Prof. Alastor Jones

Season:
Forgotten Realms
Race:
Variant Human (PhB)
Class:
Wizard: School of Conjuration
Background:
Archeologist
Lifestyle:
Comfortable
Current Level:
15
Total GP:
74942.98
Total Downtime:
87
Tag:
CM
Faction:
Harpers
Faction Rank:
Brightcandle (rank 3)
Magic Item Count:
16
Magic Item Limit:
6
Arcane Grimoire +1,
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),
Ring of Force Resistance,
Arcane Grimoir, +3

Log Entries

Date Played Adventure Title ▼ Session Levels GP Downtime Magic Items
2024-10-24 16:00 Purchase Log -25667.52 Show Purchase

Buying:
5x Potion of Supreme Healing, for 5.000gp each
Mundane Items:
10x Antitoxin, for 50gp each
2x Caltrops, for 1gp each
1x Healer's kit, for 5gp
1x Ink, for 10gp
1x Ink pen, for 2cp
5x Oil, for 1sp each
500x Paper, for 100gp total
10x Perfume, for 5gp each

2024-06-01 20:00 Purchase Log -22500 -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
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)

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.

2024-06-19 18:00 Purchase Log -11925 -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

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

2025-01-04 17:00 Purchase Log -16965 -20 Show Purchase

Copying Spells into the Spellbook

6th Level: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing (1800gp)
7th Level: Forcecage, Plane Shift, Sequester, Teleport (1400gp)
Total: 3200gp
Downtime: 20
...
4x Potion: Superior Healing (8d4 + 8), 1.000gp each
1x A gilded ladle worth 500 gp (Tasha's Bubbling Cauldron)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x Powdered ruby worth 1.500 gp (Simulacrum)
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)
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]

2024-02-22 12:00 Purchase Log -10075 -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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

2024-01-02 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)

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

Spellbook Planer Show

Spells planned from Spellbook/Scroll drops:
8th Level: Mind Blank (400gp)
9th Level: Gate, Meteor Swarm, Prismatic Wall, Time Stop, Wish (2.250gp)
Total: 2.650gp
Downtime: 12

2025-02-28 01:00 Keys from the Golden Vault - Fire and Darkness 48730 Arcane Grimoir, +3, Rope of Entanglement, Mace of Terror, Bronze Griffon Figurine of Wondrous Power, Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre) Show DM Log

Teilnehmer:

(12) Karrakasz - Nemos Ladis - Earth Genasi - Oath of Glory Paladin 12 - none
(16) JinxedBear - Carlos Martínez - Human - Draconic Sorcerer 16 - Harpers
(13) Raimundo_O - Elenara of the Yellow Angels - High Elf - Twilight Domain Cleric 10 / Stars Druid 3 - Order of the Gauntlet
(16) Echo - Hiro Mareo und natürlich Pebble - Tabaxi (Kitsune) - Battlesmith (Golemancer) Artificer 16 - Samsara
(11) C0ldW0lf - Sophurr Ri'ing - Orc - Life Cleric 11 - Order of the Gauntlet

Playtime:

No Time
Rewarded: As if you were a Player

Loot:

48.730gp
1x Potion of Fire Resistance
...
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Adventure Rewards:

For the Golden Vault
Arcane Grimoir, +3
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

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

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.

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

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.

2023-08-01 22:10 DM Reward 0 2500 Wand of Fireballs Show DM Log

Reward:

Price: 10 hours
...
2500gp
Wand of Fireballs
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 fireball 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.
Notes: Spellcaster, Damage, Combat

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 1 800 10 Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat, Bracers of Defense, Longtooth - Giant Slayer Shortsword, Eyes of Minute Seeing, Folding Boat, Periapt of Proof against Poison Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

2024-02-21 18:00 DDHC-TYP White Plume Mountain 1 11207 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Ring of Protection, Ring of Spell Storing Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Wand of Lightning Bolts, 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, 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 Jones - V.human - Wizard: School of Conjuration 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.

Date Played Adventure Title ▼ Tier Session ACP TCP Downtime Renown
2024-10-24 16:00 Purchase Log Show Purchase

Buying:
5x Potion of Supreme Healing, for 5.000gp each
Mundane Items:
10x Antitoxin, for 50gp each
2x Caltrops, for 1gp each
1x Healer's kit, for 5gp
1x Ink, for 10gp
1x Ink pen, for 2cp
5x Oil, for 1sp each
500x Paper, for 100gp total
10x Perfume, for 5gp each

2024-06-01 20:00 Purchase Log -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
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)

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.

