Wand of the Tide
The target must succeed on a DC 12 Reflex saving throw or suffer a -4 penalty to all To Hit attempts (both ranged & melee) for one round. The effect from this wand stacks with itself and similar effects, but no more than a -6 total penalty from any combo of sources can be incurred on a single creature.
Note: This wand only functions underwater
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable, but wands will no longer have a fixed number of charges. When a player wants to use a wand (old or new), they hand the wand token to the DM. Actions permitting, the player may use this wand as much as they desire for the rest of the room. At the end of the room, any wand token used will be collected by the DM.
If you have equipped a Medallion of Mystic Mouth, any hot-swapped wand will also be collected at the end of the room.
Text On Token
Reflex DC-12 or -4 to hit for 1 rd
(underwater)
*Click here for more information on the Token Exchange Program