Zoey Fortescue Character Sheet

Season:
13
Race:
Aasimar
Class:
Necromancy Wizard
Background:
Investigator
Lifestyle:
Aristocratic
Current Level:
10
Total GP:
782.33
Total Downtime:
40
Tag:
Faction:
Shadow Angel Order of Crusading Knights
Faction Rank:
Notorious (rank 2)
Magic Item Count:
4
Magic Item Limit:
3
Portable Hole,
Bag of Holding,
Death's Head (Mace of Disruption),
Ring of Fire Resistance,
Flame Tongue Long Sword,
Iron Bands of Bilarro,
Censer of Controlling Air Elementals,
Tentacle Rod

Log Entries

Date Played ▲ Adventure Title Session Levels GP Downtime Magic Items
2023-03-30 15:47 Character Creation 4 Bag of Holding Show

Variant Human
FEAT:
Keen mind: You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

School of Necromancy Wizard Level 5

Additional Wizard Spells (1st level):The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
Cantrip Booming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.)
1st Tasha’s caustic brew * (evoc.)
2nd Augury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.)
3rd Intellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.)
4th Divination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.)
6th Summon fiend * (conj.), Tasha’s otherworldly guise * (trans.)
7th Dream of the blue veil * (conj.)
9th Blade of disaster * (conj.)
Show More
Hit Points
1st level
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies (1st level)
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Investigation; History

Spellcasting (1st level): As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus: You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

YOUR SPELLBOOK

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Recovery (1st level): You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition (2nd level): When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

CHOSEN: School of Necromancy

Necromancy Savant (2nd level): Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest (2nd level): At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Cantrip Formulas (3rd level): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Feat: Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from:

Intelligence - Wizard
Your spellcasting ability for this cantrip is Intelligence.
Spell: Shocking Grasp

Ability Scores

Point Buy (POINTS REMAINING 0 / 27)
STRENGTH 9; TOTAL: 9
DEXTERITY 15; TOTAL: 16
CONSTITUTION 12; TOTAL: 12
INTELLIGENCE 14; TOTAL: 16
WISDOM 10: TOTAL: 10
CHARISMA 12; TOTAL: 12

Ability Score Increase (Variant Human): Intelligence Score; Dexterity Score

Origin Languages (Variant Human; Replaces Languages): Common, Draconic

Background: Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

Skill Proficiencies: Insight; Perception
Tool Proficiencies:Disguise Kit, Thieves' Tools
Official Inquiry (Background Feature): You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Character Details
Hair: Red
Skin: Fair
Eyes: Steel Grey
Height: 1,70
Weight (lbs): 120
Age (Years): 19
Gender: Female

Personality
Ideals: I’m quick to jump to extreme solutions. Why risk a lesser option not working?; Nothing is more important than life, and I never leave anyone in danger.
Balance. I strive to counter the deeds of someone for whom I feel responsible.
Bond: I owe much to my vanished mentor. I seek to continue their work even as I search to find them.
FLAWS: I’m especially superstitious

2023-04-30 19:32 Purchase Log -10 Show Purchase

Components for "Find Familiar" x1 (used immediately)

2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure 1 90 10 Portable Hole Show

Jarro (IneverExist)
Equilius (Brennjie)
Logan Miharian (Bramymond)
Ryld_2 (happy)
Noriel (Arikatzi020)

======

Portable Hole
Wondrous item, rare, Table D

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide.

======

Potion of Healing (USED)

=======

Potion of Heroism
Potion (?)

======

-150 Gold for Lighning Bolt from Jarro's Spellbook

======

2023-05-02 01:57 Purchase Log -40 Show Purchase

Components for "Find Familiar" x 4

1x Used immediately
1x used in "CCC-GHC-BK1-02 - The Tithes That Bind"

2023-05-02 01:58 Catching up 1 -10 Show

Wizard lvl 7

2023-05-18 20:36 Purchase Log -10 Show Purchase

2 Healer's Kit

2023-05-20 18:30 CCC-GHC-BK1-02 - The Tithes That Bind 1 833.33 10 Death's Head (Mace of Disruption) Show

Players:

(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(6) Ineverexist - Auron Stormbound - Aaracokra - Ranger Gloomstalker 6
(7) TimoL - Zoey Fortescue - Necromancy Wizard 7 - Harper
(6) Cyrodiil - Eli - Spring Eladrin - Bard 6 - none
(9) JinxedBear - Morgan Francis Rackham - Human (T.C.L) - Inquisitive Rogue 6, Battle Master Fighter 3 - Harpers

ITEMS:

Spell Scroll Lvl 4: Dimension Door

======

Potion of Healing, Greater

======

Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement), Table G
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.

