The Red Lantern

Implements of the Arcane (Glogtober '24 Challenge 7: Color)

Everyone knows the image of a wizard. Ostentatious robes, strange headwear, wands and staves, orbs for pondering. The layperson knows not why this is the norm, but every item has its reasons. The six most common implement types are listed below, along with examples of each. Use them as wisely or as unwisely as you wish. Credit to... many, many places, actually. Listing everywhere I got these ideas from would take a post unto itself.

(Is this cheating the challenge? Probably, but most of these items have their color mentioned, so I'm calling it close enough.)

Wands and Rods: Effectively just magic sticks, wands are the lightest of handheld implements (⅓ bulk), but also the weakest, containing only one spell, though as the easiest to handle implement they allow one to cast swiftly and decisively, taking no more time than a swing of a blade. Larger Rods (½ bulk) also exist that hold two spells, but these cannot be used by non-mages and lack the swift casting of a wand due to their greater magical complexity. Some wands are just spell-holders, while others have some imbued magic allowing the spell to be cast with a single MD even by the most untrained in the mystic arts. Wands with MD have no means of recharging, and when fully depleted, are usually damaged beyond repair. Those with no magical talent of their own often use charged wands to mimic proper spellcasting, while actual wizards may keep wands on hand for easy access to spells that can be cast swiftly.

Most wands and rods are made just by picking a random spell or two and putting it in a stick. That said, some particularly common or unique examples are listed here:

  1. Wand of Missiles: This wand takes the form of a simple rod of painted wood with a large gemstone set at the end. Contains 1-2 MD and the spell Magic Missile. The innate MD of this wand are d4s, but are still only spent on a 4 or higher. Often made by adventuring wizards for their less magically inclined companions.
  2. Rod of Fire: A rod of fine wood, painted fiery orange and intricately carved in the shape of a dragon with small gems for eyes. Contains 2 MD and the spells Fireball and Ignite. A fine example of fiery destruction, these rods are often employed by battle-wizards in armies.
  3. Fox Rod: Each of these bamboo rods has a carved fox head on one end. Rare and powerful, the fox-spirit within is capable of casting two random spells taken from the Fox, Illusion, or Trickster lists, though it has no MD of its own. When possessed by a physical fox-spirit, it grants them +1 replenishing MD and an additional tail, up to a total of nine each, and allows them to cast the contained spells without actually holding the rod.
  4. Whale of a Wand: This fine wooden wand is set in a metal grip, with wood that seems to shine in a rainbow of colors. Contains 1 MD and the spell Illusion. This wand does not disintegrate when it loses its MD, and notably can be recharged by telling an exaggerated tale to a willing audience of 10+ people, not counting those present for the actual event if any, while holding the wand. While doing so, it will conjure images of your tale as you tell it with no MD cost. The MD will only be recovered if the audience enjoys the story.
  5. Wand of Dark Alchemy: This vile wand, formed from wires of many different metals twisted together, was created by an unscrupulous alchemist who sought a different, easier source for the transmutation of gold. It contains 3 MD and casts the spell Flesh to Metal, which acts as Flesh to Stone except the target is specifically turned into an ore of a metal based on one of the MD results, chosen by the caster. 1. Lead, 2. Copper, 3. Tin, 4. Iron, 5. Silver, 6. Gold.
  6. Tentacle Wand: This wand appears to be the severed tentacle of some cephalopodic beast, and still twitches. It contains the spell Tentacle Swarm and 2 MD, and instinctively grips onto objects and surfaces. Often seen in use by the Drow and the Mind Devourers of the Veins.

Staves: Larger and sturdier than wands (1 bulk), staves are often imbued with more than one spell, and universally come with an innate MD that can properly replenish, though it can still only be used to cast the innate spells. Additionally, many staves make passable melee weapons, dealing damage as a medium weapon with some additional effect based on the imbued spells. They also make excellent walking sticks, being ignored for the purposes of encumbrance when used as such.

Some example staves are listed below. Each will contain 1-3 of the listed spells.

