Old World» Magic Items

Wand of illumination

Caster level 12th

When the command phrase is spoken, the wand emits a soft, warm light, like the afternoon sun (as the light spell). This effect consumes no charges, and works as long as the wand has charges remaining. Alternatively, the wand may be touched to an object while activating it, which makes the touched object light up instead of the wand itself; the light lasts for an hour in this case. (Only one object may be illuminated at a time; if this power is used again, the previous casting is dispelled.)

In addition, an illumination wand has the following powers:

Dancing lights (1 charge): Conjures up to four glowing spheres of light, which resemble will-o’-wisps, and which shed light as torches. The wand’s wielder may move the spheres anywhere within 120 feet with just a thought (a free action), but they cannot separate from each other by more than 10 feet. The dancing lights last for 10 minutes; conjuring a new set of glowing spheres cancels existing ones prematurely.

Continual light (2 charges): Makes a touched object permanently shed light as a torch, or until it is dispelled or darkness cast upon it.

Sunburst (3 charges): When this effect is called forth, the wand delivers a burst of brilliant, greenish white light with blazing golden rays. This burst may occur anywhere within 1,000 feet, at the wielder’s preference, and its radius is 20 feet. Undead within the burst of light take 16d6 points of damage (Reflex save, DC 23, for half), and undead creatures of a kind vulnerable to sunlight (such as shadows) who fail their Reflex save must make a Fortitude save against the same DC or be destroyed. Living creatures are not damaged by this light, but may be blinded for 1 minute (Reflex save, DC 21, avoids); creatures who suffer penalties in bright light (such as orcs) take a −2 penalty to their saves. (Fungi, mold, oozes, and slimes are affected by this power as if they were undead.)

A wand of illumination may be used by any spellcaster.