Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Elixir of Health
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
☐ Gulthias Staff
rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Staff, rare (requires attunement)
Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).
Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
☐ Scroll of Protection from Fiends and Undead
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
☐ Ring of Regeneration
rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
☐ Sunsword (Story Item)
legendary
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Weapon (longsword), legendary (requires attunement)
The Sunsword is a unique blade once possessed by Strahd’s brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei’s death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice’s mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire’s wrath, Khazan told Strahd that the entire weapon had been destroyed.
The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.
Sentience. The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.
Personality. The Sunsword’s special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Holy Symbol of Ravenkind (Story Item)
legendary
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous Item, legendary (requires attunement by a cleric or paladin of good alignment)
The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana’s passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.
Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
☐ Tome of Understanding
very_rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous Item, very rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Shortsword +1
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
+1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.
The sword’s purpose is to fight evil. The sword has the following additional properties:
The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.
A lawful good creature can attune itself to the sword in 1 minute.
While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn.
☐ Potion of Poison
common
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
☐ Potion of Healing
common
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
☐ Cloak of Protection, +1
uncommon
DDHC-CoS Curse of Strahd-Chapter 2-Durst Manor
DDHC-CoS Curse of Strahd-Death House
Show
☐ Potion of Healing x2
uncommon
DDHC-CoS Curse of Strahd-Death House
DDHC-CoS Curse of Strahd-Death House
Show
☐ Scroll of Bless
uncommon
DDHC-CoS Curse of Strahd-Death House
DDHC-CoS Curse of Strahd-Death House
Show
Notes:
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
- - (a sprinkling of holy water)
☐ Scroll of Spiritual Weapon
uncommon
DDHC-CoS Curse of Strahd-Death House
DDHC-CoS Curse of Strahd-Death House
Show
Notes:
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
☐ Spell Scroll of Creation
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
☐ Mantle of Spell Resistance
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
☐ Manual of Golems (Stone)
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
ROLL TABLE TO VTT
d20 Golem Time Cost
1-5 Manual of Clay Golems 30 days 65,000 GP
6-17 Manual of Flesh Golems 60 days 50,000 GP
18 Manual of Iron Golems 120 days 100,000 GP
19-20 Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
☐ Manual of Gainful Exercise
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Wondrous Item, very rare
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Staff of Thunder and Lightning
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Notes: Bonus: Magic, Deafened, Stunned, Damage, Control, Debuff, Combat
☐ Rod of Absorbtion
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Elixir of Health | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
| ☐ Gulthias Staff | rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them. |
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| ☐ Scroll of Protection from Fiends and Undead | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. |
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| ☐ Ring of Regeneration | rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Ring, very rare (requires attunement) |
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| ☐ Sunsword (Story Item) | legendary | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Weapon (longsword), legendary (requires attunement) Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei’s death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice’s mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire’s wrath, Khazan told Strahd that the entire weapon had been destroyed. The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade. Sentience. The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it. Personality. The Sunsword’s special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Holy Symbol of Ravenkind (Story Item) | legendary | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Wondrous Item, legendary (requires attunement by a cleric or paladin of good alignment) The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself. Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). |
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| ☐ Tome of Understanding | very_rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ Shortsword +1 | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
+1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. |
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| ☐ Potion of Poison | common | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
| ☐ Potion of Healing | common | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Cloak of Protection, +1 | uncommon | DDHC-CoS Curse of Strahd-Chapter 2-Durst Manor | DDHC-CoS Curse of Strahd-Death House | Show | ||
| ☐ Potion of Healing x2 | uncommon | DDHC-CoS Curse of Strahd-Death House | DDHC-CoS Curse of Strahd-Death House | Show | ||
| ☐ Scroll of Bless | uncommon | DDHC-CoS Curse of Strahd-Death House | DDHC-CoS Curse of Strahd-Death House | Show | ||
|
Notes:
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|
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| ☐ Scroll of Spiritual Weapon | uncommon | DDHC-CoS Curse of Strahd-Death House | DDHC-CoS Curse of Strahd-Death House | Show | ||
|
Notes:
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. |
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| ☐ Spell Scroll of Creation | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
| ☐ Mantle of Spell Resistance | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| ☐ Manual of Golems (Stone) | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous Item, very rare ROLL TABLE TO VTT Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
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| ☐ Manual of Gainful Exercise | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ Staff of Thunder and Lightning | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Staff, very rare (requires attunement) Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Notes: Bonus: Magic, Deafened, Stunned, Damage, Control, Debuff, Combat |
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| ☐ Rod of Absorbtion | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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