A common practice when teaching an apprentice is to craft a wand that safely introduces them to new spells—limiting the potential for explosive mishaps, unintended polymorphs, or accidental summoning of creatures with too many teeth.
This wand can store one cantrip and one 1st-level spell. When the wielder rolls a natural 1 on an attack roll, ability check, or saving throw whilst using the wand, it forgets the stored spells and must be recharged with new ones.
During attunement, the wielder chooses Intelligence, Wisdom, or Charisma as their spellcasting ability for the wand. They are considered proficient when making attack rolls with the wand, and any spells cast from it use the following formulas:
- Spell Save DC = 8 + your proficiency bonus + your chosen spellcasting ability modifier
- Spell Attack Modifier = your proficiency bonus + your chosen spellcasting ability modifier
The wand can only cast spells at their 1st level.
Charges and Storing Spells. The wand has 1d4 charges for the 1st-level spell stored within it. To store spells, a spellcaster must cast them into the wand. The cantrip does not consume charges, whilst the 1st-level spell expends a charge each time it is cast. When a 1st-level spell is stored in the wand, it gains 1 charge if it has none.
Detection. When the wand has no charges or stored spells, detect magic does not reveal its magical nature. However, identify functions as normal.
Notes: Utility, Combat
Previous Versions
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