Inventory
Other
Belt
Type: Other
Diario di Illithir
Type: Other
Location: °Bag of Holding
Illithir's Teleportation Pad: command crystals (×3)
Type: Other
Location: °Bag of Holding
Khoronus Holy Symbol
Type: Other
Location: °Bag of Holding
Magus' Potions Recipebook
Type: Other
Weight: 5
Location: Backpack
Medusa's Stone Book
Type: Other
Location: °Bag of Holding
Tome: Alianter introduce Shadow Elves
Type: Other
Location: °Bag of Holding
Tome: Chtra's guide to Cursing
Type: Other
Location: °Bag of Holding
Tome: Famous Curses Compendium
Type: Other
Location: °Bag of Holding
Tome: Herbs and Medicaments
Type: Other
Location: °Bag of Holding
Tome: History of the Known World
Type: Other
Location: °Bag of Holding
Vial of Medusa's Poison (×4)
Type: Other
Location: °Bag of Holding
Adventuring Gear
Amulet of the Crystal Crow (Holy Symbol)
Type: Adventuring Gear / Holy Symbol
Weight: 1
Cost: 5 GP
A Holy Symbol is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.
This Holy Symbol needs to be worn or held to use it as such.
Backpack
Type: Adventuring Gear / Standard
Weight: 5
Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Bedroll
Type: Adventuring Gear / Standard
Weight: 7
Cost: 1 GP
Location: Backpack
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master's Guide).
Bolts (20)
Type: Adventuring Gear / Ammunition
Weight: 1.5
Cost: 1 GP
Location: Case, Crossbow Bolt
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
Case, Crossbow Bolt
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 GP
A Crossbow Bolt Case holds up to 20 Bolts.
Case, Map or Scroll
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 GP
A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.
Holy Water (×2)
Type: Adventuring Gear / Standard
Weight: 1
Cost: 25 GP
Location: Backpack
When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.
Oil (Flask) (×2)
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 SP
Location: Backpack
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
Rations (1 day) (×10)
Type: Adventuring Gear / Standard
Weight: 2
Cost: 5 SP
Location: Backpack
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" in the rules glossary for the risks of not eating.
Rope
Type: Adventuring Gear / Standard
Weight: 5
Cost: 1 GP
Location: Backpack
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Tinderbox
Type: Adventuring Gear / Standard
Weight: 1
Cost: 5 SP
Location: Backpack
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch-or anything else with exposed fuel-takes a Bonus Action. Lighting any other fire takes 1 minute.
Torch (×10)
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 CP
Location: Backpack
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Waterskin
Type: Adventuring Gear / Standard
Weight: 5
Cost: 2 SP
Location: Belt
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary).
Wondrous item
Urn of Imprisonment
Type: Wondrous item (magic object)
Weight: 5
Location: °Bag of Holding
This ancien magical urn permit to cast Imprisonment spell in the Minimus Containment form (Wisdom Saving Throw with DC18) once per day. The prison object is obviously the urn itself. Trigger to end the imprisonment is simply to leave the urn cover.
If the urn is full cannot be used again untill someone end the imprisonment effect empting it.
Weapon
Light Crossbow
Type: Weapon / Simple Ranged Weapons
Damage: 1d8 Piercing
Properties: Ammunition (Range 80/320; Bolt), Loading, Two-Handed
Mastery: Slow
Weight: 5
Cost: 25 GP
Staff of Power +2
requires attunement
Type: Weapon / Simple Melee Weapons (magic object)
Damage: 1d6 Bludgeoning (+2)
Properties: Versatile (1d8), magic
Mastery: Topple
Weight: 4
Cost: 40,000 gp
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
Staff of Striking +3
Type: Weapon / Simple Melee Weapons (magic object)
Damage: 1d6 Bludgeoning (+3)
Properties: Versatile (1d8), magic
Mastery: Topple
Weight: 4
Cost: 40,000 gp
Location: °Bag of Holding
Staff, Very Rare (Requires Attunement)
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Ring
Ring of Protection
requires attunement
Type: Ring (magic object)
Properties: Magic
Weight: 0.01
Cost: 501 - 5,000 gp
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Three Wishes (1Charge)
Type: Ring (magic object)
Cost: 200,000 GP
Location: Backpack
Ring, Legendary
While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.
Wondrous Item
Bag of Holding
Type: Wondrous Item (magic object)
Weight: 5
Cost: 400 GP
Wondrous Item, Uncommon
This bag has an interior space considerably larger than its outside dimensions--roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
Bead of Force (×2)
Type: Wondrous Item (magic object)
Cost: 4,000 GP
Location: Belt
Wondrous Item, Rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through.
An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Bead of Nourishment
Type: Wondrous Item (magic object)
Cost: 100 GP
Location: Backpack
Wondrous Item, Common
This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.
Bracelet of Soul Shielding
requires attunement
Type: Wondrous Item (magic object)
Weight: 0.3
Cost: 5001-50000 gp
Location: °Bag of Holding
This magical bracelet protects against alignment detection and all spells that target a specific alignment. It also give Resistance to Energy Drain.
