Wand, legendary (requires attunement by a wizard or artificer)

This thin ebony wand is inscribed with indecipherable runes in an unknown language. All attempts to read the runes reveal only gibberish. A thin hairline fracture runs down the length of the wand, bisecting each rune in turn.

A creature that uses this wand as a spellcasting focus gains a +3 bonus to their spellcasting DC and spell attack rolls. Additionally, creatures that attune to this wand can use it to cast the spells listed below at 3rd level. Each spell can be cast only once, and use of all spells is restored at dawn. When a spell is cast in this way, its spell save DC is 15, and its spell attack modifier is +7.

Curse. When this item is found, roll 4d6 in secret and record the result. The wand has a number of charges equal to the result. Each time a creature casts a spell using this wand as a spell focus, including when they cast one of its listed spells, subtract the spell's level from the wand's remaining charges.

When the wand's last charge is depleted, an additional effect from the table below occurs. If the result is a spell, it is cast from the wand using its own spell save DC and modifier at the spell's base level, and targets the same creature or location as the spell that triggered it. If the spell has an area of effect, it is centered on the target. No concentration is required for spells cast this way. If no valid target for the effect exists, the caster becomes the target.

After resolving the effect, roll 4d6 and restore a number of charges to the wand equal to the result. If the result is 12 or less, the wand disintegrates instead.

d100 Result
1-6 Nothing happens.
7-11 The wand casts false life on the caster.
12-16 A hat appears on the target's head for one minute, and cannot be removed. Any headgear the target was wearing disappears into a pocket dimension for the duration, and reappears on their head after one minute. Roll a d20 to determine the hat type. On a 1-5, it's a wide-brimmed straw hat. On a 6 - 10, it's a silk top hat. On an 11 - 13, it's a clown wig. On a 14 - 16, it's a sack with crude eye holes. On a 17 - 18, it's a steel mask bearing a face showing an emotion of the DM's choice. On a 19, it's a false dragon head that is indistinguishable from the real thing. On a 20, it is the visage of a medusa, which petrifies any creature that sees it as if it were a true medusa. If the target has no head, a wooden mannequin head wearing the chosen hat appears and floats 5ft. above the target for the duration.
17-21 The wand casts tongues on the target.
22-25 For the next minute, the target's hands are doubled in size. While enlarged in this way, the target loses the ability to manipulate tiny objects with their hands, and any Dexterity checks they make involving their hands are made with disadvantage. Additionally, any unarmed strikes they make with their hands deal an additional 1d4 bludgeoning damage.
26-29 A random beast appears in a space adjacent to the target. The beast is frightened of any creature it can see, and will attempt to flee if it can. Roll a d10. On a 1 - 5, a rat appears. On a 6 - 7, a wolf appears. On an 8 - 9, an octopus appears. On a 10, a velociraptor appears.
30-33 The target's body is covered in painful sores and boils for 1d4 days. For the duration, the target's movement speed is reduced by 5ft., and it has disadvantage on initiative rolls and Charisma checks.
34-37 The target must use their action on each of their turns to mimic the caster as closely as possible for one minute. If the caster takes an action that is impossible for the target to mimic, the target takes no action.
38-41 All of the target's hair falls out, and regrows at the next dawn.
42-44 1d4 giant spiders appear in random locations within 30ft. of the target. The spiders are not under the caster's control and behave normally.
45-47 The wand casts fireball on the target.
48-50 The wand casts shatter on the target.
51-53 The wand casts magic mouth on one of the target's possessions. For the next hour, the mouth speaks all of the target's thoughts aloud. Its voice is audible up to 300ft. away.
54-56 The wand casts healing word on the target.
57-59 The wand casts magic missile on the target.
60-62 The target learns a wizard cantrip of the DM's choice that they do not already know, and can cast it at will. They forget this cantrip at the next dawn.
63-65 The wand casts crown of madness on the target, and they are charmed by the caster for the duration. If there is no valid target creature for this spell, a chain devil appears in the target location and is subjected to the spell's effects. The chain devil disappears once the spell ends.
66-68 The wand casts greater invisibility on the target. For the spell's duration, the target is also blinded.
69 The target becomes agonizingly beautiful for one minute. For the duration, any creature that sees them must make a Charisma saving throw or be charmed by the target for the duration. They can make their save again at the start of each of their turns. If they succeed, they become immune to this effect for the duration.
70-72 A horde of puppies or kittens fill a 15ft. radius circle centered on the target, disappearing after one minute. For the duration, the area filled by the creatures becomes difficult terrain.
73-74 The target's hit points are fully restored.
75-76 The wand casts polymorph on the target, transforming it into an appropriate creature of the DM's choosing.
77-78 An object that appears to be a legendary magical item of the DM's choice appears in the target's possession. The object is indistinguishable from a true magical item, and a casting of identify reveals it to be such. The next time any creature attempts to activate one of the chosen item's effects, the object explodes and disintegrates, dealing 4d6 fire damage to the creature and any other creatures within 5ft. of it.
79-80 The wand casts resilient sphere on the target.
81-82 The wand casts sleep on the target.
83-84 A stirge appears in a space adjacent to the target, and immediately uses its blood drain ability on them. The stirge is not under the caster's control, and behaves normally. It takes its turn on the target's initiative.
85-86 The target gains truesight to a distance of 30ft. for one minute.
87-88 The target's Intelligence score is reduced to 4 for one minute.
89-90 A shadow appears in a space adjacent to the target. The shadow is not under the control of the caster, and behaves normally. It disappears at the end of its turn.
91 The target is transported to a random location in Limbo, and returns to their original location after one minute.
92 A large wooden chest containing 10,000 gold pieces and 100 platinum pieces appears in a space adjacent to the target. If any creature aside from the target touches the chest or attempts to remove a coin from the chest, all the coins in the chest are transformed into lead.
93 Roll on this table again, rerolling if the result is the same. After resolving the effect, the curse is lifted from the wand. It retains its other properties.
94 A dragon of a type of the DM's choosing appears in a space within 30ft. of the target, disappearing after one minute. The dragon is not under the caster's control, and behaves normally. When it appears, the dragon is asleep, and only awakens if it takes damage.
95 An illusory Circlet of Blasting appears and begins hovering three inches above the target's head, disappearing after one minute. At the end of each of the target's turns, it casts scorching ray at a random target within range.
96 The target becomes blinded for a year and a day. This effect can be ended early if a remove curse or greater restoration spell is cast on them, or if a condition is met. The target is aware of what the condition is. Roll a d10 to determine the condition. On a 1 - 5, the target must gently pet a dog or cat. On a 6 - 7, the target must drink a full keg of ale. On an 8 - 9, the target must successfully fulfill the next request it hears. On a 10, the target must recieve a kiss from their one true love.
97 Everyone the target has ever met, including themself, forgets their name.
98 A nightmare appears in a space adjacent to the target. The nightmare understands all the target's spoken languages and follows their commands, taking its turn on their initiative. It disappears after one hour.
99 Both the target and the caster are transformed into a gibbering mouther. They regain their original forms after one hour, or when a remove curse or greater restoration spell is cast on them.
100 The next phrase spoken within the next minute by any creature the target can hear becomes true, as if a wish spell had been cast.

Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, wizard or artificer

VivianAleks

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