======

Mardin's Spellbook
Mundane Item
The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man.
Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114).
Mardin's spellbook contains the following spells:
1st level: fog cloud, mage armor, magic missile
2nd level: blindness/deafness, Melf's acid arrow, see invisibility
3rd level: animate dead, fireball, counterspell
4th level: vitriolic sphere

======

Champion of All Souls
You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you.
Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.

======

2023-05-21 00:32 Catching up 1 -10 Show

Wizard 9

2023-05-21 00:57 Rebuid! Show

Race:

Aasimar; Origin manager: Dex+1 / Int +2

Ability Scores

Point Buy (Points Remaining: 0/27)
Srength: 9 | 9
Dxterity: 15 | 16 (+1 Aasimar Origin Manager)
Constitution:12 | 12
Intelligence: 14 | 18 (+2 Aasimar Origin Manager; +1 Skill Expert; +1 Telepathic
Wisdom: 10 | TAL: 10
Charisma: 12 | TOTAL: 12

Class:

Necromancy Wizard 9
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Intelligence, Wisdom
Skills: Investigation; Arcana

Spell Book Progression:

Wizard LVL 1:
-Cantrip:
Fire Bolt
Mind Sliver
Toll the Dead
- 1st
Absorb Elements
Find Familiar
Mage Armor
Shield
Magic Missile
Witch Bolt

Wizard LVl 2:
Lvl 1 Spells:
Burning Hands
Detect Magic

Wizard Lvl LVL 3:
Lvl 2 Spells:
Misty Step
Shatter

Wizard Lvl 4:
Lvl 1 Spells:
Ice Knife
Identify

Wizard Lvl 5:
Lvl 3 Spells:
Counterspell
Haste

Wizard Lvl 6:
Lvl 3 Spells:
Life Transference
Vampiric Touch
Animate Dead (CLASS AUTOMATIC ADD)

Wizard Lvl 7:
Lvl 4 Spells:
Blight
Dimension Door

Wizard Lvl 8:
Lvl 2 Spells:
Invisibility
Lvl 3 Spells:
Magic circle

Wizard Lvl 9:
- 5th
Danse Macabre
Wall of Force

Added by copying:
2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure: Lightning Bolt from Jarro

Feats:

Creation:

AL Feat: Tough

*Lvl 4: *

Skill Expert (TCoE, pg. 80)
You gain proficiency in a skill. You also gain expertise in a skill which you are already proficient in.
Profciency: Medicine
Expertise: Perception
Attribute Raise: Intelligence Score

Lvl 8:

Telekinetic (TCoE, pg. 81)
You learn the mage hand cantrip, and can cast it without verbal or somatic components and make the spectral hand invisible. If you already know this spell, its range increases by 30 ft. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. When you do so, the target must succeed on a Strength saving throw (DC 12 + the ability modifier of the score increased by this feat) or be moved 5 ft. toward or away from you. A creature can willingly fail this save.

Intelligence
Increase your Intelligence score by 1, to a maximum of 20. The spell’s spellcasting ability is Intelligence.

Telekinetic: Shove: 1 Bonus Action
Mage Hand(Cantrip)

Background:

Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

  • Language: Draconic
  • Skill Proficiencies: Insight, Perception
  • Tool Proficiencies:Disguise Kit, Thieves' Tools

Official Inquiry (Background Feature)
You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

2023-05-21 02:58 Purchase Log -300 Show Purchase

1x for Identify: A pearl worth at least 100 gp (remains)
2x for Magic Circle: (Holy water OR powdered silver) AND** iron** worth at least 100 gp (consumed on use)

2023-05-24 21:00 DDAL08-08 Crypt of the Dark Kiss 1 -550 10 Ring of Fire Resistance Show

Players:

(7) Yaidz - Blaze Cindercoal - TCL (Half Fire Genasi/Drow) - Ranger 7
(10) happy - Zhartus - Tiefling - Warlock (Celestial Patron) 10 - none
(6) Arikatzi020 - Nyx Vulpin - Shifter - Bladesinging Wizard lvl 6 - Harpers
(9) TimoL - Zoey Fortescue - Necromancy Hunter Wizard 9 - Harpers
(8) Norgai - Manny Lepundo - Harengon - Swarmkeeper Ranger 8 - none

Magic Items Looted:

Ring of Fire Resistance
Ring, Major, Rare (Requires Attunement)
Table G, Tier 2-4, 20 TCP
You have resistance to fire damage while wearing this ring.

