Wand, legendary (requires attunement by a spellcaster)

This resplendent, blue-tinted skull feels effortlessly light as if it could float away. Magic seems to warp around it in surprising ways.

While holding this skull, you gain a +2 bonus to spell attack rolls and to your spell save DC.

This skull holds 3 sorcery points which you can use to perform the following metamagic options.

  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose three willing creatures. A chosen creature automatically succeeds on its saving throw against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

The skull recovers all of its sorcery points after a long rest.

A sorcerer can also use the skull's sorcery points to fuel their own metamagic. They cannot use their own sorcery points to use the skull's metamagic.

Notes: spellcaster

DwelfTheThird

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