Wand, common (requires attunement by a wizard)

The wizard academies of Azuron encourage young apprentices to battle in duels to develop their cunning and reflexes. These benign battle often end when one of the adversaries succeeds in getting a certain number of hits on his opponent.These duel became a tradition, trials of arcane mastery and crafting. Through the years, the wands used for combat became more and more elaborate, adding new ways for the combatant to express their skill, power and ingenuity. Today, the Azurian Dueling Wands are common items among mages who like to dabble in both crafting and fighting. 

These handy wands contain 10 charges. As an action, the wielder can spend one charge to send a single magic missile, which hits automatically and deals 1d4+1 force damage. No more than one missile can be cast with this wand per action. Whenever you use the wand, you must roll a d20 to check if the wand works. You must roll higher than the number of charges used. If you do the wand works normally. If you don't, your action is wasted and happens but the charge is not expanded. 

If you expand the last charge of the wand, roll a d20. On a wand the wand is destroyed and crumbles to ashes. The wand regains 5 charges at dawn. 

These wands are so common in wizarding academies that multiple variations have been created over time. These variations increase the power of the wand. It's rare to see dueling wand with multiple augmentations but it is not impossible. Here are a few examples of augmentations possible for dueling wands. 

Celerity. This variant has the ability to cast spells at incredible speed. You can use your bonus action to use the wand instead of your action. If you already used the wand on your turn, you have disadvantage of your roll to see if the wand works.

Rechargeable. Using this variant, you can fuel your wand with your own magical energy. You can use your action to refuel the wand, spending a spell slot in the process. The wand regains a number of charges equal to twice the level of the spell slot. 

Reflex. This version of the wand lets you prevent damage during a duel. You can use your reaction and expand a charge to counter one attack coming your way. Doing so cancels one magic missile  or an attack from a Dueling Wand. You still need to roll to check if the wand works in order to use it in this way. 

Precision. These wands are of better make and rarely malfunction. Whenever you roll to check if the wand works, you roll with advantage. 

Disarming. When you attack with the wand, you can instead target your opponent's wand and try to disable it,dealing no damage to the wielder. Whenever your opponent check to see if their wand works, they roll with disadvantage. This effect persists until the next time their wand fails to work. 

Durable. Whenever you roll to see if the wand is destroyed, you roll with advantage. 

Sourced. When the wands regain charges, it regains double that amount. 

Plentiful. Whenever you expand a charge with this wand, you can also expand a 1st level spell slot to cast magic missile. The spell gains one extra missile. You still need to roll to check if the wand fails. If it does, you lose the spell slot and the spell does not work. 

Notes: wizard

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2020 7:55:26 PM
10
1
2
Coming Soon
3/10/2020 10:44:20 PM
6
1
--
Coming Soon
6/16/2020 3:42:53 PM
22
2
4
Coming Soon
narcobabouin

Comments

Posts Quoted:
Reply
Clear All Quotes