The Wand of Death is one of the fabled Artefacts of Evil. It is the
simplest of these devices created by some unknown god or gods in the
lost past of the universe. The user simply points the wand and states
the correct trigger word and a black bolt of negative energy springs
forth, draining the life from everything it strikes, to a maximum of
12" (treat the beam as ½" wide).
The trigger word is chosen from among 20 combinations of syllables and
each combination drains a different amount of energy from along the
line, from 1 to 20 d6. This number is rolled immediately and applied
to every living thing along the deadly ray's path starting with those
things nearest the user. Each possible unsurprised target gets a
saving throw, with those further than 1" away getting the benefit of
any DEX bonus. Beyond 6", victims get +2 to their save and beyond 9"
+5.
Trigger syllables will not be easily determined and the twisted black
hawthorn wand may remain a mystery until Legend Lore or a sage are
consulted. Even then, such work will only reveal one syllable at a
time. Of course, alert characters may hear trigger words being used by
whoever owned it before them.
As each victim is drained of hp, the total remaining in the ray is
likewise reduced until it is completely used up or the maximum range
is reached.
Any victim drained to 0 or less hit points is disintegrated.
The hit points of those creatures struck only by magical weapons are
augmented such that "+1 or better to hit" are drained at a ratio of
1:2, "+3 or better to hit" at 1:4 and so on. Thus a 50 point beam
which struck a solar would drain it of only 8hp.
When found the wand will have 1-100 charges and each d6 damage done
will drain 1 charge. There is no way short of a wish for a mortal to
determine the number of charges remaining. Any evil creature struck
only by magical weapons will be able to read the number of charges by
holding the wand by the handle end and concentrating for a round.
Unliving things such as walls do not block the path of the beam,
although a globe of invulnerability or anti-magic sphere will. A
wall of force will not.
If operation of the wand would reduce the number of charges to less
than 1, the extra charges so needed are removed from the operator's
levels. Thus, a 7th level cleric who summoned 10 dice of damage from
the wand while it had 4 charges remaining would be reduced to a 1st
level cleric, leaving the wand with 1 charge - the minimum possible.
If the operator is reduced to less than 0-level by the wand they
become a formless mist (treat as invisible) which will reform in 1d6
days as a wraith.
The wand's effect on the undead is somewhat different. If an undead
creature is struck by the beam then it is drained of hit points as
normal, but every 4 hit points adds a charge to the wand. The
remaining damage in the beam is still reduced as normal.
For example, a beam of 14 damage strikes a zombie with 9hp. The zombie
is destroyed, 2 charges are restored to the wand, and 5 points of
damage remain in the beam.
Although using the wand is not itself an evil act (it is an excellent
weapon against the undead, for example), it is indiscriminate and
accidental killing of innocents and allies is easy, leading to
possible alignment drift.
Use of the wand additionally causes fear (save applies) in any being
under 4th level within its range who sees it, no matter whether they
are allied with the user or not.
The wand operates at 18th level (9th level spell) for the purposes of magic resistance.
The wand is an artefact and thus not subject to normal destruction;
the DM should determine the single method of destroying the wand using
the list on DMG p164 as inspiration.
Sale Value: 20000gp
Experience point value: 8,000xp