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Shadowbranch1
21st December 2005, 02:43 PM
Wand of Shock Globes:

This wand is a small slender affair made of brass with a small sapphire set in the very end of it. It is short (15”) and lightweight (1/2 pound). It has a hollow sound to it when struck against anything. It will radiate moderate enchantment if such is detected for.

The wand can be used to launch 6" purple phosphorescent globes at a range of 120’. The globes strike unerringly unless the victim rolls a Reflex save (DC15) in which case the globes disappear. The wand can launch 2 globes per combat round.

The globes are as sticky as strong glue. Furthermore they are extremely molecularly agitated. (This leads to the globes sticking to a character and shocking the bejesus out of them.) The globes retain their agitated state for 3 rounds following discharge from the wand. They will cause 1d4 damage per round that they are attached to a person.

The globes may be scraped off in one round, but doing so automatically causes the character to take maximum damage from ach globe removed this way. After 3 rounds the globes dissipate in to nothingness.

Additionally for every globe that is stuck to an individual, all dice rolls pertaining to physical activity are reduced by one. (I.e. Armor class, attack rolls, physical skill checks, etc…) This is due to the shock as well as the globes adherence to the individual.