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Wand of Orcus

Wand, artifact

The mighty Wand of Orcus is a huge black skull-tipped rod. Any living creature that touches the mace must succeed on a DC 17 Charisma saving throw or die. A creature that succeeds on the saving throw is immune to this effect for 24 hours. Orcus can shut this ability off.

When you wield this heavy, two-handed, mace-like weapon, you gain a +3 bonus to attack rolls, and the weapon does 2d6+3 bludgeoning damage on a hit. Further, this wand has 20 charges and you may use an action to expend two or more charges to cast a spell. By expending 2 charges, you may cast darkness. By expending 3, you may cast fear. By expending 3 or more charges, you may cast animate dead. Each charge expended above 3 allows you to cast it at one spell slot higher than 3rd. By expending 7 charges, you may cast holy aura with the modification that it is celestials and living creatures that cause the aura to flash and may become blinded.

When Orcus wields this Wand, it has different properties, described in the monster description for him.

The wand regains all of its used charges each night at midnight.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.