This flat iron rod has actually a switch on one end. You have the right to use an activity to press the button, which reasons the stick to become magically addressed in place. Until you or another creature offers an activity to push the switch again, the rod doesn’t move, also if the is defying gravity. The rod can hold approximately 8,000 pounds that weight. More weight causes the rod to deactivate and also fall. A creature can use an activity to do a DC 30 toughness check, relocating the resolved rod up to 10 feet on a success.

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Rod the Absorption

Rod, very rare (requires attunement)

While stop this rod, you can use her reaction come absorb a spell that is targeting only you and not through an area the effect. The soaked up spell’s impact is canceled, and also the spell’s energy—not the assignment itself—is save in the rod. The energy has the very same level together the spell once it was cast. The rod have the right to absorb and also store up to 50 level of power over the course of that is existence. When the stick absorbs 50 levels of energy, it can not absorb more. If you room targeted by a spell that the rod can’t store, the rod has actually no impact on that spell.

When you come to be attuned to the rod, you know how countless levels of power the rod has soaked up over the food of the existence, and also how numerous levels of spell energy it right now has stored.

If you are a spellcaster stop the rod, you can convert energy save on computer in it right into spell slots to actors spells you have actually prepared or know. You can create spell slots only of a level same to or reduced than your own spell slots, up to a best of 5th level. You use the stored level in place of her slots, however otherwise actors the spell as normal. For example, you have the right to use 3 level stored in the rod as a 3rd-level order slot.

A newly uncovered rod has 1d10 levels of spell energy stored in the already. A pole that deserve to no longer absorb assignment energy and has no power remaining becomes nonmagical.

Rod the Alertness

Rod, really rare (requires attunement)

This rod has a flanged head and the adhering to properties.


Spells: when holding the rod, you have the right to use an activity to actors one that the complying with spells from it:Protective Aura: together an action, you can plant the haft end of the pole in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and also dim irradiate for an additional 60 feet. When in the bright light, you and any creature that is friendly to you get a +1 bonus come AC and saving throws and can sense the ar of any invisible hostile creature that is also in the glowing light. The rod’s head stop glowing and also the effect ends after ~ 10 minutes, or as soon as a creature offers an activity to pull the rod indigenous the ground. This home can’t be used again till the following dawn.
Rod that Lordly Might

Rod, legendary (requires attunement)

This rod has a flanged head, and it functions as a magic mace the grants a +3 bonus to attack and damage rolls made with it. The rod has actually properties associated with six various buttons that are collection in a row follow me the haft. It has actually three various other properties together well, thorough below.

Six Buttons: You deserve to press one of the rod’s 6 buttons as a bonus action. A button’s impact lasts until you press a different switch or till you push the same button again, which causes the rod to revert to its typical form.

If you push button 1, the rod i do not care a fire tongue, together a fiery tongue sprouts native the finish opposite the rod’s flanged head.If you push button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus come attack and also damage roll made through it.If you push button 3, the rod’s flanged head wrinkle down, a spear suggest springs native the rod’s tip, and the rod’s manage lengthens right into a 6-foot haft, transforming the rod right into a magic spear that grants a +3 bonus come attack and damage roll made through it. If you press button 4, the pole transforms right into a climb pole approximately 50 feet long, together you specify. In surface as tough as granite, a spike at the bottom and also three hooks in ~ the height anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, creating a ladder. The pole have the right to bear approximately 4,000 pounds. Much more weight or absence of solid anchoring reasons the rod come revert to its common form.If you push button 6, the stick assumes or continues to be in its normal form and shows magnetic north. (Nothing happens if this duty of the rod is used in a ar that has actually no magnetic north.) The rod also gives you understanding of her approximate depth beneath the soil or your height over it.

Drain Life: when you fight a creature v a melee assault using the rod, friend can force the target to make a DC 17 Constitution saving throw. Top top a failure, the target bring away an extra 4d6 necrotic damage, and you gain back a number of hit points equal to half that necrotic damage. This residential property can’t be supplied again until the next dawn.

Paralyze: once you hit a creature v a melee assault using the rod, friend can pressure the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the conserving throw at the finish of every of that turns, finishing the effect on a success. This residential or commercial property can’t be offered again till the following dawn.

