Prof. Alastor

Season:
Forgotten Realms
Race:
Human (PhB 2024)
Class:
Wizard: School of Divination
Background:
Archeologist
Lifestyle:
Comfortable
Current Level:
20
Total GP:
230198.5
Total Downtime:
85
Tag:
CM
Faction:
Harpers
Faction Rank:
Wise Owl (rank 4)
Magic Item Count:
9
Magic Item Limit:
10
Arcane Grimoire +1,
Tome of Clear Thought,
Staff of Power,
Ring of Protection,
Aegis of the Raven Queen (Shield, +3),
Manual of Golems,
Robe of the Archmagi (White),
Arcane Grimoir, +3,
Carpet of Flying (3 x 5 ft.),
Ring of Force Resistance

Log Entries

Date Played Adventure Title Session Levels ▲ GP Downtime Magic Items
2025-06-09 18:00 DDHC-CM15 The Scrivener´s Tale 10000 10 Robe of Eyes, Ioun Stone of Awareness Show

Teilnehmer:
(16) Echo - Hobgoblin - Nat Mudnose - Battle Master 16 - Feywild West
(16) Bramymond - Prof. Alastor - Human- Wizard: School of Divination 16 - Harpers
(16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16 - none
(13) Karrakasz - Pether - Goliath - World Tree Barbarian 13 - Emerald Enclave
(16) Folk2k- Kass- Drow - Assassin 10 Warlock 6- Harper


Loot:
50.000gp (10.000gp/Person)
1x Spell Scroll: Conjure Fey
1x Potion of Fire Giant Strength

2025-06-14 12:00 DDHC-CM-16 Alkazaar's Appendix 9700 10 Carpet of Flying (3 x 5 ft.), Ring of Force Resistance Show

Teilnehmer:
(16) Karrakasz - Pether - Goliath - World Tree Barbarian 16 - Emerald Enclave
(16) Bramymond - Prof. Alastor - Human- Wizard: School of Divination 16 - Harpers
(16) JinxedBear - Catherine Deneuve - Scout Rogue 16 - Harpers
(16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16
(16) C0ldW0lf - Gracie Stafford - Sea Elf - Vengeance Paladin 16


Loot:
48.500gp (9.700gp/Person)
1x Spell Scroll: Wish
1x Charm: Balance, Mirage (each)
Tome of Leadership and Influence, Candle of Invocation (Mount Celestia), Carpet of Flying, 3 ft. × 5 ft., Ring of Lightning Resistance, Ring of Necrotic Resistance, Ring of Force Resistance, Staff of Healing, Wand of Lightning Bolts, Amulet of Health, Ring of Acid Resistance, Animated Shield, Wand of Polymorph, Staff of Withering, +2 Longbow


Consumables expended:
2x Potion: Heroism

2025-08-13 19:30 DDHC-TYP Tomb of Horrors 96788 10 Show

Gold: 96.788gp/Person
Potions: 4x Speed, 4x Greater Invisibility, 2x Longevity, 2x Vitality, 1x Diminuition
Spell Scrolls: 7x Misty Step, 1x Enervation, 1x Far Step, 2x Legend Lore, 2x Modify Memory
Magic Items: Bag of Devouring, Nolzur's Marvelous Pigments, Staff of Power, +3 Rod of the Pact Keeper, Ring of Psychic Resistance, Manual of Quickness of Action, Berserker Greataxe, Defender Dagger, Gem of Seeing, Ring of Protection, Spear of Backbiting, Glaive of Vengeance, +1 Flail

2025-11-09 14:00 Purchase Log -32000 Show Purchase

Buying:
1x Spell Scroll: Death Ward (2.000gp)
2x Spell Scroll: Mind Blank (30.000gp)

2026-01-22 20:00 DDAL09-20 Where Devils Fear to Tread 100000 10 Show

Teilnehmer:
(20) Bramymond - Professor Alastor - Human - Wizard: School of Divination 20
(20) Karrakasz - Esmeralda - Tabaxi - Bard: College of Lore 20
(20) JinxedBear - Célestin Deneuve - Eladrin - Cleric: Arcana Domain 20
(20) C0ldW0lf - Kaito - Shadar Kai - Monk: Way of the Long Death 20
(20) Zitzus - Pip Goldblatt - Halfling - Rouge: The Soulknife 20
(20) Echo - Darius Dynamis - Celestial - Wizard: School of Enchantment 20
Loot:
100.000gp
Magic Items: Deathshield (Defender Greatsword, made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield), Rod of the Pactkeeper +2 (This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal)
Consumables: Spellscroll of Gate, Potion of Longevity, Potion of Flight


