Wand, uncommon
This simple wooden wand has 4 charges. While holding it, you can use an action to expend 1 of its charges for one of the following effects:
- Detect (but not reveal) a secret door or trap within 20 feet of you.
- Cast Identify without material components - all knowledge imparted to the holder will be in the elven tongue, except for elves, who will ‘hear’ it in dwarven instead.
- Learn the fastest (but not necessarily safe) way out of a structure, such as a dungeon or a castle.
The wand regains 1d4 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into very non-magical dust.
If you hold the wand in the palm of your hand, it will point North, unless you are underground or near any sort of magic or magnetic field. If you are at the equator, it will point straight up or down, and in the Southern Hemisphere, it will point South (usually).
Notes: Exploration
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