Page 180 - Guildmasters' Guide to Ravnica
P. 180
MIZZI UM 2ND·LEVEL SPELLS
Mizzium is a magic-infused steel alloy used by the lzzet d6 Spell
League in a tremendous variety of ways, from providing 1 blur
the physical structure of weirds to crafting the tools used
in other manufacturing. Runic markings help to chan- 2 gust of wind
nel and control the elemental energy that flows through 3 heat metal
the metal. 4 Melfs acid arrow
The magical properties of the metal are difficult to de- s
fine succinctly. It is as hard as adamantine, except when scorching ray
it is transformed into a gaseous suspension. It has a high 6 shatter
melting point, except when it is found in liquid form at
cool autumn temperatures. lzzet chemisters can readily 3RD·LEVEL SPELLS
explain that mizzium helps to maximize metasteam po-
tentials, realize fractional element-binding, and transduce d6 Spell
local weird-field radicals, but no one understands what any 1 fear
of that means. 2 feign death
3 fireball
MIZZIUM APPARATUS 4 gaseous form
Wondrous item, uncommon (requires attunement by a 5 sleet storm
sorcerer, warlock, or wizard)
6 stinking cloud
Innovation is a dangerous pursuit, at least the way the
mages of the Izzet League engage in it. As protection 4TH-LEVEL SPELLS
against the risk of an experiment going awry, they have
developed a device to help channel and control their d4 Spell
magic. This apparatus is a collection of leather straps, 1 confusion
flexible tubing, glass cylinders, and plates, bracers, 2 conjure minor elementals
and fittings made from a magic-infused metal alloy 3 Evard's black tentacles
called mizzium, all assembled into a harness. The item 4 ice storm
weighs 8 pounds.
While you are wearing the mizzium apparatus, you
can use it as an arcane focus. In addition, you can STH·LEVEL SPELLS
attempt to cast a spell that you do not know or have d4 Spell
prepared. The spell you choose must be on your class's animate objects
spell list and of a level for which you have a spell slot, 2 cloud kill
and you must provide the spell's components. 3 cone of cold
You expend a spell slot to cast the spell as normal, but
before resolving it you must make an Intelligence (Ar- 4 flame strike
cana) check. The DC is 10 +twice the level of the spell
slot you expend to cast the spell. MIZZIUM ARMOR
On a successful check, you cast the spell as normal, Armor (medium or heavy, but not hide), rare
using your spell save DC and spellcasting ability mod- This suit of armor is reinforced with a magically en-
ifier. On a failed check, you cast a different spell from hanced metal alloy called mizzium, which is made in
the one you intended. Randomly determine the spell you Izzet foundries. While you're wearing the armor, any
cast by rolling on the table for the level of the spell slot critical hit against you becomes a normal hit. Jn addi-
you expended. If the slot is 6th level or higher, roll on the tion, when you are subjected to a magical effect that
table for 5th-level spells. allows you to make a Strength or Constitution saving
If you try to cast a cantrip you don't know, the DC for throw to take only half damage, you instead take no
the Intelligence (Arcana) check is 10, and on a failed damage if you succeed on the saving throw.
check, there is no effect.
MIZZIUM MORTAR
lST-LEVEL SPELLS Wondrous item, rare
d6 Spell This short tube, about 2 feet long and 6 inches in diame-
ter, is made from mizzium, a magically enhanced metal
1 burning hands
alloy forged by the lzzet League. The end that's pointed
2 chaos bolt (see chapter 2)
toward a target is open, and a glowing ball of molten
3 color spray metal can be seen at the other end as long as the mortar
4 faerie fire has at least 1 charge remaining.
s fog cloud The mortar has 4 charges for the following properties.
6 thunderwave It regains ld4 expended charges daily at dawn.
Molten Spray. You can expend 1 charge as an action
to loose a 30-foot cone of molten mizzium. Each crea-
ture in the area must make a DC 15 Dexterity saving
CllAP'l f.R 5 TRE'\SulHS 179