Rods, Staves & Wands

Subtable A (1-3)

D20 roll

  1. Beholder's Eye
  2. Boomerang Staff
  3. Cyranethian Staff
  4. Delayed Wands
  5. Rod of Brat Control
  6. Rod of the Raising Dead
  7. Rod of Rats
  8. Rod of Senses
  9. Rod of Slaying
  10. Staff of Elongation
  11. Staff of Air Control
  12. Staff of Combat
  13. Staff of Lightning Charge
  14. Staff or Sorcery
  15. Wall-Breaker
  16. Wand of Angel Light
  17. Wand of Fire & Positive Energy
  18. Wand of Ghostly Haunting
  19. Wand of Ultimate Power
  20. Dm's own choice
Subtable B (4-6)

D20 roll

   1	Earth Striker
 2 - 3	Elemental Commander
 4 - 5 	Eye-Wand
 6 - 12	Gravity Staff
13 - 16	Storm-Staff
17 - 19	Wand of the Garden
   20	Dm's own choice 

Beholder's Eye Invented by Martigan
(15.000 XP)

Beholder's eye is an extremely dangerous artifact for any character that is not a trained wizard. It is a wand made from the eye of a beholder, all magic suited in the eye in top of a wand. The eye was bound while the beholder was still alive and then drained with a powerful spell for its innate magic. The beholder was then killed and the eye cut off. The eye is sat on the top of a wand and contains all spells the beholder was able to cast in its living days through all its eyes.
Any beholder and wand is able to cast 10 spells:

1d10

  1. Charm Person (as spell)
  2. Charm Monster (as spell)
  3. Sleep (as spell, but only one target)
  4. Telekinesis (250 pound weight)
  5. Flesh to Stone (as spell, 30-yard range)
  6. Disintegrate (20 yard-range)
  7. Fear (as wand)
  8. Slow (as spell, but only a single target)
  9. Cause Serious Wounds (50 yard-range)
  10. Death Ray (as a Death spell, with a single target, 40 yard-range)

All these spells are caught in the eye, and can be used at will. The dangerous thing about this wand is, that the wielder does not control wich spell to be used at what time. Since there is only one remaining eye from the beholder, all the spells are randomly to be used. The wielder must make a 1d10 throw every time he wants to use the wand to determine wich spell comes out from the eye. It is up to the DM to make the throw after the character has decided to use the wand. There is one circumstance that makes the wand insecure for the wielder, though. Every time he uses the wand he must make a successfull saving throw against spells to make sure the spell doesn't affect himself instead of his victim.
The wand and its containing magic can be used at will. The eye is still alive, though, and therefore it ages. The eye has an age of 70 years + 1d20, and at the age of 90 years, the eye starts to loose more and more of its powers. Once a month thereafter there is a cumultative 10% chance that one random eye does not function anymore. When all the powers of the eye are gone, the eye crumbles to dust and the wand is now useless.
Beholder's eye can be used by all wizards no matter level. Using the wand is easy, knowing the powers of it and being aware of the risk when using it.

Boomerang Staff Invented by Hogan
(XP 1200, GP 4900)

A polished staff made from cherrywood, this stick is very helpful in defending the holder against ranged attacks.
The staff has an initiative modifier of 2, and once activated it will situate an invisible shield directly in front of its wielder. The shield will only be active for a 3 round duration, but during this time it will redirect attacks targeted against the holder back against those who launched them. What kind of attacks that rebounds depends on the number of charges invested in the shield. If 1 charge is used, the shield will send all physical missile attacks back, be it sling stones, stones hurled by giants or magical arrows. If 2 charges are invested, all magical attacks targeted against or centred on the holder, will be send back. A Fireball that is not centered will still give normal damage, but a Lightning Bolt started in front of or directly on the one protected by the shield, will deliver a very unpleasant surprise to its caster.
If fully 3 charges are used, both of the mentioned above modes of attack are send back where they came from.
The shield cannot protect against melee attacks, and attacks made directly from behind. It will move with the one who activated the staff, disappearing at the end of its duration or if the creator should die.
The Boomerang Staff is rechargeable.

