Prof. Alastor Jones

Season:
Forgotten Realms
Race:
Variant Human (PhB)
Class:
Wizard: School of Conjuration
Background:
Archeologist
Lifestyle:
Comfortable
Current Level:
17
Total GP:
161930.98
Total Downtime:
147
Tag:
CM
Faction:
Harpers
Faction Rank:
Wise Owl (rank 4)
Magic Item Count:
15
Magic Item Limit:
10
Wand of Fireballs,
Goggles of Night,
Ring of Spell Storing,
Bracers of Defense,
Tome of Clear Thought,
Staff of Power,
Ring of Shooting Stars,
Ring of Telekinesis,
Atlas of Endless Horizons,
Wand of Lightning Bolts,
Mirror of the Past,
Manual of Golems,
Apparatus of Kwalish,
Robe of the Archmagi (White),
Planecaller's Codex,
Arcane Grimoir, +3

Log Entries

Date Played Adventure Title Session Levels GP ▲ Downtime Magic Items
2025-01-04 17:30 Spellcasting Show

Contingency

Level 6 - Abjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-incrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
...
Trigger: If I am targeted by a spell or an effect, that would reduce me to 0 hit-points or instantly kill or destory me
Effect: Cast Otiluke's Resilient Sphere
...
Otiluke's Resilient Sphere
Level 4 - Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.

Simulacrum

7th-Level Illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Consumable expended:
1x Powdered ruby worth 1.500 gp

2025-01-02 14:00 Downtime: Catching up 4 -40 Show

Charakter Changes:

Level up - Wizard level 14
...
Spells known:
Level 11. Disintegrate, Scatter
Level 12. Summon Fiend, Tasha's Bubbling Cauldron
Level 13. Crown of Stars, Mordenkainen's Magnificent Mansion
Level 14. Reverse Gravity, Simulacrum
...
ASI - Feat 12th Level: War Caster
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
...
Level 14: Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

2024-09-17 00:20 Trade Log -5 Berserker Axe +2 > Spear of Backbiting Show Trade Log

Leodithas Crown [https://www.adventurersleaguelog.com/users/44297/characters/107478]
Berserker Axe, +2 > Spear of Backbiting

Giving:

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.

Receiving:

Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

2023-08-01 23:00 Downtime: Catching up 1 Show

Charakter Changes:

Level up - Wizard level 4
ASI - Feat: Keen Mind
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study Action as a Bonus Action.
Spells known: Knock, Tasha's Mind Whip

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 3 1 30 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2025-01-04 17:30 Spellcasting Show

Contingency

Level 6 - Abjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-incrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
...
Trigger: If I am targeted by a spell or an effect, that would reduce me to 0 hit-points or instantly kill or destory me
Effect: Cast Otiluke's Resilient Sphere
...
Otiluke's Resilient Sphere
Level 4 - Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.

Simulacrum

7th-Level Illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Consumable expended:
1x Powdered ruby worth 1.500 gp

2025-01-02 14:00 Downtime: Catching up -40 Show

Charakter Changes:

Level up - Wizard level 14
...
Spells known:
Level 11. Disintegrate, Scatter
Level 12. Summon Fiend, Tasha's Bubbling Cauldron
Level 13. Crown of Stars, Mordenkainen's Magnificent Mansion
Level 14. Reverse Gravity, Simulacrum
...
ASI - Feat 12th Level: War Caster
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
...
Level 14: Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

2024-09-17 00:20 Trade Log -5 Show Trade Log

Leodithas Crown [https://www.adventurersleaguelog.com/users/44297/characters/107478]
Berserker Axe, +2 > Spear of Backbiting

Giving:

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.

Receiving:

Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

2023-08-01 23:00 Downtime: Catching up Show

Charakter Changes:

Level up - Wizard level 4
ASI - Feat: Keen Mind
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study Action as a Bonus Action.
Spells known: Knock, Tasha's Mind Whip

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 3 30 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin

Date Played Adventure Title Session XP GP ▲ Downtime Renown Magic Items
2025-01-04 17:30 Spellcasting Show

Contingency

Level 6 - Abjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-incrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
...
Trigger: If I am targeted by a spell or an effect, that would reduce me to 0 hit-points or instantly kill or destory me
Effect: Cast Otiluke's Resilient Sphere
...
Otiluke's Resilient Sphere
Level 4 - Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.

Simulacrum

7th-Level Illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Consumable expended:
1x Powdered ruby worth 1.500 gp

2025-01-02 14:00 Downtime: Catching up -40 Show

Charakter Changes:

Level up - Wizard level 14
...
Spells known:
Level 11. Disintegrate, Scatter
Level 12. Summon Fiend, Tasha's Bubbling Cauldron
Level 13. Crown of Stars, Mordenkainen's Magnificent Mansion
Level 14. Reverse Gravity, Simulacrum
...
ASI - Feat 12th Level: War Caster
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
...
Level 14: Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

2024-09-17 00:20 Trade Log -5 Berserker Axe +2 > Spear of Backbiting Show Trade Log

Leodithas Crown [https://www.adventurersleaguelog.com/users/44297/characters/107478]
Berserker Axe, +2 > Spear of Backbiting

Giving:

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.

Receiving:

Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

2023-08-01 23:00 Downtime: Catching up Show

Charakter Changes:

Level up - Wizard level 4
ASI - Feat: Keen Mind
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study Action as a Bonus Action.
Spells known: Knock, Tasha's Mind Whip

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 3 30 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin