D&D Spell Descriptions and Mechanics
D&D Spell Descriptions and Mechanics
Spells
ground, stopping early if it impacts with your target. If the target
is a creature, it makes a Dexterity saving throw. On a failed save, At Higher Levels When you cast this spell using a spell slot of 2nd
the creature takes 1d4 slashing damage. If the target creature is level or higher, you can target one additional creature for each slot
concentrating on a spell or similar effect, the damage increases to level above 1st.
1d6, and the saving throw to lose concentration should be made
with disadvantage. Classes: Bard, Cleric, Warlock
1st level Enchantment Your touch inflicts the sickened condition. Make a spell attack
Casting Time: 1 action against a creature within your reach. On a hit, you afflict the
Range: 30 feet creature with the sickened condition at mild level.
Components: V, S, M (a pinch of hair that needs to be burned) At the end of each of the target’s turns, it must make a Constitution
Duration: Concentration, up to 1 minute saving throw. After failing three of these saving throws, the
condition lasts for the duration and the creature stops making
A target within range must make a Charisma saving throw. If the these saves. After succeeding on three of these saving throws, the
target fails the saving throw, it will have to roll a d6 and subtract creature recovers from the disease, and the spell ends.
the number rolled whenever they make an attack roll or a saving At Higher Levels: When you cast this spell using a spell slot of
throw during the duration. 5th level or higher, the effect increases. At 5th level, the sickened
condition becomes average instead of mild. At 7th level, the
At Higher Levels. When you cast this spell using a spell slot of 2nd sickened condition becomes potent instead of mild. At 9th level,
level or higher, you can target one additional creature for each slot the sickened condition becomes deadly instead of mild.
level above 1st.
Classes: Warlock, Wizard, Sorcerer
Classes: Bard, Cleric, Warlock
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1d8 bludgeoning, piercing, or slashing damage, as appropriate to You touch a willing beast-type creature that you ride. For the The recipients of this spell must stay within 60 feet of each other,
CELESTIAL WINGS the natural weapon you choose, and you are proficient with your duration, the target’s movement is unaffected by difficult terrain, or the spell will end.
unarmed strikes. Finally, the natural weapon is magic, and you and spells and other magical effects can neither reduce the target’s
5th level Transmutation
have a +1 bonus to attack and damage rolls you make using it. speed nor cause the target to be paralyzed or restrained. Classes: Druid, Ranger, Sorcerer
Casting Time: 10 minutes
Wings You grow natural wings out of your back and will have a
Range: Touch
flying movement speed equal to your movement speed. The wings The target also gets double movement for the duration, but when
Components: V, S, M, (a large feather tied by an oily string, that
is consumed)
can carry all your items and equipment but are not strong enough the duration ends it also will gain a point of exhaustion. THE POX OF KOROSUN ATA
to carry any other creature which is small or larger.
Duration: 8 hours 8th level Conjuration
Regeneration You regenerate 1 hit point per turn. You can Classes: Bard, Cleric, Druid, Paladin Ranger
Casting Time: 1 action
reattach severed limbs to regain use of them to your body as long
You touch up to three willing creatures. That creature gains a Range: 120 feet
as you are alive.
flying speed of 40 for 8 hours. When the spell ends, the target falls
if it is still aloft unless it can stop the fall.
Blindsight You have blindsight for 30 feet. You can perceive your GRANT ALL-SEEING-EYE Components: V, S
Duration: Concentration, up to 10 minutes
surroundings without relying on sight.
7th level Divination
At Higher Levels When you cast this spell using a spell slot of 6th Casting Time: 1 action You create a 60-foot radius sphere of crimson-red poisonous fog
Classes: Druid, Ranger, Sorcerer, Warlock
level or higher, you can target one additional creature for each slot Range: Self centered on a point you choose within the range. The fog spreads
level above 5th. Components: V, S, M (oil, at least 50 gp and blessed by a high around corners. It lasts for the duration or until a strong and
At Higher Levels When you cast this spell using a spell slot of 3rd If the target is a corporeal undead with a bone structure, you can Classes: Sorcerer, Wizard
level or higher, you can target one additional creature for each slot rearrange its bone structure to double its hit points. FORM SOULBOND
level above 2nd.
At Higher Levels When you cast this spell using a spell slot of 7th
9th level Evocation
Casting Time: 1 day
HEALING WATERS
Classes: Druid, Ranger, Paladin level or higher, the damage increases by 2d8 for each slot level
Range: Unlimited 3rd level Transmutation
above 6th.