This simple ring of twisted brass wire is warm to the touch.

Copied from Nyx:

Absorb Elements (1)
Feather Fall (1)
Mirror Image (2)
Levitate (2)
Knock (2)
See invisibility(2)
Spirit Shroud (3)
Fire Ball (3)
Slow(3)
Banishment (4)
Greater Invisibility (4)
Stoneskin (4)
Cost total: 1550

2023-06-04 20:00 DDAL00-02D Echoes of the Weeping War 433 10 Flame Tongue Long Sword Show

Flame Tongue Long Sword
Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

===========

Potion, very rare

This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

============

Scroll of lesser Restoration (lvl 5)

==============

Scroll of Firehall (Lvl 5)

2024-04-27 16:31 Purchase Log -400 Show Purchase

4x Potion of Healing, Greater (100Gold each)

2024-08-07 17:30 DDHC-CM Zikran's Xephyrean Tome 0 736 10 Iron Bands of Bilarro, Censer of Controlling Air Elementals Show
  • Tagebuch von Zikran

Expenses:
Clothing, cold weather; 10 gp - 5 lb.
Crampons (2); 2 gp - 1/4 lb.
Snowshoes; 2 gp - 4 lb.

== Loot

Iron Bands of Bilarro
Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.


Potion of Healing, greater x2


Censer of Controlling Air Elementals
Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

2024-09-01 21:30 CCC-GHC-BK1-03 - The Darkest Knight v1.2 0 10 Tentacle Rod Show

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Magic Items & Consumables Show

== Magic Items Worn
- Portable Hole
- Bag of Holding

== Magic Items Stored:
- Death's Head (Mace of Disruption)
- Mardin's Spellbook
- Flame Tongue Long Sword
- Iron Bands of Bilarro
- Censer of Controlling Air Elementals
- Tentacle Rod

== Consumable Item worn
- Potion of Healing, Greater
- Potion of Healing, Greater
- Potion of Heroism
- Healer's Kit

==Consumable Items Stored
- Healer's Kit

== Scrolls Stored
- Spell Scroll Lvl 4: Dimension Door

== Components:
- 1x Pearl (worth 100 GP)
- 2x Powdered Silver and Iron (100GP/Use)

== Spellbook

Cantrip:
-Cantrip:
Fire Bolt
Mind Sliver
Toll the Dead
Prestidigitation

Wizard LVL 1:
Absorb Elements
Find Familiar
Mage Armor
Shield
Magic Missile
Witch Bolt

Wizard LVl 2:
Lvl 1 Spells:
Burning Hands
Detect Magic

Wizard Lvl LVL 3:
Lvl 2 Spells:
Misty Step
Shatter

Wizard Lvl 4:
Lvl 1 Spells:
Ice Knife
Identify
Greater invisibility

Wizard Lvl 5:
Lvl 3 Spells:
Counterspell
Haste

Wizard Lvl 6:
Lvl 3 Spells:
Life Transference
Vampiric Touch
Animate Dead (CLASS AUTOMATIC ADD)

Wizard Lvl 7:
Lvl 4 Spells:
Blight
Dimension Door

Wizard Lvl 8:
Lvl 2 Spells:
Invisibility
Lvl 3 Spells:
Magic circle

Wizard Lvl 9:
- 5th
Danse Macabre
Wall of Force

Added by copying:
2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure: Lightning Bolt from Jarro

Date Played ▲ Adventure Title Tier Session ACP TCP Downtime Renown
2023-03-30 15:47 Character Creation Show

Variant Human
FEAT:
Keen mind: You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

School of Necromancy Wizard Level 5

Additional Wizard Spells (1st level):The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
Cantrip Booming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.)
1st Tasha’s caustic brew * (evoc.)
2nd Augury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.)
3rd Intellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.)
4th Divination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.)
6th Summon fiend * (conj.), Tasha’s otherworldly guise * (trans.)
7th Dream of the blue veil * (conj.)
9th Blade of disaster * (conj.)
Show More
Hit Points
1st level
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies (1st level)
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Investigation; History

Spellcasting (1st level): As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus: You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

YOUR SPELLBOOK

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Recovery (1st level): You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition (2nd level): When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