Terrify: while holding the rod, you can use an action to force each biology you have the right to see within 30 feet of girlfriend to make a DC 17 Wisdom conserving throw. On a failure, a target is frightened of you because that 1 minute. A frightened target can repeat the conserving throw at the finish of each of that is turns, ending the effect on itself on a success. This building can’t be provided again until the next dawn.

Rod the Rulership

Rod, rarely (requires attunement)

You can use an activity to existing the rod and command obedience indigenous each biology of your choice that you deserve to see in ~ 120 feet the you. Each target should succeed top top a DC 15 Wisdom conserving throw or it is in charmed by you because that 8 hours. If charmed in this way, the biology regards you as its reliable leader. If harmed by you or your companions, or commanded to carry out something contradictory to the nature, a target ceases to it is in charmed in this way.

The rod can’t be supplied again until the next dawn.

Rod that Security

Rod, an extremely rare

While hold this rod, you have the right to use an activity to activate it. The rod climate instantly transports you and also up come 199 other willing creatures you can see come a paradise the exists in one extraplanar space. You choose the form that the paradise takes. It might be a tranquil garden, lover glade, cheery tavern, immense palace, tropic island, wonderful carnival, or whatever else you have the right to imagine. Nevertheless of the nature, the paradise has enough water and also food to sustain the visitors. Every little thing else that deserve to be communicated with within the extraplanar room can exist just there. Because that example, a flower choose from a garden in the sky disappears if the is taken external the extraplanar space.

For each hour invested in the paradise, a visitant regains hit points as if it had spent 1 hit Die. Also, creatures don’t age while in the paradise, although time overcome normally. Visitors have the right to remain in the heaven for as much as 200 days split by the variety of creatures existing (round down).

When the moment runs out or you use an action to finish it, all tourists reappear in the place they occupied when you set off the rod, or one unoccupied space nearest the location. The rod can’t be used again till ten days have passed.

Staves

Staff the Charming

Staff, rare (requires attunement through a bard, cleric, druid, sorcerer, warlock, or wizard)

While hold this staff, you have the right to use an activity to expend 1 of its 10 dues to actors charm person, command, or understand languages indigenous it making use of your spell save DC. The employee can additionally be offered as a magic quarterstaff.

If you are holding the staff and also fail a saving throw versus an enchantment spell the targets just you, you have the right to turn her failed save right into a successful one. You can’t use this residential or commercial property of the employee again till the next dawn. If you success on a save versus an charm spell the targets just you, with or there is no the staff’s intervention, you have the right to use her reaction come expend 1 charge from the staff and turn the spell earlier on that is caster together if you had cast the spell.

The staff regains 1d8 + 2 expended charges day-to-day at dawn. If friend expend the last charge, role a d20. ~ above a 1, the staff becomes a nonmagical quarterstaff.

Staff of Fire

Staff, an extremely rare (requires attunement through a druid, sorcerer, warlock, or wizard)

You have resistance come fire damage while you hold this staff.

The staff has actually 10 charges. When holding it, you deserve to use an activity to expend 1 or more of its charges to cast one of the complying with spells from it, utilizing your spell conserve DC: burning hand (1 charge), fireball (3 charges), or wall of fire (4 charges).

The staff regains 1d6 + 4 expended charges everyday at dawn. If girlfriend expend the last charge, roll a d20. ~ above a 1, the staff blackens, crumbles right into cinders, and also is destroyed.

Staff the Frost

Staff, an extremely rare (requires attunement through a druid, sorcerer, warlock, or wizard)

You have resistance to cold damages while you host this staff.

The staff has 10 charges. If holding it, you deserve to use an action to expend 1 or an ext of its charges to actors one of the adhering to spells native it, making use of your spell conserve DC: cone that cold (5 charges), fog cloud (1 charge), ice cream storm (4 charges), or wall surface of ice cream (4 charges).

The staff regains 1d6 + 4 expended charges everyday at dawn. If girlfriend expend the critical charge, role a d20. On a 1, the staff transforms to water and is destroyed.

Staff the Healing

Staff, rare (requires attunement through a bard, cleric, or druid)

This staff has 10 charges. While holding it, you can use an activity to expend 1 or an ext of its dues to cast one the the following spells native it, making use of your spell conserve DC and spellcasting capacity modifier: cure wounds (1 charge per order level, approximately 4th), lesser restoration (2 charges), or massive cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If girlfriend expend the critical charge, roll a d20. Top top a 1, the staff vanishes in a speed of light, shed forever.

