Gremlin Wand (Magic Wand)

This wand is often a stout shaft of mahogany or ebony some 18 inches long, tipped with a wooden claw into which is set a sphere of quartz. It has three uses. First, the wand can detect gremlins. It does this automatically within 120 feet (if there is more than one gremlin in range, it detects the nearest). Within the sphere, a small blue glow shows the direction of the gremlin, and the closer the gremlin, the stronger the glow. This does not use any charges from the wand.
Second, the wand provides protection against the chaotic aura effects of gremlins. The wand holder gains +4 on any saving throws he must make for himself or his equipment. If none would normally be allowed, he gets one anyway (but without the +4 bonus). This function uses no charges.
Third, if a charge is drawn from the wand, all gremlins in a 30-foot radius from the wand must save vs. wand or flee in fear for 1d4 turns. They will not willingly approach within 300 feet of the spot from which they were forced to flee for 1d4+4 weeks. Once all charges have been used from the wand, it decays to dust.
Category:Magic Items
Category:Magic Wands
Category:Encyclopedia Magica Magic Items