Boon of Immortality
Illmater's Last
"Ilmater's Geschenk zeigt sich eher subtil, jenes Zeichen das die Abenteurer von dem gebrochenen Gott erhalten haben präsentiert sich in Form von Narben die nie wirklich verblassen und stetig ihre Form wechseln. Jene Narben erscheinen immer wieder neu, egal wie sehr auch versucht wird sie zu kaschieren. Die Träger von Ilmater's Last spüren nicht länger den Zahn der Zeit an ihren Körpern nagen, keine Krankheit wird sie holen aber dieses "Geschenk" kommt mit einem Preis. Die Träger sind für immer an das Leid des Multiversums gebunden, jenes Leid das jeden Winkel jeder Welt durchzieht.
Der Preis der Unsterblichkeit ist der weiter das Leid Anderer auf euch zu nehmen. Weiterzugehen, auch wenn sämtliche Kraft euch verlassen hat und Anderen eine Hand zur Hilfe zu reichen auch wenn ihr selbst gebrochen am Boden liegt. Eure Liebsten zu Grabe zu tragen und das Leid der Hinterbleibenden auf euch zu nehmen, wieder und wieder bis zum Ende der Zeit. Von nun an seid ihr Avatare, die der Hoffnung an eine glückliche Zukunft ohne Leid. Ein Lichtstrahl in der Finsternis für Alle die unerträgliches Leid erfahren haben."

Alastor's Spellbook -120865 -115 Show

Level Up:
1st Level: Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Sleep, Shield
2nd Level: Enlarge/Reduce, Levitate, Misty Step, Tasha's Mind Whip
3rd Level: Fireball, Fly, Hypnotic Pattern, Leomund's Tiny Hut
4th Level: Arcane Eye, Greater Invisibility, Otiluke's Resilient Sphere, Polymorph
5th Level: Bigby's Hand, Telekinesis, Teleportation Circle, Wall of Force
6th Level: Contingency, Disintegrate, Elminster's Effulgent Spheres, Scatter
7th Level: Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum
8th Level: Antimagic Field, Holy Star of Mystra, Maze, Power Word: Stun
9th Level: Foresight, Meteor Swarm, Shapechange, True Polymorph


Copying Spells into the Spellbook:
1st Level: Absorb Elements, Alarm, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tasha's Hideous Laughter, Unseen Servant, Tenser's Floating Disk, Thunderwave [11]
2nd Level: Arcane Lock, Blindness/Deafness, Darkvision, Enhance Ability, Gentle Repose, Gust of Wind, Hold Person, Invisibility, Knock, Locate Object, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Web [17]
3rd Level: Clairvoyance, Counterspell, Dispel Magic, Glyph of Warding, Haste, Intellect Fortress, Lightning Bolt, Major Image, Magic Circle, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Undead, Tongues, Water Breathing [18]
4th Level: Banishment, Dimension Door, Divination, Evard's Black Tentacles, Fire Shield, Galder's Speedy Courier, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Locate Creature, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Spellfire Storm, Summon Aberration, Watery Sphere [16]
5th Level: Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Songal's Elemental Suffusion, Steel Wind Strike, Summon Dragon [14]
6th Level: Arcane Gate, Chain Lightning, Globe of Invulnerability, Guards and Wards, Programmed Illusion, True Seeing [6]
7th Level: Forcecage, Mirage Arcane, Plane Shift, Sequester, Teleport [5]
8th Level: Demiplane, Mind Blank [2]
9th Level: Blade of Disaster, Gate, Invulnerability, Time Stop, Prismatic Wall, Wish [6]
Total: (11x50)+(17x200)+(18x300)+(16x2000)+(14x3000) = 83.350 gp
Scrolls purchased for Levels 1-5; Copy spells from books/scrolls for Levels 6-9.
Downtime: 115
Copying Spells into the Book: (11x1x50)+(17x2x50)+(18x3x50)+(16x4x50)+(14x5x50)+(6x6x50)+(5x7x50)+(2x8x50)+(6x9x50) = 18.700gp
Cost: 101.600gp


Components & Miscellaneous:
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x A jade circlet worth 1,500+ GP (Shapechange)
1x A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon; worth in total 15 gp (Mordenkainen's Magnificent Mansion)
3x Powdered ruby worth 4.500 gp (Simulacrum)
25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard]

2023-06-01 15:00 Charakter Creation 25 Arcane Grimoire +1 Show

Race:

