Wand, rare (requires attunement by a Spend a few hours discerning it's power)

7 charges to cast spells

0-1 Charges, Ray of Frost (no charge 1st level, 1 charge 5th level cast +5 to hit) Range: 60 feet

  • A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. 2d8 at 5th level.

3 Charges, Sleet Storm, (Spell save DC 15) Range: 150 feet

  • Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
    The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
    If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

 

4 Charges, Ice Storm, (Spell save DC 15) Range: 300 feet

  • A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

The wand regains 1d6+1 each day at dawn. If you expend the wand's last charge on a 1d20 hit of 20 the wand is destroyed.

Notes: Spend a few hours discerning it's power, Damage

Item Tags: Damage

RATSNAP

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