Show Trade Log Entry
Date Played
2025-09-26 16:06:00 UTC
2025-09-26 16:06:00 UTC
Downtime
-5.0
-5.0
Notes
Traded with Tali Aliyah (Kasper Knutzen #8318763608) from *Service Reward Season of the Fey*
Traded with Tali Aliyah (Kasper Knutzen #8318763608) from *Service Reward Season of the Fey*
Traded Magic Item
Staff of Fire
Very Rare
**Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)**
You have Resistance to Fire damage while you hold this staff.
***Spells.*** The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
**Spell | Charge Cost**
Burning Hands | 1
Fireball | 3
Wall of Fire | 4
***Regaining Charges.*** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Received Magic Item
Fairy mushroom Ring ( Ring of Shooting Stars )
Very Rare
**Ring, very rare (requires attunement)**
*This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute.*
You can cast *Dancing Lights* or *Light* from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
***Faerie Fire.*** You can expend 1 charge to cast Faerie Fire from the ring.
***Lightning Spheres.*** You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
**Number of Spheres | Lightning Damage**
1 | 4d12
2 | 5d4
3 | 2d6
4 | 2d4
***Shooting Stars.*** You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.