Staff that Power

Staff, an extremely rare (requires attunement by a sorcerer, warlock, or wizard)

This staff deserve to be wielded together a magic quarterstaff the grants a +2 bonus come attack and also damage rolfes made v it. While holding it, you gain a +2 bonus come Armor Class, conserving throws, and spell attack rolls.

The staff has actually 20 charges for the following properties. The employee regains 2d8 + 4 expended charges day-to-day at dawn. If you expend the critical charge, roll a d20. Top top a 1, the employee retains that +2 bonus come attack and damage rolls but loses all other properties. On a 20, the employee regains 1d8 + 2 charges.

Power Strike: once you hit v a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells: while holding this staff, you deserve to use an action to expend 1 or more of its fees to cast one of the following spells indigenous it, using your spell save DC and also spell strike bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), host monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike: You deserve to use an action to break the employee over her knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its continuing to be magic in an explosion that broadens to fill a 30-foot-radius sphere centered on it.

You have a 50 percent possibility to instantly take trip to a random plane of existence, staying clear of the explosion. If you fail to prevent the effect, you take it force damages equal come 16 × the number of charges in the staff.

Every other creature in the area have to make a DC 17 Dexterity saving throw. On a fail save, a creature takes an lot of damage based upon how much away it is from the suggest of origin, as shown in the adhering to table. On a successful save, a creature takes half as lot damage.

Distance from OriginDamage
10 ft. Far or closer8 × the variety of charges in the staff
11 to 20 ft. Away6 × the number of charges in the staff
21 come 30 ft. Away4 × the variety of charges in the staff
Staff that Striking

Staff, an extremely rare (requires attunement)

This staff deserve to be wielded as a magic quarterstaff that grants a +3 bonus come attack and damage rolfes made through it.

The staff has actually 10 charges. Once you hit through a melee assault using it, you have the right to expend as much as 3 the its charges. For each fee you expend, the target takes an extra 1d6 pressure damage. The staff regains 1d6 + 4 expended charges day-to-day at dawn. If girlfriend expend the critical charge, role a d20. Top top a 1, the staff becomes a nonmagical quarterstaff.

Staff the Swarming Insects

Staff, rarely (requires attunement through a bard, cleric, druid, sorcerer, warlock, or wizard)

This staff has 10 charges and regains 1d6 + 4 expended charges everyday at dawn. If girlfriend expend the critical charge, role a d20. ~ above a 1, a swarm the insects consumes and also destroys the staff, then disperses.

Spells: while holding the staff, you can use an action to expend some of its charges to actors one of the following spells native it, using your spell save DC: huge insect (4 charges) or insect torment (5 charges).

Insect Cloud: while holding the staff, you deserve to use an activity and expend 1 fee to cause a swarm the harmless flying insects to spread out out in a 30-foot radius indigenous you. The insects stay for 10 minutes, making the area greatly obscured because that creatures various other than you. The swarm moves through you, remaining focused on you. A wind the at the very least 10 miles per hour disperses the swarm and ends the effect.

Staff of the Magi

Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)

This staff have the right to be wielded as a magic quarterstaff that grants a +2 bonus to attack and also damage rolfes made v it. If you hold it, you acquire a +2 bonus come spell attack rolls.

The staff has 50 charges for the complying with properties. The regains 4d6 + 2 expended charges everyday at dawn. If you expend the last charge, role a d20. On a 20, the employee regains 1d12 + 1 charges.

Spell Absorption: if holding the staff, you have advantage on saving throws versus spells. In addition, you have the right to use her reaction when another creature casts a spell that targets just you. If friend do, the employee absorbs the magic the the spell, canceling that is effect and also gaining a variety of charges equal to the soaked up spell’s level. However, if law so bring the staff’s total variety of charges above 50, the employee explodes together if you caused its retributive strike (see below).

Spells: while holding the staff, you have the right to use an activity to expend few of its dues to actors one of the adhering to spells native it, using your spell conserve DC and also spellcasting ability: conjure element (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming ball (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane transition (7 charges), telekinesis (5 charges), wall surface of fire (4 charges), or web (2 charges).

You can also use an activity to cast one the the complying with spells from the staff without using any kind of charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or defense from evil and good.

Retributive Strike: You can use an action to rest the staff over your knee or versus a hard surface, performing a retributive strike. The staff is destroyed and releases its staying magic in an explode that broadens to to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random aircraft of existence, staying clear of the explosion. If girlfriend fail to stop the effect, you take it force damage equal to 16 × the number of charges in the staff.

