Wand of Banishment (Magic Wand)

Savengriff was a young magic-worker of Waterdeep who fell in with a band of reckless adventurers and was slain in battle with a beholder. His corpse was found by the archmage Khelben “Blackstaff” Arunsun, who arranged for his resurrection. Savengriff became a loyal apprentice but has devoted much of his time since then to devising means of avoiding fearsome beings— and another death like his first.
The wand of banishment was one result. Savengriff made over a dozen of these before he vanished into other planes than this; most passed into the hands of good wizards across the north, one Savengriff took with him, one he gave to Khelben, and he is thought to have hidden away at least one. Elminster gives the command word of one he examined as “Baerlaguth” but has not revealed in whose possession the wand was (or is now).
This wand is usable only by wizards; it cannot be recharged, and each use (effective or not) drains one charge. Upon command, a needle-thin ray of flickering green light shoots from the wand's tip up to a distance of 40 feet, striking a single target creature (the target is allowed a save vs. spell at —1; a successful save means the ray missed). Creatures struck by the ray are affected as follows:
* A summoned creature (from another plane) is instantly banished back to its own plane; it must save vs. wand at —4 to remain. If it does remain, it is held for one round.
* A creature summoned from elsewhere on the Prime Material Plane (by monster summoning, call woodland beings, or the like) is driven away; it will leave instantly at a normal movement rate, stopping only to defend itself if attacked, and not return.
* A hostile creature of 2+2 hit dice or less (including enemy familiars and homunculi) is affected as if by a repulsion spell, for four rounds. The target is allowed a save vs. wand; if successful, the repulsion lasts for only two rounds.
* A hostile creature of more than 2+2 hit dice must save vs. wand at —4; if successful, it is slowed for 1d4+1 rounds (if the save is successfully made, the target creature is unaffected).
* By draining six charges at once (the power will not work if less than six are left, but any attempt will exhaust the wand anyway), the wielder of the wand may try to repel any other wands within 40 feet. Any affected wands (all wands are allowed a save vs. lightning on the saving throw matrix for magical and nonmagical items at —3; if successful, they are unaffected) are instantly, and violently, thrown telekinetically away from the wand of banishment for 1d6x100 feet of distance, and held there for 1d4 rounds. Wands carried in the hand or belt tear free; wands in backpacks and chests will drag the owner or item with them—unless very heavy or bulky, in which case the wand will smash about within the item, perhaps being destroyed (save vs. crushing blow). Note that wands in extradimensional spaces (such as a bag of holding or that produced by a rope trick) are immune from this effect.
Only one creature can be attacked with a wand of banishment per round; the ray will only affect one creature at a time, although it may affect any number of wands. Any given creature can be affected by any particular wand of banishment only once every 12 hours; a creature cannot be repeatedly attacked, or attacked a second time or with a different function of the wand, if an initial attack fails. Subsequent attempts will merely waste charges; a creature that has saved once against the wand (or endured one successful attack) cannot be affected by the wand again until the dweomer built up around the creature by the wand dissipates (which takes 12 hours).
Category:Magic Items
Category:Magic Wands
Category:Encyclopedia Magica Magic Items