Wand, rare (requires attunement)

This wand has 3 charges. While holding it, you can use an action to expend 1 charge to cast a random spell (save DC 13). Roll 1d10 and consult the following table to determine the spell cast each time you use the action.

d10 Random Spell d10 Random Spell
1 bane 6 gust of wind
2 dimension door 7 invisibility
3 entangle 8 levitate
4 fireball 9 magic missile
5 fog cloud 10 sleet storm

The wand regains 1d3 –1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand permanently becomes a mundane object of the DM's choosing and is now nonmagical.

Notes: Teleportation, Damage, Debuff, Utility, Combat, Deception

Item Tags: Teleportation Damage Debuff Utility Combat Deception

BenevolentEvil

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