Wand of the Wyrm

Wand, legendary (requires attunement)

This wand is engraved with a scale pattern and is made from five pieces of wood: black walnut, green ash, white oak, blue mahoe, and red gum. It has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

While holding it you are immune to being frightened. You can also use an action to expend a charge and activate one of the properties detailed below.

Acid Stream. The wand emits acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 12d8 acid damage on a failed save, or half as much damage on a successful one.

Poison Cloud. The wand emits poisonous gas in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 12d8 poison damage on a failed save, or half as much damage on a successful one.

Ice Cone. The wand emits an icy blast in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 12d8 cold damage on a failed save, or half as much damage on a successful one.

Lightning Strike. The wand emits lightning in a 60–foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 12d8 lightning damage on a failed save, or half as much damage on a successful one.

Fire Blast. The want emits fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 12d8 fire damage on a failed save, or half as much damage on a successful one.

Section 15: Copyright Notice

The Book of Wondrous Magic © 2021 M.T. Black. www.mtblackgames.com

This is not the complete license attribution - see the full license for this page