At first glance, it resembles a brutally reinforced blunderbuss or short-barreled shotgun of blackened bronze and jungle iron. Its stock is carved with overlapping arcane sigils that never quite sit still. The barrel is wide and ribbed, etched internally with spiraling runes meant to fracture spell matrices rather than channel them cleanly.

Instead of shot or powder, the breech accepts wands.

Rumors:

  • This weapon doesn’t fire, it remembers…
  • One shot solves a problem. Two shots create a worse one.
  • It has leveled rooms instead of targets

The One Thing Everyone Agrees On This is the single, universally repeated piece of advice: “If you find it, decide what you’re willing to lose before you pull the trigger.” Not gold.
Not reputation. Something important.

The name Halvrix Mourncoil is enscribed on the stock with glowing runes

Rules

When a wand is loaded into the Choir of Ruin and fired, you may choose to spend additional charges. For each additional charge you spend, increase the effective caster level of the wand’s spell, up to a maximum of your caster level.
Each charge spent requires an additional Usage Die roll. If the wand is depleted, Listen to the Choir

Listen to the Choir (roll 1d20)

d20Consequence
1Catastrophic Feedback – The spell detonates at the wielder’s position. Full effect centered on the user. The wand is obliterated.
2Spell Inversion – The spell’s effect reverses or targets the opposite of what was intended (healing harms, fire freezes, charm enrages).
3Echo Cast – The spell triggers a second time at the start of the next round, uncontrolled.
4Wild Fragmentation – The spell splits into 1d4 lesser versions, each affecting a random target or area.
5Thaumic Scarring – The wielder gains a visible magical scar; –2 penalty on a random saving throw until removed by powerful magic.
6Residual Haunting – Ghostly afterimages linger. Undead within 300 ft become aware of the wielder for the next 24 hours.
7Spatial Tear – Minor planar distortion: doors lead somewhere wrong, shadows lag, or gravity shifts briefly.
8Spell Memory – The weapon “remembers” the spell. The next firing has a chance to partially repeat it regardless of wand used.
9Arcane Scream – Everyone within 60 ft hears whispers in an unknown tongue. Concentration and Listen checks suffer –4 for 1 minute.
10Wand Ghost – The destroyed wand’s magic manifests as a hostile or confused magical entity.
11Blood-for-Power – The spell works flawlessly, but the wielder suffers the same effect as the target.
12Unwanted Attention – A powerful being (outsider, god-servant, ancient guardian) becomes aware of the wielder’s existence.
13Spell Drift – The effect lands 1d6 × 10 ft from the intended target. Still devastating.
14Reality Lag – Time hiccups. One random creature loses its next action as reality “catches up.”
15Corrupted Success – The spell’s magnitude increases, but it gains a sinister or cruel side effect.
16Thanatos’ Shadow – For an instant, the wielder sees a spectral reaper nearby. No immediate effect… yet.
17Zone of Ruin – The area becomes magically unstable for 1 hour; further spellcasting risks wild surges.
18Sentient Murmur – The weapon whispers advice or warnings. Sometimes helpful. Sometimes not.
19City Remembers – If fired in Thracia or another ancient site, the environment subtly reacts (doors seal, paths shift, guardians stir).
20Perfect Thunder – The spell is unleashed at maximum potency with no immediate backlash. Increase future consequence rolls by +1 permanently.