Arcane Kettle (5e Equipment)

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Wondrous item, very rare

This kettle was long used to brew tea for councils of archmages. Over time, its proximity to such powerful arcane casters imbued it with their magic; as such, the tea brewed with it began to cause strange arcane effects.

Arcane Brew. When a creature drinks tea brewed with this kettle, they become the subject of a random arcane effect; roll on the Arcane Effect table to determine what happens. Non-instantaneous effects last for 8 hours or until dispelled. For the purpose of dispelling, these magical effects are considered 9th-level spells. If the effect grants the drinker a spell, or causes a spell to be cast, the ability modifier for these spells is Intelligence.

Arcane Effect table. When rolling on the Arcane Effect table, roll a d8 to determine the school of magic, then flip a coin (or a roll a die) to determine whether the effect is good or bad. On a heads (or an even number) the effect is good; on a tails (or an odd number) the effect is bad.

d8 School Effect
1 Abjuration Good effect. A thin, shimmering layer of magic surrounds the drinker, increasing their AC by 1.

Bad effect. Magic surrounds the drinker, guiding attacks to their weak-spots, decreasing their AC by 1.

2 Conjuration Good effect. The drinker gains the ability to cast Misty Step, and may cast it twice. They regain both uses of the spell after a short rest.

Bad effect. The drinker conjures an Unseen Servant, however it serves only to annoy the drinker. The servant is controlled by the DM, and though it cannot harm the drinker, it may perform such actions as hiding the drinker's items, writing profanities in their books, and pulling chairs out from under them.

3 Divination Good effect. The drinker receives a brief vision of the future. They gain a portent, as described on page 116 of The Player's Handbook. This portent lasts up to 8 hours or until the end of a long rest.

Bad effect. In the next 8 hours, the drinker's fortunes will change for the worse. For example, an old enemy could return, the drinker's favourite weapon could break, or they could be set upon by bandits.

4 Enchantment Good effect. The drinker's words are laced with magic; they gain the ability to cast the Friends spell, requiring no material components.

Bad effect. The drinker becomes infatuated with whoever brewed the tea, and is considered Charmed by them. Also, they are Charmed by any creature who succeeds on a Charisma check against them.

5 Evocation Good effect. The drinker's damage output is enhanced by magic; whenever they roll a 1 or a 2 on a damage die, they may reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Bad effect. The tea explodes in the drinker's mouth, and they take 11 (2d10) fire damage.

6 Illusion Good effect. The drinker gains the ability to cast Minor Illusion and Disguise Self, and may cast them at will.

Bad effect. The drinker is veiled with an illusion determined by the DM that embarrasses or endangers them, and which may change depending on the situation. For example, they may appear naked while on a busy street, or they may resemble an enemy combatant during a war, or they may appear identical to a wanted criminal.

7 Necromancy Good effect. Through brewing the tea, the life-force of the one who made the tea, and the one who drank it, are shared. The drinker gains temporary hit points equal to the level or CR of the creature who brewed the tea.

Bad effect. A little of the drinker's life-force is lost; their maximum hit points is temporarily reduced by a number equal to the level or CR of the creature who brewed the tea.

8 Transmutation Good effect. The drinker's body become malleable; they gain the ability to cast Alter Self, and may cast it at will.

Bad effect. The drinker casts Polymorph on themself, becoming a beast of CR 1/2 or lower of the DM's choice. The drinker retains their ordinary hit points, and if they are reduced to 0 hit points in this form, they remain in their bestial form.



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