Lance of the Wolfen-Khan
A forgotten relic, a lance forged from star-iron using the secrets of the Naga to create a god-killing weapon of immense power. It was used by the last Wolfen-Khan to kill the demi-god Hadrian, known as the Ubrekt, and by doing so, assumed his thirst for violence and conquest. It was later split into seven pieces by the Circle of Druids, allowing them to break the Wolfen-Khan's power and end her indiscriminate war-making against the Ubrekti Empire.
Identify reveals the following properties:
Individual powers
Counting starts from the pointy end. Individually, every piece acts like a wand with a particular spell. The individual powers are available as part of the combined items, with the new charge/turn and total charges limits.
First Piece (Good Luck)
- cure light wounds, every extra charge adds another 1d8.
- Five charges, 1d4+1 charges/day, up to three charges in a casting.
- Last known location was in the Cragbon after being stolen by Gerom's Gang. It has since become untrackable by the Halfling Boys' Herald.
Second Piece (Blessed Day)
- bless, every extra charge adds another target.
- Five charges, 1d4+1 charges/day, up to three charges in a casting.
- Currently in possession of the Halfling Boys' Herald.
=Third Through Seventh Pieces
The properties of the remaining pieces are, so far, unknown. Their rough locations are as follows:
- One piece is in the possession of an Ubrekti fraternal organization known as the Porphyry House
- One piece is in a remote mountain valley in Southern Odessa
- One piece is in the Wydmoor Dutchy
- One piece is maybe in like Chrysanthemum Bay maybe?
- One piece is maybe in a monstertown?
Aggregate powers
Wands may be merged with one another to create an ever bigger item. Once merged, the magic doesn't exist to break them apart again.
The new item combines the charges and abilities of component wands.
Additionally, the power of the wands is multiplicitive.
A wand can use up to 3 charges per turn, each charge increasing the effective level of the spell it casts. This limit increases as parts are combined, as well as the number of charges that can be held in total by the item.
- Two parts:
- Fly (+3 Charges)
- 4 Charge/Turn
- Three parts:
- Advantage on Saves vs Spell. (+3 Charges)
- 5 Charge/Turn
- Counts as +1 Short-Spear (1d4+1 P, light, finesse, thrown)
- Minor Benefit: Gain Eldrich Blast cantrip
- Four parts:
- Wind Wall (+3 Charges)
- 6 Charge/Turn
- Charge rate becomes 1d6/part
- Minor Benefit: Immune to Charm and Fear
- Five parts:
- Polymorph (+4 Charges)
- 7 Charge/Turn
- Counts as +2 Spear (1d6+2 P)
- Major Benefit: Heal 1d6/round if >=1 HP
- Six parts:
- Greater Restoration (+5 Charges)
- 8 Charge/Turn
- Major Benefit: Summon Whirlwind (see pdf)
- Seven parts:
- True Seeing (+6 Charges)
- 9 Charge/Turn
- Charge rate becomes 1d10/part
- Counts as +3 Lance
Spells are cast with the wand's caster attribute.
It is cursed. The nature of the curse is unknown, but it becomes stronger as parts are combined.
There probably exists magic to better understand the curse, but all identify flags is the curses' existence.