Candle of Invocation
Type: Wondrous Item (magic object)
Cost: 40,000 GP
Location: Backpack
Wondrous Item, Very Rare (Requires Attunement)
This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
Charlatan's Die
Type: Wondrous Item (magic object)
Cost: 100 GP
Location: °Bag of Holding
Wondrous Item, Common (Requires Attunement)
Whenever you roll this six-sided die, you can control which number it rolls.
Cloak of the Manta Ray
Type: Wondrous Item (magic object)
Cost: 400 GP
Wondrous Item, Uncommon (Requires Attunement)
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
Clothes of Mending
Type: Wondrous Item (magic object)
Weight: 2
Cost: 50-100 gp
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Crown of the Wyrm-Chaotic
Type: Wondrous Item (magic object)
Weight: 2
Cost: 50001+ gp
Location: °Bag of Holding
This iron crown confers the ability to control a dragon of the proper alignment. The dragon must succed in an Intelligence saving throw with DC 16 or lost himself. Immediately the crown wearer became cataleptic and his mind is transferred in the dragon body and use it as his own. The dragon can repeat the saving throw with disadvantage every round.
If it succed the invading mind is expelled and both substain 5d10 Psychic damage.
Crown can be used only once a day.
Earings of Draconic Influence
Type: Wondrous Item (magic object)
Cost: 5001-50000 gp
This pair of magical earing permit to influence reaction of all type of Dragons and dragonkin.
The wearer obtain Advantage in Persuasion and Deception check versus Dragon and dragonkin.
They also give Advantage in Perform (Singing or Playing Instruments) when performed for a Dragon or dragonkin.
Figurine of Wondrous Power (Gypsum Pidgeon)
Type: Wondrous Item (magic object)
Cost: 4,000 gp
Location: °Bag of holding
Wondrous Item, Rarity Varies
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Gypsum Pidgeon (Rare). This gypsum statuette is of a carrier pidgeon. It can become a pidgeon and carry a written message to a specific place (determinated during figurine creation) flying at a speed of 50mi/hour in a maximum range of 650 miles. Once it has reached the place it revert to figurine for one day. During this time if someone use the right word of command the pidgeon became alive and returns to his master everywhere he is. If the word of command is not used at the end of the day of rest the pidgeon returns anyway to the master. Once returned reverts to figurine and cannot be used for 3 days.
If the destination place is out of range pidgeon don't move and return to figurine status.
During the flight pidgeon can be stopped by monster or weather adversity. In this case it lands and return to figurine for one day. After this time ,if not detroyed, it return alive and take flight again.
Gem of Seeing
requires attunement
Type: Wondrous Item (magic object)
Cost: 4,000 GP
Location: Belt
Wondrous Item, Rare (Requires Attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Ioun Stone - Reserve
Type: Wondrous Item (magic object)
Cost: 4,000 gp
Wondrous Item
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.
Reserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Pearl of Power
Type: Wondrous Item (magic object)
Cost: 400 GP
Location: Backpack
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.
Pole of Collapsing
Type: Wondrous Item (magic object)
Cost: 100 GP
Location: Backpack
Wondrous Item, Common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole's weight doesn't change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Rope of Mending
Type: Wondrous Item (magic object)
Cost: 100 GP
Location: Backpack
Wondrous Item, Common
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Sending Stones
Type: Wondrous Item (magic object)
Cost: 400 GP
Location: Belt
Wondrous Item, Uncommon
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.
Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Sentient Carpet of Flying (large)
Type: Wondrous Item (magic object)
Cost: 40,000 GP
Location: °Bag of Holding
Wondrous Item, Very Rare
You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.
This carpet is 5ft. x 7ft. and flies at a speed of 40 feet with a carrying capacity of 600 lb. A carpet can carry up to twice this weight, but its Fly Speed is halved if it carries more than its normal capacity.
Communication: Empatic
Senses: Hearing and normal vision in 120 feet
Alignment: Lawful Neutral
Intelligence: 8 Wisdom: 11 Charisma: 10
Perception: +2 (12)
Talisman of Pure Good (1Charge)
Type: Wondrous Item (magic object)
Cost: 200,000 GP
Location: Backpack
Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin)
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Tankard of Sobriety
Type: Wondrous Item (magic object)
Cost: 100 GP
Location: °Bag of Holding
Wondrous Item, Common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Winged Boots
Type: Wondrous Item (magic object)
Cost: 400 GP
Location: °Bag of Holding
Wondrous Item, Uncommon (Requires Attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Artifact
Painting-The Game of Fortune
Type: Artifact (magic object)
Weight: 1
Cost: Unvaluable
Location: °Bag of Holding
This painting depicts a village festival. The scene focuses on the village square, where the Game of Fortune is being played using a wheel of cards.
Using the right wiord of command you can enter the painting and join the festival. With the same word you can exit in any moment. Whatever happens in the painting has no bearing on real life. For example, if you got drunk or injured, upon returning to real world you would be sober and healthy.