(Tasha's Customizing Origin)
Human (PhB'24)
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 12
Cha: 10

Class:

Wizard, School of Divination
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Religion
Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Background: Archeologist

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Skill Proficiencies: History, Religion
Origin Feat: Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice (replaced with both tool proficiencies)
Equipment: A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

2026-02-08 17:30 DDAL-DRWEP02 Wings of Death 20000 10 Show

Loot:
100.000gp TOTAL
Bracers of Defense, Spellguard Shield, Ring of Earth Elemental Command
Spell Scroll: 1x Control Weather
Potions: 1x Cloud Giant Strength, 1x Supreme Healing
__
Story Awards:
Born from the Ashes. You befriended a juvenile phoenix who has brought joy, laughter, and fiery disaster into your life. The juvenile phoenix serves you as a mount, and while you are mounted upon it, you are immune to the creature’s Fire Form trait. If the juvenile phoenix dies, it returns to its parents’ lair, but can be summoned with the find steed spell.
The phoenix uses the "Fire Elemental" Stat Block. It has a flying speed of 50 feet.
The Kings Fate: You have captured King Hekaton.

2023-08-15 15:30 Purchase Log -375 -1 Show Purchase

Buying:
1x Pearl worth 100gp (Identify component)
2x Potion of Healing (2d4+2) each worth 50gp
5x Charcoal, Incense, and Herbs each worth 10gp (Find Familiar components)
Spell Scrolls: Identify (75gp) - Copying Spells into the Book 50gp

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 75 10 Ring of Swimming, Goggles of Night Show

Teilnehmer:
(4) Bramymond - Prof. Alastor - Human - Wizard: School of Divination 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none


Loot:
375gp
Goggles of Night
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.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.


Consumables expended:
2x Potion of Healing (2d4+2)

2024-01-02 00:00 Purchase Log -2475 -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

2024-02-19 21:00 Purchase Log -500 Show Purchase

1x Diamond (Revivify component) worth 300gp
2x Potion of Greater Healing (4d4+4) worth 100gp each

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 276 10 Robe of Scintillating Colors Show

Teilnehmer:
(8) Bramymond - Prof. Alastor - human - Wizard: School of Divination 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none


Loot:
1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.


Story Awards:
Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-04-15 19:55 DM Reward 20000 Tome of Clear Thought, Staff of Power Show DM Log

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic 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 Intelligence 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 Power
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 charge 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.

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Longsword +1 of Plant Slaying, Ring of Protection, Ring of Animal Influence, Ring of Fire Resistance, Bracers of Defense, Gloves of Missile Snaring, Amulet of Protection from Turning, Bracelet of Rock Magic, Eagle Whistle, Wand of Lightning Bolts, Balance of Harmony, Mirror of the Past, Periapt of Wound Closure, Rod of the Pact Keeper, +1, Berserker Axe +2 Show

Teilnehmer:
(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor - Human - Wizard: School of Divination 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none


Loot:
12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
* Animal friendship (save DC 13)
* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* Speak with animals
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

2024-05-31 00:00 End-of-Season Service Rewards 50000 Show DM Log

Reward:

Price: 40 hours
...
Repeatable Reward
2024: 50th Anniversary, version 1.1
50.000gp
Rare Potions: 2x Invulnerability, 3x Heroism

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 351 10 Ring of Telekinesis Show

Teilnehmer:
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Divination 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None


Loot:
1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.


Consumables expended:
2x Potion of Greater Healing (4d4+4)

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome -250 10 Iron Bands of Bilarro, Censer of Controlling Air Elementals Show

Teilnehmer:
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Divination 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.


Loot:
3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop


Consumables expended:
1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 Scale Mail +1, Shortsword +1, Battleaxe +1, Gloves of Thievery, Ring of Evasion, Atlas of Endless Horizons Show DM Log

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2024-10-24 16:00 Purchase Log -10000 Show Purchase

Buying:
5x Potion: Superior Healing (8d4 + 8), 2.000gp each

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2025-06-09 18:00 DDHC-CM15 The Scrivener´s Tale 10 Show

Teilnehmer:
(16) Echo - Hobgoblin - Nat Mudnose - Battle Master 16 - Feywild West
(16) Bramymond - Prof. Alastor - Human- Wizard: School of Divination 16 - Harpers
(16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16 - none
(13) Karrakasz - Pether - Goliath - World Tree Barbarian 13 - Emerald Enclave
(16) Folk2k- Kass- Drow - Assassin 10 Warlock 6- Harper


