Wand, uncommon (requires attunement)

As magic became more and more popular among criminals and peace-disturbing adventurers, the City Watch of Waterdeep found itself consistently being not suitably prepared to deal with these troublesome magicians. The solution: make the magic go away. The City Watch commissioned Waterdeep's House of Wonders to create a special item law enforcement could use to counteract magical mischief. Thus, the Antiwand was born. Not every member of the City Watch carries an Antiwand today, but the use of one is part of required training and most squadrons have at least one between them. Antiwands can infrequently be found at magic shops. As they tend to dampen the magical effects of other items around them, and thus the sale value, they are an unpopular item to sell and are difficult to find, even within Waterdeep. 

Spells and Charges

This wand has 4 charges. While holding it, you can use a reaction to expend 1 or more of its charges to cast the counterspell spell or dispel magic spell from it. For 1 charge, you cast the 3rd-level version of either of these spells. You can increase the spell slot level by one for each additional charge you expend. You can also use an action to expend 4 charges to cast the antimagic field spell from it.

The wand regains 1d4 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand vanishes in a puff of science.

Disadvantages

This wand radiates antimagic and cannot be used as an arcane focus. Whoever is attuned to this wand cannot cast spells while within 5 feet of it.

Notes: Control, Warding, Cursed

Item Tags: Control Warding Cursed

KidPenguin

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