a given function of the staff may be used (e.g., it could case cure disease or could cure wounds six times in a day). In addition to these powers, the staff can also be used to cast dispel magic or remove curse in lieu of one of the curing functions normally possible. It can also be commanded to shed light (as the spell) in a 5' radius around itself at will. The staff can also be used in a manner equivalent to a rod of resurrection, though at a cost in charges equal to twice that required to resurrect a given creature with such a rod. The staff can also cast a restoration spell, with a cost in charges equal to that normally required to resurrect a creature with a rod of resurrection. If either of these powers is used, the staff may not expend any other charges that day; conversely, if any other charges have been expended from the staff that day, neither of these powers can be used that day. Finally, the staff can be broken by a cleric or paladin for a retributive strike (cf. staff of the magi), with a 50% chance of the wielder being plane shifted to the alignment plane of the staff. The staff can be recharged by having a bless spell cast upon it by a cleric or paladin of its alignment and then being exposed to direct natural sunlight for at least one hour. This can be done once per day and restores one charge, or two charges if performed on ground sanctified to a deity of the staff's alignment. If it runs out of charges, it becomes dull and cloudy, but a restoration spell cast on it in this state allows it to be recharged normally again. Crystal Staff, Lesser: This type of staff, also known as a staff of Cirulon, is typically 6' in length, made of clear crystal. It is usable by any good-aligned character capable of casting priest (or druid) spells, and it may hold a maximum of 50 charges. It can be recharged if it exposed to sunlight and a bless spell (restoring 1 charge) or prayer spell (restoring 3 charges) is cast upon it. This recharging may be done only once per day. This type of staff may perform any of the following functions at a cost of one charge, though no creature may be affected by the staff more than once per day: detect evil, detect magic, cure light wounds, cure disease, neutralize poison, and purify food and drink. Deepearth Staff: This short staff (usually only about 4-5' long) is usually graven with runes dedicated to the earth. Any creature grasping the staff gains infravision to a 90' range. By wordless mental command and the expenditure of one charge, the bearer can instantly dispel any radiance that the staff contacts part of (not including spells such as prismatic sphere), though permanent radiances return 2- 5 turns after this function is exercised. In addition, the bearer can generate a 10' radius sphere of magical darkness centered on the staff that will last until dispelled by the will of the bearer, even if the staff-bearer dies or drops the staff. This darkness is equivalent to the darkness 15' radius spell in effect, but anyone touching the staff can see normally through this area of darkness. This staff grants a +2 bonus to avoid being surprised while underground (+4 if borne by a dwarf, gnome, or deep gnome). In addition, the staff will automatically alert the bearer (by means of a pulsing warmth) to the presence of any burrowing creature larger than size T within 90' in any direction (e.g., ankheg, purple worm, umber hulk), and if the bearer concentrates for one round, the deepearth staff will reveal the direction, distance, and creature type of the nearest such burrowing creature. The bearer gains ability equal to a dwarf in terms of mining and subterranean detection abilities (e.g., depth underground, direction of travel underground), save that in the hands of a dwarf, deep gnome, or gnome, such detections are automatically successful. These abilities take one round each to activate. Finally, once every seven days, at a cost of 6 charges, the deepearth staff can be used to magically conjure an umber hulk (q.v.) of maximum hit points from the staff. A command word must be uttered, and the umber hulk will appear one round later. It will then willingly do the staff-bearer's bidding for 3 rounds if summoned above ground or for 3 turns if summoned underground. After this time, it will disappear back into the staff. The umber hulk is actually created by the magic of the staff, not summoned from elsewhere, so it can be conjured on any plane. If the umber hulk is killed during this time, the staff will instantly crumble to dust. The staff will be felt to tingle with power when this ability is ready for activation. Note that the bearer of the deepearth staff is immune to the confusion gaze of all umber hulks, as is any creature touching the staff. While the umber hulk is present, the continuous powers of the staff operate but no charges can be expended for other functions. The staff is easily recharged if the bearer is at least 100 feet underground, by casting a