Every various other creature in the area have to make a DC 17 Dexterity saving throw. Top top a failure save, a creature takes an lot of damage based upon how far away it is from the suggest of origin, as displayed in the adhering to table. On a effective save, a creature takes fifty percent as lot damage.

Distance from OriginDamage
10 ft. Away or closer8 × the number of charges in the staff
11 to 20 ft. Away6 × the variety of charges in the staff
21 to 30 ft. Away4 × the variety of charges in the staff
Staff the the Python

Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You have the right to use an action to speak this staff’s command word and throw the employee on the ground within 10 feet of you. The staff becomes a gigantic constrictor snake under your manage and acts on its own initiative count. By making use of a bonus activity to speak the command native again, you return the staff to that normal form in a an are formerly lived in by the snake.

On her turn, you have the right to mentally command the snake if that is in ~ 60 feet the you and also you aren’t incapacitated. You decision what activity the snake takes and also where that moves during its next turn, or you can worry it a general command, such as to attack your opponents or safety a location.

If the line is decreased to 0 hit points, it dies and reverts to its staff form. The staff then shatters and also is destroyed. If the snake reverts to staff type before shedding all its hit points, it regains all of them.

Staff that the Woodlands

Staff, rarely (requires attunement by a druid)

This staff deserve to be wielded as a magic quarterstaff the grants a +2 bonus to attack and also damage rolls made with it. When holding it, you have a +2 bonus come spell strike rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the critical charge, role a d20. Top top a 1, the staff loses that properties and also becomes a nonmagical quarterstaff.

Spells: You have the right to use an activity to expend 1 or an ext of the staff’s charges to cast one of the following spells indigenous it, utilizing your spell save DC: pet friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate pets or tree (2 charges), speak with pets (1 charge), speak through plants (3 charges), or wall of thorn (6 charges).

You can additionally use an action to actors the pass without trace spell native the employee without using any kind of charges.

Tree Form: You can use an action to plant one end of the employee in abundant earth and expend 1 charge to transform the staff right into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and also its branches in ~ the top spread out in a 20-foot radius.

The tree shows up ordinary but radiates a faint aura that transmutation magic if targeted by finding magic. While emotional the tree and using another activity to speak the command word, you return the staff to its typical form. Any creature in the tree drops when that reverts to a staff.

Staff the Thunder and also Lightning

Staff, an extremely rare (requires attunement)

This staff have the right to be wielded together a magic quarterstaff the grants a +2 bonus come attack and damage rolfes made with it. It additionally has the following added properties. When one of this properties is used, it can’t be provided again till the next dawn.

Lightning: when you hit v a melee strike using the staff, friend can reason the target to take an extra 2d6 lightning damage.

Thunder: as soon as you hit v a melee assault using the staff, friend can cause the employee to emit a crack of thunder, audible the end to 300 feet. The target friend hit have to succeed on a DC 17 Constitution saving throw or come to be stunned until the finish of your following turn.

Lightning Strike: You can use an action to reason a bolt that lightning come leap from the staff’s tip in a line the is 5 feet broad and 120 feet long. Each biology in that line need to make a DC 17 Dexterity saving throw, taking 9d6 lightning damages on a failed save, or half as much damages on a effective one.

Thunderclap: You have the right to use an activity to reason the staff to problem a deafening thunderclap, audible the end to 600 feet. Each creature within 60 feet of girlfriend (not consisting of you) need to make a DC 17 Constitution conserving throw. On a fail save, a biology takes 2d6 thunder damage and becomes deafened because that 1 minute. On a successful save, a biology takes fifty percent damage and also isn’t deafened.

Thunder and also Lightning: You can use an activity to usage the Lightning Strike and Thunderclap nature at the same time. Doing so doesn’t expend the everyday use the those properties, only the usage of this one.

Staff that Withering

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has actually 3 charges and also regains 1d3 expended charges day-to-day at dawn.

The staff can be wielded as a magic quarterstaff. Top top a hit, the deals damage as a normal quarterstaff, and also you can expend 1 fee to transaction an extra 2d10 necrotic damage to the target. In addition, the target should succeed ~ above a DC 15 Constitution saving throw or have actually disadvantage because that 1 hour on any ability check or saving throw that supplies Strength or Constitution.

