As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
2004
Erratum: When ignited and tossed at a target, this item surrounds a single creature with a hazy smoke. The smoke lasts for the duration of the room. All ranged attacks targeting the victim and all ranged attacks made by the victim suffer a -4 To Hit penalty. (I.e., ranged attacks going into or out of the smoke are more difficult.) The combined process of igniting the smokestick and tossing it requires a Standard Action, but does not require an attack slide or any kind of skill check.
This “mystery” token could be redeemed during the training phase of the adventure with the Party Coach. Only at that time would a player discover its properties. Players were forewarned that the effects may or may not have been beneficial.
This token is no longer redeemable in-game, but may still be prized by collectors.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals 8 Sonic damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. There is no saving throw to mitigate damage. It is usable only once, whether the attack succeeds or misses.
The damage from this item is doubled* if the victim is a Construct or a crystalline creature.
Heals 5 HP of damage per charge
Note: Like all wands, only one charge may be expended per round.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Reveals all sources of magic in the room to the wand’s user
In years past, it allowed the character to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
Because all wands require a command word to function,
Deals 6 damage as Force to the target. There is no saving throw to mitigate damage.
Note 1: The pre-2007 (“woody”) versions of this wand deal 5 HP damage.
Note 2: Like all Force effects, magic missiles do not suffer the standard 50% miss chance to hit non-corporeal creatures.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
Deals 8 damage as Acid if AC 15 is hit. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019,
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.