stone shape spell on the staff while both the caster and the staff are within an area of magical darkness, restoring one charge. This may be done once per day. The staff cannot be recharged above ground. Iron Wand of Warding: This magical wand may be used by any character class. It provides its owner with a +1 bonus to avoid surprise simply by being kept on his or her person, which is increased to +2 if the iron wand is held in hand. The wearer cannot be backstabbed even if he or she is surprised, and attempts to make such attacks are treated as normal rear attacks (i.e., +2 to hit, no bonus damage), unless such an attack occurs when the bearer of an iron wand attempts to flee combat. The bearer of an iron wand is always considered to be invisible to other invisible creatures, even if such creatures normally can see invisible. Visible or otherwise hidden creatures can see the bearer normally, however. Three times per day, the wand's power can be invoked to cause all invisible and hidden objects (including secret doors and compartments) and creatures within 30' become visible. This area of effect is stationary in the location where activation took place, and it prevents hiding or invisibility of any type (including psionic invisibility) from having its normal effect within this radius for one full turn. An iron wand may also be used as a weapon, being treated as a horseman's mace +3 for damage purposes but being very light and quick, with a speed factor of 2. Lion Rod of Alanar: This ebony baton, carved about with lions and inlaid with gold, is a powerful weapon. It is usable only by priests and warriors, but in their hands it may be wielded as a heavy mace +3, though with a speed factor of only 4. It may be wielded with proficiency by a character with any proficiency in the Clubbing Weapon narrow group. On any successful hit, the wielder may opt to expend a charge and deliver a stunning blow, inflicting an extra 1d4 points of damage and forcing the target to save vs. rods at -4 or be stunned for 1d4+1 rounds (this save is made at a +2 bonus per size category above size M). The decision to expend a charge may be made after the roll to hit has been made. This effect occurs automatically on a natural roll to hit of 17 or better, and in this case it does not draw off a charge. On any natural roll to hit of 17 or better, the wielder may opt to increase the stunning force of a blow from the rod, delivering a powerstrike, costing three charges and inflicting 5d6 extra points of damage (save vs. rods at -4 for half) and stunning for 2d4+2 rounds if a save at -4 is failed. Note that either the stunning blow or the powerstrike may be delivered by a mere touch rather than a forceful blow, and the wielder may elect to obviate inflicting damage with either attack form, merely applying the stunning force of the rod's power. The lion rod of Alanar is an especially powerful weapon against golems and similar magical constructs. Any hit on a golem or similar construct automatically draws off a charge and inflicts triple normal damage. On a natural roll to hit of 17 or greater, a golem must save vs. rods or be instantly destroyed, drawing off three charges from the rod. Even if the save is made, the target suffers triple damage and draws off one charge. On a natural roll of 20, any golem or construct is instantly destroyed, with no saving throw allowed, drawing off three charges. The lion rod of Alanar can also be used to generate a power blast at a cost of 2 charges in a 30' long cone, 20' wide at its furthest extent, in the form of a deafening roar and wave of stunning force. Creatures within the conical area suffer 2d6 points of damage (no saving throw allowed) and must save vs. rods at -4 or be deafened for 2d6 rounds as well as being knocked prone and stunned for one round, with any items held in hand having to save vs. fall to avoid destruction. On a successful save, all in the area will still be deafened for 1d6 rounds unless they are protected by magical silence or are immune to sound- based attacks. Any glass or similar fragile material within the area of effect must save to avoid destruction even if carried by a creature that made its save. If desired, the power blast can be invoked so as not to cause damage, but rather to generate a deafening and stunning effect that causes no physical harm. Finally, the lion rod of Alanar provides a certain degree of protection to its bearer. So long as the rod is in hand, the wielder is immune to any form of magical blast or stunning force and any form of deafening-type attacks. This makes the wielder immune to magic missile, shout, repulsion, avoidance, beads of force, and similar effects. Note that this immunity is not granted if the rod is merely being carried; only if it is actually carried in hand is this protection granted. Note that in no case can the rod itself be damaged by such attacks, and in addition it is immune to damage from temperature extremes