Loot:
50.000gp (10.000gp/Person)
1x Spell Scroll: Conjure Fey
1x Potion of Fire Giant Strength

2025-06-14 12:00 DDHC-CM-16 Alkazaar's Appendix 10 Show

Teilnehmer:
(16) Karrakasz - Pether - Goliath - World Tree Barbarian 16 - Emerald Enclave
(16) Bramymond - Prof. Alastor - Human- Wizard: School of Divination 16 - Harpers
(16) JinxedBear - Catherine Deneuve - Scout Rogue 16 - Harpers
(16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16
(16) C0ldW0lf - Gracie Stafford - Sea Elf - Vengeance Paladin 16


Loot:
48.500gp (9.700gp/Person)
1x Spell Scroll: Wish
1x Charm: Balance, Mirage (each)
Tome of Leadership and Influence, Candle of Invocation (Mount Celestia), Carpet of Flying, 3 ft. × 5 ft., Ring of Lightning Resistance, Ring of Necrotic Resistance, Ring of Force Resistance, Staff of Healing, Wand of Lightning Bolts, Amulet of Health, Ring of Acid Resistance, Animated Shield, Wand of Polymorph, Staff of Withering, +2 Longbow


Consumables expended:
2x Potion: Heroism

2025-08-13 19:30 DDHC-TYP Tomb of Horrors 10 Show

Gold: 96.788gp/Person
Potions: 4x Speed, 4x Greater Invisibility, 2x Longevity, 2x Vitality, 1x Diminuition
Spell Scrolls: 7x Misty Step, 1x Enervation, 1x Far Step, 2x Legend Lore, 2x Modify Memory
Magic Items: Bag of Devouring, Nolzur's Marvelous Pigments, Staff of Power, +3 Rod of the Pact Keeper, Ring of Psychic Resistance, Manual of Quickness of Action, Berserker Greataxe, Defender Dagger, Gem of Seeing, Ring of Protection, Spear of Backbiting, Glaive of Vengeance, +1 Flail

2025-11-09 14:00 Purchase Log Show Purchase

Buying:
1x Spell Scroll: Death Ward (2.000gp)
2x Spell Scroll: Mind Blank (30.000gp)

2026-01-22 20:00 DDAL09-20 Where Devils Fear to Tread 10 Show

Teilnehmer:
(20) Bramymond - Professor Alastor - Human - Wizard: School of Divination 20
(20) Karrakasz - Esmeralda - Tabaxi - Bard: College of Lore 20
(20) JinxedBear - Célestin Deneuve - Eladrin - Cleric: Arcana Domain 20
(20) C0ldW0lf - Kaito - Shadar Kai - Monk: Way of the Long Death 20
(20) Zitzus - Pip Goldblatt - Halfling - Rouge: The Soulknife 20
(20) Echo - Darius Dynamis - Celestial - Wizard: School of Enchantment 20
Loot:
100.000gp
Magic Items: Deathshield (Defender Greatsword, made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield), Rod of the Pactkeeper +2 (This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal)
Consumables: Spellscroll of Gate, Potion of Longevity, Potion of Flight


Boon of Immortality
Illmater's Last
"Ilmater's Geschenk zeigt sich eher subtil, jenes Zeichen das die Abenteurer von dem gebrochenen Gott erhalten haben präsentiert sich in Form von Narben die nie wirklich verblassen und stetig ihre Form wechseln. Jene Narben erscheinen immer wieder neu, egal wie sehr auch versucht wird sie zu kaschieren. Die Träger von Ilmater's Last spüren nicht länger den Zahn der Zeit an ihren Körpern nagen, keine Krankheit wird sie holen aber dieses "Geschenk" kommt mit einem Preis. Die Träger sind für immer an das Leid des Multiversums gebunden, jenes Leid das jeden Winkel jeder Welt durchzieht.
Der Preis der Unsterblichkeit ist der weiter das Leid Anderer auf euch zu nehmen. Weiterzugehen, auch wenn sämtliche Kraft euch verlassen hat und Anderen eine Hand zur Hilfe zu reichen auch wenn ihr selbst gebrochen am Boden liegt. Eure Liebsten zu Grabe zu tragen und das Leid der Hinterbleibenden auf euch zu nehmen, wieder und wieder bis zum Ende der Zeit. Von nun an seid ihr Avatare, die der Hoffnung an eine glückliche Zukunft ohne Leid. Ein Lichtstrahl in der Finsternis für Alle die unerträgliches Leid erfahren haben."

