Scepter
Bonus: +1 Quick saves
Only wizards and clerics may command it. Each charge carries the bearer and up to five others across one river, ford, or channel dry-shod. The socket fills in solid when depleted. 1d3 charges Short black scepter with a worn socket at the base where a pole once fitted.
Scepter
Bonus: +2 Quick saves and +2 Chance Rolls
Only wizards and clerics may command it. Each charge makes one broken object whole in a single round, however many pieces it lies in and whatever broke it, including breakage done by magic. A magic item restored this way keeps its magic. 1d4 charges The head of this short scepter is a squared block of forge steel, warm on the face and cold on the horn.
Scepter
Bonus: +2 to Charisma Chance Roll for persuasion and intimidation
Each charge forces all enemies within 30 feet to make a Mind save or be unable to attack the wielder for 1 round (attacking breaks the effect). The gold tarnishes when depleted. 1d4 charges A gold-capped scepter that projects an aura of command, making the wielder's voice carry further and sound more compelling.
Scepter
Each charge calls down a pillar of divine light dealing 5d6 radiant damage in a 20-foot radius (Quick save halves). Undead take double damage. 1d3 charges A scepter that radiates holy power, uncomfortable for evil creatures to even look upon.
Scepter
Each charge can dominate (mental, 60 ft, save: Wis Mind, dominated 1 round, cooldown 1/day) up to 1d4+1 creatures within 60 feet for one round (Mind save negates). Dominated creatures fight for the wielder until the effect ends. 1d3 charges An ornate scepter topped with a hypnotic spiral crystal.
Scepter
Bonus: +2 Quick saves and +2 Charisma (max 18)
Only wizards and clerics may command it. Each charge forbids one named creature within 60 feet to kill for one minute: any attack or effect of its that would reduce a creature below 1 hit point leaves that creature at 1 instead. When depleted the carved palm still turns cold in the hand of anyone about to strike someone who has surrendered. 1d3 charges Short scepter of white wood with an open hand carved at the head, fingers spread and palm turned outward.
Scepter
Bonus: +4 Quick saves
Only wizards and clerics may command it. Each charge unsays one sentence spoken aloud within the last minute: every creature that heard it forgets that it was said, and any oath, command, bargain, or spoken trigger it carried never took effect. Written words are untouched. No other magic can quicken a bearer who carries this. 1d2 charges Black horn banded in silver, with a shallow groove running most of the baton's length that stops short of either tip.
Scepter
Bonus: +3 Quick saves
Only wizards and clerics may command it. Each charge lays one undead creature of large size or smaller back into the ground, if it is already below half its hit points and fails a Mind save. It cannot then be raised or summoned again by anything short of the power that first made it. Undead that were never buried are unaffected. When depleted the baton still keeps any grave it is laid across from being opened by weather, animal, or spade. 1d3 charges Grave iron with a spade-shaped foot and a leather grip gone black with handling.
Scepter
Bonus: +2 Quick saves
Only wizards and clerics may command it. Each charge halts one non-hostile crowd, herd, or column in place for a round. The paint scuffs down to bare wood when depleted. 1d3 charges Short striped baton of painted ash with a lead core and a leather loop.