Kender Wand of Sheepshifting
donated by Standback
Description: This wand looks exactly as if a kender with an overactive
imagination (oops, that was redundant) was trying to make a
wand look mystic and magical. This means a lot of sequins and
a strange glow that make the wand embarrassingly inconvenient
History: This wand was created by Flapper Gladpouch, one of the few
kender to have ever had any magical capabilities. Flapper was
an apprentice for a white robed mage who was prone to taking
unnecessary risks and was not overly fond of his eyebrows. One
day Flapper saw the mage practicing a shapeshifting spell.
Flapper was very impressed, and decided that his kin should be
able to change their form as well, because although it was not
very safe for anyone, it sounded like fun. He resolved to create
a wand to grant his people this power.
Unfortunately, Flapper was not only rather unsuccessful as a
mage, he was also slightly illiterate. He could memorize
something fairly well, but was not that good at spelling in
general. Thus he mistakenly created a kender artifact which has
been handed down from father to neighbor to passerby to
teammate to guard who confiscated all the kender's stuff to
different kender prisoner, until it came to where it is today: right
in my pouch. Here, I'll show you, it's re- HEY!
How it Works: As the name suggests, this wand has the amazing mystical
magical supernatural ability to shift sheep, that is, to move
them from one place to another within a radius of 4 miles.
However, if a kender takes one battle turn to patiently explain
to the staff that it is a SHAPESHIFTING staff, by Reorx, not a
SHEEPSHIFTING staff, then that kender can use the staff one
time in the same battle to get a 60% chance to permanently
turn one of his opponents into a sheep. Likewise, explaining to
the staff it's true purpose ("SHAPE! Shape, SHAPE, SHAPE, you
lousy-- ") will give the kender a 60% chance to, for 2d6 hours,
change the sheep into some other living creature. NOTE: A
creature turned by the wand into a sheep cannot be altered
again with the wand.
Any creature can use the staff to move sheep, but only a
kender can use it for one of the other two actions. It is said that
if a truly powerful kender mage uses the staff, he will be able to
use it as was originally intended, with no time limit. Then again,
it's also said that kender are thieves and cutpurses, and we
don't believe that either.