Wand, very rare (requires attunement by a Spellcaster)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

While holding the wand, you can use an action to expend 1 charge, targeting one creature within 120ft, to use one of the following effects.

Roll a d10 to determine the effect:

  1. Charm Ray: The targeted creature must succeed on a DC 16 Wisdom Saving Throw or be charmed by the you for 1 hour, until the you harm the creature, or charm another creature by any means
  2. Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 36  necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or you can move it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the your next turn or until the you are incapacitated.
    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45  force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55  necrotic damage. The target dies if the ray reduces it to 0 hit points.

Notes: Charmed, Paralyzed, Frightened, Unconscious, Restrained, Petrified, Spellcaster, Control, Debuff

Item Tags: Control Debuff

AStarInGemini

Comments

Posts Quoted:
Reply
Clear All Quotes