CHOSEN: School of Necromancy

Necromancy Savant (2nd level): Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest (2nd level): At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Cantrip Formulas (3rd level): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Feat: Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from:

Intelligence - Wizard
Your spellcasting ability for this cantrip is Intelligence.
Spell: Shocking Grasp

Ability Scores

Point Buy (POINTS REMAINING 0 / 27)
STRENGTH 9; TOTAL: 9
DEXTERITY 15; TOTAL: 16
CONSTITUTION 12; TOTAL: 12
INTELLIGENCE 14; TOTAL: 16
WISDOM 10: TOTAL: 10
CHARISMA 12; TOTAL: 12

Ability Score Increase (Variant Human): Intelligence Score; Dexterity Score

Origin Languages (Variant Human; Replaces Languages): Common, Draconic

Background: Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

Skill Proficiencies: Insight; Perception
Tool Proficiencies:Disguise Kit, Thieves' Tools
Official Inquiry (Background Feature): You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Character Details
Hair: Red
Skin: Fair
Eyes: Steel Grey
Height: 1,70
Weight (lbs): 120
Age (Years): 19
Gender: Female

Personality
Ideals: I’m quick to jump to extreme solutions. Why risk a lesser option not working?; Nothing is more important than life, and I never leave anyone in danger.
Balance. I strive to counter the deeds of someone for whom I feel responsible.
Bond: I owe much to my vanished mentor. I seek to continue their work even as I search to find them.
FLAWS: I’m especially superstitious

2023-04-30 19:32 Purchase Log Show Purchase

Components for "Find Familiar" x1 (used immediately)

2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure 10 Show

Jarro (IneverExist)
Equilius (Brennjie)
Logan Miharian (Bramymond)
Ryld_2 (happy)
Noriel (Arikatzi020)

======

Portable Hole
Wondrous item, rare, Table D

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide.

======

Potion of Healing (USED)

=======

Potion of Heroism
Potion (?)

======

-150 Gold for Lighning Bolt from Jarro's Spellbook

======

2023-05-02 01:57 Purchase Log Show Purchase

Components for "Find Familiar" x 4

1x Used immediately
1x used in "CCC-GHC-BK1-02 - The Tithes That Bind"

2023-05-02 01:58 Catching up -10 Show

Wizard lvl 7

2023-05-18 20:36 Purchase Log Show Purchase

2 Healer's Kit

2023-05-20 18:30 CCC-GHC-BK1-02 - The Tithes That Bind 10 Show

Players:

(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(6) Ineverexist - Auron Stormbound - Aaracokra - Ranger Gloomstalker 6
(7) TimoL - Zoey Fortescue - Necromancy Wizard 7 - Harper
(6) Cyrodiil - Eli - Spring Eladrin - Bard 6 - none
(9) JinxedBear - Morgan Francis Rackham - Human (T.C.L) - Inquisitive Rogue 6, Battle Master Fighter 3 - Harpers

ITEMS:

Spell Scroll Lvl 4: Dimension Door

======

Potion of Healing, Greater

======

Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement), Table G
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.

======

Mardin's Spellbook
Mundane Item
The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man.
Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114).
Mardin's spellbook contains the following spells:
1st level: fog cloud, mage armor, magic missile
2nd level: blindness/deafness, Melf's acid arrow, see invisibility
3rd level: animate dead, fireball, counterspell
4th level: vitriolic sphere

======

Champion of All Souls
You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you.
Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.

======

2023-05-21 00:32 Catching up -10 Show

Wizard 9

2023-05-21 00:57 Rebuid! Show

Race:

Aasimar; Origin manager: Dex+1 / Int +2

Ability Scores

Point Buy (Points Remaining: 0/27)
Srength: 9 | 9
Dxterity: 15 | 16 (+1 Aasimar Origin Manager)
Constitution:12 | 12
Intelligence: 14 | 18 (+2 Aasimar Origin Manager; +1 Skill Expert; +1 Telepathic
Wisdom: 10 | TAL: 10
Charisma: 12 | TOTAL: 12

Class:

Necromancy Wizard 9
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Intelligence, Wisdom
Skills: Investigation; Arcana

Spell Book Progression:

Wizard LVL 1:
-Cantrip:
Fire Bolt
Mind Sliver
Toll the Dead
- 1st
Absorb Elements
Find Familiar
Mage Armor
Shield
Magic Missile
Witch Bolt