Components: V, S, M (each person must wear a star-metal ring Casting Time: 10 minutes
WARDING AGAINST BEASTS Classes: Sorcerer, Warlock, Wizard
worth 1000 gp)
Duration: Permanent
Range: 10 feet
Components: V, M (a drop of quicksilver)
2nd level Abjuration (ritual) Duration: Concentration, up to 10 minutes.
Casting Time: 1 minute
Range: 30 feet
VOLLEY OF ARROWS You pray and chant for the day while in a deep trance. You create
a soul bond between up to 6 willing creatures with whom you are With the use of this spell, you enchant a natural body of water with
Components: V, S, M (a bone from any beast-type creature) 2nd level Conjuration familiar. The creatures need to be spending the day with you while the blessing of the High Spirit of Water. Up to 6 creatures who
Duration: 8 hours Casting Time: 1 action you cast this spell. The bond is so strong that it can work across spend at least 30 minutes in the healing powers of the enchanted
Range: Self (40-foot cone) different planes of existence and only the death of the original waters can spend up to 3 hit dice as if they have gone through a
You cast a ward in a 30 feet area where you will be mentally warned Components: V, S, M (an arrow) caster will end it. The targets can instantaneously share words, short rest.
if a beast-type creature enters. Beast-type creatures will have Duration: Instantaneous images, sounds, and other sensory messages with anyone in the
disadvantage on their attack rolls against any target in the area. soulbound collective. At Higher Levels When you cast this spell using a spell slot of
You throw an arrow into the air, to create a volley of arrows that 4thd level or higher, you can spend one additional hit dice for each
Classes: Druid, Ranger, Warlock, Wizard shine with divine energy, shoot forward, and disappear. Each Classes: Wizard slot level above 3rd.
creature in a 40-foot cone must succeed on a Dexterity saving
throw. A creature takes 2d8 radiant damage on a failed save, or Classes: Bard, Cleric, Druid, Ranger, Warlock
BLESSING OF BEASTS half as much damage on a successful one. BLOOD OATH
3rd level Transmutation
Casting Time: 1 action
Classes: Ranger
4th level Abjuration
Casting Time: 1 action
PRAY UPON THE SKIES
Range: Self Range: Touch 2nd level Conjuration
Components: V, S
Duration: Concentration, up to 1 minute
SWIFT GESTURE Components: V, S
Duration: 1 hour
Casting Time: 1 action
Range: 100 feet
4th level Abjuration (ritual) Components: V, S
When you cast this spell, choose one of the following options, the Casting Time: 10 minutes The blood oath wards both you and the subject of the spell Duration: Concentration, up to 1 minute
effects of which last for the duration of the spell. While the spell Range: Touch against harm and creates a mystic connection between you
lasts, you can end one option as an action to gain the benefits of Components: V, S, M (a circlet made of horsehair, bound around and the recipient. Both individuals get +1 to their Armor Class. When you cast this spell and pray to the High Spirit of Skies, a
a different one. one of its legs) Additionally, both individuals will gain resistance to one and the storm cloud appears with an area of effect of a 40-foot radius
Natural Weapons You grow fangs, talons, horns, or any other Duration: 8 hours same type of damage that needs to be determined when the spell centered on the point you can see within the range. The spell will
different natural weapon of your choice. Your unarmed strikes deal is cast. fail if you are indoors.
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When you cast this spell, choose a point you can see under the
cloud. A bolt of a random type of energy will flash down from the HILARIOUS MELODY
cloud to that point. Each creature within 5 feet of that point must
3rd level Conjuration
make a Dexterity saving throw. A creature takes 2d8 damage on a
Casting Time: 1 action
failed save, or half as much damage on a successful one. On each
Range: 60 feet
of your turns, the spell ends, and you can use your reaction to call
Components: V, S
down elemental energies in this way again, targeting the same
Duration: 1 hour
point or an entirely different one.
You call upon the wrath of the Gods themselves and manifest two
At Higher Levels When you cast this spell using a spell slot of 3rd
Kuldurgish, The Cackle Phantoms, into existence. Each of these
or higher level, the damage increases by 1d8 for each slot level
Kuldurgish will disappear when they drop to 0 hit points or when
above 2nd.
the spell ends. These summoned creatures are friendly to you and
your companions. Roll initiative for them as a group, which has
Classes: Druid, Sorcerer, Warlock
its own turns. They will obey any verbal commands that you issue
to them (no action required). If you don’t issue any commands
WRETCHED TUNE to them, they will defend themselves from hostile creatures, but
otherwise will not take any actions.