Wands

Wand of Binding

Wand, rare (requires attunement by a spellcaster)

This wand has actually 7 charges for the adhering to properties. That regains 1d6 + 1 expended charges day-to-day at dawn. If friend expend the wand’s last charge, roll a d20. ~ above a 1, the wand crumbles into ashes and also is destroyed.

Spells: while holding the wand, you have the right to use an action to expend some of its charges to actors one of the complying with spells (save DC 17): hold monster (5 charges) or host person (2 charges).

Assisted Escape: if holding the wand, you can use your reaction to expend 1 charge and gain benefit on a saving throw you make to avoid being paralyzed or restrained, or you deserve to expend 1 charge and also gain advantage on any kind of check you do to escape a grapple.

Wand of adversary Detection

Wand, rarely (requires attunement)

This wand has actually 7 charges. When holding it, you deserve to use an activity and expend 1 fee to speak that command word. Because that the next minute, you recognize the direction that the nearest creature enemy to you in ~ 60 feet, yet not its distance from you. The wand have the right to sense the visibility of hostile creatures that space ethereal, invisible, disguised, or hidden, as well as those in plain sight. The impact ends if you stop holding the wand.

The wand 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.

Wand that Fear

Wand, rare (requires attunement)

This wand has 7 charges because that the adhering to properties. It regains 1d6 + 1 expended charges day-to-day at dawn. If friend expend the wand’s last charge, roll a d20. ~ above a 1, the wand crumbles right into ashes and is destroyed.

Command: when holding the wand, you deserve to use an activity to expend 1 charge and command one more creature come flee or grovel, just like the command assignment (save DC 15).

Cone of Fear: if holding the wand, you have the right to use an activity to expend 2 charges, resulting in the wand’s pointer to emit a 60-foot cone the amber light. Each creature in the cone must succeed top top a DC 15 Wisdom saving throw or become frightened of you for 1 minute.

While the is scared in this way, a creature need to spend its turns trying to relocate as far away native you together it can, and it can not willingly move to a an are within 30 feet the you. It likewise can’t take it reactions. For its action, it have the right to use just the Dash action or shot to escape native an impact that prevents it native moving. If it has nowhere it deserve to move, the creature can use the dodge action. At the finish of each of that turns, a creature deserve to repeat the saving throw, ending the impact on chin on a success.

Wand of Fireballs

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an activity to expend 1 or more of its dues to cast the fireball spell (save DC 15) indigenous it. Because that 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each extr charge you expend.

The wand regains 1d6 + 1 expended charges day-to-day at dawn. If girlfriend expend the wand’s critical charge, role a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand that Lightning Bolts

Wand, rarely (requires attunement by a spellcaster)

This wand has 7 charges. If holding it, you can use an action to expend 1 or much more of its charges to actors the lightning bolt assignment (save DC 15) indigenous it. Because that 1 charge, you actors the 3rd-level variation of the spell. You have the right to increase the order slot level through one because that each extr charge girlfriend expend.

The wand 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 also is destroyed.

Wand that Magic Detection

Wand, uncommon

This wand has actually 3 charges. If holding it, you deserve to expend 1 charge as an activity to actors the detect magic spell indigenous it. The wand regains 1d3 expended charges day-to-day at dawn.

Wand that Magic Missiles

Wand, uncommon

This wand has 7 charges. If holding it, you deserve to use an activity to expend 1 or much more of its fees to cast the magic missile spell indigenous it. Because that 1 charge, you actors the 1st-level version of the spell. You deserve to increase the spell slot level through one for each extr charge friend expend.

The wand regains 1d6 + 1 expended charges everyday at dawn. If you expend the wand’s last charge, roll a d20. ~ above a 1, the wand crumbles into ashes and also is destroyed.

Wand the Paralysis

Wand, rarely (requires attunement by a spellcaster)

This wand has actually 7 charges. While holding it, you have the right to use an action to expend 1 that its fees to reason a slim blue ray to streak from the pointer toward a biology you can see in ~ 60 feet the you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. In ~ the finish of every of the target’s turns, it have the right to repeat the conserving throw, finishing the effect on itself on a success.

The wand regains 1d6 + 1 expended charges everyday at dawn. If friend expend the wand’s critical charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Polymorph

Wand, really rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an activity to expend 1 of its fees to actors the polymorph order (save DC 15) indigenous it.

