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POTION  OF HEALING                                  SPIDER  STAFF
               When you drink this potion, you regain 2d4 + 2 hit points.  The top of this black, adamantine  staff is shaped like a
                                                                   spider. The staff weighs 6 pounds. You must be attuned to
               POTION  OF INVISIBILITY                             the staff to gain its benefits and cast its spells.
               When you drink this potion, you-along  with the clothing,  The staff can be wielded as a quarterstaff.  It deals
               armor, weapons,  and other equipment  on your person-  Id6 extra poison damage on a hit when used to make a
               become invisible for 1 hour. The invisibility ends if you  weapon attack.
               attack or cast a spell.                               The staff has 10 charges, which are used to fuel the
                                                                   spells within it. With the staff in hand, you can use your
               POTION  OF VITALITY
                                                                   action to cast one of the following spells from the staff if
               Drinking this potion removes any exhaustion  you are  the spell is on your class's spell list: spider climb (1 charge)
               suffering, cures any disease or poison affecting you, and  or web (2 charges, spell save DC 15). No components
               maximizes  the effect of any Hit Die you spend to regain hit  are required.
               points within the next 24 hours.                      The staff regains Id6 + 4 expended  charges each day at
                                                                   dusk. If you expend the staff's last charge, roll a d20. On a
               RING  OF PROTECTION
                                                                   1, the staff crumbles  to dust and is destroyed.
               While you are wearing this ring and are attuned to it, you
               have a +1 bonus to your Armor Class and saving throws.  STAFF OF DEFENSE
                                                                   This slender, hollow staff is made of glass yet is as strong
               SPELL SCROLL
               A spell scroll bears the words of a single spell, written in  as oak. It weighs 3 pounds. You must be attuned to the
                                                                   staff to gain its benefits and cast its spells.
               a mystical cipher. If the spell is on your class's spell list,  While holding the staff, you have a +1 bonus to
               you can use an action to read the scroll and cast its spell  your Armor Class.
               without having to provide any of the spell's components.  The staff has 10 charges, which are used to fuel the
               Otherwise,  the scroll is unintelligible.
                 If the spell is on your class's spell list but of a higher  spells within it. With the staff in hand, you can use your
               level than you can normally cast, you must make an ability  action to cast one of the following spells from the staff if
                                                                   the spell is on your class's spell list: tnege armor (1 charge)
               check using your spellcasting  ability to determine  whether  or shield (2 charges). No components  are required.
               you cast it successfully.  The DC equals 10 + the spell's  The staff regains Id6 + 4 expended charges each day at
               level. On a failed check, the spell disappears  from the  dawn. If you expend the staff's last charge, roll a d20. On a
               scroll with no other effect.                        1, the staff shatters  and is destroyed.
                 Once the spell is cast, the words on the scroll fade, and
               the scroll itself crumbles  to dust.                WAND   OF MAGIC  MISSILES
                                                                   This wand has 7 charges. With the wand in hand, you can
                                                                   use your action to fire the magic missile spell from the
                                                                   wand-no  components  required-and  expend 1 to 3 of the
                                                                   wand's charges. For each charge you expend beyond 1, the
                                                                   spell's level increases  by 1. You can use this wand even if
                                                                   you are incapable of casting spells.
                                                                     The wand regains Id6 + 1 expended  charges each day at
                                                                   dawn. If you expend the wand's last charge, roll a d20. On
                                                                   a 1, the wand crumbles into ash and is destroyed.































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                                                                                         APPENDIX  A: MAGIC  ITEMS
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