Wizard 12 · Evocation · The Lightbringers · CY 596
| Slot | Item(s) | Att. | Rarity | Notes |
|---|---|---|---|---|
| Head | Circlet of Greater Blasting | — | Rare | Empowered scorching ray 3/dawn · Greater version |
| Neck | ✦ — |
Very Rare | Chains: see description · Amulet: boost saves | |
| Body | Robe of the Storm Lord | ✦ | Very Rare | Mage Armour ritual · Lightning Bolt enhanced · teleport on kill |
| Bracers | Bracers of Hadar | ✦ | Rare | Arms of Hadar memorised · regain 1st level slot (action) |
| Gloves | Gloves of Missile Snaring | ✦ | Uncommon | Reaction: catch ranged attack, reduce damage |
| Belt | Belt of Lightning Resistance | ✦ | Rare | Resistance to lightning damage |
| Cloak | Cloak of Arachnida | ✦ | Very Rare | Spider climb · web immunity · web 1/day |
| Ring #1 | Ring of Iron Briar | ✦ | Rare | Thorned protection |
| Ring #2 | Ring of Sunbeam | — | Rare | Sunbeam (d4 charges) |
| Ring #3 | Ring of Gestures | ✦ | Uncommon | Minor Illusion at will · somatic-free casting 2/day |
| Ring #4 | Ring of Fire Resistance | — | Rare | Resistance to fire damage (d4 charges) |
| Boots | Boots of Levitation | ✦ | Rare | Levitate at will (self) |
Skase has 3 items attuned (marked ✦ active). Items marked ✦ require attunement.
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Circlet of Greater Blasting | Rare | ~5,000 gp | 3/dawn | 1 | Scorching Ray (empowered) 3/dawn · Greater version |
| Chains of Amainon ✦ | Very Rare | ~20,000 gp | — | 1 | See description |
| Amulet of Resolve | Uncommon | ~500 gp | 1d4 | 1 | Reaction to remove frightened condition |
| Robe of the Storm Lord ✦ | Very Rare | ~30,000 gp | 1/day | 1 | Mage Armour ritual · enhanced Lightning Bolt · Con save +1 · teleport on kill |
| Bracers of Hadar ✦ | Rare | ~3,000 gp | 1/day | 1 | Arms of Hadar memorised · regain 1st level slot |
| Gloves of Missile Snaring ✦ | Uncommon | ~500 gp | — | 1 | Reaction: catch ranged attack · reduce damage by 1d10 + Dex mod |
| Belt of Lightning Resistance ✦ | Rare | ~5,000 gp | — | 1 | Resistance to lightning damage |
| Cloak of Arachnida ✦ | Very Rare | ~10,000 gp | 1/day | 1 | Spider climb · web immunity · cast web 1/day |
| Ring of Iron Briar ✦ | Rare | ~2,000 gp | — | 1 | Thorned iron briar protection |
| Ring of Sunbeam | Rare | ~2,500 gp | d4 | 1 | Cast Sunbeam (d4 charges) |
| Ring of Gestures ✦ | Uncommon | ~500 gp | 2/day | 1 | Minor Illusion at will · somatic-free casting 2/day |
| Ring of Fire Resistance | Rare | ~5,000 gp | d4 | 1 | Resistance to fire damage (d4 charges) |
| Boots of Levitation ✦ | Rare | ~4,000 gp | at will | 1 | Cast Levitate on self at will |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Echo Ziggurat | Rare | ~2,500 gp | d8/dawn | 1 | Magic Missile echoes as bonus action for 2 rounds |
| Pearl of Power (3rd level) ✦ | Uncommon | ~500 gp | 1/dawn | ×2 | Recover one 3rd level spell slot 1/dawn each |
| Runestaff of the Green Drake ✦ | Rare | ~3,000 gp | — | 1 | Adds Poison Spray, Ray of Sickness, Stinking Cloud, Cloudkill to memory |
| Tarvellan's Crystal | Rare | ~3,000 gp | d4 | 1 | Dispel force effects · restore disintegrated body |
| Abjurer's Wand ✦ | Rare | ~2,000 gp | 3 (1d3/dawn) | 1 | Arcane focus for abjuration · reduce spell slot cost on abjuration spells |
| Mongoose Wand ✦ | Uncommon | ~200 gp | — | 1 | +1 spell atk / DC vs serpents & yuan-ti |
| Mage's Crystal | Uncommon | ~300 gp | — | 1 | Arcane focus; enhances spell casting |
| Black Opal Wand Gem | Rare | ~2,000 gp | 3/day | 1 | Affixed to force wand · increases damage die step 3/day |
| Master of Apprentices Staff ✦ | Rare | ~5,000 gp | 4 (1d3+1/dawn) | 1 | Cantrip as bonus action 2/day · extra Arcane Recovery level · Unseen Servant ritual (1 min) |
| Rod of Sure Striking | Uncommon | ~500 gp | — | 1 | Bonus to attack rolls |
| Rod of Lesser Maximise | Rare | ~2,000 gp | — | 1 | Maximise damage on lower-level spells |
| Wand of Lightning | Rare | ~2,500 gp | d4 | 1 | Lightning bolt (d4 charges) |
| Wand of Sleep | Uncommon | ~500 gp | d4 | 1 | Sleep 5d8 hp (d4 charges) |
| Wand of Unseen Servant | Common | ~100 gp | d6 | 1 | Cast Unseen Servant (d6 charges) |
| Wand of False Life | Uncommon | ~200 gp | d6 | 1 | False Life 1d4+4 temp hp (d6 charges) |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Potion of Thunder Resistance | Uncommon | ~250 gp | single use | d4 | 1 hour resistance to thunder damage |