The wand regains 1d6 + 1 expended charges daily at dawn. If friend expend the wand’s critical charge, roll a d20. ~ above a 1, the wand crumbles right into ashes and is destroyed.

Wand of Secrets

Wand, uncommon

The wand has actually 3 charges. If holding it, you deserve to use an activity to expend 1 of its charges, and if a mystery door or catch is in ~ 30 feet that you, the wand pulses and points in ~ the one nearest come you. The wand regains 1d3 expended charges daily at dawn.

Wand the the war Mage, +1, +2, or +3

Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement through a spellcaster)

While hold this wand, you gain a bonus come spell strike rolls established by the wand’s rarity. In addition, you ignore half cover once making a spell attack.

Wand that Web

Wand, unusual (requires attunement by a spellcaster)

This wand has 7 charges. When holding it, you can use an action to expend 1 that its dues to actors the web spell (save DC 15) indigenous it.

The wand regains 1d6 + 1 expended charges day-to-day at dawn. If girlfriend expend the wand’s critical charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Wonder

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. If holding it, you have the right to use an activity to expend 1 that its charges and choose a target within 120 feet the you. The target have the right to be a creature, one object, or a suggest in space. Role d100 and consult the complying with table to uncover what happens.

If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell typically has a selection expressed in feet, its variety becomes 120 feet if it isn’t already.

If an effect covers an area, girlfriend must facility the spell on and include the target. If an result has multiple possible subjects, the GM randomly identify which ones room affected.

The wand regains 1d6 + 1 expended charges day-to-day at dawn. If girlfriend expend the wand’s critical charge, role a d20. Top top a 1, the wand crumbles into dust and is destroyed.

d100Effect
01–05You cast slow.
06–10You cast faerie fire.
11–15You room stunned until the start of your next turn, believing other awesome just happened.
16–20You actors gust of wind.
21–25You cast detect thoughts on the target girlfriend chose. If you didn’t target a creature, you rather take 1d6 psychic damage.
26–30You actors stinking cloud.
31–33Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your following turn.
34–36An pet appears in the unoccupied an are nearest the target. The pet isn’t under your control and also acts as it generally would. Role a d100 to determine which pet appears. Top top a 01–25, a rhinoceros appears; top top a 26–50, an elephant appears; and also on a 51–100, a rat appears.
37–46You actors lightning bolt.
47–49A cloud the 600 overlapping butterflies fills a 30-foot-radius focused on the target. The area becomes greatly obscured. The butterflies stay for 10 minutes.
50–53You enlarge the target together if girlfriend had actors enlarge/reduce. If the target can’t be influenced by that spell, or if you no target a creature, you become the target.
54–58You actors darkness.
59–62Grass grow on the floor in a 60-foot radius centered on the target. If grass is currently there, it grow to ten times its common size and remains overgrown for 1 minute.
63–65An object of the GM’s an option disappears into the Ethereal Plane. The object have to be neither worn nor carried, within 120 feet that the target, and also no bigger than 10 feet in any kind of dimension.
66–69You shrink yourself as if you had cast enlarge/reduce ~ above yourself.
70–79You cast fireball.
80–84You actors invisibility on yourself. 85–87 Leaves grow from the target. If you made decision a point in space as the target, pipeline sprout from the creature nearest to the point. Unless they space picked off, the leaves revolve brown and also fall turn off after 24 hours.
88–90A currently of 1d4 × 10 gems, every worth 1 gp, shoots native the wand’s pointer in a heat 30 feet long and 5 feet wide. Each gem transaction 1 bludgeoning damage, and the total damage that the jewel is divided equally amongst all creatures in the line.
91–95A burst of vibrant shimmering irradiate extends from you in a 30-foot radius. You and each biology in the area that have the right to see need to succeed top top a DC 15 Constitution conserving throw or become blinded for 1 minute. A creature have the right to repeat the saving throw in ~ the end of each of the turns, finishing the result on itself on a success.
96–97The target’s skin transforms bright blue because that 1d10 days. If you decided a point in space, the biology nearest come that allude is affected.

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98–00If you targeted a creature, it need to make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw stops working by 5 or more, the target is instantly petrified. On any type of other failure save, the target is restrained and begins to turn to stone. When restrained in this way, the target must repeat the saving throw in ~ the end of its following turn, becoming petrified top top a fail or ending the result on a success. The petrification lasts till the target is freed by the better restoration spell or comparable magic.