Blast Scepter (Magic Scepter)

These rare, ancient devices are some of the more unpleasant legacies of lost Netheril, the realm of sorcerers whose glory was swallowed by the Great Desert long ago. Most take the form of wand-sized metal rods with ornamented knobs at both ends. Netherese blast scepters are usable by all intelligent beings able to hold one, and use charges, typically 5d12 charges when found. Few wizards in the Realms today know how to recharge them.
They are controlled by the silent will of the bearer. If two beings grasp a scepter at once, it does not function at all until only one being is touching it again. Learning to wield a scepter takes one turn per power, but a single power just seen in operation can be activated in 1d4+1 rounds. A blast scepter can:
* Absorb heat attacks and natural and magical lightning without any harm to the bearer (no charge cost).
* Automatically reflect the blast force of explosions away from the bearer. This prevents the bearer from being knocked over or otherwise moved by the blast, but does not shield against missiles and debris (no charge cost). The powers above, used in combination, enable the bearer to suffer only flame damage from a fireball by absorbing both heat and blast effects. The damage dealt by a fireball is therefore halved, even before any saving throws apply.
* Stun opponents by touch, a successful attack roll required. This attack deals 1d4 damage to victims and stuns (as a power word stun spell) a victim for 1d4+1 rounds (save vs. spell at -1 to avoid the stun effect). This can be done only once per round (cost: one charge).
* Blast opponents with a soundless shock wave once per round. This is a cone extending up to 30' long, and 20' wide at its furthest extent. Creatures within the conical area of effect suffer 2d6 damage (no save), and must make a successful saving throw vs. spell or be knocked off their feet. If this occurs, target spellcasting is ruined, and fragile items held or carried must make successful saving throw vs. falling damage (cost: two charges).
* Powerstrike any one opponent once a day. This drains four charges, and can only occur when the scepter is touching an opponent. After a successful attack roll is made, the scepter wielder can decide to forego the 1d4 damage and stunning, and instead powerstrike for 5d6 damage. Targets are allowed a saving throw vs. spell for half damage. Golems are utterly destroyed by a successful powerstrike: using a powerstrike against a golem drains an additional 1d4 charges from the item. The Netherese blast scepter is reputed to be the predecessor to the more common rod of smiting.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Scepters