2nd level Conjuration
Casting Time: 1 action Classes: Bard
Range: 30 feet
Components: V, S
Duration: 1 hour DEVOURING CRESCENDO
5th level Conjuration
You call upon the wrath of the Gods themselves and manifest
Casting Time: 1 action
four Yarimtik, The Disfigured Blasphemies, into existence. Each
Range: 60 feet
of these Yarimtik will disappear when they drop to 0 hit points
Components: V, S
or when the spell ends. These summoned creatures are friendly
Duration: 1 hour
to you and your companions. Roll initiative for them as a group,
which has its own turns. They will obey any verbal commands
You call upon the wrath of the Gods themselves and manifest
that you issue to them (no action required). If you don’t issue any
two Obur, The Gluttons, into existence. Each of these Obur
commands to them, they will defend themselves from hostile
will disappear when they drop to 0 hit points or when the spell
creatures, but otherwise will not take any actions.
ends. These summoned creatures are friendly to you and your
companions. Roll initiative for them as a group, which has its own
Classes: Bard
turns. They will obey any verbal commands that you issue to them
(no action required). If you don’t issue any commands to them,
FORM OF THE HIGH SPIRIT they will defend themselves from hostile creatures, but otherwise
will not take any actions.
5th level Transmutation
Casting Time: 1 action Classes: Bard
Range: Self
Components: V, S, M (a solidified piece of the element that the
High Spirit is associated with) CELESTIAL ARROW
Duration: Concentration, up to 10 minutes
Conjuration Cantrip
Casting Time: bonus action
You infuse your body with the power and stamina granted by the
Range: Self
High Spirit associated with the element you choose. You will gain
Components: V, S
these benefits until the spell ends. You won’t be able to cast any Make a ranged spell attack against the creature to make it feel
Duration: Instantaneous
other spells until the spell ends: the nausea of the grave. On a hit, the target takes 1d6 necrotic
damage and is afflicted by Mild nausea.
You pray upon the heavens and the gods grant you a celestial
You gain 40 temporary hit points. If any of this remains when the Undead and construct creatures are immune to the nausea effect.
arrow to be shot immediately after it has been granted–otherwise
spell ends, they will be gone. This spell’s damage increases by 1d6 when you reach 5th (2d6),
it simply vanishes. This arrow will either deal 1d6 radiant damage
You have resistance against the element that you have chosen 11th (3d6), and 17th level (4d6).
and will be considered magical, or deal 1d8 piercing damage and
when you cast the spell.
won’t be considered magical. You will have to make the attack roll
When you make a melee or ranged attack roll, you deal in the Classes: Warlock, Wizard, Sorcerer
to see if you succeed.
damage type of the element that you have chosen when you cast
the spell. d6 Element
Classes: Cleric, Druid
You have proficiency in Strength and Constitution saving throws.
You can make an extra attack when you take the attack action on 1 Acid
your turn.
QUEASINESS 2 Cold
When the spell ends, you suffer one point of exhaustion. 0th level Necromancy 3 Fire
Casting Time: 1 action
Classes: Cleric, Druid, Wizard Range: 30 feet 4 Lightning
Components: V, S 5 Necrotic
Duration: Instantaneous
You cause a ghostly hand in the space of a creature within range. 6 Poison
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Ring of Fairy’s Grudge -Ring, rare, attunement Belt of the Chieftains -Wondrous Magic Item,
You have resistance to piercing damage while you wear this ring. rare, attunement
Dancing fairies are etched into the band of the ring. You have resistance to bludgeoning damage while you wear this
belt. Tamga describing the tale of Tepegöz are inscribed on the
belt.
Magical
Items
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Tears of Ayzits -Potion, common It Barak Warpaint -Oil, uncommon
Magnification Runestones -Wondrous Magic
When you drink this potion, you gain the ability to speak in a Usually, the poisonous war paints of the It Barak clan are deadly
more mannered way full of etiquette. You have advantage on any to anyone else who uses them. However, these lesser paints are
Item, variable rarity, attunement
Charisma (Persuasion) skill checks for 1 hour. This pink-colored awarded to people who show their worth to one of the many Each of these runestones harbors magic potent enough to
and sweet-tasting potion shines a bit in pure darkness. clans. When you use the It Barak Warpaint, you gain resistance provide the carrier with some enhanced skills to make any
to piercing, bludgeoning, and slashing damage from non-magical witness envy.
attacks for 10 minutes. The application of this oil will take 1
minute.