| Potion of Regeneration | Rare | ~1,500 gp | single use | d4 | Recover 3 hp/turn for up to 10 min (d6 to end) |
| Vhlantru Infusion | Uncommon | ~300 gp | single use | d6 | Healing infusion 1d8+2 hp; brew during rest |
| Potion of Mana | Uncommon | ~300 gp | single use | d4 | Recover one 1st level spell slot; max 1/SR or 2/LR |
| Potion of Greater Healing | Uncommon | ~150 gp | single use | d4 | Heal 2d8+4 hp |
| Potion of Superior Healing | Rare | ~450 gp | single use | d4 | Heal 4d8+8 hp |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Magic Vellum — Fireball | Uncommon | ~300 gp | single use | d4 | Fireball at 4th level (Magic Vellum upgrade) |
| Scroll of Flame Arrow | Uncommon | ~300 gp | single use | d4 | Conc. 1hr · 12 arrows · +1d6 fire each |
| Scroll of Flaming Sphere | Uncommon | ~300 gp | single use | d4 | Conc. 1 min · 2d6 fire · move as bonus action |
| Scroll of Darkvision & Darkness | Uncommon | ~300 gp | single use | d4 | Two spells on one scroll |
| Scroll of Alter Self & Levitate | Uncommon | ~300 gp | single use | d4 | Two spells on one scroll |
| Scroll of Blight | Rare | ~500 gp | single use | d4 | 8d8 necrotic · Con save half · plants max damage |
| Scroll of Lightning Bolt & Fly | Rare | ~700 gp | single use | d4 | Two spells on one scroll |
| Scroll of Scorching Ray & Shatter | Uncommon | ~400 gp | single use | d4 | Two spells on one scroll |
A silver circlet set with a large amber gemstone that flickers with inner light. The Greater version of the standard Circlet of Blasting.
While wearing this circlet, you can cast Scorching Ray as an action (no spell slot required), firing three rays each dealing 2d6 fire damage on a hit (+your spellcasting modifier to attack). On a critical hit with any ray, the target additionally takes 2d6 fire damage.
Heavy dark-iron chains worn about the neck and shoulders, inscribed with binding runes. Despite their weight in appearance they feel remarkably light to the attuned wearer.
While attuned, you gain resistance to one damage type of your choice, chosen when you first attune (cannot be changed without re-attuning). Additionally, when a creature grapples you or restrains you, you may use your reaction to impose disadvantage on that creature's ability checks to maintain the grapple or restraint.
Activate as an action or a reaction to remove the frightened condition on the wearer.
Deep blue robes that resize to fit any humanoid from huge to small. While attuned, the wearer can elect to be affected by weather as if it were one category less inclement.
These vambraces are largely black with hints of red, appearing to be made of leather with a tentacled creature depicted on them.
These gloves seem to almost meld with your hands when you don them. When a ranged weapon attack hits you while you’re wearing these gloves, 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.
While wearing this belt, you have resistance to lightning damage.
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
A ring of intertwined black iron thorns. While attuned, whenever a creature hits you with a melee attack, it takes 1d4 piercing damage from the thorns. The thorns count as magical for the purposes of overcoming resistance and immunity.
A gold ring set with a faceted yellow topaz. Expend a charge to cast Sunbeam (6th level, concentration up to 1 minute): a beam of brilliant light flashes out in a 5-foot-wide, 60-foot-long line. Each creature in the line makes a Con saving throw (DC = 15). On a failure: 6d8 radiant damage and blinded until your next turn. On a success: half damage, not blinded. Undead and oozes have disadvantage on this save.
This gaudy ring has a delicately carved pink gem in the shape of a hand. The gemstone moves to mimic gestures made with the wearing hand.
While wearing this ring, you have resistance to fire damage. Expend a charge to activate the protection for 1 hour; when charges run out the ring goes dormant until recharged.
While you wear these boots, you can cast Levitate on yourself at will (no spell slot or components required). You rise or descend at a rate of 20 ft per round, and can hover in place. The effect lasts until you end it as a bonus action or are incapacitated.
