Whether you're a Fairy Godmother, budding sorcerer or elven queen, your
magic wand is an essential piece of equipment. Here a few that can turn up
in In Nomine:
Glass Wands - these have been turning up over the last century. The wands
have unpredictable effects, but if waved in the general direction of a
problem something helpful will happen. Each Wand is linked to a Habbalite of
The Media, and the Habbalite may use Songs, attunements and his resonance
through the wand; as the wand 'tapes' the last five minutes or so and 'plays
back' this information instantaneously when the wand is called on, the
habbalite normally knows how to respond.
The Habbalites' actions through the wand cause no disturbance if the wand
has been called on, (this is a unique twist of the Habbalite of The Media
attunement). The Habbalite can use his Songs, attunements and resonance
through the wand without being invoked, but doing so causes disturbance as
normal - at both the location of the wand and the Habbalite's location.
Invoking a glass wand costs the wielder a point of temporary Will; lost
points are regained at a rate of a one point per week. If the wielder of the
wand drops to zero Will, he becomes a Servant (level/1) of the Habbalite.
These wands cost 10 points for a Habbalite of the Media; possession of one
costs nothing except your soul. (Cheap at twice the price!)
Flesh Wands - the ultimate phallic symbol, these wands are created by
Soldiers of Lust using a selection of Andre's 'special' Numinous Corpus.
Although very useful for enhancing the targets sexual characteristics, the
wands have a second, secret use: the target's gender can be changed, making
it very useful for spies or anyone trying to shake a pursuer. As this is a
modified NC, the target can turn the effect on or off at will. Enhancements
cost one essence, gender change costs two essence; the effect lasts for CD
hours. Cost is 4 points/level, and they can be used by any Symphonically
Aware being in human form.
Wand of Fire - created by Gabrielites, Ignes and Belialites, these iron rods
are pretty common. They are also very essence intensive, and require a Will
roll to use. Invoking the wand causes a fireball; each point of essence
spend increases damage by 3 points (base damage is zero) or increases the
number of targets who can be effected by one (a base one target is
affected). If the Will roll is failed, the essence is lost; if the CD of a
failed Will roll is lower than the number of people affected the fireball
goes off, burning the wielder of the wand. The cost of a Wand of Fire is
3*the maximum amount of essence which can be spent on damage.
Crystal Wand - these appear as copper tubes (about as thick as your thumb)
with a large crystal glued into each end. They are Living Artifacts, created
from captured angels/Remnants of Stone; the victim no longer has any
Ethereal or Celestial Forces and will use the Cold Touch attunement if feed
the necessary essence - the wand will affect a target within 12 yards (the
wand extends a tendril of existence out that far, allowing it to 'touch' the
target).
Even if the Artifact possesses other attunements, it lack the intelligence
necessary to understand how to use them.
Possession of one of these wands is considered 'striking the first blow' by
the Trogs, as you have started the fight by capturing/crippling their
comrade.
Wand of Sleep - Created by Blandine, and granted to her Soldiers and ethereal
allies for exception service (anything that would earn an angel a
Distinction), these wands are Living Artifacts, containing a single Ethereal
Force with the Vassal of Dreams attunement. The wand draws the target into
the Marches; the wands wielder is unaffected unless he is the target. The
wand can only be used on one individual at a time, reactivating when the
target leaves Blandine's half of the Vale.
The Wand knows it's owner and will not function for anyone else unless told
to do so by Blandine. It will also cease functioning if its' owner kills
anyone who is asleep/unconscious.
Wishing Wand - These wands can do almost anything; they are Superior level
relics created by Lilith, and contain part of her presence. Failing to
successfully invoke Lilith when offering a Geas/6 as part of the invocation
will usually result in one of these turning up. The wielder of the wand can
fulfil wishes using the wand; making a wish results in the beneficiary owing
a Geas to Lilith. The wand cannot be used unless a wish is made, and must be
used to be kept; the wand will remain with it's 'owner' for a year, plus one
day for every wish fulfilled - it then vanishes. It will also vanish if the
wielder attempts to give it to a member of the Host.
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