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Stone of Bediz -Wondrous Magic Item, very rare, Gigglebark -Wondrous Magic Item, rare Shamanbreaker -Warhammer of Mace, very rare, Tamgabreaker Warhammer or Mace, uncommon
attunement When lit, the sweet-smelling fumes from the incense spread attunement You gain +1 bonus to attack and damage rolls made with this
The carrier of the stone can use their action to cast speak with the out to fill an area of 20 feet sphere. The incense will affect any You gain a +1 bonus to attack and damage rolls made with this magic weapon. When against any target with access to Tamga
dead spell once a day without the need for material components. creature other than an undead and a construct and grant them a magic weapon. When against any target with any magical powers, magic, the bonus increases to +2. You can also use your reaction
This small runestone carries the Tamga writing for the words slight protection from the wrath of a High Spirit. The Gigglebark the bonus increases to +2. You can also use your reaction to cast to cast counterspell at 5th level once a day to counter any spell
“Revere the Ancestors” and can be in numerous shapes. should be used after a person or a group of people (all should be counterspell at 5th level once a day to counter any spell coming coming from any source.
in the area of effect to be successful) has neglected a High Spirit from any source.
somehow. The Gigglebark should be consumed after use and will
negate any ill effect that the High Spirit Bane has over the group
of people.
Treemother’s Milk -Potion, rare Helmet of the Crying Wolf -Wondrous Magic Singingshell Wondrous Magic Item, uncommon Kingirak -Any sword, very rare, attunement
When you drink this potion, you gain resistance to one type of Item, very rare, attunement When you blow this horn, any beast of th"e sea will heed your You gain +1 bonus to attack and damage rolls made with this
damage of your choice for 1 minute. Also, you regain 4d4+4 hit call. You can summon 5 CR worth of Beast type creatures. The magic weapon. In addition, while you are attuned to this weapon
You can use an action to activate the helmet. This will summon
points. This whitish liquid has tiny pieces of tree bark in it. summoned creatures will be completely under your control as long you gain +1 armor class.
1d6+1 deceased spirits of the It Barak within 60 feet of you. They
as you hold your concentration. When you lose concentration, they Curse. This sword is a cursed weapon, and becoming attuned to
use the statistics for It Barak - Exalted. They will return to the land
will simply scatter or act randomly directed by the Game Master. it extends the curse to you. As long as you remain cursed, you are
of the unholy after 10 minutes or when they drop to 0 hit points.
The Game Master will be the final arbiter of which creature, unwilling to part with the sword, keeping it within reach at all times.
Once you use the helmet, it can’t be used again until 1 month has
and how many, is summoned. Multiple creatures from different Whenever you spend a day without dealing at least 5 points of
passed.
species can be summoned. When you use the horn, you can’t do damage to any sentient enemy (not a willing creature), the sword
If an It Barak - Exalted or It Barak - Kith uses the helmet, the
so again until the next dawn. deals 2d6 psychic damage to you. The hit points lost in this way
number of summoned spirits is doubled.
will not be regained until at least 5 points of damage are dealt to a
sentient enemy. If in any way the curse causes the wielder to die,
the wielder’s soul will be sent to the land of the unholy, never to be
raised by any magic other than a wish spell. Creatures immune or
resistant to psychic damage can’t attune to this blade.
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Starlight Compass -Wondrous Magic Item, Bow of the Elder -Longbow, uncommon Kocakari’s Flying Cube -Wondrous Magic Item, Earth Mother’s Amber --Wondrous Magic Item,
common You gain +1 bonus to attack and damage rolls made with this uncommon very rare, attunement by a druid
The starlight compass will help the wielder to find their way with magic weapon. When used against any target who is younger by This clay cube, which weighs 6 pounds, is adorned with skulls, This piece of ever-warm amber is cut by the most skilled of the
ease. The wielder will gain advantage in any Wisdom (Survival) age, the bow will deal an extra 1d8 piercing damage. You can use beads, and leaves, and it lies inert until you stand over it and speak gem cutters and enchanted by the will of the gods. The amber
roll to determine or find the way. Also, the compass sheds bright a bonus action to speak this magical bow’s command phrase: “You its command phrase: “Fly, fly like the wind O’ spirit of the wind!” holds 12 charges that can be used as such:
light within 10 feet radius and dim light for another 10 feet. shall respect your elders!” and cast a suggestion spell on anyone It then hovers beneath you and can be ridden in the air. It has a • druidcraft (0 charges, at will)
younger than yourself. flying speed of 40 feet. It can carry up to 250 pounds. The cube • entangle (1 charge)
will stop hovering when you land. • spike growth (2 charges)
You can send the cube to travel alone to a destination within • plant growth (4 charges)
200 feet of you if you speak the command phrase: “Swift travel!” The spell save DC to resist these effects is 17. The amber regains
name the location and have a direct line of sight with the location. 1d6 charges at dusk each day. Also, once per day by spending
Provided that it is still within 200 feet of you, the cube will come an action, you can choose to regain 1 expended use of your wild
back to you when you speak another command phrase: “Return to shape feature.