A 3-ounce silvery stone carved in the shape of a stepped pyramid. When you cast Magic Missile, on each of the following 2 rounds you may cast Magic Missile again as a bonus action, each time without expending a spell slot and producing one fewer missile than the previous round (you cannot cast another non-cantrip spell on those rounds).
Cannot be used again until the next dawn.
While this pearl is on your person, you can use an action to speak its command word and regain one expended 3rd-level spell slot. Once used it can’t be used again until the next dawn.
Skase carries two of these, each attuned separately.
When attuned to this staff, you act as if the following spells are permanently memorised (in addition to your normal prepared spells):
A dull grey crystal that radiates magic. A caster unable to cast 5th-level spells who identifies it will only learn it can “undo certain spells.” Two functions, each expending a charge:
May be used as a spell focus for arcane spells, specifically attuned to abjuration magic.
While wielding this wand, whenever you cast an abjuration spell, you may expend a number of charges equal to the spell’s level to reduce or eliminate the spell slot level you need to cast it. The spell must be cast at the minimum level possible and you must have an available slot of that level.
A common wand issued to arcane casters in the Everloyal Army. When casting a spell against a serpent or yuan-ti, the caster gains +1 to spell attack rolls and/or the spell save DC is 1 higher.
A finely faceted crystal sphere that serves as an enhanced arcane focus. While using this crystal as your spellcasting focus, spells with a range of Touch have their range increased to 10 feet. Additionally, any spell you cast with a casting time of one action may instead be cast as a bonus action once per short rest (the spell must be 2nd level or lower).
When affixed to a wand that deals force damage, the gem increases the damage done by a spell cast from that wand by one die step (e.g. d6 → d8), up to 3 times per day.
A 5½-foot staff of strong black wood with a 1-inch diameter translucent white crystal embedded 5 feet along its length.
While holding this rod, once per turn when you make a spell attack, you can add a +2 bonus to the attack roll. You may choose to use this after seeing the initial roll but before learning whether it succeeds.
While holding this rod, once per turn when you cast a spell of 3rd level or lower that deals damage, you may maximise the damage (treat all damage dice as showing their maximum value). This ability recharges at dawn.
Expend a charge to cast Lightning Bolt (3rd level): 8d6 lightning damage in a 100-foot-long, 5-foot-wide line. DC 15 Dexterity saving throw for half damage.
Expend a charge to cast Sleep: roll 5d8 to determine how many hit points of creatures are affected, starting with the creature with the lowest current hit points. Each creature affected falls unconscious for 1 minute or until it takes damage or is awakened.
Expend a charge to cast Unseen Servant (1st level): an invisible, mindless, shapeless force performs simple tasks at your command for 1 hour. It can perform simple tasks that a human servant could do, such as fetching, cleaning, mending, or holding items.
Expend a charge to cast False Life (1st level): you gain 1d4 + 4 temporary hit points.
When you drink this potion, you gain resistance to thunder damage for 1 hour.
Duration: up to 10 minutes. If below maximum hit points at the start of your turn, you recover 3 hit points. Roll a d6 each time you recover hit points — on a 1, it is the last time it works and the potion’s effect ends.
Leaves in a small perforated ceramic container. Over a rest of at least 10 minutes when water can be boiled, place in a container of boiled water to produce up to 6 cups of warm healing infusion. Drinking it heals 1d8 + 2 hit points. Taste can be bitter but sugar, honey, and milk improve it.
Creator requires proficiency with alchemical tools and herbalist’s tools, plus ability to cast Tongues.
When drunk, recover one expended 1st level spell slot. You may not benefit from more than one Mana Potion per short rest, or two per long rest.
You regain 2d8 + 4 hit points when you drink this potion.
You regain 4d8 + 8 hit points when you drink this potion.
A blank sheet of vellum upon which Fireball has been inscribed. When used, the spell is cast as if using a 4th level spell slot (10d6 fire damage, 20-foot radius, DC 15 Dex save half). Once used, the vellum crumbles to dust.
Concentration, up to 1 hour. Up to 12 pieces of nonmagical ammunition in a quiver become flaming. When a piece of flaming ammo hits a target, it deals an extra 1d6 fire damage. The ammo is consumed whether it hits or misses.
Concentration, up to 1 minute. A 5-foot-diameter sphere of fire appears in an unoccupied space. Any creature ending their turn within 5 feet takes 2d6 fire damage (DC 13 Dex save half). As a bonus action, you may move the sphere up to 30 feet.
Two spells inscribed on a single scroll. Choose one when activated:
Two spells inscribed on a single scroll. Choose one when activated:
Necromantic energy washes over a creature within 30 feet. The target makes a Constitution saving throw. On failure: 8d8 necrotic damage. On success: half damage. Plants automatically fail and take maximum damage. Undead and constructs are unaffected.
Two spells inscribed on a single scroll. Choose one when activated:
Two spells inscribed on a single scroll. Choose one when activated: