Wand, rare (requires attunement by a spellcaster)

This wand is 18 inches long and appears to be a small hardened branch pulled from a fire. If you are not attuned to it holding it in your glove-less hand will cause one point of damage per turn. You must be able to cast at least one first level spell and you must be attuned to the wand to use it.

The wand has up to 7 charges. You can use your action to cast one of the following spells from the wand expending the associated number of charges:

  • Pyrotechnics (1 charge expended per use, CON Save DC12)
  • Aganazzar's Scorcher (3 charges per use, DEX save DC15)
  • Scorching Ray (may create 1 to 4 rays of fire expending one charge per ray, each with a +4 ranged spell attack) 

Additionally for no expended charges, the wielder may use their action to:

  • Cause the wand to ignite and be used as a Torch. It provides light in a 20' radius and dim light in an additional 20' radius. The fire is normal and may set things alight. The wand may be extinguished as a bonus action.
  • Cast Create Bonfire (no charges expended per use, DEX save DC12).

The wand regains 1d4 +3  expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand regains 1d6 +1 charges immediately. On a 1, the wand crumbles in half and is destroyed.

Notes: spellcaster, Damage, Utility, Combat, evocation, enchantment

Item Tags: Damage Utility Combat evocation enchantment

Kheldul

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