This wand has 10 charges. This wand is normally used in a secret manner outside of combat. While holding it, you can use an action to expend 1 of its charges to make a ranged spell attack on a creature you can see within 30 feet of you. If the target is wearing a metal helm (generally medium or heavy armor) they must succeed a DC 10 Constitution saving throw or suffer a -4 to Perception skill checks until they take a long rest. If the target does not currently have a metal helm on or is otherwise in light or no armor, they must succeed on a DC 15 Constitution saving throw. A Lesser Restoration or Greater Restoration spell will also remove this effect.
If the target has Resistance to Psychic or Thunder damage types they have Advantage on saving throws for the effect. If the target has Immunity to Psychic or Thunder damage then the target suffers no effect whatsoever and does not even perceive the attack.
Subsequent attacks made with the wand have the same ranged magic attack and saving throws but have compounding effects on the target if they still are affected from previous attacks:
- a second successful attack and failed save will cause the -4 to Perception skill checks to be permanent (although a Lesser Restoration or Greater Restoration spell will remove this effect)
- a third successful attack and failed save will cause the target to suffer one level of Exhaustion until they take a Long Rest
- a fourth successful attack and failed save while the target is suffering Exhaustion from this item will make the Exhaustion permanent (until removed by magical means)
After an attack the target does not necessarily realize anything has occurred. In order to know they were attacked in some way, the target should make a Perception skill check DC 15 and deduct their modifier from their roll. A successful skill check will reveal a noted ringing in the ears, a mild feeling of being out of place, uneasiness, mild illness, and slight hearing loss in one ear - especially if the attack was successful with a failed save. If a target is affected by compounding attacks, the target will be aware of their condition and will have a strong desire to move away from their current location even if they have not perceived they were a victim of an attack. Resistance to Psychic or Thunder damage does not provide Advantage on Perception skill checks. Immunity to Psychic or Thunder damage makes a target oblivious to being attacked unless it is done in a visibly obvious fashion.
Attacks with the wand do not require verbal utterances or somatic movements. Attacks with the wand are not effected by non-metal substances or barriers less than five inches thick, and do not provide any cover. Used covertly, its wielder must make a contested Sleight of Hand or Stealth skill check vs Perception if the target becomes aware of an issue.
The wand is 16 inches long and made of fine steel. The wand has a blue crystal visibly housed within its narrow body. At its pointing-end, the steel ends in a two-pronged fork.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Notes: Exhaustion, Spellcaster, Control, Debuff







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