This short (5" long) wand is made of dark wood and has golden metal gilding that winds around from base to the tip. The base has a small hole and a lanyard that loops through it and has a clip on the end for attaching to a belt. The leather lanyard has golden threads woven into it. While it appears to be just a normal leather strap, it's actually quite indestructible as it's imbued (soaked in) the magical blood of the demi-god dragon Zaphod Castilian Qort.
At the tip, there is a small dragon's claw mounted in gold (0.5" long with a sharp pointed end). The claw is from the left foot of the demi-god (pink dragon} Zaphod Castilian Qort who lost it during combat in a tournament. The purpose of the wand (or poking stick) is to provide healing to those without the innate ability to do so. While it causes some damage when used, it also heals if the user (person doing the poking) is chaotic in nature.
It has been written that Zophod gifted this magical wand to a dangerous wild mage, Princess Bla'Dao many years ago when she took over as ruler of a small keep on a special island that she won from Zophod. She bested the demi-god dragon in a combat tournament with her makeshift team and in return, he granted her a few things, including this chaotic wand. Zaphod thought to himself, what better way to represent the sharp ass attitude of this mage, than a method for healing that also inflicts damage. Princess Bla'Dao has been known to both cause massive damage when in combat with her wild magic surges creating massive chaos.
As with most gifts from the gods (or demi-god in this case), there is always a price to pay (minor piercing damage) when asking for something (in this case healing). Recently the wand was discovered to provide healing using the same type of ethereal magic sources that wild mage's use when casting, and this is why it causes a wild magic surge table roll upon use.
- User must be a wild mage and Chaotic alignment in order to utilize the healing ability.
- Inflicts 1d6 piercing damage per use (treated as dagger).
- Heals 1d12 per use by wild mage.
- If healing occurs, wild mage must roll on wild magic surge table per use.
- Can be used continually without waiting or recharging.
- Charges can be replenished with long rest 1d8.
- SP can be used to add additional charges.
Notes: If you roll a 1 on the d8 you can still add up to 3 more heal charges, giving the staff 4 minimum heals/wild magic madness per long rest, wild magic user, must be chaotic alignment in nature
Previous Versions
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2/7/2020 4:49:26 AM
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1.0
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2/8/2020 4:11:15 AM
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1
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1.1
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2/8/2020 4:24:48 AM
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16
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1
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