Wizard LVl 2:
Lvl 1 Spells:
Burning Hands
Detect Magic

Wizard Lvl LVL 3:
Lvl 2 Spells:
Misty Step
Shatter

Wizard Lvl 4:
Lvl 1 Spells:
Ice Knife
Identify

Wizard Lvl 5:
Lvl 3 Spells:
Counterspell
Haste

Wizard Lvl 6:
Lvl 3 Spells:
Life Transference
Vampiric Touch
Animate Dead (CLASS AUTOMATIC ADD)

Wizard Lvl 7:
Lvl 4 Spells:
Blight
Dimension Door

Wizard Lvl 8:
Lvl 2 Spells:
Invisibility
Lvl 3 Spells:
Magic circle

Wizard Lvl 9:
- 5th
Danse Macabre
Wall of Force

Added by copying:
2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure: Lightning Bolt from Jarro

Feats:

Creation:

AL Feat: Tough

*Lvl 4: *

Skill Expert (TCoE, pg. 80)
You gain proficiency in a skill. You also gain expertise in a skill which you are already proficient in.
Profciency: Medicine
Expertise: Perception
Attribute Raise: Intelligence Score

Lvl 8:

Telekinetic (TCoE, pg. 81)
You learn the mage hand cantrip, and can cast it without verbal or somatic components and make the spectral hand invisible. If you already know this spell, its range increases by 30 ft. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. When you do so, the target must succeed on a Strength saving throw (DC 12 + the ability modifier of the score increased by this feat) or be moved 5 ft. toward or away from you. A creature can willingly fail this save.

Intelligence
Increase your Intelligence score by 1, to a maximum of 20. The spell’s spellcasting ability is Intelligence.

Telekinetic: Shove: 1 Bonus Action
Mage Hand(Cantrip)

Background:

Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

  • Language: Draconic
  • Skill Proficiencies: Insight, Perception
  • Tool Proficiencies:Disguise Kit, Thieves' Tools

Official Inquiry (Background Feature)
You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

2023-05-21 02:58 Purchase Log Show Purchase

1x for Identify: A pearl worth at least 100 gp (remains)
2x for Magic Circle: (Holy water OR powdered silver) AND** iron** worth at least 100 gp (consumed on use)

2023-05-24 21:00 DDAL08-08 Crypt of the Dark Kiss 10 Show

Players:

(7) Yaidz - Blaze Cindercoal - TCL (Half Fire Genasi/Drow) - Ranger 7
(10) happy - Zhartus - Tiefling - Warlock (Celestial Patron) 10 - none
(6) Arikatzi020 - Nyx Vulpin - Shifter - Bladesinging Wizard lvl 6 - Harpers
(9) TimoL - Zoey Fortescue - Necromancy Hunter Wizard 9 - Harpers
(8) Norgai - Manny Lepundo - Harengon - Swarmkeeper Ranger 8 - none

Magic Items Looted:

Ring of Fire Resistance
Ring, Major, Rare (Requires Attunement)
Table G, Tier 2-4, 20 TCP
You have resistance to fire damage while wearing this ring.

This simple ring of twisted brass wire is warm to the touch.

Copied from Nyx:

Absorb Elements (1)
Feather Fall (1)
Mirror Image (2)
Levitate (2)
Knock (2)
See invisibility(2)
Spirit Shroud (3)
Fire Ball (3)
Slow(3)
Banishment (4)
Greater Invisibility (4)
Stoneskin (4)
Cost total: 1550

2023-06-04 20:00 DDAL00-02D Echoes of the Weeping War 10 Show

Flame Tongue Long Sword
Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

===========

Potion, very rare

This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

============

Scroll of lesser Restoration (lvl 5)

==============

Scroll of Firehall (Lvl 5)

2024-04-27 16:31 Purchase Log Show Purchase

4x Potion of Healing, Greater (100Gold each)

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

Expenses:
Clothing, cold weather; 10 gp - 5 lb.
Crampons (2); 2 gp - 1/4 lb.
Snowshoes; 2 gp - 4 lb.

== Loot

Iron Bands of Bilarro
Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.