Alastor's Spellbook -115 Show

Level Up:
1st Level: Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Sleep, Shield
2nd Level: Enlarge/Reduce, Levitate, Misty Step, Tasha's Mind Whip
3rd Level: Fireball, Fly, Hypnotic Pattern, Leomund's Tiny Hut
4th Level: Arcane Eye, Greater Invisibility, Otiluke's Resilient Sphere, Polymorph
5th Level: Bigby's Hand, Telekinesis, Teleportation Circle, Wall of Force
6th Level: Contingency, Disintegrate, Elminster's Effulgent Spheres, Scatter
7th Level: Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum
8th Level: Antimagic Field, Holy Star of Mystra, Maze, Power Word: Stun
9th Level: Foresight, Meteor Swarm, Shapechange, True Polymorph


Copying Spells into the Spellbook:
1st Level: Absorb Elements, Alarm, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tasha's Hideous Laughter, Unseen Servant, Tenser's Floating Disk, Thunderwave [11]
2nd Level: Arcane Lock, Blindness/Deafness, Darkvision, Enhance Ability, Gentle Repose, Gust of Wind, Hold Person, Invisibility, Knock, Locate Object, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Web [17]
3rd Level: Clairvoyance, Counterspell, Dispel Magic, Glyph of Warding, Haste, Intellect Fortress, Lightning Bolt, Major Image, Magic Circle, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Undead, Tongues, Water Breathing [18]
4th Level: Banishment, Dimension Door, Divination, Evard's Black Tentacles, Fire Shield, Galder's Speedy Courier, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Locate Creature, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Spellfire Storm, Summon Aberration, Watery Sphere [16]
5th Level: Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Songal's Elemental Suffusion, Steel Wind Strike, Summon Dragon [14]
6th Level: Arcane Gate, Chain Lightning, Globe of Invulnerability, Guards and Wards, Programmed Illusion, True Seeing [6]
7th Level: Forcecage, Mirage Arcane, Plane Shift, Sequester, Teleport [5]
8th Level: Demiplane, Mind Blank [2]
9th Level: Blade of Disaster, Gate, Invulnerability, Time Stop, Prismatic Wall, Wish [6]
Total: (11x50)+(17x200)+(18x300)+(16x2000)+(14x3000) = 83.350 gp
Scrolls purchased for Levels 1-5; Copy spells from books/scrolls for Levels 6-9.
Downtime: 115
Copying Spells into the Book: (11x1x50)+(17x2x50)+(18x3x50)+(16x4x50)+(14x5x50)+(6x6x50)+(5x7x50)+(2x8x50)+(6x9x50) = 18.700gp
Cost: 101.600gp


Components & Miscellaneous:
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x A jade circlet worth 1,500+ GP (Shapechange)
1x A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon; worth in total 15 gp (Mordenkainen's Magnificent Mansion)
3x Powdered ruby worth 4.500 gp (Simulacrum)
25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard]

2023-06-01 15:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Human (PhB'24)
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 12
Cha: 10

Class:

Wizard, School of Divination
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Religion
Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Background: Archeologist

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Skill Proficiencies: History, Religion
Origin Feat: Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice (replaced with both tool proficiencies)
Equipment: A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

2026-02-08 17:30 DDAL-DRWEP02 Wings of Death 10 Show

Loot:
100.000gp TOTAL
Bracers of Defense, Spellguard Shield, Ring of Earth Elemental Command
Spell Scroll: 1x Control Weather
Potions: 1x Cloud Giant Strength, 1x Supreme Healing
__
Story Awards:
Born from the Ashes. You befriended a juvenile phoenix who has brought joy, laughter, and fiery disaster into your life. The juvenile phoenix serves you as a mount, and while you are mounted upon it, you are immune to the creature’s Fire Form trait. If the juvenile phoenix dies, it returns to its parents’ lair, but can be summoned with the find steed spell.
The phoenix uses the "Fire Elemental" Stat Block. It has a flying speed of 50 feet.
The Kings Fate: You have captured King Hekaton.

2023-08-15 15:30 Purchase Log -1 Show Purchase

Buying:
1x Pearl worth 100gp (Identify component)
2x Potion of Healing (2d4+2) each worth 50gp
5x Charcoal, Incense, and Herbs each worth 10gp (Find Familiar components)
Spell Scrolls: Identify (75gp) - Copying Spells into the Book 50gp

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 10 Show

Teilnehmer:
(4) Bramymond - Prof. Alastor - Human - Wizard: School of Divination 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none


Loot:
375gp
Goggles of Night
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.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.


