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Divine WandsD&D 3e (3.0/3.5) Rulesby ZarvoxDivine Wands are gifts sent by the gods to their followers. Divine wands are exceedingly handy in tight spots, though cannot be relied upon too heavily, as they have a tendency to get used up unexpectedly. Divine Wands make convenient substitutes for wands, scrolls, and lesser potions for DMs running streamlined games. They do not have a number of charges for the DM to keep track of, one can substitute for a trove of scrolls and wands, and are very easy to dole out and keep track of. Divine wands are rods approximately 1.5 cm thick and 18 cm long. They are made of a hard, stone like substance. The symbol of their deity is inscribed on the base of the wand, opposite the "active" end (DC 10 Search check to find). Wands associated with good deities are white, red wands correspond to neutral deities, and black wands correspond to evil deities. Divine wands have an AC of 10, a hardness of 1, and hp 3. Divine Wands cannot be destroyed by any means other than physical blows. Knowledge of a Divine Wand's Properties: This requires a Knowledge (religion) skill check using the below DCs. Add 2 for each level of cleric with the wand's deity. Divine Wands can be used only by those within one step of the wand's alignment. While the effects of some divine wands replicate those of arcane spells, treat them as divine spells. This is necessary for divine wands to be suitable replacements for all wand and scroll troves. The levels below are the level at which the spell can first be used by clerics of the deity (caster level, not spell level). Clerics of the deity can cast the spell one level before the given level (ECL-1), clerics of a different deity can cast it at the level given, and non-clerics can cast the spell at one level higher than the level given (ECL+1). Should a sentient being who cannot use the wand due to alignment conflict touch the wand, he suffers d6 damage/step of alignment conflict. Should he grasp the wand, he suffers 2d6 damage/step of alignment conflict. Use: Holding the wand and saying any of the deity's names (deliberately or not) triggers the wand. If pointed at a target, the caster must succeed at a ranged touch attack (AC=10 + size modifier + Dex modifier, nonresistant targets are considered to have a Dex of 0) in order to have an effect. If the wand is touching the target, the effect is automatic. If the spell effect does not have a target, the wand's position is irrelevant. Roll d6. If the roll is a 1, the wand shatters without casting a spell. Roll d10. If the roll is 2-9, the wand casts the highest level spell that it can cast for the caster's ECL and clerical modifier (see above). If the roll is a 1, the spell cast is the second-highest level spell the wand can cast, if possible. If the roll is a 10, the spell cast is the spell one step higher than the highest level spell the wand can cast, if possible. If, for any reason, the casting of the spell specified by these instructions cannot be cast, the highest-level spell that the character can cast and that can be cast is cast. If no spell that the character is powerful enough to cast can be cast, the wand has no effect, but does not shatter. Divine wands have no set charges, though their tendency to shatter without casting could be considered a random number of charges. Note: The divine wands of Kiri-Jolith, Reorx, and Sargonnas are all identical (except for alignment), as are the divine wands of Habbakuk, Chislev, and Zeboim. Divine Wand of Kiri-Jolith (LG), Reorx (N), or Sargonnas (LE)
Divine Wand of Habbakuk (NG), Chislev (N), or Zeboim (NE)
Divine Wand of Branchala (NG)
Divine Wand of Chemosh (NE)
Divine Wand of Mishakal (NG)
Divine Wand of Morgion (NE)
Divine Wand of Sirrion (CN)
Divine Wand of Zivilyn (N)
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