Eclipse Wand

Wand, uncommon (requires attunement by a spellcaster)

This slender baton of jet-black metal nevertheless has a nacreous shimmer in light. When you cast a spell that affects an area, you can cause the area to fill with light or darkness by expending 1 or more charges as a bonus action.

The wand has 7 charges. When you expend one or more charges the following effects are possible:

  • 1 charge: the entire area is filled with bright light.
  • 2 charges: the area is filled with dim light, making it lightly obscured.
  • 3 charges: the area is filled with darkness, making it heavily obscured. 

This light or darkness lasts for 1d4 rounds, but you can dismiss it at any time as long as you are holding the eclipse wand.

You also can invert the effects of light or darkness spells by expending 1 charge as a bonus action, altering the spell’s effects as follows:

  • Light sheds shadows within 20 feet, reducing bright light to dim light.
  • Darkness instead acts as daylight, but sheds bright light within 30 feet and dim light 30 feet beyond it.
  • Daylight instead acts as darkness, but creates magical darkness within 30 feet of the target point.

The wand regains 1d6+1 expended charges daily at dusk.

If you expend the wand’s last charge, roll a d20. On a 1, the wand dissolves into shadow infused with sparkling silvery motes and is destroyed.

Section 15: Copyright Notice

The Dragon’s Hoard #36 © 2023, Legendary Games; Authors Jason Nelson, Darrin Drader, RJ Grady, Thilo Graf, Matt Kimmel, Mike Myler, Margherita Tramontano, Scott D. Young, Drew Zambrotta.

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