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The Icewind Dale Chronicles (STK, LMoP, LoCS, Accursed Tower)
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<blockquote data-quote="Yenrak" data-source="post: 7550132" data-attributes="member: 6888829"><p>[ATTACH]104162[/ATTACH]</p><p></p><p>The players asked about the wand and the sword. After inspecting both, this is what they've found.</p><p></p><p>The wand is intricately carved with the image of a blue dragon curling around it. It is inscribed in ancient runes that you think spells out the word IYMRITH but you are not sure what this means. (You can make some rolls next time we play to try to find out more.)</p><p></p><p>IYMRITH is a wand of lightning bolts. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (Dexterity save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. A creature targeted by the bolt takes 8d6 of damage on a failed save, half if it makes the save. You can increase the spell slot level by one for each additional charge you expend, each leveling adding an addition d6 of damage. 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. Only a character who spends time to become attuned to the want can use it and only spellcasters can become attuned to it.</p><p></p><p>The sword is a great sword that must be wielded with two hands. Its pommel is shaped like a beautiful woman. Her arms point out at 90 degrees from her body to make the blade guard. Carved on one side of the blade is the word FROSTBITE. On the other, IYMRITH'S BANE.</p><p></p><p>The sword must be activated by a user who has become attuned to it. Activation causes the sword to frost over. When you hit with an attack while it is activated, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to cold, fire, and electrical damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.</p></blockquote><p></p>
[QUOTE="Yenrak, post: 7550132, member: 6888829"] [ATTACH=CONFIG]104162._xfImport[/ATTACH] The players asked about the wand and the sword. After inspecting both, this is what they've found. The wand is intricately carved with the image of a blue dragon curling around it. It is inscribed in ancient runes that you think spells out the word IYMRITH but you are not sure what this means. (You can make some rolls next time we play to try to find out more.) IYMRITH is a wand of lightning bolts. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (Dexterity save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. A creature targeted by the bolt takes 8d6 of damage on a failed save, half if it makes the save. You can increase the spell slot level by one for each additional charge you expend, each leveling adding an addition d6 of damage. 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. Only a character who spends time to become attuned to the want can use it and only spellcasters can become attuned to it. The sword is a great sword that must be wielded with two hands. Its pommel is shaped like a beautiful woman. Her arms point out at 90 degrees from her body to make the blade guard. Carved on one side of the blade is the word FROSTBITE. On the other, IYMRITH'S BANE. The sword must be activated by a user who has become attuned to it. Activation causes the sword to frost over. When you hit with an attack while it is activated, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to cold, fire, and electrical damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour. [/QUOTE]
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Community
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The Icewind Dale Chronicles (STK, LMoP, LoCS, Accursed Tower)
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