While holding this scepter, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The scepter can also be used as a magic mace.
If you are holding the scepter and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the scepter again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the scepter's intervention, you can use your reaction to expend 1 charge from the scepter and turn the spell back on its caster as if you had cast the spell.
The scepter regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the scepter becomes a nonmagical mace.
Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication
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