Cyranethian Staff Invented by Mestoph

Bands of hard gold reinforce this staff of fine wood to protect it from any kind of damage. Therefore it receives a +4 bonus to any saves.
The staff can cast Light, Call Woodland Beings, and Flame Blade twice per day each. The Call is at double chances for success, and the Blade springs forth as an extension of the staff. Furthermore, the staff can unleash a Fire Shield once per day. If the wielder is adept in fighting with a quaterstaff, a +2 bonus to attack rolls with the Flame Blade is bestowed. Otherwise the wielder just avoids the proficiency penalty.
Evil characters wielding this staff receive 1d6 damage per round, save for half. This increases to 1d8 if any powers are invoked.
In all other aspects, the staff is considered a +2 magical weapon, also for attack and damage rolls.

Delayed Wands Invented by Hogan
(+200 XP, +1000 GP)

Delayed Wands are normal wands that have been expanded with a delayed function that makes it possible for it to deliver the chosen effect at a later time, either after a set interval, or when a specific occurrence take place. A Delayed Wand of Magic Missiles for example, can be placed behind a doorway, commanded to fire 1 missile (cannot exceed the normal rate of fire of the Wand) at any Orc that might step through. Similarly a Delayed Wand of Fire can be placed in a wall and commanded to fire one Fireball 35 yards down the hallway, precisely 8 rounds after the timing has been set. Only wands, which would normally activate instantly effects, like the once mentioned before, will be found as Delayed Wands.
Only the one who knows the command word may time a Delayed Wand. Changing a command, which hasn't been activated, looses a charge.

Earth Striker Invented by Hogan

The Earth Striker is a unique staff created by the adventurous Earth-Elementarist, Gwaron Durknogen who had an almost venerating view on the powers of the element of earth.
At the spending of one charge, one of the following powers can be enacted through the staff, Maximillian's Earthen Grasp (2nd level, Tome of Magic) or Dig (3rd level spell).
The spending of two charges will summon an 8 HD Earth Elemental fully under the control of the wielder of the staff. The Elemental disappears if the staff's owner looses touch with the staff, another of its powers is enacted, or 6d4 rounds have passed.
Ramming the staff into the ground and spending a charge will create an effect much similar to that of the 2nd level priestly prayer, Ground Strike, which creates a stony eruption beneath a victim up to 30 yards away, causing 3d4 in damage to him and everyone within 3 feet with a saving throw for half damage allowed. This power is however, only useable by wizards of the Earth-Elementarist specialization.
Furthermore, while holding the staff, the owner will be considered sacred by any being from the elemental plane of earth, regardless of alignment, and they will only attack him if magically compelled to do so.
Of what become of Gwaron, few have any ideas. He disappeared several decades ago and while his staff has resurfaced, Gwaron himself was never seen again. Rumors speculate that he know holds a place in the court of Grumbar, the elemental god of Earth, and due to the last power of the staff, this rumor has earned some credibility.
The Staff of Earth Striker can be recharged and even at zero charges, it will not crumble away but merely become a normal staff until recharged.