Potion of Healing, greater x2


Censer of Controlling Air Elementals
Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

2024-09-01 21:30 CCC-GHC-BK1-03 - The Darkest Knight v1.2 10 Show

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Magic Items & Consumables Show

== Magic Items Worn
- Portable Hole
- Bag of Holding

== Magic Items Stored:
- Death's Head (Mace of Disruption)
- Mardin's Spellbook
- Flame Tongue Long Sword
- Iron Bands of Bilarro
- Censer of Controlling Air Elementals
- Tentacle Rod

== Consumable Item worn
- Potion of Healing, Greater
- Potion of Healing, Greater
- Potion of Heroism
- Healer's Kit

==Consumable Items Stored
- Healer's Kit

== Scrolls Stored
- Spell Scroll Lvl 4: Dimension Door

== Components:
- 1x Pearl (worth 100 GP)
- 2x Powdered Silver and Iron (100GP/Use)

== Spellbook

Cantrip:
-Cantrip:
Fire Bolt
Mind Sliver
Toll the Dead
Prestidigitation

Wizard LVL 1:
Absorb Elements
Find Familiar
Mage Armor
Shield
Magic Missile
Witch Bolt

Wizard LVl 2:
Lvl 1 Spells:
Burning Hands
Detect Magic

Wizard Lvl LVL 3:
Lvl 2 Spells:
Misty Step
Shatter

Wizard Lvl 4:
Lvl 1 Spells:
Ice Knife
Identify
Greater invisibility

Wizard Lvl 5:
Lvl 3 Spells:
Counterspell
Haste

Wizard Lvl 6:
Lvl 3 Spells:
Life Transference
Vampiric Touch
Animate Dead (CLASS AUTOMATIC ADD)

Wizard Lvl 7:
Lvl 4 Spells:
Blight
Dimension Door

Wizard Lvl 8:
Lvl 2 Spells:
Invisibility
Lvl 3 Spells:
Magic circle

Wizard Lvl 9:
- 5th
Danse Macabre
Wall of Force

Added by copying:
2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure: Lightning Bolt from Jarro

Date Played ▲ Adventure Title Session XP GP Downtime Renown Magic Items
2023-03-30 15:47 Character Creation Bag of Holding Show

Variant Human
FEAT:
Keen mind: You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

School of Necromancy Wizard Level 5

Additional Wizard Spells (1st level):The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
Cantrip Booming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.)
1st Tasha’s caustic brew * (evoc.)
2nd Augury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.)
3rd Intellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.)
4th Divination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.)
6th Summon fiend * (conj.), Tasha’s otherworldly guise * (trans.)
7th Dream of the blue veil * (conj.)
9th Blade of disaster * (conj.)
Show More
Hit Points
1st level
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies (1st level)
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Investigation; History

Spellcasting (1st level): As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus: You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

YOUR SPELLBOOK

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Recovery (1st level): You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition (2nd level): When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

CHOSEN: School of Necromancy

Necromancy Savant (2nd level): Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest (2nd level): At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Cantrip Formulas (3rd level): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Feat: Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from:

Intelligence - Wizard
Your spellcasting ability for this cantrip is Intelligence.
Spell: Shocking Grasp

Ability Scores

Point Buy (POINTS REMAINING 0 / 27)
STRENGTH 9; TOTAL: 9
DEXTERITY 15; TOTAL: 16
CONSTITUTION 12; TOTAL: 12
INTELLIGENCE 14; TOTAL: 16
WISDOM 10: TOTAL: 10
CHARISMA 12; TOTAL: 12

Ability Score Increase (Variant Human): Intelligence Score; Dexterity Score

Origin Languages (Variant Human; Replaces Languages): Common, Draconic

Background: Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

Skill Proficiencies: Insight; Perception
Tool Proficiencies:Disguise Kit, Thieves' Tools
Official Inquiry (Background Feature): You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Character Details
Hair: Red
Skin: Fair
Eyes: Steel Grey
Height: 1,70
Weight (lbs): 120
Age (Years): 19
Gender: Female

Personality
Ideals: I’m quick to jump to extreme solutions. Why risk a lesser option not working?; Nothing is more important than life, and I never leave anyone in danger.
Balance. I strive to counter the deeds of someone for whom I feel responsible.
Bond: I owe much to my vanished mentor. I seek to continue their work even as I search to find them.
FLAWS: I’m especially superstitious

2023-04-30 19:32 Purchase Log -10 Show Purchase

Components for "Find Familiar" x1 (used immediately)

2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure 90 10 Portable Hole Show

Jarro (IneverExist)
Equilius (Brennjie)
Logan Miharian (Bramymond)
Ryld_2 (happy)
Noriel (Arikatzi020)

======

Portable Hole
Wondrous item, rare, Table D

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide.

======

Potion of Healing (USED)

=======

Potion of Heroism
Potion (?)

