Show Log Entry
Adventure Title
DDHC-DMM Dungeon of the Mad Mage
DDHC-DMM Dungeon of the Mad Mage
Session
25
25
Date Played
2020-12-14 22:50:00 UTC
2020-12-14 22:50:00 UTC
Levels Gained
1
1
GP +/-
3750
3750
Downtime +/-
-2.0
-2.0
Location Played
Roll 20
Roll 20
DM Name
adrian_rpg
adrian_rpg
DM DCI Number
4320793759
4320793759
Notes
CatNap, Dispel Magiccopied from Garret Spieler JoniBB Counterspell copied from : **Melissara Spellbook:** (all her prepared spells [Archmage + Dimension Door - Banishment] plus Arcane Lock, Glyph of Warding) 1st: detect magic, identify, mage armor, magic missile 2nd: detect thoughts, mirror image, misty step, arcane lock 3rd: counterspell, fly, lightning bolt, glyph of warding 4th: dimension door, fire shield, stoneskin 5th: cone of cold, scrying, wall of force 6th: globe of invulnerability 7th: teleport 8th: mind blank 9th: time stop **Cassiok Spellbook:** (all his prepared spells [Archmage + Phantasmal Killer - Banishment]) 1st: detect magic, identify, mage armor, magic missile 2nd: detect thoughts, mirror image, misty step 3rd: counterspell, fly, lightning bolt 4th: phantasmal killer, fire shield, stoneskin 5th: cone of cold, scrying, wall of force 6th: globe of invulnerability 7th: teleport 8th: mind blank 9th: time stop
CatNap, Dispel Magiccopied from Garret Spieler JoniBB Counterspell copied from : **Melissara Spellbook:** (all her prepared spells [Archmage + Dimension Door - Banishment] plus Arcane Lock, Glyph of Warding) 1st: detect magic, identify, mage armor, magic missile 2nd: detect thoughts, mirror image, misty step, arcane lock 3rd: counterspell, fly, lightning bolt, glyph of warding 4th: dimension door, fire shield, stoneskin 5th: cone of cold, scrying, wall of force 6th: globe of invulnerability 7th: teleport 8th: mind blank 9th: time stop **Cassiok Spellbook:** (all his prepared spells [Archmage + Phantasmal Killer - Banishment]) 1st: detect magic, identify, mage armor, magic missile 2nd: detect thoughts, mirror image, misty step 3rd: counterspell, fly, lightning bolt 4th: phantasmal killer, fire shield, stoneskin 5th: cone of cold, scrying, wall of force 6th: globe of invulnerability 7th: teleport 8th: mind blank 9th: time stop
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Staff of Power - VR - attunement | Very Rare | true | |||
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. 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 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of charges in the staff 11 to 20 ft. away — 6 x the number of charges in the staff 21 to 30 ft. away — 4 x the number of charges in the staff |