Consumables expended:
2x Potion of Healing (2d4+2)

2024-01-02 00:00 Purchase Log -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

2024-02-19 21:00 Purchase Log Show Purchase

1x Diamond (Revivify component) worth 300gp
2x Potion of Greater Healing (4d4+4) worth 100gp each

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 10 Show

Teilnehmer:
(8) Bramymond - Prof. Alastor - human - Wizard: School of Divination 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none


Loot:
1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.


Story Awards:
Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-04-15 19:55 DM Reward Show DM Log

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic 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 Intelligence 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 Power
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 charge 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.

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 20 Show

Teilnehmer:
(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor - Human - Wizard: School of Divination 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none


Loot:
12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
* Animal friendship (save DC 13)
* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* Speak with animals
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

2024-05-31 00:00 End-of-Season Service Rewards Show DM Log

Reward:

Price: 40 hours
...
Repeatable Reward
2024: 50th Anniversary, version 1.1
50.000gp
Rare Potions: 2x Invulnerability, 3x Heroism

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 10 Show

Teilnehmer:
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Divination 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None


Loot:
1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.


Consumables expended:
2x Potion of Greater Healing (4d4+4)

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome 10 Show

Teilnehmer:
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Divination 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.


Loot:
3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop


Consumables expended:
1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault Show DM Log

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2024-10-24 16:00 Purchase Log Show Purchase

Buying:
5x Potion: Superior Healing (8d4 + 8), 2.000gp each

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2025-06-09 18:00 DDHC-CM15 The Scrivener´s Tale 10000 10 Robe of Eyes, Ioun Stone of Awareness Show

Teilnehmer:
(16) Echo - Hobgoblin - Nat Mudnose - Battle Master 16 - Feywild West
(16) Bramymond - Prof. Alastor - Human- Wizard: School of Divination 16 - Harpers
(16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16 - none
(13) Karrakasz - Pether - Goliath - World Tree Barbarian 13 - Emerald Enclave
(16) Folk2k- Kass- Drow - Assassin 10 Warlock 6- Harper


Loot:
50.000gp (10.000gp/Person)
1x Spell Scroll: Conjure Fey
1x Potion of Fire Giant Strength

2025-06-14 12:00 DDHC-CM-16 Alkazaar's Appendix 9700 10 Carpet of Flying (3 x 5 ft.), Ring of Force Resistance Show

Teilnehmer:
(16) Karrakasz - Pether - Goliath - World Tree Barbarian 16 - Emerald Enclave
(16) Bramymond - Prof. Alastor - Human- Wizard: School of Divination 16 - Harpers
(16) JinxedBear - Catherine Deneuve - Scout Rogue 16 - Harpers
(16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16
(16) C0ldW0lf - Gracie Stafford - Sea Elf - Vengeance Paladin 16


Loot:
48.500gp (9.700gp/Person)
1x Spell Scroll: Wish
1x Charm: Balance, Mirage (each)
Tome of Leadership and Influence, Candle of Invocation (Mount Celestia), Carpet of Flying, 3 ft. × 5 ft., Ring of Lightning Resistance, Ring of Necrotic Resistance, Ring of Force Resistance, Staff of Healing, Wand of Lightning Bolts, Amulet of Health, Ring of Acid Resistance, Animated Shield, Wand of Polymorph, Staff of Withering, +2 Longbow


Consumables expended:
2x Potion: Heroism

2025-08-13 19:30 DDHC-TYP Tomb of Horrors 96788 10 Show

Gold: 96.788gp/Person
Potions: 4x Speed, 4x Greater Invisibility, 2x Longevity, 2x Vitality, 1x Diminuition
Spell Scrolls: 7x Misty Step, 1x Enervation, 1x Far Step, 2x Legend Lore, 2x Modify Memory
Magic Items: Bag of Devouring, Nolzur's Marvelous Pigments, Staff of Power, +3 Rod of the Pact Keeper, Ring of Psychic Resistance, Manual of Quickness of Action, Berserker Greataxe, Defender Dagger, Gem of Seeing, Ring of Protection, Spear of Backbiting, Glaive of Vengeance, +1 Flail

2025-11-09 14:00 Purchase Log -32000 Show Purchase

Buying:
1x Spell Scroll: Death Ward (2.000gp)
2x Spell Scroll: Mind Blank (30.000gp)