or electricity, rot and corrosion, or disintegration. Note: In the hands of the legally entitled royal steward of the Kingdom of Alanar, the rod's powers function without the expenditure of charges so long as the wielder is within the borders of the Hidden Kingdom. Lore: The lion rod of Alanar is the symbol of office of the royal steward of Alanar, designating the king's chief advisor and confidant (along with the royal vizier) and also the person who stands in the king's stead when he or she is away, administering the functions of the kingdom and wielding power in the king's name. The royal steward was traditionally named by each ruling king, sometimes from a junior member of the royal family, but at times during the Hidden Kingdom's history the office of royal steward became essentially hereditary, remaining with one family line for generations. During the reign of King Azaltin, the last steward of House Mardil, which had held the position for ten generations, died without heir (his only child having perished along with his wife during childbirth), and Azaltin named his younger brother, Anakin, to the position of royal steward. When Azaltin went into self-imposed exile to study the secrets revealed to him (compiled in The Eleven Baneful Gates), he left Anakin, as royal steward, to rule as regent in his stead. Anakin bore the rod as the symbol of his office for several years, but when he began his pretensions to take the throne for himself he took up the steward's rod less and less often, until eventually it was left to lay forgotten in the palace vaults in the latter years of Anakin's regency, including the time of Azaltin's return and the Alanaran Civil War. Rod of Health: This rod of ivory, bounded and inlaid with silver, functions similarly to a staff of curing, save that it neither has nor uses charges. It is usable by any class of character, but it can affect any creature only once per day, regardless of the effect chosen. Rod of Smiting: This heavy steel rod is a +3 magical weapon, inflicting 1d8+3 points of damage on any successful hit. On a natural roll to hit of 17-19, a rod of smiting inflicts double damage--i.e., 2d8+3 points of damage. Further, if a natural 20 is rolled the target suffers triple total damage (3d8+3) and must save vs. rods at -4 or be stunned for 1d4+1 rounds. On a natural roll of 20, one charge is drained from the rod. If a rod of smiting scores a hit on a golem or similar automaton of any sort, one charge is automatically drained and the golem or construct will suffer double damage (2d8+3). If the natural roll to hit on such a construct is 17 or higher, it will instantly be destroyed, blasted to pieces by the power of the rod. A rod of smiting cannot be recharged. Rune Scepter of Oghma: This steel rod is about 2' long and inlaid with myriad runes in fine silver, with delicate scrollwork around a silver knob at each end. The rod can be used by any priest or fighter, and any proficiency in staff, mace, or club will suffice for its use. In combat, it has a speed factor of 4 and inflicts damage as a light mace +4. In addition, the rune scepter inflicts double damage on all golems and similar magical constructs, any creature that is animated by magic (e.g., animated undead, elementals), and in the hands of a priest of Oghma it also inflicts double damage upon any creature native to the Outer Planes. A rune scepter of Oghma provides a number of defensive powers. Any creature carrying the scepter becomes immune to magical hold spells and also gains a +4 bonus to saving throws vs. charm or other forms of direct magical or psionic control. In addition, the bearer gains a +4 to saves vs. any harmful runes, glyphs, or similar written or depicted magical wards and effects, or an unmodified save vs. spells if no save normally allowed. A priest of Oghma or Deneir bearing a rune scepter of Oghma is rendered completely immune to the effects of all harmful writings and symbols. In addition to its uses in combat, a rune scepter of Oghma can be commanded to "shine forth," causing the runes inlaid into it to gleam with a bright white light in a 10' radius, applying a -1 penalty to attack rolls vs. the wielder. The glow lasts for one round and can be called upon once per turn. While this glow is present, all enchanted items and areas within a 10' radius of the point of impact glow with magical resonance. In addition, the touch of the scepter causes all magical glyphs, symbols, runes, wards, and traps to glow briefly (allowing them to be identified without discharging them). Finally, any priest bearing a rune scepter of Oghma can invoke its power to destroy magical wards of all types. This power has a maximum range of 30' and requires one charge per use. Activation of this power can erase: any type of warding circle (e.g., pentagram, thaumaturgic triangle); magical glyphs, symbols, and runes of all types; or any sort of magical hold or lock placed upon a creature, an object, or an