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Supply & Demand

Rod or staff, rare (requires attunement by a spellcaster)

Component: Fiend (devil) horn

Any tinker or mage will tell you that the basic principles of economic success are simple and easy to understand: limit supply, increase demand, and, of course, use magic to cheat your way to the top.

This item has 8 charges and regains 1d6 + 4 expended charges daily at dawn.

Spells. While holding this item, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 15): create food and water (3 charges), creation (5 charges), fabricate (4 charges), or inequality* (2 charges).

Change Exchange. Whenever you cast a spell that requires a material component with a cost while holding the staff, you can replace the material component with an amount of money equal to the component’s cost + 50 gp, which flies from your person and into the slot on the staff. Once this property has been used, it cannot be used again until the next dawn.

Curse. This item is cursed, and attuning to it extends the curse to you. While cursed in this way, you are unwilling to part with any money or treasure you possess unless you are using the Change Exchange property or exchanging your wealth for something of equal or greater value, and will go out of your way to obtain more whenever possible.

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Very rare variant. Increase the maximum charges to 12, the recharge to 1d8 + 4, and the save DC to 16. There is no limit to the number of times the Change Exchange property can be used.

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Inequality

2nd-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood and water, mixed)

Duration: Concentration, up to 1 minute

Class: Bard, Cleric, Paladin, Tamer

You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur:

  • Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw.
  • Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw.
  • The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half.

These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd.

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