======

-150 Gold for Lighning Bolt from Jarro's Spellbook

======

2023-05-02 01:57 Purchase Log -40 Show Purchase

Components for "Find Familiar" x 4

1x Used immediately
1x used in "CCC-GHC-BK1-02 - The Tithes That Bind"

2023-05-02 01:58 Catching up -10 Show

Wizard lvl 7

2023-05-18 20:36 Purchase Log -10 Show Purchase

2 Healer's Kit

2023-05-20 18:30 CCC-GHC-BK1-02 - The Tithes That Bind 833.33 10 Death's Head (Mace of Disruption) Show

Players:

(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(6) Ineverexist - Auron Stormbound - Aaracokra - Ranger Gloomstalker 6
(7) TimoL - Zoey Fortescue - Necromancy Wizard 7 - Harper
(6) Cyrodiil - Eli - Spring Eladrin - Bard 6 - none
(9) JinxedBear - Morgan Francis Rackham - Human (T.C.L) - Inquisitive Rogue 6, Battle Master Fighter 3 - Harpers

ITEMS:

Spell Scroll Lvl 4: Dimension Door

======

Potion of Healing, Greater

======

Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement), Table G
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.

======

Mardin's Spellbook
Mundane Item
The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man.
Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114).
Mardin's spellbook contains the following spells:
1st level: fog cloud, mage armor, magic missile
2nd level: blindness/deafness, Melf's acid arrow, see invisibility
3rd level: animate dead, fireball, counterspell
4th level: vitriolic sphere

======

Champion of All Souls
You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you.
Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.

======

2023-05-21 00:32 Catching up -10 Show

Wizard 9

2023-05-21 00:57 Rebuid! Show

Race:

Aasimar; Origin manager: Dex+1 / Int +2

Ability Scores

Point Buy (Points Remaining: 0/27)
Srength: 9 | 9
Dxterity: 15 | 16 (+1 Aasimar Origin Manager)
Constitution:12 | 12
Intelligence: 14 | 18 (+2 Aasimar Origin Manager; +1 Skill Expert; +1 Telepathic
Wisdom: 10 | TAL: 10
Charisma: 12 | TOTAL: 12

Class:

Necromancy Wizard 9
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Intelligence, Wisdom
Skills: Investigation; Arcana

Spell Book Progression:

Wizard LVL 1:
-Cantrip:
Fire Bolt
Mind Sliver
Toll the Dead
- 1st
Absorb Elements
Find Familiar
Mage Armor
Shield
Magic Missile
Witch Bolt

Wizard LVl 2:
Lvl 1 Spells:
Burning Hands
Detect Magic

Wizard Lvl LVL 3:
Lvl 2 Spells:
Misty Step
Shatter

Wizard Lvl 4:
Lvl 1 Spells:
Ice Knife
Identify

Wizard Lvl 5:
Lvl 3 Spells:
Counterspell
Haste

Wizard Lvl 6:
Lvl 3 Spells:
Life Transference
Vampiric Touch
Animate Dead (CLASS AUTOMATIC ADD)

Wizard Lvl 7:
Lvl 4 Spells:
Blight
Dimension Door

Wizard Lvl 8:
Lvl 2 Spells:
Invisibility
Lvl 3 Spells:
Magic circle

Wizard Lvl 9:
- 5th
Danse Macabre
Wall of Force

Added by copying:
2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure: Lightning Bolt from Jarro

Feats:

Creation:

AL Feat: Tough

*Lvl 4: *

Skill Expert (TCoE, pg. 80)
You gain proficiency in a skill. You also gain expertise in a skill which you are already proficient in.
Profciency: Medicine
Expertise: Perception
Attribute Raise: Intelligence Score

Lvl 8:

Telekinetic (TCoE, pg. 81)
You learn the mage hand cantrip, and can cast it without verbal or somatic components and make the spectral hand invisible. If you already know this spell, its range increases by 30 ft. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. When you do so, the target must succeed on a Strength saving throw (DC 12 + the ability modifier of the score increased by this feat) or be moved 5 ft. toward or away from you. A creature can willingly fail this save.

Intelligence
Increase your Intelligence score by 1, to a maximum of 20. The spell’s spellcasting ability is Intelligence.