area (including forbiddance, avoidance, imprisonment, binding, sequester, hold monster, wizard lock, hold portal, secure, and similar spells). This negation power functions similarly to dispel magic, save that it affects only a single creature, object, or area and affects only the types of effects listed above. This negation effect works even on magics that are not normally susceptible to dispel magic, and it operates at 12th level (16th level for a priest of Oghma) or the wielder's own level, whichever is greater. If the magic to be dispelled is of a higher level than this, the chance of success is reduced by only half the normal amount (e.g., dispelling magic four levels higher than the caster's level usually brings a 20% penalty to the chance of success; with the rune scepter, the chance of success would be reduced only 10%). The negation power can be invoked by the bearer to counteract symbols used by certain extra-planar creatures, even if the bearer is not a priest, and when used in this fashion it is automatically successful. A rune scepter of Oghma is rechargeable only by a priest of Oghma of 18th level or higher. Staff of Apparitions: This 5' long ash wood staff is bound and inlaid with horn at each end and as a handgrip at its middle portion. Any wizard may invoke its powers, but it is useless to other characters. A wizard may use this staff to cast mirror image 3/day and project image 1/day. Further, he or she can cast corpse visage at will. Staff of the Couatl: The staff is of ivory overlaying a silver core. It is 7' long in total, with the top 3' of the staff fashioned in the shape of a winged, feathered serpent with a fanged head at the top of the staff. The staff is usable by any lawful good, lawful neutral, or neutral good cleric. Any evil cleric who touches it will suffer 1d4+1 points of damage per round from contact with it, and a chaotic evil cleric suffers double this damage and must save vs. poison once per round or struck dead instantaneously. The staff functions as a +1 magical weapon, inflicting 1d6+1 point of damage. In addition, against chaotic evil opponents, the fanged couatl head at the tip will animate and bite the target on any successful hit, inflicting an additional 1d3 points of damage and requiring a save vs. poison to avoid death in 1d2 rounds. The bearer of the staff gains a +2 bonus to saving throws vs. magic and a +4 bonus to saves vs. poison, including allowing an unmodified saving throw of 12 vs. poisons which normally allow no saving throw (cf. periapt of proof against poison). The staff also confers on the bearer the ability to cast the following spells at the 8th level of ability: detect evil, slow poison, and snake charm 3/day; neutralize poison and sticks to snakes (or the reverse) 1/day; and wind walk 1/week. Finally, once per month the bearer of the staff can summon a couatl (q.v.) with randomly-determined magical and psionic abilities to advise and serve him or her for 5-8 (1d4+4) turns, including fighting the foes of the bearer, using his or her magical or psionic powers, or providing a means of travel through the Ethereal Plane. If the couatl deems to bearer to be up against insurmountable odds, it will wrap the bearer in its coils immediately upon being summoned and bear the caster away to safety through the Ethereal Plane. This power can only be used by a lawful good cleric or one who worships the deity Quetzalcoatl. Staff of the Moonglow: This type of magical staff is very popular among elves (particularly those of the Realms) and others who favor the soft light of the moon and who strike to keep the night save from the forces of evil. A staff of the moonglow is not intelligent, but it strongly aligned to good and will not function for any character not of good alignment, save for druids. Any character class may use this type of staff. Its powers are activated and deactivated by silent act of will and physical contact with the staff. It functions as a staff +4 if used under the open sky when the moon is visible (including while the moonglow power described blow is in use). It is otherwise considered a staff +1 under moonless conditions at night while outdoors or a staff +0 (i.e., no bonus, but still capable of striking as a magical weapon) in other situations. In all situations, a staff of the moonglow inflicts double damage (including a doubling of the bonus) versus undead creatures, and it gains all applicable benefits as if a holy silver weapon where such apply. In addition, versus evil creatures its touch burns and prevents regeneration of damage (though magical and natural healing may heal such wounds). On any successful hit, the target must save vs. spells or be limned with blue-white faerie fire for the remainder of the round struck and the round thereafter. The wielder of the staff may choose to expend a charge on any successful hit, which results in an automatic faerie fire outline as above, with no saving throw allowed. Further, while