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Wand of Orcus?
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<blockquote data-quote="Cerubus Dark" data-source="post: 407199" data-attributes="member: 3386"><p>Oh you want scary huh?</p><p></p><p>Wand of (D)Orcus </p><p>Wand may be used as a Chaotic Mace dealing 10d6+5. Creautres of Good Alignment take and additional 6d6 of damage.</p><p></p><p>Agumented Critical: on a roll of 6-20 a critical hit is scored. This ablitiy only works in the hands of Orcus or a mortal that has been chosen by Orcus to weild the Wand. There is no save against this power.</p><p></p><p>Spell Turning: the Wand can turn upto 8 levels of spells three times per day. A free action activates this power.</p><p></p><p>Nullification: On command the wand can dispel any spell of 9 level or lower. Doing so is a full round action, the Wand automaticaly cancels any AntiMagic fields that are cast upon it. This ablitiy may be used any number of times per day.</p><p></p><p>Demonic Feveor: In the hands of a demon or devil the Wand regenerates 2d6 hit points a round. This will regenerate lost limbs. Damage from Holy sorces are not regenerated. This is a free action.</p><p></p><p>Any character of a non-evil alignment gains 7 negitive levels upon touching this wand. Only a <em>Wish</em> or <em>Miracle</em> cast by at least a 16 level spellcaster can remove them. </p><p></p><p>Corruption: Any Character of Neutral alignment who takes the Wand must make a will save (DC 12+character level) or have their alignment shifted to evil. </p><p></p><p>There you go, something scary. And boy howdy will it make a nice crunch when you hit someone. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>(Added the No save to the damage and a penelty for those goody-goodies who take it)</p></blockquote><p></p>
[QUOTE="Cerubus Dark, post: 407199, member: 3386"] Oh you want scary huh? Wand of (D)Orcus Wand may be used as a Chaotic Mace dealing 10d6+5. Creautres of Good Alignment take and additional 6d6 of damage. Agumented Critical: on a roll of 6-20 a critical hit is scored. This ablitiy only works in the hands of Orcus or a mortal that has been chosen by Orcus to weild the Wand. There is no save against this power. Spell Turning: the Wand can turn upto 8 levels of spells three times per day. A free action activates this power. Nullification: On command the wand can dispel any spell of 9 level or lower. Doing so is a full round action, the Wand automaticaly cancels any AntiMagic fields that are cast upon it. This ablitiy may be used any number of times per day. Demonic Feveor: In the hands of a demon or devil the Wand regenerates 2d6 hit points a round. This will regenerate lost limbs. Damage from Holy sorces are not regenerated. This is a free action. Any character of a non-evil alignment gains 7 negitive levels upon touching this wand. Only a [i]Wish[/i] or [i]Miracle[/i] cast by at least a 16 level spellcaster can remove them. Corruption: Any Character of Neutral alignment who takes the Wand must make a will save (DC 12+character level) or have their alignment shifted to evil. There you go, something scary. And boy howdy will it make a nice crunch when you hit someone. :) (Added the No save to the damage and a penelty for those goody-goodies who take it) [/QUOTE]
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