the owner you shall!”
Purification Relics -Wondrous Magic Item, rare Maytere’s Fiery Blood -Oil, rare
These holy relics from different cultures and different histories This charred wood-smelling liquid can be applied to any melee
help you bless or desecrate an area with holy or unholy powers. weapon to engulf it with fire. The effect of the oil will linger for
You will need 24 hours of praying and meditation to activate the 10 minutes, and you will need 1 minute to apply the oil to the Figurine of Altin Kaplan Shield of the Ancestors Enemy -Shield, very
relics and the power of the relics will be consumed when this weapon. The melee weapon will deal an extra 1d6 fire damage on -Wondrous Magic Item, rare rare, attunement
happens. You will have to make a sacrificial offering of at least top of any other damage it deals.
When you blow this horn, any beast of th"e sea will heed your This +1 shield is created by the remains of an ancient enemy to
1,000 gold pieces to the gods to activate the power of the relic.
call. You can summon 5 CR worth of Beast type creatures. The all mankind. Whatever the creature once was is lost in the annals
The power of the relic will grant you to cast hallow spell at 5th
summoned creatures will be completely under your control as long of time. When you attune to the shield, you gain resistance to
level. The effect is permanent.
as you hold your concentration. When you lose concentration, they either fire, lightning, or cold damage, and once per 7 days, you can
will simply scatter or act randomly directed by the Game Master. change the resistance type you receive from it by concentrating
The Game Master will be the final arbiter of which creature, for 1 minute.
and how many, is summoned. Multiple creatures from different Also, once per day by using your reaction you can increase your
species can be summoned. When you use the horn, you can’t do armor class by 2 to potentially block a melee attack.
so again until the next dawn.
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Bow of Elemental Barrage -Longbow, very rare Wand of Water Detection -Wand, common Instrument of the White Beards, Blade of Dark Steel -Longsword, rare, attunement
You gain +1 bonus to attack and damage rolls made with this The wand is shaped like a dowsing rod and enables the user to Feywarden’s Qopuz This piece of ever-warm amber is cut by the most skilled of the
magic weapon. The riser of this oversized Longbow is etched with search for water in close proximity. The wand holds two pieces -Wondrous Magic Item, rare, attunement by a bard gem cutters and enchanted by the will of the gods. The amber
Tamga depicting the elements. Each time you successfully strike of star metal at each end that the wielder holds. When active the holds 12 charges that can be used as such:
a creature, the bow deals damage in a random element instead of wand will point in the direction that holds the largest body of An instrument of the bards is an exquisite example of its kind, • druidcraft (0 charges, at will)
piercing damage, transforming the ammunition you used into that water within 20 miles. superior to an ordinary instrument in every way. In other lands, • entangle (1 charge)
element, keeping any enchantment it previously had, and each other types of instruments may exist but in the lands of people of • spike growth (2 charges)
arrow will hold a different color than the other: the steppes, only the Qopuz exist. A creature that attempts to play • plant growth (4 charges)
the instrument without being attuned to it must succeed on a DC The spell save DC to resist these effects is 17. The amber regains
16 Wisdom saving throw or take 1d8 psychic damage. 1d6 charges at dusk each day. Also, once per day by spending
Roll Element Color You can use your action to play the instrument and cast one of its
d10 an action, you can choose to regain 1 expended use of your wild
stored spells. Once this instrument has been used to cast a spell, it shape feature.
1 Acid Dark Green can’t be used to cast the same spell again until the next dusk. The
spells use your spellcasting ability and spell save difficulty.
2 Cold Whitish Blue You can play the instrument while casting a conjuration spell to be
3 Fire Crimson Red boosted by the careful spell metamagic feature. This effect applies
only if the said conjuration spell has a somatic or a material
4 Force Pale Violet component.
5 Lightning Light Blue All instruments of the bards can be used to cast the following
spells: fly, invisibility, levitate, and protection from evil and good.