Elemental Commander Invented by Hogan

This powerful and unique iron staff allows the user to control and command true elementals (not Xorns, Water Weirds and their like). The control costs one charge per class of elemental. It takes 1 charge to take control of an 8HD elemental, 2 for a 12HD, 3 for a 16HD and 4 charges for at 24HD elemental.
In order to gain control, the wielder must point the staff towards a single elemental within a 30 yards range and say the word "Drazzham" aloud. Control of the elemental is immediately transferred to the staff's owner unless the elemental is freewilled (also counting those who are not directly under a summoner's control but magically enslaved in designated jobs), then a saving throw is allowed. In order to keep control, the staff's wielder must still concentrate, although not in the same degree as when dealing with self-summoned elementals. Though he always must be within a 100 yards range of the stolen elemental, he can still walk, and talk, although not take part in any other spellcasting. The 5% chance per. round of an elemental breaking free is however still present and the staff's wielder does not have the opportunity of sending it back once it has broken free.
The wielder of the staff can steal control over as many elementals as he wants to, although only one per round, but the 5% chance of them breaking free is cumulative, and once it takes place, all controlled elementals are freed.
Once the staff has transferred control of the elemental to its owner, he is in control for as long as he can concentrate. At any time he can send any of the possible elemental home, as long as he is in control. If the elemental was kept in a magically prepared position, he must spend a number of charges equal to the number used when taking control, to be successful.
The Elemental Commander is only useable by wizards.

Eye-Wand Invented by Hogan
(XP 1000, GP 4000)

The "Wand of the Wandering Eye" is made from thin aspen wood with a golden knob formed like an eye at the end.
Activating the wand will create a Wizard Eye (as per the 4th level spell) as a 15th level caster. The created eye is similar to the spell and is controllable for 15 rounds by the wielder of the wand. Control and connection is lost when the wand is dropped but can be regained when the wand is picked up again, if the duration has not run its course yet. When the duration runs out, the eye disappears.
The wielder can create as many eyes as he wants to, switching from one to another each round to completely survey an area. Only one eye can be created each round, and only the one who held the wand when the eye was created will benefit from it.
The wand is rechargeable.

Gravity Staff Invented by Hogan
(XP 2100, GP 8800)

The first of these staves was rumored to have been created by the Flying Monks of the Ramskull Mountains and should have been carried away with them, when they left their monastery to travel the world and later disappear into legends. Some of the Staves however, reappeared from the shadows of time and so the design lived on as to be used by others.
A successful hit with a Gravity Staff against an opponent forces the victim to save vs. spells or be affected by an effect similar to the Reverse Gravity spell, having him "fall" upward to a height of 800 ft, unless he hits and obstacle, before the spell expires in the beginning of the following round, just to send him pummeling towards the ground.
Furthermore, the wielder can once a day activate the staff's ability of Fly, having it last for 6 turns or until he looses touch with the staff. Also, for as long as the wielder is holding the staff, he is also considered to be under a permanent Feather Fall spell. Besides these gravity-defying powers, the staff is quite normal with regards to attack, damage and speed.

Rod of Brat Control Invented by Hogan & Martigan
(XP 500, GP 2000)

An special wand originally created by a young witch who's tolerance towards young, irritating and highly annoying kids, could lie in an almost microscopically place.
The Rod will allow the user to take control of a number of kids (under the age of 12, but) with no saving throw available, and by command of will. Force them to be nice to other people, behave in a proper way and even stay or sit still and be silent if need be. In short, they can be commanded to generally act angelic nice for a 1 hour timespan.
The Rod can affect 1d4 kids for each charge spent, but (unfortunately has many a mother sighed) the Rod is only able to contain 25 charges, but it is rechargeable.
Besides Kids, the Rod also seem to enact a certain influence over more childish minded races like Sprites and Pixies, but these are allowed a saving throw vs. spells with a +3 bonus to avoid the effect.

Rod of the Raising Dead Invented by Hogan
(XP 4000, GP 7500)