so outlined the target creature is slowed and is prevented from teleporting, blinking, shifting out of phase, dimension dooring, etc. No saving throw is allowed against this power, though a magic resistance check is allowed to resist its effects. At any time, a staff of the moonglow may be commanded to shed a pale radiance equivalent to a moonbeam spell centered on the staff. In addition, it can be commanded to shed its moonglow in a 30' radius, at a cost of one charge per round. While this moonglow persists, the bearer of the staff gains the benefits of pass without trace, feather fall, and free action spells. Furher, this pearly blue-white radiance allows a ring of shooting stars to operate as if above ground at night, reveals all magical dweomers within the area of effect as amber faerie fire-like radiance, and forces all undead and evil creatures susceptible to bright light within the area of effect to suffer a -3 penalty to attack rolls (no saving throw or magic resistance allowed). All magical inscriptions and wizard marks within the moonglow shine forth clearly and distinctly, even if normally invisible or concealed. A staff of the moonglow can also be used to find the path. Each charge used for this power will provide the benefit of the spell for one round if indoors or underground, one turn if outdoors under most conditions, or one hour if outdoors at night. Staff of Skulls: This magical staff is thought to have been invented by orcish shamans originally, but it has since been duplicated by many others and is now not uncommon. It consists of a 5' or 6' long shaft of bleached, dried wood surmounted by a fanged humanoid skull. It functions only in the hands of a wizard or priest. It functions as a magical weapon, though it gains no actual bonus to hit or damage. When using a staff of skulls in melee, the wielder may strike with the butt of the staff, inflicting normal quarterstaff damage, or may command the fanged skull head to actually bite his or her foes, requiring a roll to hit with THAC0 of 15 or the wielder's THAC0, whichever is better. A successful hit with by the fanged skull inflicts 1d6 points of piercing damage and forces a save vs. paralyzation. If the target fails this save, it is forced to flee in fear for 1d4 rounds. A staff of skulls also has a number of spell powers, activated by the mental command of its wielder. It takes a turn of study and practice with the staff to learn the means of invoking one of these powers, but after that it may be used normally. Use of any of these powers causes the eyes of the fanged skull to glow blood red. The user of the staff may detect undead or cast invisibility to undead (self only) at will. He or she can also cast hold undead (affecting 8 hit dice of undead) once per day. Once per day, the staff of skulls can be commanded to utter a blood-curdling scream. All creatures within 15' not allied with the staff-wielder must save vs. spells or flee in abject terror for 2d6 rounds. Even if they save, they will suffer a -1 penalty to all die rolls for 1d6 rounds due to shaking and fright unless totally immune to fear. Once per day, the staff of skulls may also be planted in the ground (it may be 'planted' on any solid surface) and commanded in Harku (orcish) to 'guard.' The eyes of the fanged skull will glow red, and if any creature larger than a normal rat, toad, or small bird moves within 90' in a 20' wide path in the direction the skull is facing, or within 15' of the staff in any event, even if invisible, it will unleash a shrill scream, awakening all creatures within hearing range immediately. It may remain on 'guard' for up to eight hours or until it is activated by detecting an intruder, after which this ability is used up until the next day. Staff of Striking: This weapon may be used in combat as a staff +3 by any priest, wizard, or psionicist. A staff of striking always has a speed factor of 1 and always strikes as the most advantageous type of weapon when attacking a foe in armor or a target that suffers different damage from different weapon types (e.g., vs. a giant slug, it would inflict full damage, as if it was a slashing weapon, while versus a skeleton it would strike as if a blunt weapon). A staff of striking drains one charge on each successful hit, and on any successful hit the wielder may elect to spend an extra charge in order to inflict double damage (i.e., 2d6+3). The staff may be recharged. Staff of Thought: This 6' long cedar staff is polished smooth and inlaid with golden Netherese runes about its upper two feet. Any priest, psionicist, or wizard can make use of the powers of the staff. At a cost of 1 charge, the staff may produce one of the following effects: daze, memory read, mind read, rigid thinking. At a cost of 2 charges, the wielder may use mental domination or modify memory. All spells take effect as per an 8th level caster. The staff may be recharged. Staff of Tulach Boghain, "Ghostbane": This