Telekinetic: Shove: 1 Bonus Action
Mage Hand(Cantrip)

Background:

Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

  • Language: Draconic
  • Skill Proficiencies: Insight, Perception
  • Tool Proficiencies:Disguise Kit, Thieves' Tools

Official Inquiry (Background Feature)
You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

2023-05-21 02:58 Purchase Log -300 Show Purchase

1x for Identify: A pearl worth at least 100 gp (remains)
2x for Magic Circle: (Holy water OR powdered silver) AND** iron** worth at least 100 gp (consumed on use)

2023-05-24 21:00 DDAL08-08 Crypt of the Dark Kiss -550 10 Ring of Fire Resistance Show

Players:

(7) Yaidz - Blaze Cindercoal - TCL (Half Fire Genasi/Drow) - Ranger 7
(10) happy - Zhartus - Tiefling - Warlock (Celestial Patron) 10 - none
(6) Arikatzi020 - Nyx Vulpin - Shifter - Bladesinging Wizard lvl 6 - Harpers
(9) TimoL - Zoey Fortescue - Necromancy Hunter Wizard 9 - Harpers
(8) Norgai - Manny Lepundo - Harengon - Swarmkeeper Ranger 8 - none

Magic Items Looted:

Ring of Fire Resistance
Ring, Major, Rare (Requires Attunement)
Table G, Tier 2-4, 20 TCP
You have resistance to fire damage while wearing this ring.

This simple ring of twisted brass wire is warm to the touch.

Copied from Nyx:

Absorb Elements (1)
Feather Fall (1)
Mirror Image (2)
Levitate (2)
Knock (2)
See invisibility(2)
Spirit Shroud (3)
Fire Ball (3)
Slow(3)
Banishment (4)
Greater Invisibility (4)
Stoneskin (4)
Cost total: 1550

2023-06-04 20:00 DDAL00-02D Echoes of the Weeping War 433 10 Flame Tongue Long Sword Show

Flame Tongue Long Sword
Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

===========

Potion, very rare

This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

============

Scroll of lesser Restoration (lvl 5)

==============

Scroll of Firehall (Lvl 5)

2024-04-27 16:31 Purchase Log -400 Show Purchase

4x Potion of Healing, Greater (100Gold each)

2024-08-07 17:30 DDHC-CM Zikran's Xephyrean Tome 736 10 Iron Bands of Bilarro, Censer of Controlling Air Elementals Show
  • Tagebuch von Zikran

Expenses:
Clothing, cold weather; 10 gp - 5 lb.
Crampons (2); 2 gp - 1/4 lb.
Snowshoes; 2 gp - 4 lb.

== Loot

Iron Bands of Bilarro
Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.


Potion of Healing, greater x2


Censer of Controlling Air Elementals
Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

2024-09-01 21:30 CCC-GHC-BK1-03 - The Darkest Knight v1.2 10 Tentacle Rod Show

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Magic Items & Consumables Show

== Magic Items Worn
- Portable Hole
- Bag of Holding

== Magic Items Stored:
- Death's Head (Mace of Disruption)
- Mardin's Spellbook
- Flame Tongue Long Sword
- Iron Bands of Bilarro
- Censer of Controlling Air Elementals
- Tentacle Rod

== Consumable Item worn
- Potion of Healing, Greater
- Potion of Healing, Greater
- Potion of Heroism
- Healer's Kit

==Consumable Items Stored
- Healer's Kit

== Scrolls Stored
- Spell Scroll Lvl 4: Dimension Door

== Components:
- 1x Pearl (worth 100 GP)
- 2x Powdered Silver and Iron (100GP/Use)

== Spellbook

Cantrip:
-Cantrip:
Fire Bolt
Mind Sliver
Toll the Dead
Prestidigitation

Wizard LVL 1:
Absorb Elements
Find Familiar
Mage Armor
Shield
Magic Missile
Witch Bolt

Wizard LVl 2:
Lvl 1 Spells:
Burning Hands
Detect Magic

Wizard Lvl LVL 3:
Lvl 2 Spells:
Misty Step
Shatter

Wizard Lvl 4:
Lvl 1 Spells:
Ice Knife
Identify
Greater invisibility

Wizard Lvl 5:
Lvl 3 Spells:
Counterspell
Haste

Wizard Lvl 6:
Lvl 3 Spells:
Life Transference
Vampiric Touch
Animate Dead (CLASS AUTOMATIC ADD)

Wizard Lvl 7:
Lvl 4 Spells:
Blight
Dimension Door

Wizard Lvl 8:
Lvl 2 Spells:
Invisibility
Lvl 3 Spells:
Magic circle

Wizard Lvl 9:
- 5th
Danse Macabre
Wall of Force

Added by copying:
2023-05-01 20:00 CCC-COS-01 The Only Way to be Sure: Lightning Bolt from Jarro