Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the scorching ray spell from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 is destroyed and explodes. Each creature in a 10-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one
Notes: Damage, Combat
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/29/2021 5:17:29 PM
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36
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7
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Coming Soon
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