2024-06-19 18:00 Purchase Log -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

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

2025-01-04 17:00 Purchase Log -20 Show Purchase

Copying Spells into the Spellbook

6th Level: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing (1800gp)
7th Level: Forcecage, Plane Shift, Sequester, Teleport (1400gp)
Total: 3200gp
Downtime: 20
...
4x Potion: Superior Healing (8d4 + 8), 1.000gp each
1x A gilded ladle worth 500 gp (Tasha's Bubbling Cauldron)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x Powdered ruby worth 1.500 gp (Simulacrum)
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)
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]

2024-02-22 12:00 Purchase Log -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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

2024-01-02 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)

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

Spellbook Planer Show

Spells planned from Spellbook/Scroll drops:
8th Level: Mind Blank (400gp)
9th Level: Gate, Meteor Swarm, Prismatic Wall, Time Stop, Wish (2.250gp)
Total: 2.650gp
Downtime: 12

2025-02-28 01:00 Keys from the Golden Vault - Fire and Darkness Show DM Log

Teilnehmer:

(12) Karrakasz - Nemos Ladis - Earth Genasi - Oath of Glory Paladin 12 - none
(16) JinxedBear - Carlos Martínez - Human - Draconic Sorcerer 16 - Harpers
(13) Raimundo_O - Elenara of the Yellow Angels - High Elf - Twilight Domain Cleric 10 / Stars Druid 3 - Order of the Gauntlet
(16) Echo - Hiro Mareo und natürlich Pebble - Tabaxi (Kitsune) - Battlesmith (Golemancer) Artificer 16 - Samsara
(11) C0ldW0lf - Sophurr Ri'ing - Orc - Life Cleric 11 - Order of the Gauntlet

Playtime:

No Time
Rewarded: As if you were a Player

Loot:

48.730gp
1x Potion of Fire Resistance
...
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Adventure Rewards:

For the Golden Vault
Arcane Grimoir, +3
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

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

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.

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

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.

2023-08-01 22:10 DM Reward Show DM Log

Reward:

Price: 10 hours
...
2500gp
Wand of Fireballs
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 fireball 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.
Notes: Spellcaster, Damage, Combat

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 10 Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

2024-02-21 18:00 DDHC-TYP White Plume Mountain 10 Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

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 Jones - V.human - Wizard: School of Conjuration 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.

Date Played Adventure Title ▼ Session XP GP Downtime Renown Magic Items
2024-10-24 16:00 Purchase Log -25667.52 Show Purchase

Buying:
5x Potion of Supreme Healing, for 5.000gp each
Mundane Items:
10x Antitoxin, for 50gp each
2x Caltrops, for 1gp each
1x Healer's kit, for 5gp
1x Ink, for 10gp
1x Ink pen, for 2cp
5x Oil, for 1sp each
500x Paper, for 100gp total
10x Perfume, for 5gp each

2024-06-01 20:00 Purchase Log -22500 -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
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)

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.

2024-06-19 18:00 Purchase Log -11925 -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

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

2025-01-04 17:00 Purchase Log -16965 -20 Show Purchase

Copying Spells into the Spellbook

6th Level: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing (1800gp)
7th Level: Forcecage, Plane Shift, Sequester, Teleport (1400gp)
Total: 3200gp
Downtime: 20
...
4x Potion: Superior Healing (8d4 + 8), 1.000gp each
1x A gilded ladle worth 500 gp (Tasha's Bubbling Cauldron)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x Powdered ruby worth 1.500 gp (Simulacrum)
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)
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]

2024-02-22 12:00 Purchase Log -10075 -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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

2024-01-02 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)

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

Spellbook Planer Show

Spells planned from Spellbook/Scroll drops:
8th Level: Mind Blank (400gp)
9th Level: Gate, Meteor Swarm, Prismatic Wall, Time Stop, Wish (2.250gp)
Total: 2.650gp
Downtime: 12

2025-02-28 01:00 Keys from the Golden Vault - Fire and Darkness 48730 Arcane Grimoir, +3, Rope of Entanglement, Mace of Terror, Bronze Griffon Figurine of Wondrous Power, Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre) Show DM Log

Teilnehmer:

(12) Karrakasz - Nemos Ladis - Earth Genasi - Oath of Glory Paladin 12 - none
(16) JinxedBear - Carlos Martínez - Human - Draconic Sorcerer 16 - Harpers
(13) Raimundo_O - Elenara of the Yellow Angels - High Elf - Twilight Domain Cleric 10 / Stars Druid 3 - Order of the Gauntlet
(16) Echo - Hiro Mareo und natürlich Pebble - Tabaxi (Kitsune) - Battlesmith (Golemancer) Artificer 16 - Samsara
(11) C0ldW0lf - Sophurr Ri'ing - Orc - Life Cleric 11 - Order of the Gauntlet

Playtime:

No Time
Rewarded: As if you were a Player

Loot:

48.730gp
1x Potion of Fire Resistance
...
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Adventure Rewards:

For the Golden Vault
Arcane Grimoir, +3
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

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

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.

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

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.

2023-08-01 22:10 DM Reward 2500 Wand of Fireballs Show DM Log

Reward:

Price: 10 hours
...
2500gp
Wand of Fireballs
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 fireball 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.
Notes: Spellcaster, Damage, Combat

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 800 10 Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat, Bracers of Defense, Longtooth - Giant Slayer Shortsword, Eyes of Minute Seeing, Folding Boat, Periapt of Proof against Poison Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

2024-02-21 18:00 DDHC-TYP White Plume Mountain 11207 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Ring of Protection, Ring of Spell Storing Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Wand of Lightning Bolts, 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, 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 Jones - V.human - Wizard: School of Conjuration 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.
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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.