The Wand of Watoomb is a classic relic, though it is not limited to Strange himself. In the comics, it has passed through the hands of sorcerers, villains, and seekers of power, including Xandu. The artifact is generally associated with absorbing, focusing, multiplying, and redirecting mystical energy, along with shielding, blasts, dimensional apertures, and scrying.
Mystic Blast d10, Mystic Shield d10, Energy Absorption d10, Dimensional Apertures d8, Scrying d8, Spell Amplification d8
SFX: Gather and Focus. When using the Wand to enhance, redirect, or focus mystical energy, step up or double Spell Amplification. On a successful action, the Watcher may add a d6 to the doom pool to show that the Wand is drawing attention from other mystic forces.
SFX: Absorb the Spell. On a successful reaction against a magical, energy, or dimensional attack, convert your opponent’s effect die into a Stored Mystic Energy asset. You may spend that asset on a later action using Mystic Blast, Mystic Shield, or Spell Amplification.
SFX: Turn the Working Back. When you successfully defend against a magical attack, spend 1 PP to immediately make a counterattack using Mystic Blast or create a complication such as Spell Reversal, Backlash, or Bound by Their Own Sorcery.
SFX: Shield of Watoomb. Spend 1 PP to ignore stress, trauma, or a complication from a magical blast, curse, possession attempt, dimensional distortion, or mystic environmental hazard.
SFX: Aperture Between Worlds. When using Dimensional Apertures to open a portal, escape a sealed location, reach a mystic realm, or bypass an impossible distance, add a d6 and step up your effect die. On a failed roll, the Watcher may move the destination somewhere dangerous, unstable, or symbolically appropriate instead.
SFX: Scrying Pool. Spend 1 PP to create a Seen Through the Wand asset related to a person, place, object, or realm you are familiar with. Step up Scrying if the target is magical, hidden by sorcery, in another dimension, or connected to Watoomb.
SFX: Concussive Release. Spend a Stored Mystic Energy asset to add an extra effect die when attacking with Mystic Blast. This second effect die may create a complication such as Thrown Across the Room, Mystic Burns, Shattered Wards, or Cracked Reality.
Limit: Borrowed Power. Gain 1 PP when the Watcher creates or steps up a complication showing that the power comes with strings attached, such as Watoomb Takes Notice, Mystic Debt, Echoes in the Winds, or The Wand Pulls Toward Its Master.
Limit: Amplifier, Not Teacher. If the wielder does not have a mystical specialty, spellcasting distinction, or sorcerous training, change any Wand power rated d10 to d8. Gain 1 PP when the Watcher turns an opportunity into uncontrolled magic, backlash, a misopened portal, or a spell effect that is too large, too loud, or too strange.
Limit: Relic of the Mystic Realms. Shutdown any Wand of Watoomb power to gain 1 PP. Recover the power by spending a transition scene re-centering the Wand, repairing its mystic alignment, consulting a grimoire, or bargaining with a higher mystic authority.
Limit: Coveted Relic. When the Wand is used openly, gain 1 PP if the Watcher introduces a rival claimant, sorcerous thief, demon, cultist, collector, Sanctum guardian, or former wielder who wants it back.
Temporary Wielder, 5 XP: Gain access to The Wand of Watoomb for one action scene. At the end of the scene, shutdown one Wand power until someone performs a transition-scene ritual to stabilize it.
Claim the Relic, 10 XP: Add The Wand of Watoomb as a temporary Item Power Set for the rest of the event. The Watcher should introduce at least one faction that wants it, fears it, or believes the wielder is unworthy.
Mystic Battery, 10 XP: Once per session, begin an action scene with a Stored Mystic Energy d8 asset. The Watcher may also begin the scene with a d6 doom die representing unstable magic gathered in the Wand.
Open the Impossible Door, 10 XP: Once per session, use Dimensional Apertures without spending a PP or needing a normal path. The destination must be dangerous, guarded, unstable, or mystically significant.
Master of the Wand, 15 XP: Step up Spell Amplification to d10 for the rest of the event. Replace the untrained-wielder Limit with: Limit: Gain 1 PP when a successful use of the Wand creates a larger supernatural problem, attracts a powerful entity, or damages the boundary between realms.