The Rod of the Raising Dead is throbbing with the power of necromantic magic. A spell of Detect Magic will reveal a dark cocoon engulfing the rod in all its length. The Rod itself seems to be made of a dark metal, with a skull placed in one end and sharpened in the other.
If used as a weapon, the Rod of the Raising Dead has a speed factor of 3 and will deal damage equal to that of a quarterstaff plus an additional +4 points of life-stealing damage. The true power however, lies in its function as a conduit for raising large numbers of undeads for battle. To use it so, the owner most locate a suitable place containing enough dead bodies such as an ancient battlefield or abandoned burial ground. He then has to plant the rod with the sharpened end in the ground, withdraw at least 20 feet and then speak the Rod's command word aloud (each Rod is given a name at its creation. These names are mostly of the pretty grim type, like "Reaper", "Deaddawn" and such. They can be learned by a Legend Lore spell, and function as the rods command word). When the command is given, a dark beam will strike from the head of the Rod up into the skies. Within a round, dark looming clouds will assemble directly above the rod, throbbing and rumbling with thunder. After 5 rounds, lighting will gather in the clouds, and in one great strike, the combined lighting of the thunderclouds will strike down, hitting the Rod and spreading out through the surrounding ground. Those standing within 15 feet of the rod at the time of the lightning strike will receive 4d4 in damage and become stunned for 1d4 rounds. A saving throw is allowed to avoid the latter, but even if successful, the damage is still suffered. Combining with the dark powers of the Rod, the lighting will seep through the surroundings, animating any dead body within a range of 120 yards. The dead will arise or, if buried, claw their way to the surface, appearing as either zombies or skeletons (depending on their state of decay) and stand ready to await the command of the one who triggered the power of the staff. The undead host will number about 10d10, depending on the chosen surroundings (up to the DM's decision). Everyone will obey the owner of the Rod mindlessly until destroyed.
After having released its power, the Rod of the Raising Dead cannot be used again until it has been properly recharged. To do so, it has to be stuck into the heart of a vampire and then targeted by a lightning based spell such as Lightning Bolt or Call Lightning.
Powerful as it may seem, there is a limitation to the power of the Rod. It cannot be used in places where the dead are buried consecrated hence most burial grounds still in use are out of the question.

Rod of Rats Invented by Martigan

The Rod of Rats is a very strange rod, whose origin is lost in the past, and possibly in the deep of ancient sewers.
What at first sight seems to be a wooden gnarled rod proves to be wrong, the Rod is actually made from dried, stiffened rat-tails glued together to form a 2 feet rod.
The activation of the wand will cause a summoning of 12d20 common rats which immediately will start to pour from the nearby surroundings, be it crevasses, the earth or sand etc., all depending on the layout of the land. The only place where the summoning is ineffective is in surroundings where rats cannot live, even for a short time, like in the middle of the ocean, on the elemental plane of fire. If the summoning is made in sewers, twice the number of rats will appear.
Once summoned, the rats will keep within an area of approximately 15 x 15 feet, completely harassing anyone, fiend as foe, within this area. Each round this area can be moved with up to 10 yards by a mental command to the swarm.
Everyone caught in the swarm takes 1d4 points of damage from multiply bites and are kept from making use of magic. The swarm of rats is considered to be one organism, with a number of hit-points being equal to the number of rats in the swarm. When the swarm has taken more than 75% in damage, it is considered dispersed.
Only one summoning can be made each hour, and each cost one charge with the rod not being rechargeable. The rats will stay for one turn unless dispersed or send away by the summoner.

Rod of Senses invented by Hogan
(XP 2400, GP 6000)

A Rod of Senses is a small oaken rod reinforced with iron bands. Used in combat, the rod is treated as +1 bludgeoning weapon, dealing 1d4 in damage to creatures of all sizes and has a speed factor of 3. Furthermore, when the user scores a successful hit with the rod, he can, by spending one charge, cause one of the following effects to be visited upon the target

Blindness - (as spell), -4 to attack rolls, opponents gets a +4 to their attack rolls.
Deafness - (as spell), -1 to surprise rolls, 20% chance to miscast spells with verbal components.
No Taste - cannot make out differences in taste, cannot identify poisons etc. that way.
No Feeling - cannot feel pain (has no knowledge of current bodily status except what's visual)
No Smell - not able to smell anything.

The Rod of Senses is also able to remove one of the above mentioned maladies by successfully being touched to the target and spending two of its charges. The maladies treated can be caused by spells or can be inborn or naturally developed defects, but cannot be due to the loss of an eye, the loss on a tongue, the removal of an ear or similar (these needs a Regeneration spell to fix).
The rod is rechargeable, but should it at some point happen to be broken by force, there is a 25% chance that a being in contact with the rod at the time of breaking, will receive the full beneficial effect of the rod, causing it to instantly gain a sixth sense! This effect is permanent, and the receiver will from that time only be surprised on a natural 1.