  1. Elemental Staff: These staves are all paired to a random element, and their appearances, spells, and abilities change appropriately. They deal +1d4 damage appropriate to the element and, when struck to the ground, force all elementals of the same element in sight to check morale. Spells: Wall of [element], control [element], conjure elemental (conjures a [dice] HD elemental with [sum]+[dice] HP, armor as chain, resistance to nonmagical damage, and a d6 damage melee; you can double all values except armor in exchange for requiring an action to maintain control every round to avoid the elemental going berserk and attacking everything, preferring the caster), cloak of [element].
  2. Staff of Hideous Terror: This wood and metal staff, carved all over with images of hideous creatures of all sorts, imbues the wielder with monstrous terror. The staff itself acts as a +1 weapon, and whenever the wielder strikes any creature, it must check morale immediately as they perceive the wielder as a nightmarish demon. However, this hideousness slowly alters the wielder’s body and mind as well. Roll the morale dice even if the target is totally immune to fear; every time the total is 9 or above, the wielder permanently loses a point of charisma. Spells: fear ([sum] HD of creatures check morale immediately), foul miasma, agonise ([sum] damage plus save vs agony (d6 damage every round not spent doing nothing but writhing and screaming)).
  3. Staff of the Serpent: Carved into the shape of a cobra with gemstone eyes and fangs, this staff was once common among the snake-man wizards of old, but now is found mostly in ancient ruins. It bites targets for an additional 1d4 poison damage when used as a bludgeon, and if used as a stick for the Sticks to Snakes spell, you may give it one ability for free. Spells: Sticks to Snakes, Gift of Fangs, Speak with Snakes.
  4. Staff of the Taskmaster: This gnarled staff of dark wood is topped with a vaguely avian skull. When held, inflicts a -4 penalty to all saves against mental effects from spells cast through the staff, but only on creatures of equal or lower HD and social standing than the wielder. Creatures not part of the caster’s society are automatically considered to be of lower standing. Spells: Command, Fear, Thaumaturgy, Summon Swarm (monsters do not have to be Lemures, but fallow the same swarming rules).
  5. Warmage’s Staff-blade: This metal staff is tipped with a blade, making it more of a spear or glaive. While for most purposes it is a wizard’s staff, as a weapon it is treated as a +2 glaive. Spells: Caloric Burn, Smite (deal [sum] extra damage on hit, can cast for free when you hit), Shield.
  6. Musical Staff: This staff takes the form of a wind instrument (specific instrument varies) of approximately staff-size, and is fully usable as that instrument. Expending an MD allows the wielder to transmute the staff into any similarly sized wind instrument. When played, the wielder may choose to amplify the sound greatly if they desire, and if so, they are not affected by the amplified noise. Spells: Bewitch, Chariot of Air, Wind Barrier, Wall of Wind.

Tomes: Spellbooks, grimoires, what have you. These books hold many spells, rarely fewer than four and some tremendous tomes containing up to twelve. Most wizards possess a personal grimoire that they are particularly attuned to, allowing them to move spells between it and their mind with ease. Casting from a grimoire is more difficult than from your mind or from a more specially designed implement, taking a full round from start to end to perform the casting. Many grimoires also have some form of innate ability, though these frequently have less space for actual spells. For specific quantities, smaller grimoires (1 bulk) hold 6 spells or 4 spells and an ability, while larger grimoires (2 slots) hold 12 spells or 8 plus an ability. Of course, not all grimoires are filled to full capacity.

To make a generic grimoire, simply select one of the many wizard schools and pick however many spells you want from it. If you want an ability, this list has 4-spell grimoires with abilities built in. No grimoires are provided here.

Orbs: On the opposite end from tomes, orbs have raw power rather than versatility. Orbs only ever hold a single spell and accompanying MD, but all have some kind of other power as well, similar to the more powerful examples of most other implements. Though the spell is accessible only to mages, the ability can be used by anyone. Orbs can also be permanently shattered, even by someone with no magical talent, even if drained of their MD, to cast the spell within them with 2 MD.

For a lesser orb, just get a random spell and place it into a sphere of appropriate material. Some particularly noteworthy orbs can be found below:

  1. Sphere of Battle: A violet orb of amethyst encased in dragon’s scales. The granted spell is Magic Missile. While in possession of this orb, increase your MD size and retention by 1 when casting destructive spells, but reduce them by 1 for non-destructive spells. When you enter combat holding the orb, it summons a shining sphere that fires magic darts at the closest foe whenever you cast a destructive spell, hitting automatically and dealing 1d4+[dice] damage.
  2. Orb of Distant Vision: A simple orb of clear crystal, containing the spell Scrying. If you ever scry upon another orb of this type, this orb may be used to scry from the connected orb without expending any MD and for an unlimited duration. When doing so, speech and spells may travel through the connection in either direction.
  3. Graviton Orb: A bronze sphere containing strange clockworks. The granted spell is Alter Gravity. When holding the orb, one can adjust their own personal gravity at will by adjusting the external clockwork of the orb. If released without changing gravity back to normal, normal gravity reasserts itself on the holder, but not the orb.
  4. Orb of the Midnight Lantern: This head-size orb of sea glass appears cloudy, though pinpricks of light appear and disappear within. The granted spell is Drowning Light, which acts as Light except instead of giving the ability to temporarily blind targets, it drowns them instead. Also, when held, the orb grants the ability to see in starlight.
  5. Orb of Binding: This orb is divided into two metal halves, one red and one white. The granted spell is Summon Monster (summons a [dice] HD creature with [sum] HP, a d6 damage attack, armor as unarmored, and [dice] negotiated improvements such as more armor or special movement). When held, the orb grants its holder the Imprison Horror ability of an Orbseeker, but for the Orb of Binding alone. 1 in 6 chance of already holding an imprisoned creature when found.
  6. Orb of Mayhem: This green glass orb has metal comedy and tragedy masks on opposite sides of it. The granted spell is Confusion ([dice] creatures must save or be confused; confused creatures can choose what to do or what to do it to, but not both). Creatures affected by Confusion as cast by this orb go berserk if the caster chooses, gaining an extra attack per round and simply attacking the closest target. Additionally, whenever a creature fails a morale check, the orb’s MD may be rolled to cause them to become confused by the orb instead of their usual reaction on morale break, even if the orb is held by a non-caster.

