Wand, uncommon

A black wand, carved from a viper tree, soaked in the ichor of a shadow demon, and sealed with the wax of a Blood Beetle hive.

The wand has 5 charges and regains 1d4+1 charges at midnight. You can use charges to cast the following spells out of the wand. The wand has a spell attack of +6 and a spell save DC of 15

1 Charge - Chaos Bolt 

Level: 1
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous


 

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8 / Damage Type
1 / Acid
2 / Cold
3 / Fire
4 / Force
5 / Lightning
6 / Poison
7 / Psychic
8 / Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

2 Charges -  Blindness/Deafness 

Level: 2
Casting time: 1 Action
Range: 30 feet
Components: V
Duration: 1 minute


 

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 

3 Charges - Summon Lesser Demon 

Level: 3
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour


 

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6 / Demons Summoned
1–2 / Two demons of challenge rating 1 or lower
3–4 / Four demons of challenge rating 1/2 or lower
5–6 / Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

 

Captaincrazy36

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