The wand is a poorly made, albeit functional, Wand of Fireballs. A DC 22 Arcana Check reveals the full nature of the wand. A close inspection of the item [DC 14 Investigation Check] drops the DC of the Arcana check to DC 16, and grants advantage on the Arcana check. If the wand is not successfully identified, it seems to be a Wand of Fireballs, provided the Arcana check rolled had a result of at least 12.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
When you use this wand to cast fireball , roll a d8, then subtract the number of charges already expended from the wand. If the result is a 1, the fireball is centered on the caster instead of where the caster intended.
The wand regains 1d4 + 3 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes as if the fireball had been cast centered on the creature holding the wand.
Certain characteristics of the wand, other than its tendency to randomly explode, give clues as to its flaws. The magical runes on the wand's surface may be crooked, faded, incomplete, backwards, upside down, or otherwise incorrect. The wand may be uncomfortably warm when held, but not hot enough to cause damage. It may also singe cloth, paper, or wood it comes into contact with.
Notes: Spellcaster, Damage, Combat
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