Headwear: While most mages wear headwear of some kind, some headwear serves to modify a mage’s magic in some way. Certain ostentatious hats help to loosen spells from a wizard’s mind, granting them more freedom to act. This manifests as an increase in the size of your MD but not in their retention, as freed spells are less likely to cause mishaps and can show more power, but are also more likely to burn out your magic sooner. Skull caps are the inverse, restricting spells and reducing your MD size while, again, leaving the retention number unaffected. For standard d6 MD, these would respectively change the MD size to d8 and d4, while all options expend their MD on a 4+.

Some particularly notable magic headwear is listed here:

  1. Ultimate Hat of Alluring Perfection: This immaculately tailored hat has been imbued with its creator’s heart and soul, and unfortunately also their forgetfulness. It grants +1 to reaction rolls due to how excellent it looks, +2 to constitution, and +[dice] to all [sum]s for damaging and healing spells, but also inflicts a -2 to all mental saves and reduces the duration of all spells cast by half.
  2. Wizzard Hat: This conical hat is embroidered with stylized planets and stars. Crafted by a particularly fearful wizard, it improves the wearer’s movement speed by about ⅓ and grants +4 to AC and saves when doing nothing except fleeing.
  3. Cap of the Void: Blacker than the blackest night, this skullcap is made adamantine and pure shadowstuff. When worn, you are invisible to the eyes and ears of the gods.
  4. Skull of the Failed Lich: Once the actual skull of an ambitious wizard, their attempt at lichdom destroyed most of their body, leaving only the top of their skull behind, twisted into something wearable. When worn, the spirit of the wizard within whispers advice. He is highly self-centered and Generally Evil by many definitions, and will encourage actions of that sort in the wearer, along with anything that could potentially give him a proper body again. He possesses 1 MD and will grant it to wearers that have his favor.
  5. Hat of Pondering: This deep indigo wizard’s hat has stains of giant slug slime that refuse to come off, and imbues its wearer with a desire to take things slow and think over every action, even when this would be detrimental. It increases the retention of the wearer’s MD by one, adds [dice] to every [sum], and grants a +4 to saves against mental effects, but decreases the wearer’s speed and reaction times, giving them a penalty to their movement speed for anything above a leisurely walk (exact amount is up to the GM and the system, but not outright halved) and causing them to always fail initiative rolls.
  6. Edwin’s Skullcap: Once owned by a particularly narcissistic mage, this silver skullcap inset with a small ruby allows the wearer to conjure a simulacrum of themself once per day. The simulacrum is 2 levels lower and is created with only the most basic gear, but is fully capable of speech and is mentally commanded by the caster. It disintegrates after 1d4 hours. The original wearer, Edwin Odesseiron, frequently used it due to believing himself the only person worth conversing with.

Wizardly Robes: Properly enchanted wizardly robes improve the power of the wearer, granting +1 MD that has no restrictions on what spell it can be used for. Many robes also have other qualities, but none of them can be worn with other armor, as it interferes with the delicate magic weaving.

A list of robes can be found here. Some other notable robes are found below:

  1. Armored Wizard Robe: This wizard robe is woven into a fine steel breastplate, with exceptional enchantments preventing the armor from interfering with the magical improvements of the robe. In addition to the +1 MD, it is also treated as medium armor -1 (no helmet) for the purposes of weight and protection.
  2. Blindeye Tunic: This robe’s name comes not from its effect, but from the name of its creator, a sorcerer of great power that specialized in chaotic magic. It reduces all magic damage to the wearer by 1 and grants the unique spell Word of Chaos, which causes all spells cast in the vicinity of the wearer to mishap for [sum] rounds.
  3. Robe of Archmagi: A classic among robes, the Robe of Archmagi is tailored to a specific order of wizards. The robe has armoring enchantments, making it equivalent to leather armor. Additionally, it grants a +1 bonus to all saving throws, an extra +3 bonus to saves against spells of an order opposed to the robe’s, and will label you as a member of the associated order for anyone remotely knowledgeable in wizardly politics, and a thief or murderer if you aren’t actually a member.
  4. Robe of Hubris and Folly: This deep red robe is exceptionally comfortable and brimming with power, which combine to induce massive overconfidence. All of the wearer’s spells add an additional MD for free, but the wearer is also highly vulnerable to magical attacks while wearing the robe, failing saves against all magical effects automatically.
  5. Robe of Endless Pockets: This brown robe is covered with an unreasonable amount of pockets, inside and out. It grants the wearer +5 inventory slots, but these slots can’t hold anything larger than 1 bulk and are as difficult to access as an item buried in a backpack that you’re currently wearing. Additionally, the caster gains the spell Convenient Pockets, which can fill these extra slots (and only these slots) with [sum]/3 bulk worth of mundane items, such as torches, crowbars, a hammer and pitons, etc. These mundane items cannot be weapons.
  6. Angel Feather Robe: Crafted from the feathers of angels, this robe’s innately holy power repels undead and demonic creatures, granting +4 to AC and saves against them. However, it was not crafted from willingly given feathers, and thus angels will be hostile with the wearer on sight.