6 Necrotic Dark Black In addition, Feywarden’s Qopuz can be used to cast: entangle,
create food and water and web.
7 Poison Light Green
8 Psychic Metallic Purple
9 Radiant Golden Yellow
10 Thunder Smokey White
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Leather Armor of Foresight -Leather Armor, Cancelation Rocks -Wondrous Magic Item, rare Tent of Safety -Wondrous Magic Item, uncommon Bundle of Herbs -Wondrous Magic Item, common
uncommon, attunement These amorphous, gray-colored rocks resonate with strong magic. When you put this exquisite-looking tent up, its magic will You regain 3d4+2 hit points when you apply these herbs to an
This leather armor is said to be made from the skins of the giants. When they are rubbed together and thrown 40 feet, they explode generate the effects of the tiny hut spell. Putting up the tent will open wound. The healing will occur in 1 minute.
When you attune to it, you gain blindsight of 30 feet. in a 15 feet radius sphere of magic canceling energy on impact. take 1 minute, and, as stated in the spell description, it will protect
The rocks are consumed when this happens. Any active spell of up to 9 creatures of medium or smaller size for 8 hours. The tent
3rd level or lower in the area of effect will be dispelled. will be expended when the duration ends, turning the tent into a
non-magical object.
The Devourer -Battleaxe, legendary, attunement Whistle of the Wind Demon -Wondrous Magic Permanent Tamga -Tamga, varies, attunement Skull of the Dead -Wondrous Magic Item, rare
by any evil creature Item, very rare Produced with a special needle, this magical Tamga features When you activate this skull by pressing the gemstone on its
The Devourer is adorned with skulls that bleed from their eyes. When you blow this whistle and meditate for 10 minutes, you designs that emphasize more than one color. forehead, you become invisible to any undead creature for 1 hour.
When you grab this weapon, you hear whispers of the dead calling change the weather as if you cast a control weather spell within When the effect ends, it can’t be used again for 7 days.
your name. It is said that the wielder of The Devourer will join 1 mile and without material components. Once this is used, the Attunement. To attune to the Tamga, you hold the needle to your
these tortured dead when they finally die. whistle can’t be used for 7 days. skin where you want the Tamga to appear, pressing the needle
You gain +3 bonus to attack and damage rolls made with this there throughout the attunement process. When the attunement
magic weapon. If you attack a creature with this weapon and roll is complete, the needle turns into the ink that becomes the Tamga,
a 20 on the attack roll, the creature takes an extra 2d12 necrotic which appears on the skin.
damage, and you will regain a number of hit points equal to the
necrotic damage taken. If your attunement to the Tamga ends, it vanishes, and the needle
Also, the ax makes you immune to necrotic damage. reappears in your space.
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Wand of Birds -Wondrous Magic Item, Yada Stones -Wondrous Magic Item, legendary, Bow of the Plainsrider -Any Bow, uncommon Arrows of Travel -Arrow, rare
uncommon attunement This gorgeous bow has a beautiful Tamga depicting horseback When you shoot this arrow and you do not hit any target, you may
When you activate this wand’s magic, you can cast animal The Yada Stones are two palm-sized, hefty looking rocks with riders fighting against a huge fiend. When you use this bow choose to teleport alongside the arrow as long as the attack ends
friendship and speak with animals spells at 1st level. Use Wisdom Tamga covering every inch of them. The stones usually are carried against any medium-sized target who is on foot while you are within the range of the bow you are using. The magic of the arrow
as your spellcasting ability for these spells. The rod holds 3 in different pouches, never touching each other if their magical riding a mount, you have advantage on your attack rolls. will be expended when you do so.
charges and will regain expended uses at the dawn. powers are not needed. When the stones touch each other and the
command phrase “Light the way by the name of Ülgen!” is uttered,
the stones shed bright light for a 100 foot radius and dim light for
another 100 feet.
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Equipment
Sash of Stoneskin -Wondrous Magic Item, rare, Rod of the Icicle -Rod, very rare, attunement
attunement You have resistance to cold damage when you are attuned to this
You have resistance to slashing damage while you wear this sash. icicle-shaped rod.
The sash is adorned with gems and golden etchings.
The rod holds 8 charges. While holding it, you can use an action to
expend 1 or more charges to cast one of the following spells from
it, using your spell save difficulty.