Rod of Slaying Invented by Hogan

A dark piece of petrified wood that feels cold to the touch, a Rod of Slaying has an aura of death that can be felt by people of the priestly class, including Paladins if they come in touch with the rod.
At command, the rod fires a thin beam of dark light against a selected target that is within 25 yards. The beam acts as the spell Slay Living, instantly killing the target unless a saving throw vs. death magic is made, indicating that the beam has missed or the subject resisted the killing magic.
Each use of the Rod cost one charge, and any found Rod has a maximum of 20 (1d20) charges and cannot be recharged. Breaking the rod releases the slaying magic in a un-life burst that instantly kills the holder of the staff, or both if two persons were fighting for control of the Rod when it broke!

Staff of Air Control Invented by Martigan
(XP 800, GP 2800)

A minor elm-wrought staff with the power to take control of the air patterns in the immediate vicinity (a 100 yard range).
The staff gives its holder the ability to move and shape the current air pattern. The powers can be used just to confer a steady cooling breeze at the holder's party or move cold air away, like removing the effects of an icy wind. The wind can also be directed against a certain point, for example creatures in gaseous form and such, with a damaging potential (exactly how much is up to the DM).
Note that the total sum of wind within range always will be the same, the user just moves it, adds up or divides as she sees fit.

Staff of Combat Invented by Søren Surlykke

A Staff of Combat is indeed a mighty staff. Not only is it a Quarterstaff +3, with the powers of a Staff of Striking, it can also cast the following spells, each at the cost of the number of charges noted next to the spell:

Armor		2
Enlarge		2
Cats Grace	4
First Strike*	4
Strength	4
Haste		6
Improved Armor	8
* Shortly, First Strike allows the wielder to automatically attain initiative for the following 1d4+12 rounds, unless fighting an opponent armed with a Shortsword of Quickness or similar magic. It does not, however affect spells

Example:
Tyrus Bloodhart is fighting with a Staff of Combat and is facing a wizard in the middle of casting a spell. Wanting to disrupt the spell, Tyrus invokes the power of first strike, and automatically gains initiative, if he hits the wizard, the spell is disrupted as per standard rules.

The Staff contains 1d6+19 charges, but could contain less when found, as the former owner would probably have used it.

Staff of Elongation Invented by Hogan
(XP 800 per plus, GP 1600 per plus)

In transformed form, the Quaterstaff of Elongation resembles a small piece of hard wood, no more than 5 inches long, some sneaky women has been known to use it as a hairpiece. When held in one hand and a command word is spoken, the staff will elongate to the size of a normal quaterstaff. When another word is spoken, it goes back to the form of a small piece of wood.
There are three different staffs, a percentile dice is rolled to determine which one is found.

01-50 +1
51-80 +2
81-00 +3
Staff of Lightning Charge Invented by Hogan
(XP 1800, GP 7000)

The Staff of Lightning Charge, is a 5 foot long staff, made out of polished wood. Its is bound by rings of silver from top to bottom.
The Staff of Lightning charge has the ability to absorb one lightning attack, targeted at the carrier of the staff. The attack can be spells like Lightning Bolt, Call Lightning or similar spells. In order to absorb the attack, the staff must be carried in the hand, and the attack must be directly targeted at the caster. It will not work if the carrier is hit by an area of effect spell, though a Chain Lightning spell, will cease its strike after hitting him. The staff can only absorb one attack at a time.
When an attack has been absorbed, small none-damaging lightning will pulse up and down the staff, making the silver tings glitter and twinkle. If the caster chooses, he can, by uttering the command-word, use the staff to fire a Lightning Bolt, dealing damage equal to the damage he would have taken, if the staff hadn't absorbed the strike. The strike has to be fire within 10 rounds after absorbing, and a Saving Throw for half damage applies. When the staff has lost its charge, it is ready to absorb another attack.
About 10 % of these staffs are known as Staff of Lightning Counter Charge. These are similar to the Staff of Lightning Charge, except for one extra power. When absorbing a lightning-based attack, the caster can by silent thought, return the attack to the caster in the same round the attack was absorbed. This will of course only work for spell like Lightning Bolt or Chain Lightning, which comes directly from the caster. Call Lightning will just return the strike back to the heavens.

