Wand of Webs
“I don’t like the look of that wand,” the Cleric, Valance, said, as he eyed the creepy looking device.
“What is there not to like? Sure, it looks weird, but what can happen?” the wizard asked.
“That thing is covered in a spider and web motif, with those strange buttons on it. Doesn’t that seem rather…evil… to you?” the Cleric replied.
The wizard turned the wand of strange dark wood around in his hand and accidentally pressed a button. A web of sticky magical material flew from the end of the wand and engulfed Koram as he stood nearby. Chalk, Valance, Gnybaro and Koram all saw tiny spiders crawling along the web. Koram screamed in surprise and revulsion as the small arachnids crawled over his flesh, ran through his hair, and bit him repeatedly. The other three hurriedly freed their companion from the horrible situation.
“Would you stop doing things like that!” Koram shouted.
Peeking through the veil between worlds the Spider God chuckled ever so slightly.
Of all the magical wands and devices that an adventurer might stumble across, the Wand of Webs might be one of the strangest and the most dangerous to possess. An ebony wand of strange wood, the Wand of Webs is able to produce five varieties of magical webs, all a variation of the Web spell. The types of web produced (by pressing a button on the wand with a corresponding symbol) are: Fire, Electric, Magic-Stealing, Confuse and Biting Spiders.
Benefit: This weird device magically produces five variations of the Web spell, all have a Duration of 48 Turns (as the spell) and a Range of 30′ (three times that of the spell). As with the spell, it takes a Strength of 18 or more to break free in 4 rounds, those with a Strength in the human range may break out of the web in 2d4 turns otherwise.
The properties of the webs are as follows:
Fire: 1d8 points of fire damage every two rounds that someone is trapped
Electric: 1d10 points of electrical damage every two rounds of being trapped in the web
Magic-Stealing: Any magic-using character trapped will loose 1d4 spells for the day on a d6 roll of 1-3
Confusion: Those trapped will babble incoherently and do nothing for 8 rounds
Biting Spiders: Tiny magical biting spiders will attack anyone caught in the web, doing 1d8 points of damage every two rounds that a Save versus poison (at -2) roll is failed. Also, anyone affected by this web could (a result of 6 on a d6) develop an intense phobia of spiders.
The Wand of Webs usually has 2d10 charges (of a maximum 20) when found. Due to a link to the Spider God, the charges will be recharged randomly by the Spider God, based on how the wand is used in accordance to the agendas of the Spider God. A High Priest of the Spider God can return the wand to all twenty charges after twenty-four hours of meditation, sacrifice and prayer to the Spider God.
Usable by: Most anyone who can use a wand, but it is probably not a good idea to use this too many times and irritate the Spider God, who might just show up.