Wand of Paralysis: Difference between revisions

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This wand has <code>7 charges</code>. While holding it, you can use an [[action]] to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 20 meters of you. The target must succeed on a [[DL]] 15 [[Fortitude]] saving throw or be [[paralyzed]] for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
This wand has <code>7 charges</code>. While holding it, you can use an [[action]] to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 20 meters of you. The target must succeed on a {{dl|15|fort}} or be [[paralyzed]] for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.


The wand regains <code>1d6 + 1</code> 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.
The wand regains <code>1d6 + 1</code> 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.
<noinclude><hr>{{quote|Paralyzed}}</noinclude>
<noinclude><hr>{{quote|Paralyzed}}</noinclude>

Latest revision as of 13:14, 26 January 2024

Wand, Rare Attunement (by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 20 meters of you. The target must succeed on a DL 15 Fortitude save or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

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.


Paralyzed

  • You have the Incapacitated condition.
  • You cannot move nor speak.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage
  • Any attack that hits you are critical if they are made from within 5 feet of you.