Staff of Sorcery Invented by Søren Surlykke

This Staff, which can only be used by Wizards, is quite a potent item. By spending one charge per spell level, the user can cast any spell he knows (has in his spellbook), as if cast by a mage of the same level as the user himself.
If the user is a specialist wizard and the spell lies within his specialization, the spell does not gain any of the specialist bonuses like reduced saving throw of opponent.
The Staff of Sorcery has the standard 1d6+19 charges, and cannot be recharged.

Storm-Staff Invented by Hogan

A Storm-Staff is a mighty druidic weapon that nobody has been able to, or dared to, copy for the last hundreds of years. Once the staffs were solely in the possession of the Archdruids of the Emerald Kingdom. But after the great conflagration, those staves that were recovered are now in the hands of lesser druids and spread out through the younger kingdoms.
Carrying a Storm-Staff allows the wearer to draw upon the following powers:

Only 1 power can be activated per round. Should the staff any given day be completely depleted of useable powers, it will crumble to dust. As long as one power is still useable, the staff will retain its magical properties.
Besides this, holding a Storm-Staff will make the carrier immune to all adverse weather effects, hence the strongest storm will not move him, the worst rain will leave him absolutely dry, and no natural occurring lightning will ever harm him.

Wall-Breaker Invented by Hogan
(XP 2100, GP 9700)

A Wall-Breaker is a short iron rod, designed to bring down walls and other obstacles like doors. Touching the rod to the surface of the obstacle and saying the command word of "Brittlestone", will cause a magical ripple to roll over the obstacle, dealing damage to it as though it was hit by a heavy catapult, that is, 3d10 in damage to the structure. Those not of engineering stock however, should carefully note which walls they choose to bring down.
Each use of the rod drains one charge, but by spending three charges however, the rod can also bring down magically created walls of iron and stone, making the whole wall crumple into dust/rust. These walls must however, first be identified as such, as the command word of "Walldust" must be said in order to bring in the force necessary for the dispelling. Using the latter command on a natural wall will have no effect whatsoever, but the charges are still spent.

Wand of Angel Light Invented by Bearhug

Wand of Angel Light has been created with the purpose of destroying evil things.
When the wand is used, a huge beam of glowing light will stream out of the wand, surging forward towards the target. A successful attack roll against the armor class of the target is required by the user in order to hit. The attack roll is modified for missile adjustment. The range of the heavenly light is 100 yards, and everything hit by the beam gain damage equal to its alignment:

Neutral Evil: 1d8
Lawful Evil: 2d8
Chaotic Evil: 1d20+1d8
True Evil: 3d20

If the person which is holding the wand, does something unnecessary (in a True Evil way, like stomping on an ant) or another Evil act, he will gain 1d4 damage himself. If the person did something evil and it was not at his own will, the wand will not react.
If an evil person touches the wand he gains damage equal to his alignment. If the wand should get broken, its powers will flow out, letting the angle light destroy (immediate death) anything within 20 feet that just has the smell of evil (having one of the four evil alignments)!
The Wand cannot give any damage to good creatures.
The Wand can be used max thrice a day (a 24 hour period). When all 3 charges has been used, it has to recharge itself for another 24 hours before it can be used again.

