Wand, rare (requires attunement by a A spellcaster)

This weapon of a bygone age channels the user magic into a variety of ranged elemental forms. The element chosen is dependant on the original crafter of the firearm. The damage dealt by this weapon is 2d6 per spell level used to create the effect.

Available elements are:

  • Fire
  • Cold
  • Lightning
  • Acid
  • Poison
  • Necrotic
  • Radiant
  • Psychic

Form of Bull: The elemental energies coalesce into the form of a raging bull and charge in a straight line up to 60 feet away. Targets must make a Strength Saving Throw against your Spell Save DC. On a success, a target takes half damage and the bull does not travel any further. On a failed save, targets are knocked prone and the bull continues.

Form of Chaos: A streak of elemental energy jumps between targets, affecting a number of creatures within 10 feet of each other or yourself up to your proficiency bonus. Each creature must make a Dexterity Saving Throw against your Spell Save DC. On a success, the effect stops chaining. On a failure, the effect jumps to the next target and it's damage increases by 1d6.

Form of Stone: You target a creature within 60 feet of you and force it to make a Constitution Saving Throw against your Spell Save DC. On a success, the targets speed is reduced by 10 feet and they cannot take reactions. On a failed save, a target begins the petrification process. The target must make the save again at the end of each of next two turns, ending the effect on a successful save. If the target fails all of its Saving Throws, it becomes petrified until a Greater Restoration or similar spell is cast upon it.

Form of Eye: A sphere of energy appears at a point you can see within 120 feet of you. The sphere has a radius of 10 feet. All creatures within the sphere must make an Intelligence Saving Throw against your Spell Save DC. On a success, a target takes half damage. On a failed save, a target is stunned until the end of its next turn.

Form of Mist: A mist of elemental magic emanates from you, targeting all creatures within 30 feet of you. Each target must make a Wisdom Saving Throw against your Spell Save DC. On a success, the target takes the damage but suffers no I'll effects. On a failure, targets become frightened of you for one minute. Frightened targets must use their actions to move as far away from you as possible, or dodge if they can move no further. A target can repeat this save at the end of each turn, ending the frightened condition on a success.

Form of Heart: You target a single creature within 30 feet and force them to make a Charisma Saving Throw against your Spell Save DC. On a success, the creature takes double the damage rolled. On a failure, the target is paralysed for 1 minute and may repeat it's save on the end of its turn, ending the paralysis on a success. 

Notes: A spellcaster

MystycOmega

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