Something (5e Spell)
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3rd-level Conjuration | |
Casting time: | 1 action |
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Range: | Personal |
Components: | V, S, M (silver-laced clay worth 50 gp, which the spell consumes) |
Duration: | Instantaneous |
Gives you something.
A random object forms in your hand. This could be a single boot, a lich's soul, or a magic item. Your DM can decide what you receive, or you can roll on the following table. All objects are from somewhere, and in many cases will be missed by their owner (who may come looking). Some items are cursed: use the rules for cursed items in the DMG.
d100 | 1–6 |
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1 | a bookmark |
2 | a button |
3 | a nail file |
4 | a dental mirror |
5 | a toy duck |
6 | a pair of sunglasses |
7 | a bouquet of fake flowers |
8 | a clothes hanger |
9 | a bottle of perfume |
10 | a plate |
11 | a metal spring |
12 | a banana |
13 | a shawl |
14 | a mouse |
15 | a shoelace |
16 | a large hot meal |
17 | a fork |
18 | a pair of manacles |
19 | a bar of soap |
20 | a mug of coffee |
21 | a stage dagger |
22 | a horseshoe |
23 | a gnome corpse |
24 | a silver circlet |
25 | a small bronze statue of a dwarf |
26 | a pair of leather gloves |
27 | a small bag filled with pain numbing herbs |
28 | a jar filled with water |
29 | a vial of fake poison |
30 | a backpack filled with 50ft of hemp robe |
31 | a decomposed corpse of a small mammal |
32 | 10 lb. or 10 rations of jerky |
33 | a well carved personal chest that is 8 inches by 4 inches |
34 | a 100lb barrel of oats |
35 | a dart |
36 | a crossbow bolt |
37 | 2 two-person tents |
38 | an arcane focus |
39 | a fancy red wizard robe |
40 | a bag with 10 pieces of platinum inside |
41 | the key to a duke's cellar |
42 | a celestial globe |
43 | the death mask of an ancient queen |
44 | the deed to a tavern |
45 | a chief priest's holy symbol |
46 | the mandate of a god |
47 | the scandalous diary of a noble's concubine |
48 | the axe that executed a martyr |
49 | an extinct insect-bird encased in amber |
50 | a key that opens the last lock you couldn't open |
51 | a book that contents change languages whenever opened |
52 | a piece of paper with an IOU to a random noble |
53 | a belt that sheds a bright light 5ft around it and dim light another 5ft |
54 | a blue dragon's scale |
55 | a unicorn horn |
56 | a crystal ball that only has a faint magical properties |
57 | a pillow that makes whoever willingly lays on it fall immediately fall unconscious |
58 | a gray ooze that follows the caster but does not understand it |
59 | a bottle that can hold 10 gallons of liquid, the liquid fills it up at a reduced rate, if it has 5 gallons in it the bottle is only half full |
60 | a suit of charged armor |
61 | a charged weapon |
62 | a charged wand |
63 | a boots of levitation |
64 | a potion of healing |
65 | a ring of mind shielding |
66 | a lantern of revealing |
67 | a potion of clairvoyance |
68 | a pair of gloves of swimming and climbing |
69 | A wand that cast moonbeam 4 times and recharges 1d4 charges at dawn. The spell can only be cast by saying its key word moon in Celestial. |
70 | What appears to be and shows the same magical signs as a staff of the magi unless identify is used, upon use of this staff of the magi you take 6d8 psychic damage and 4d8 force damage. |
71 | a ornate flute that when played makes ear shrieking sounds instead of regular sounds |
72 | a ornate silver longsword with a large hidden crack in the metal of the blade |
73 | a piece of parchment with the word "Something" written on it |
74 | a small glass figurine of the caster, whoever holds the figurine can whisper it anything and the corresponding person will say the same thing |
75 | a lock with a key that fits, but when the lock is locked it can not come unlocked, also the lock has an AC of 14 and 20 hit points |
76 | 10 cursed copper coins. Each time you cast a spell of 5th level or higher, you gain 10 more cursed copper coins. If you spend copper coins, give them away or dispose of them, they return to your possession in 1 minute. Items or services fully or partially purchased with cursed coins will break, be lost, be inadequate or otherwise be malformed. |
77 | A large red ruby with an inner pulsing fire. The ruby explodes when it is touched by 2 different creatures dealing 8d6 fire damage with a DC 15 Dexterity check to take half damage to everyone within 10ft of the ruby. |
78 | nothing appears to happen, but all creatures within 1 mile of you are aware of your presence |
79 | a irate stone golem |
80 | a pair of skull earrings which require attunement which give resistance to neurotic damage |
81 | A straw doll that is a crude likeness of a random creature with 30 feet. The doll has AC 10 and 5 hit points. Damage dealt to the doll is also dealt to the creature it is a likeness of, but magical healing received by the doll is received by that creature as well. The doll ceases to function in this way when it is reduced to 0 hit points. |
82 | a gnarled spruce branch that can be used to druidcraft |
83 | a blank gray mask that makes the user temporarily blinded when the user puts it on, but gives them blindsight for 60ft |
84 | a blanket that makes the user immune to the effects of cold weather |
85 | a cape that makes the user have advantage against being frightened, but gives them disadvantage against being charmed |
86 | a pair of boots that prevents the wearer from being moved(shove, wind, ect.) from any effect |
87 | a folding boat |
88 | a regular looking jar on the outside with a black bottom that makes items that fall past the blackness to disappear into the void |
89 | a periapt of health |
90 | a 200gp worth onyx |
91 | a mirror that shows a creature its deepest desires |
92 | a miniature 1ft by 1ft flying carpet that holds up to 20lb and has a fly speed of 30ft |
93 | a robe that can change into any mundane outfit |
94 | two mirrors which instead of seeing your reflection, you can see through the other mirror, they both must be on the same plane of existence to work |
95 | a potion of diminution |
96 | a bag of holding |
97 | a hill giant belt of giant strength |
98 | a ring of evasion |
99 | a wand of paralysis |
100 | you forget how to cast this spell until you next gain a level or 1 year has passed. |
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