gnarled, twisted oaken staff can be used by any character as a quarterstaff +2. It acquired its nickname, "Ghostbane," due to its extreme effectiveness against undead, particularly ghosts, wraiths, spectres, and similar non-corporeal undead. Against undead, its magical bonus is doubled to +4 and it inflicts double normal damage. It can also be used to attack undead that are on the Border Ethereal (e.g., apparitions, ghosts), even when they are completely dematerialized, though not if they are inside a solid object, such as a wall. With the staff of Tulach Boghain in hand, the wielder gains the benefit of a continuous sanctuary spell with respect to undead creatures and is rendered immune to fear and magical aging caused by undead creatures. He or she can tell at a glance if any creature or body is alive, dead, never living, or undead. Further, the wielder can automatically see any and all non-corporeal undead within 100', including creatures using a wraithform or shadow form spell, unless vision is blocked by a solid object, but natural or magical darkness is no impediment to this vision. The wielder may not be able to see what is around him or her, but he or she will see the undead (or spell-using) creatures clearly. Further, if any such creatures come within 30' of the staff, they must make a save vs. spells each round or become suffused with a pale white aura akin to faerie fire for as long as they remain within 30' and for 8 rounds thereafter. In the hands of a priest or wizard, the staff of Tulach Boghain acts as a spell- focusing aid for necromancy, causing all priest spells of the Necromantic sphere and all wizard spells of the Necromancy school to take effect as if the caster was two levels higher than his or her actual level. A priest or paladin with this staff in hand may turn or command undead as if one level higher than his or her actual level. Wand of Dehydration: This short wand, which is always made of metal or stone, never of organic material, has many uses. By expending a single charge and aiming at the desired target, the wand will fire a pale blue-gray beam that can instantly destroy one cubic yard of liquid water or solid ice or a 10' radius sphere of fog, mist, or rain (including a cloudburst spell). If directed at an aquatic or amphibious creature, it drains them of moisture and strength, inflicting one point of damage per hit die of the target and applying a -1 penalty to attack and damage rolls (to each die of damage for multiple-die damage attacks) for six rounds. If directed at a water elemental creature of any type, three charges will be drained and the target must save vs. wands or be banished back to its home plane, and even if it saves it will still suffer 6d6 points of damage and will suffer a -1 penalty on attack and damage rolls (as above) for six rounds. Wand of Sacred Mistletoe: This type of wand is typically created by druids who expect to spend extended periods of time away from their sacred groves. When manufactured, it has exactly 80 charges. It may be transformed into a shillelagh and back by the mental command of the wielder at no cost in charges. In addition, for one charge it may perform any of the following spell functions: invisibility to animals, locate animals, locate plants, detect snares and pits, detect magic, detect poison, or pass without trace. The most important power of the wand, however, is to be used as a substitute for greater mistletoe. Any spell that requires mistletoe as the material component may be cast using this wand as the component instead, which draws off one charge and allows the spell to be cast with all the normal benefits of using greater mistletoe (see 1st edition Player's Handbook). This requires the wand of sacred mistletoe to be held in hand and a command word to be spoken, but it does not delay the casting of the spell in any way (i.e., casting time is unchanged by the use of the wand). A wand of sacred mistletoe cannot be recharged, but if it is buried in the grove where it was made after its charges have been exhausted, the amount of mistletoe available for harvest during the next full moon will be twice the normal amount. Wind Scepter of Taurclax: This short 2' rod is of cypress wood, polished to a golden sheen and inlaid with a spiraling pattern of gold and delicate scrollwork. It may be used in combat as a light mace +2, and any creature grasping it is empowered to sense the presence, type, and location of any creatures from the Elemental Plane of Air within 10 yards per level of the user, even if such creatures are hidden or naturally or magically invisible. It also grants protection from elemental air creatures similar to that provided by a ring of elemental command. Finally, the wielder may cast up to five levels of spells from the Elemental Air sphere per day, with such spells taking effect at 12th level and requiring no somatic or material components. ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >