Something (5e Spell)
Jump to navigation
Jump to search
3rd-level Conjuration | |
Casting time: | 1 action |
---|---|
Range: | Self |
Components: | V, S, M (silver-laced clay worth 50 gp, which the spell consumes) |
Duration: | Instantaneous |
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 |
---|---|
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 vial 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 50 feet of hemp rope |
31 | a decomposed corpse of a small mammal |
32 | 10 pounds of jerky |
33 | a well carved personal chest that is 8 inches by 4 inches |
34 | a 100 pound 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 containing 10 platinum pieces |
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 encased in amber |
50 | a key that opens the last lock you couldn't open |
51 | a book whose contents change languages whenever opened |
52 | a piece of paper with an IOU to a random noble |
53 | a belt that sheds bright light in a 5-foot radius and dim light for an additional 5 feet |
54 | a blue dragon's scale |
55 | a unicorn horn |
56 | a crystal ball that only has faint magical properties |
57 | a pillow that makes whoever willingly lays on it fall immediately fall unconscious |
58 | a gray ooze that follows you but does not understand you |
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 pair of 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 | a staff that appears to be a staff of the magi. If you attempt to use it, the staff explodes and you take 4d8 force damage and 6d8 psychic damage. Identify reveals the staff's true nature |
71 | an ornate flute that plays ear-splitting shrieks instead of music |
72 | an 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 saving throw to take half damage to everyone within 10 feet of the ruby. |
78 | nothing appears to happen, but all creatures within 1 mile of you are aware of your presence |
79 | an irate stone golem |
80 | a pair of skull earrings which require attunement that grant you resistance to necrotic damage while you wear them |
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 cast the druidcraft spell |
83 | a blank gray mask that makes you temporarily blinded when your wear it, but gives you blindsight out to a 60-foot radius |
84 | a blanket that makes you immune to the effects of cold weather when you wrap it around yourself |
85 | a cape that grants you advantage on saving throws against being frightened but disadvantage on saving throws against being charmed while you wear it |
86 | a pair of boots that prevents you from being moved against your will while you wear them |
87 | a folding boat |
88 | a regular looking jar with a black bottom that makes items that fall past the blackness disappear into the void |
89 | a periapt of health |
90 | an onyx worth 200 gp |
91 | a mirror that shows a creature its deepest desires |
92 | a miniature 1-foot by 1-foot flying carpet that holds up to 20 pounds and has a fly speed of 30 feet |
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 belt of hill 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. |
Back to Main Page → 5e Homebrew → Spells → Bard
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Wizard