Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
☐ Flail +2
rare
Trade Log
Show
Notes:
you have +2 to hit and to damage.
☐ Potion of Greater Healing
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Ring of Spell Storing
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring 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 wearing this ring, 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 ring is no longer stored in it, freeing up space.
☐ Ring of Protection
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
☐ Boots of Striding and Springing
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
☐ Chain Mail, +1
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Goggles of Night
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Notes: Sense: Darkvision, Detection, Eyewear
☐ Stone of Good Luck
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Notes: Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff
☐ Potion of Mind Reading
common
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Scroll of Magic Mouth
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Scroll of Conjure Minor Elemental
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Scroll of Dispel Magic
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ BlackRazor, Wave, Whelm-at T4-choose 1 to wield
legendary
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
BlackRazor
Weapon (greatsword), legendary (requires attunement by a Creature of Non-Lawful Alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter
While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience
Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality
Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Creature of Non-Lawful Alignment, Damage, Buff, Combat, Bane, Sentient,
Whelm
Weapon (trident), legendary (requires attunement by a Creature that Worships a God of the Sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience
Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality
When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world.
The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.
Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wave
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon
Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.
Shock Wave
You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Supernatural Awareness
While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience
Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality
Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.
Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Belt of Stone Giant Strength
very_rare
DDAL-DRW14-The City that Should Not Be
DDAL-DRW14-The City that Should Not Be
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles
covered in blinking eyes. The tentacles wrap around your
waist and frequently squeeze you of their own accord.
While wearing this belt, your Strength score changes to
23. The item has no effect on you if your Strength without
the belt is equal to or greater than 23.
☐ Bracers of Defense
rare
DDAL-DRW14-The City that Should Not Be
DDAL-DRW14-The City that Should Not Be
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn.
While wearing these bracers, you gain a +2 bonus to AC
if you are wearing no armor and using no shield.
☐ Potion of Vitality
very_rare
DDAL-DRW14-The City that Should Not Be
DDAL-DRW14-The City that Should Not Be
Show
Notes:
Potion, Very Rare
When you drink this potion, it removes any exhaustion you
are suffering and cures any disease or poison affecting you.
For the next 24 hours, you regain the maximum number of
hit points for any Hit Die you spend. The potion’s crimson
liquid regularly
☐ Spell Scroll of Sending
uncommon
DDAL-DRW14-The City that Should Not Be
DDAL-DRW14-The City that Should Not Be
Show
Notes:
Scroll, Uncommon
A spell scroll bears the words of a single spell, written
in a mystical cipher. If the spell is on your class’s spell
list, you can read the scroll and cast its spell without
providing any material components. Otherwise, the scroll
is unintelligible. Casting the spell by reading the scroll
requires the spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it crumbles to dust.
If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level
than you can normally cast, you must make an ability check
using your spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the spell’s level. On
a failed check, the spell disappears from the scroll with no
other effect.
☐ Spell Scroll of Teleportation Circle
rare
DDAL-DRW14-The City that Should Not Be
DDAL-DRW14-The City that Should Not Be
Show
Notes:
Scroll, Rare
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity Mishap Similar Area Off Target On Target
Permanent circle - - - 01-100
Associated object - - - 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100 - -
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
☐ Cloak of Arachnida
very_rare
DDAL-DRW-EP-04 Tears Among the Stars (Tier 3)
DDAL-DRW-EP-04 Tears Among the Stars (Tier 3)
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with
faint silvery threads. While wearing it, you gain the
following benefits:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces
and upside down along ceilings, while leaving your
hands free.
• You can’t be caught in webs of any sort and can move
through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13).
The web created by the spell fills twice its normal area.
Once used, this property of the cloak can’t be used again
until the next dawn.
☐ Heward’s Handy Spice Pouch
common
Inherited Malevolence-Common Magic Item
Inherited Malevolence-Common Magic Item
Show
Notes:
Inherited Malevolence-Common Magic Item
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| ☐ Flail +2 | rare | Trade Log | Show | |||
|
Notes:
you have +2 to hit and to damage. |
||||||
| ☐ Potion of Greater Healing | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Ring of Spell Storing | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring 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 wearing this ring, 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 ring is no longer stored in it, freeing up space. |
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| ☐ Ring of Protection | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Boots of Striding and Springing | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
| ☐ Chain Mail, +1 | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Goggles of Night | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon Notes: Sense: Darkvision, Detection, Eyewear |
||||||
| ☐ Stone of Good Luck | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) Notes: Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff |
||||||
| ☐ Potion of Mind Reading | common | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Scroll of Magic Mouth | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Scroll of Conjure Minor Elemental | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Scroll of Dispel Magic | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ BlackRazor, Wave, Whelm-at T4-choose 1 to wield | legendary | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
BlackRazor You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Creature of Non-Lawful Alignment, Damage, Buff, Combat, Bane, Sentient, Whelm You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert. Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it. Wave You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon Shock Wave Supernatural Awareness Sentience The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Belt of Stone Giant Strength | very_rare | DDAL-DRW14-The City that Should Not Be | DDAL-DRW14-The City that Should Not Be | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) |
||||||
| ☐ Bracers of Defense | rare | DDAL-DRW14-The City that Should Not Be | DDAL-DRW14-The City that Should Not Be | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
||||||
| ☐ Potion of Vitality | very_rare | DDAL-DRW14-The City that Should Not Be | DDAL-DRW14-The City that Should Not Be | Show | ||
|
Notes:
Potion, Very Rare |
||||||
| ☐ Spell Scroll of Sending | uncommon | DDAL-DRW14-The City that Should Not Be | DDAL-DRW14-The City that Should Not Be | Show | ||
|
Notes:
Scroll, Uncommon |
||||||
| ☐ Spell Scroll of Teleportation Circle | rare | DDAL-DRW14-The City that Should Not Be | DDAL-DRW14-The City that Should Not Be | Show | ||
|
Notes:
Scroll, Rare The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). |
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| ☐ Cloak of Arachnida | very_rare | DDAL-DRW-EP-04 Tears Among the Stars (Tier 3) | DDAL-DRW-EP-04 Tears Among the Stars (Tier 3) | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) |
||||||
| ☐ Heward’s Handy Spice Pouch | common | Inherited Malevolence-Common Magic Item | Inherited Malevolence-Common Magic Item | Show | ||
|
Notes:
Inherited Malevolence-Common Magic Item |
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