Wand of the Mush-King
The wand has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. It also gives +1 to the wearer's spellcasting modifier.
Spells: You can use an action to expend 1 or more of the wand's charges to cast one of the following spells from it, using your spell save DC: animate dead (4 charges), inflict wounds (1 charge), barkskin (2 charges), locate animals or plants (2 charges), speak with plants (2 charges), fairie fire (2 charges), or wall of fire (necrotic) (6 charges).
Mushroom Form: You can use an action to "plant" one end of the wand in fertile earth and expend 1 charge to transform the staff into a healthy mushroom. The mushroom is 10 feet tall and has a 5-foot-diameter trunk, and its mushroom cap is spread out in an 80-foot radius. The mushroom appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the mushroom and using another action to speak its command, word, you return the wand to its normal form. Any creature in the mushroom falls when it reverts to a wand.
History
Like all The Legendary Draconic Weapons, this wand was created by Dondi, the Deity of Creation. He was forced to do that by the Destroyer Deities during the Gods War.
The wand was then wielded by Iliothil, the Mush-King, until he died and the Defender Deities got ahold of the weapon. Like all these weapons, it was hid in a place no one could find. This one in particular is located in the southwestern spire of the The Three Siblings.
Cool wand love the lore and the abilities that it has