2026-01-22 20:00 DDAL09-20 Where Devils Fear to Tread 100000 10 Show

Teilnehmer:
(20) Bramymond - Professor Alastor - Human - Wizard: School of Divination 20
(20) Karrakasz - Esmeralda - Tabaxi - Bard: College of Lore 20
(20) JinxedBear - Célestin Deneuve - Eladrin - Cleric: Arcana Domain 20
(20) C0ldW0lf - Kaito - Shadar Kai - Monk: Way of the Long Death 20
(20) Zitzus - Pip Goldblatt - Halfling - Rouge: The Soulknife 20
(20) Echo - Darius Dynamis - Celestial - Wizard: School of Enchantment 20
Loot:
100.000gp
Magic Items: Deathshield (Defender Greatsword, made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield), Rod of the Pactkeeper +2 (This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal)
Consumables: Spellscroll of Gate, Potion of Longevity, Potion of Flight


Boon of Immortality
Illmater's Last
"Ilmater's Geschenk zeigt sich eher subtil, jenes Zeichen das die Abenteurer von dem gebrochenen Gott erhalten haben präsentiert sich in Form von Narben die nie wirklich verblassen und stetig ihre Form wechseln. Jene Narben erscheinen immer wieder neu, egal wie sehr auch versucht wird sie zu kaschieren. Die Träger von Ilmater's Last spüren nicht länger den Zahn der Zeit an ihren Körpern nagen, keine Krankheit wird sie holen aber dieses "Geschenk" kommt mit einem Preis. Die Träger sind für immer an das Leid des Multiversums gebunden, jenes Leid das jeden Winkel jeder Welt durchzieht.
Der Preis der Unsterblichkeit ist der weiter das Leid Anderer auf euch zu nehmen. Weiterzugehen, auch wenn sämtliche Kraft euch verlassen hat und Anderen eine Hand zur Hilfe zu reichen auch wenn ihr selbst gebrochen am Boden liegt. Eure Liebsten zu Grabe zu tragen und das Leid der Hinterbleibenden auf euch zu nehmen, wieder und wieder bis zum Ende der Zeit. Von nun an seid ihr Avatare, die der Hoffnung an eine glückliche Zukunft ohne Leid. Ein Lichtstrahl in der Finsternis für Alle die unerträgliches Leid erfahren haben."

Alastor's Spellbook -120865 -115 Show

Level Up:
1st Level: Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Sleep, Shield
2nd Level: Enlarge/Reduce, Levitate, Misty Step, Tasha's Mind Whip
3rd Level: Fireball, Fly, Hypnotic Pattern, Leomund's Tiny Hut
4th Level: Arcane Eye, Greater Invisibility, Otiluke's Resilient Sphere, Polymorph
5th Level: Bigby's Hand, Telekinesis, Teleportation Circle, Wall of Force
6th Level: Contingency, Disintegrate, Elminster's Effulgent Spheres, Scatter
7th Level: Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum
8th Level: Antimagic Field, Holy Star of Mystra, Maze, Power Word: Stun
9th Level: Foresight, Meteor Swarm, Shapechange, True Polymorph


Copying Spells into the Spellbook:
1st Level: Absorb Elements, Alarm, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tasha's Hideous Laughter, Unseen Servant, Tenser's Floating Disk, Thunderwave [11]
2nd Level: Arcane Lock, Blindness/Deafness, Darkvision, Enhance Ability, Gentle Repose, Gust of Wind, Hold Person, Invisibility, Knock, Locate Object, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Web [17]
3rd Level: Clairvoyance, Counterspell, Dispel Magic, Glyph of Warding, Haste, Intellect Fortress, Lightning Bolt, Major Image, Magic Circle, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Undead, Tongues, Water Breathing [18]
4th Level: Banishment, Dimension Door, Divination, Evard's Black Tentacles, Fire Shield, Galder's Speedy Courier, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Locate Creature, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Spellfire Storm, Summon Aberration, Watery Sphere [16]
5th Level: Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Songal's Elemental Suffusion, Steel Wind Strike, Summon Dragon [14]
6th Level: Arcane Gate, Chain Lightning, Globe of Invulnerability, Guards and Wards, Programmed Illusion, True Seeing [6]
7th Level: Forcecage, Mirage Arcane, Plane Shift, Sequester, Teleport [5]
8th Level: Demiplane, Mind Blank [2]
9th Level: Blade of Disaster, Gate, Invulnerability, Time Stop, Prismatic Wall, Wish [6]
Total: (11x50)+(17x200)+(18x300)+(16x2000)+(14x3000) = 83.350 gp
Scrolls purchased for Levels 1-5; Copy spells from books/scrolls for Levels 6-9.
Downtime: 115
Copying Spells into the Book: (11x1x50)+(17x2x50)+(18x3x50)+(16x4x50)+(14x5x50)+(6x6x50)+(5x7x50)+(2x8x50)+(6x9x50) = 18.700gp
Cost: 101.600gp


