Rod, rare (requires attunement by a holding by a creature while being exposed to sunlight for 1 hour)
A yellow Crystal with a faint glow. When held, morphs into a scepter.
While Charged, there will be a visible ball of yellow light at the end of the scepter which emits bright Yellow light up to 30 ft. with an additional 30 ft. of Dim Yellow Light.
CHARGING:
In order to charge, the crystal must be exposed to direct light for 10 minutes straight, i.e.: spending 10 minutes to hold the crystal up to a torch for 10 minutes (Uninterrupted). Instead of spending the 10 minutes you can cast the LIGHT spell or DAYLIGHT on it to instantly charge the crystal.
ACTION:
While Charged, and as an action you can fling the ball at a creature (or location); you can see, within 30 ft. of you making a ranged spell attack with your wisdom modifier adding to the attack roll. On hit, the ball Disperses on impact and deals 3d6 radiant damage. Upon miss (or if location was chosen) the ball floats in the space for 10 minutes or until Recalled. Once the Light leaves the Scepter it is considered lost and must be Recalled before you can use this action again.
RECALL:
As a Bonus Action, you can Recall the lost light. (If it hasn't Faded yet) The light travels back to the Scepter. (Creature can not be damaged by Recalling light)
Dispersed:
While the light is Dispersed, light isn't emitted but can still be Recalled.
Faded:
Any lost light (light that has left the scepter but has yet to return) Fades after 10 minutes if not Recalled. Once Faded the light can not be Recalled, and the crystal must be charged again until you can use it again.
Notes: Damage: Radiant, holding by a creature while being exposed to sunlight for 1 hour, Utility, Combat
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