Wand, rare (requires attunement by a spellcaster unbeholden to another for its power)

The Zääz Wand is a brass rod 28cm in length, topped with a flared circle, remincicent of a flame’s flicker. The first time any creature holds the wand it will zap them for 2 points of lightning damage.  The wand does this to test the holder.  If they are too fearful to keep trying the wand has no use for them.

  • Holding the wand does not interfere with somatic casting components.
  • Any spell cast through the wand inflicting fire damage will deal additional 1d8 fire damage to one target affected by the spell.
  • Any spell cast through the wand inflicting lightning damage will have advantage on the attack roll and the target(s) will have disadvantage on the saving throw if any.
  • Any spell cast through the wand that would inflict necrotic damage will inflict radiant damage instead.
  • If a spell inflicting radiant damage (normally or because of the wand) is cast through the wand, it will heal the wielder 1 point of damage per level of the spell slot used. If the wielder is at full hit points, one level of exhaustion may be removed.  If the wielder is not exhausted, then one condition can be negated.  If the wielder is resistant or immune to radiant energy, this ability will have no effect.
  • Once per long rest, the wielder may forfeit a spell slot to the wand to use as it see fits. The Wand may cast any spell known by the wielder or it may cast a Zääz Bolt of Fire, Lighting, or Radiant energy, inflicting (1d12+1) damage per level of the spell slot to one target.  The Wand has a spell casting ability of 12.  On a successful Dexterity save the target takes half damage.  The wielder can tell the wand what it would like the wand to do; but once the slot is forfeited the wand can do whatever it wants with it.  The wand may hold a slot indefinitely until it uses it.  The wand may not hold more than one slot at a time. The wielder may regain forfeited spell slots by usual means.
  • The wielder gains one Legendary Action which may be used once per round after another creature’s turn. The wielder may choose one target the wand can see and detect any vulnerabilities, resistances, or immunities to Fire, Lighting, or Radiant damage of that target..

Sentience. The Zääz Wand is a sentient neutral good item with an Intelligence of 14, Wisdom of 8, and a Charisma of 10. It has hearing and Truesight to a range of 60 feet. The wand communicates its emotional state by small surges of energy which are irritating; but non-damaging.  The transmitted energy will be of type Fire for fear or anger, Radiance for pride or joy, and Lighting for interest or excitement.  The holder will understand approximate location (direction/distance) of intent from the wand when the surge is felt.  The wand can signal “Yes” or “No” with stronger surges, inflicting 2 points of damage for each answer using Radiance for Yes, Lighting for No.  If the holder is immune to Fire, Radiance, or Lightning the wand’s corresponding emotions or answers cannot be felt.

Personality. The Zääz Wand inherited its creator’s curiosity in the way of magic.  The wand is unhappy its creator became a vampire although it understands Lucien does not enjoy his hunger and knows he usually resists temptation.  The wand always looks for ways to discover new magical spells, items, or creatures to investigate and is happy to share what it finds.  The Wand can be impulsive at times, causing surges of Yes or No if it feels it needs to communicate something.  It is smart enough to avoid knocking its wielder out by damaging it; but reckless enough to surge at an inopportune time if it really wants to be heard.  If an evil user attempts to attune to the wand it will refuse attunement and inflict a “No” surge once per round until the user drops the wand.  The wand wants to be used.  If the wielder does not cast spells through it for a week or more the wand will attempt to exert control daily until the wielder either starts casting spells through it or un-attunes.  If a month goes by without being used to cast a spell the wand will un-attune itself from the user.

Unbeholden. The Zääz Wand can only be attuned to spellcasters whose magics are not beholden to another power.  Thus clerics, druids, and warlocks will be unable to use the wand.  Other classes with similar spell origins will also be unable to attune to it, such as paladins, rangers, and those gaining spellcasting through Feats such as Magic Initiate with a beholden origin.  A creature could be attuned and then lose attunement if it gains spellcasting through any of the beholden methods.

Notes: spellcaster unbeholden to another for its power, Healing, Buff, Detection, Sentient

Item Tags: Healing Buff Detection Sentient

sdstuber

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