Looping back to what I said earlier about a diverse breadth of items - I haven't created a staff or wand in a while. This one is a little experimental in that it modifies spells to do something beyond their written effects, which I really like.
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This scepter is imbued with a fragment of an agon fiend's desire: the subjugation and fracture of a creature's mind through any means necessary. In the hands of a zealous worshiper, it can subjugate entire towns and trap them in an endless nightmare of pain and betrayal.
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Scepter of the Mad Fiend
Weapon (club), very rare (requires attunement by a spellcaster)
You can use this scepter as a spellcasting focus. It grants a +1 bonus to the DC of enchantment spells you cast through it and deals an extra 1d6 psychic damage to creatures you hit with it. While attuned, you also know the message cantrip and can cast it from the scepter at will. The scepter has 7 charges for the following properties and regains 1d4 + 3 expended charges daily at dusk.
Haunting Influence. Whenever you cast message from the scepter, you can disguise your voice as the target's internal thoughts by succeeding on a Charisma (Deception) check contested by the target's Wisdom (Insight) check, though the target is under no obligation to listen to you. If a target fails this check by 10 or more, you can also expend 1 charge to place it under the effects of a special suggestion spell. This version lasts only 10 minutes and you can suggest the target make one attack against itself, though the spell ends after the attack roll is made regardless of whether it hits or misses. A target remains unaware of this property's attempted influence. Once you have placed a target under suggestion this way, you can't do so again until the next dusk.
Spellcasting. You can use an action to cast one of the following spells from the scepter without providing material components, expending the necessary number of charges: confusion (4 charges), detect thoughts (2 charges), fear (3 charges), phantasmal killer (4 charges). You use your spell save DC for these spells. If the last charge is expended, you take 2d10 psychic damage that cannot be reduced in any way and is stunned until the end of your next turn.