Witch Wand (Magic Wand)

This wand can execute up to 10 charges each day, doing so until the wand 's charges are expended. It is capable of the following spells, all of which function as the wizard (or priest) spells of the same name: 
* 1 Charge per use: charm person, continual light, cure light wounds, darkness, hold person, locate object, and remove fear.
* 2 Charges per use: charm monster, curse (reverse of remove curse), neutralize poison, plant door, plant growth, polymorph others, polymorph self, and remove curse.
* 3 charges per use: change self, commune, dismissal, hold monster, restoration, summon elemental (as summon shadow), and wither. (Wither is a magical power that causes all living plants within a 50-foot radius, centered on the wand-user's location, to rapidly age and die, much like the effect of a defiler's spellcasting in a DARK SUN Campaign.) The wand has additional powers. It acts as a medallion of ESP and as a permanently cast protection from normal missiles spell. The wand shields the holder from lycanthropes, undead, and elementals, acting as a ring of protection +3 against their attacks.
Category:Magic Items
Category:Magic Wands
Category:Encyclopedia Magica Magic Items