Components & Miscellaneous:
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x A jade circlet worth 1,500+ GP (Shapechange)
1x A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon; worth in total 15 gp (Mordenkainen's Magnificent Mansion)
3x Powdered ruby worth 4.500 gp (Simulacrum)
25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard]

2023-06-01 15:00 Charakter Creation 25 Arcane Grimoire +1 Show

Race:

(Tasha's Customizing Origin)
Human (PhB'24)
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 12
Cha: 10

Class:

Wizard, School of Divination
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Religion
Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Background: Archeologist

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Skill Proficiencies: History, Religion
Origin Feat: Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice (replaced with both tool proficiencies)
Equipment: A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

2026-02-08 17:30 DDAL-DRWEP02 Wings of Death 20000 10 Show

Loot:
100.000gp TOTAL
Bracers of Defense, Spellguard Shield, Ring of Earth Elemental Command
Spell Scroll: 1x Control Weather
Potions: 1x Cloud Giant Strength, 1x Supreme Healing
__
Story Awards:
Born from the Ashes. You befriended a juvenile phoenix who has brought joy, laughter, and fiery disaster into your life. The juvenile phoenix serves you as a mount, and while you are mounted upon it, you are immune to the creature’s Fire Form trait. If the juvenile phoenix dies, it returns to its parents’ lair, but can be summoned with the find steed spell.
The phoenix uses the "Fire Elemental" Stat Block. It has a flying speed of 50 feet.
The Kings Fate: You have captured King Hekaton.

2023-08-15 15:30 Purchase Log -375 -1 Show Purchase

Buying:
1x Pearl worth 100gp (Identify component)
2x Potion of Healing (2d4+2) each worth 50gp
5x Charcoal, Incense, and Herbs each worth 10gp (Find Familiar components)
Spell Scrolls: Identify (75gp) - Copying Spells into the Book 50gp

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 75 10 Ring of Swimming, Goggles of Night Show

Teilnehmer:
(4) Bramymond - Prof. Alastor - Human - Wizard: School of Divination 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none


Loot:
375gp
Goggles of Night
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.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.


Consumables expended:
2x Potion of Healing (2d4+2)

2024-01-02 00:00 Purchase Log -2475 -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

2024-02-19 21:00 Purchase Log -500 Show Purchase

1x Diamond (Revivify component) worth 300gp
2x Potion of Greater Healing (4d4+4) worth 100gp each

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 276 10 Robe of Scintillating Colors Show

Teilnehmer:
(8) Bramymond - Prof. Alastor - human - Wizard: School of Divination 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none


Loot:
1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.


Story Awards:
Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-04-15 19:55 DM Reward 20000 Tome of Clear Thought, Staff of Power Show DM Log

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic 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 Intelligence 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 Power
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 charge 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.

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Longsword +1 of Plant Slaying, Ring of Protection, Ring of Animal Influence, Ring of Fire Resistance, Bracers of Defense, Gloves of Missile Snaring, Amulet of Protection from Turning, Bracelet of Rock Magic, Eagle Whistle, Wand of Lightning Bolts, Balance of Harmony, Mirror of the Past, Periapt of Wound Closure, Rod of the Pact Keeper, +1, Berserker Axe +2 Show

Teilnehmer:
(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor - Human - Wizard: School of Divination 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none


Loot:
12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
* Animal friendship (save DC 13)
* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* Speak with animals
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

2024-05-31 00:00 End-of-Season Service Rewards 50000 Show DM Log

Reward:

Price: 40 hours
...
Repeatable Reward
2024: 50th Anniversary, version 1.1
50.000gp
Rare Potions: 2x Invulnerability, 3x Heroism

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 351 10 Ring of Telekinesis Show

Teilnehmer:
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Divination 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None


Loot:
1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.


Consumables expended:
2x Potion of Greater Healing (4d4+4)

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome -250 10 Iron Bands of Bilarro, Censer of Controlling Air Elementals Show

Teilnehmer:
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Divination 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.


Loot:
3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop


Consumables expended:
1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 Scale Mail +1, Shortsword +1, Battleaxe +1, Gloves of Thievery, Ring of Evasion, Atlas of Endless Horizons Show DM Log

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2024-10-24 16:00 Purchase Log -10000 Show Purchase

Buying:
5x Potion: Superior Healing (8d4 + 8), 2.000gp each