Wand of the Winter Star
Wondrous item, legendary (requires attunement by a spellcaster)
This ancient wand is imbued with the chilling power of a frozen celestial body, radiating a frigid aura that bends magic and ice to its wielder’s command.
While attuned to this wand, you know the Ray of Frost cantrip, and you cast it at 11th level, unless your caster level is higher. You can use this wand as an arcane focus for your spells.
When you cast a spell that deals cold damage, you ignore cold resistance, and creatures immune to cold damage are instead treated as resistant.
The wand has 10 charges and regains 1d6 + 4 expended charges at dawn. You can expend charges to cast the following spells:
- Ice Cage (4 charges). Target one creature within 60 feet. The target must make a DC 18 Constitution saving throw or be restrained by encasing ice. A restrained creature can attempt a Strength (Athletics) check at the start of its turn to break free. If the creature remains restrained for three consecutive turns, it becomes petrified in ice, unable to escape unless an ally succeeds on an Athletics check for them as an action. Creatures with cold resistance have advantage on the saving throw. Creatures with cold immunity are unaffected, and the charge is wasted.
- Snowstorm (4 charges). Creates a 20-foot radius sphere of heavily obscured swirling blizzard centered on a point you can see within 120 feet. Creatures that enter the area or start their turn there must make a DC 18 Constitution saving throw, taking 4d8 cold damage on a failure or half as much on a success. The storm lasts 1 minute or until dismissed (no action required).
- Cone of Cold (5 charges). You cast Cone of Cold (DC 18).
- Comet Barrage 5 charges). You call down frozen celestial fragments at four different points that you can see. Each creature in a 40-foot-radius sphere centered on each point must make a Dexterity saving throw (DC 18). A creature takes 5d6 cold damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one impact is only affected once. The spell damages objects and freezes nonmagical liquids in the area.
If the wand has 0 charges remaining, make a DC 15 Intelligence (Arcana) check. On a failure, the wand shatters into ice and cannot be repaired.