Wand, legendary (requires attunement by a Bard, Sorcerer, Wizard, or Warlock)

This simple stone stylus is imbued with the power of creation and control. While holding it, you gain a +2 bonus to your Armor Class, spell save DC, and spell attack rolls.

The stylus has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand retains its +2 bonus to Armor Class, spell save DC, and spell attack rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Spells. While holding this stylus, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: wall of stone (5 charges), passwall (5 charges), summon construct (4 charges), fabricate (4 charges), stone shape (4 charges), levitate (2 charges), erupting earth (5th-level version, 5 charges), galder’s tower (3 charges), catapult (1 charge), or silent image (1 charge). You also gain access to the mending and mold earth cantrips.

You can spend additional charges to cast a spell at a higher level, spending 1 extra point per level above the base level or that stated.

Stonecunning. When carrying the stylus and making a skill check to discern information about a work of earth or stone, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Etch of the Architect. You can use the stylus to draw or write words into stone or gemstone as easily as writing with a pen on paper. By these means, you can create a spellbook or spell scroll, requiring no ink (but requiring fair-quality material). You can wave the stylus over a 5-foot by 5-foot section of etchings it has created as an action, erasing them.

Construct City. You can spend your action to shatter the stylus on the ground. When you do, a city begins to be built outside of your control, magically refining building materials from nearby resources and expanding at a rate of a half mile every round. The resulting city is a circle with a radius of 1 mile per 2 charges remaining in the stylus when you take this action. The city is not restricted to flat ground; it compensates and builds to accommodate uneven terrain, including things such as mountains, valleys, rivers, and oceans. If there are no charges remaining when you take this action, instead one hollow building up to 100 feet in all dimensions is built. If you take this action in a settlement or city, the settlement or city expands to the size it would be if it were constructed by the stylus alone, and the buildings are in the traditional style of the settlement. If the settlement or city is larger than it would be if the stylus created it alone, then the stylus shatters with no effect

Buildings constructed by this trait are nonmagical and have stats identical to those of ordinary buildings. Creatures in a space where a building is constructed are pushed harmlessly to an unoccupied space, and buildings created by this effect always have clear and safe exits into the streets for all rooms.

Notes: Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Spell Save DC, Expertise: Ability Checks, Bard, Sorcerer, Wizard, or Warlock, Creation, Summoning, Control, Utility, Combat, Deception, Warding

Item Tags: Creation Summoning Control Utility Combat Deception Warding

MilestoGo_24

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