Wand of Fire & Positive Energy Invented by AvangionQ

This wand combines all of the positive aspects of the Wand of Fire, Wand of Lightning, Wand of Magic Missiles, Wand of Illumination and the Wand of Paralysis.
Furthermore, the Wand of Fire & Positive Energy, can emit a Positive Energy Burst which does 10D6 to all evil creatures and all Undead creatures who are able to see it, with a saving throw for 1/2 damage allowed. Those who fail their saving throw are also completely blinded for 1D6 Turns.
The Positive Energy Burst has no effect on creatures of Good alignment, but Neutral creatures must save to negate or take 5D6 damage. The effect of Blindness will not occur to Good or Neutral creatures who see the burst - even neutrals who fail their saving throw will not be affected.This effect drains 3 Charges
The Wand has an initiative modifier of 3, contains 100 charges as new, and cannot be recharged.

Wand of the Garden Invented by Hogan
(XP 3000, GP 17500)

This wand, made form hardened and joined beanstalks, is actually nothing more than a highly specialized version of a Wand of Polymorphing. However, the Wand of the Garden only has one option in the polymorph department, and that's turning things or people into pumpkins!
Each use of the wand against and inanimate object (of a maximum size of a large chest, about 3' x 2' x 2') costs a charge and reduces the object to a pumpkin of roughly the same size as its original form. As with the original Wand of Polymorphing, a thin green beam is shot at the target at a maximum distance of 60 feet.
The use of the wand against a living creature (of size M or smaller) costs two charges and allows for a saving throw vs. Rods, Staves and Wands. If unsuccessful, the recipient is changed into a pumpkin roughly 2½ feet across. The pumpkin comes complete with hollow eyes and a grinning empty mouth. This allows for the changed being to retain both vision and speech, including the casting of spells with only verbal components. Any equipment and clothing worn are included in the polymorph, except for any headwear, which strangely enough stays on top of the pumpkin according to some universal laws of humor.
The transformation is effective for one hour in the case of inanimate objects and 1 turn in the case of living creatures. If destroyed or taken apart within this timespan, the creature/object will be a broken, twisted and possible dead and/or in pieces when it returns to normal.
The Wand of the Garden is only usable by wizards, witches and other creatures with magical skills (not innate abilities). It cannot be recharged.

Wand of Ghostly Haunting Invented by Hogan

The unique Wand of Ghostly Haunting was created to make effects that will make an area seem to be haunted. Originally used by a secluded wizard who wanted to keep people away from his mountain hideout the wand disappeared at his dead and is largely presumed to be in the possession of his scheming apprentice. What he can be up to now with the wand in his hands to use as he please, is not known.
The wand is able to create the following spell-like effects:

Audible Glamer (1st level)
Dancing Lights (1st level)
Spectral Hand (2nd level)
Whispering Wind (2nd level)
Gust of Wind (3rd level)
Spectral Force (3rd level)*
Fear (4th level)
Evard's Black Tentacles (4th level)**

* Can only be used for creating ghostly transparent characters, but complete with moaning, dangling chains and whatever spooky effect the user can come up with!
** The effect of this spell has been altered to cause glowing bony hands to erupt from the floor instead of the standard tentacles, though the hands are still as dangerous as the tentacles.

One effect can be activated each round, but only one of each can be controlled at any given moment. Hence it is not possible to have two Audible Glamers or two Evard's Black Tentacles at work at the same time.
All spells are cast at 7th level of ability. The wand is rechargeable, and the effects cost a number of slots equal to their spell levels.

Wand of Ultimate Power Invented by Søren Surlykke

The name of this wand is actually quite misleading, as it is probably the weakest wand ever to be created.
The wand, on command, creates a single little missile that speeds towards the target that must make a save vs. wands. If he fails, he will take one point of damage, if he succeed, he takes none.
The only good thing in this, is that if it is used against a spelluser while he casts a spell, it can strike him in the casting of the spell, forcing him to make another save if he takes damage from the first one, this time vs. spells. If he makes it, the spell fizzles, if he fails, he gets an additional point of damage for each level of the spell. This wand has an initiative modifier of 1.