> Item Effect (CP +2): Learn of Gormund the Wyvern King and the Thaumaturge Trio.
> Item Effect (CP +3): Expend 1 charge to cast detect magic or 2 charges to cast magic missile (1st level version).
The wand now has 5 charges and regains 1d4+1 expended charges daily at dawn.
> Item Effect (CP +4): You may expend 3 charges while pointing the wand at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The wand issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The wand now has 7 charges and regains 1d6 + 1 expended charges daily at dawn.
> Item Effect (CP +5): Your Charisma score is 19 while you wear or wield this wand. If your Charisma is already 19 or higher your Charisma increases by 2 as does your maximum for that score.
> Item Effect (CP +6): While holding this wand you gain a +2 bonus to Armor Class; Intelligence, Wisdom and Charisma Saving Throws; Spell Save DC and Spell Attack Rolls.
You may spend a number of charges equal to the level of a spell to cast said spell. If you do, roll a d20. On a 20, you cast the spell without expending any charges. On a 1, you lose additional charges equal to the level of the spell. If you do not have charges enough to accommodate this cost you lose the original charges used and the spell is not cast.
If you expend the last charge, roll a d20. On a 20, the wand regains 1d8 + 2 charges. On a 1, the wand loses all properties and instead gives a +3 bonus to Armor Class; Intelligence, Wisdom and Charisma Saving Throws; Spell Save DC and Spell Attack Rolls until you finish your next long rest.
The wand now has maximum charges equal to your sorcerer level and regains 2d8 + your charisma modifier charges daily at dawn.
Gormund the Wyvern King was a dragonkin with unparalleled power to command and control all assortments of wyverns. Gifted and intelligent he was perfect to seize a seat of power, finally becoming monarch of all dragonborn kind in the area that is now Jorkhan. He was also unimaginable cruel to his people, commanding his armies to commit great atrocities in his name simply to accrue greater power and expand his reign. It was nigh on centuries that the population dealt with this oppression until 3 individuals, now known as the Thaumaturge Trio, came together to finally fell the king. A battle ensued the likes of which none alive had ever witnessed. 3 battled versus one for endless days, favor swinging wildly between sides. With the help of his wyvern Gormund seemed to be able to thwart this treasonous uprising until Belkax Fenkenkabradon felled Gormund’s most beloved wyvern companion. The king flew into a mad rage and in his anger lost his regard for personal safety. The trio siezed the opportunity and ended the Wyvern King’s life.
They put his body to use, making a wand from his digits, a cloak from his scales and a crown from his skull. Each item was imbued with unknown power. There are rumors that are told to children at night describing the items true potentials though it’s all believed to be speculation and fiction. The three split up the kingdom into 3, one section for each of their dominant clans, the Fenkenkabradons [Fen-Ken-ka-bradon], the seleetoldolces [Cell-a-toll-dole-chae], and the Elisskellunarks [Ele-iss-kel-lun-arc]. Each individual took one of the items and peacefully ruled over their own territory until their death. The position passed down from father to son through the generations knowing peace through all the centuries since.