Only exception is The Game of Fortune. If you were so bold as to try your luck, the results of the game would follow you even when you return, for better or for worse.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.
Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.
Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight , who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.
Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death . The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.
Star. Increase one of your ability scores by 2, to a maximum of 24.
Sun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Temporal Ring of Khoronus
Type: Artifact (magic object)
Weight: 0.01
Location: °Bag of Holding
Blackmoor Relic
Diamarim
Type: Blackmoor Relic / Device
Weight: 0.1
Cost: Unvaluable
Location: °Bag of Holding
Sono dei piccoli dischi o rettangoli in grado di creare delle immagini tridimensionali sulla loro superficie. Questi apparati erano usati sia come strumenti di comunicazione a distanza, sia come mezzi di intrattenimento poiché potevano connettersi con apparati simile ovunque nel mondo e mostrare immagini di eventi, feste o cerimonie. Infine potevano anche ricreare storie e racconti immagazzinate negli Archivi Universali.
Thandrin
Type: Blackmoor Relic / Device
Weight: 0.25
Cost: Unvaluable
Location: °Bag of Holding
Elemento basilare della tecnologia perduta si tratta di una mente artificiale in grado di svolgere calcoli ed elaborare dati a velocità stupefacenti. Ve ne sono di varia potenza, dai più semplici che gestiscono i mezzi da lavoro e da trasporto, a quelli che coordinano il lavoro delle catene produttive a quelli superiori dei Daendrin e degli Aeldrin.
Tools
Orinetation's Tools
Type: Tools / Kits / Sets
Weight: 2
Cost: 50 GP
Location: Backpack
Ability: Wisdom
Weight: 2 lb.
Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)
Wand
Wand of Ice Storm (Exausted)
Type: Wand (magic object)
Cost: 4,000 GP
Location: °Bag of Holding
Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 25 charges. While holding it, you can expend no more than 3 charges to cast Ice Storm (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Wand of Magic Detection
Type: Wand (magic object)
Cost: 400 GP
Location: Belt
Wand, Uncommon
This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Wonder
Type: Wand (magic object)
Cost: 4,000 GP
Location: Belt
Wand, Rare (Requires Attunement)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 13. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
Armor
Thargrol Orkish Ceremonial Ring Mail (×4)
Type: Armor / Heavy Armor
AC: 14
Weight: 40
Cost: 30 GP
Location: °Bag of Holding
Potion
Potion of Animal Friendship
Type: Potion (magic object)
Cost: 200 GP
Location: Backpack
Potion, Uncommon
When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).
Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.
Potion of Diminution
Type: Potion (magic object)
Cost: 2,000 GP
Location: Backpack
Potion, Rare
When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).
The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Potion of Fire Resistance
Type: Potion (magic object)
Cost: 400 GP
Location: Backpack
Potion, Uncommon
When you drink this potion, you have Resistance to fire damage for 1 hour.
Potion of Giant Strength (Cloud)
Type: Potion (magic object)
Cost: 20,000 gp
Location: Backpack
Potion, Very Rare
When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.
Potion of Healing (Superior)
Type: Potion (magic object)
Cost: 2,000 gp
Location: Backpack
Potion, Rare
You regain 8d4 + 8 Hit Points when you drink this potion.
The potion's red liquid glimmers when agitated.
Scroll
Spell Scroll 0lvl-Blade Ward
Type: Scroll
Cost: 30 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 0lvl-Booming Blade
Type: Scroll
Cost: 30 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 0lvl-Message (×2)
Type: Scroll
Cost: 30 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 0lvl-Sword Burst
Type: Scroll
Cost: 30 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 0lvl-True Strike (×2)
Type: Scroll
Cost: 30 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 1lvl-Color Spray
Type: Scroll
Cost: 50 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 1lvl-Healing Word
Type: Scroll
Cost: 50 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 2lvl-Dust Devil
Type: Scroll
Cost: 200 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 2lvl-Shadow Blade
Type: Scroll
Cost: 200 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 2lvl-Spiritual Weapon
Type: Scroll
Cost: 200 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 3lvl-Counterspell (×2)
Type: Scroll
Cost: 300 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 3lvl-Fear
Type: Scroll
Cost: 300 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 3lvl-Haste
Type: Scroll
Cost: 300 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 3lvl-Tongues
Type: Scroll
Cost: 300 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 4lvl-Charm Monster
Type: Scroll
Cost: 2000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 4lvl-Divination
Type: Scroll
Cost: 2000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 4lvl-Polymorph
Type: Scroll
Cost: 2000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 4lvl-Stoneskin
Type: Scroll
Cost: 2000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 5lvl-Greater Restoration (×2)
Type: Scroll
Cost: 3000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 5lvl-Hold Monster
Type: Scroll
Cost: 3,000 gp
Location: Case, Map or Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 5lvl-Legend Lore
Type: Scroll
Cost: 3000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 5lvl-Raise Dead
Type: Scroll
Cost: 3000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 6lvl-Planar Ally
Type: Scroll
Cost: 20000 gp
Location: Case, Map or Scroll
Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.