Introduction
Thought I couldn't write a book, huh, Mom? Well look at me now! Below you will find fragments of my story throughout every and all school of magic I could find. None deemed me worthy of enrollment, but through sheer determination, a bunch of money, and the blood of a Gold Dragon in my veins, I persevered. Now, my knowledge is yours, Dear Reader. Let "The Prodigy" (trademark pending) take you on a journey of might and magic!
Cantrips
Sif's Silver Scepter
Transmutation Cantrip
- Spell Lists: Artificer, Bard, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a small silver rod)
- Duration: 1 minute
You clutch the silver rod used in the spell's casting to summon a one-handed, simple melee weapon of your choice. For the duration, you can use your spellcasting ability for the attack and damage rolls with this weapon. The weapon deals Bludgeoning damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the weapon's damage increases to 1d4 + your spellcasting ability modifier. The damage die increases to 1d6 at 11th level, and to 1d8 at 17th level.
Acid Bile
Necromancy Cantrip
- Spell Lists: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (10-foot cone)
- Components: V, S
- Duration: Instantaneous
You clutch your chest and unleash a blast of disguising bile from your mouth. Each creature in a 10-foot radius must make a Constitution saving throw. A target takes 1d8 Acid damage.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rain of Sparks
Evocation Cantrip
- Spell Lists: Artificer, Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A small bolt of lightning crashes on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Lightning damage. The target gains no benefit from cover for this saving throw.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Soul Piercer
Illusion Cantrip
- Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You conjure an invisible blade to strike your opponents with. Make a melee spell attack against a creature within range. On a hit, the target takes 1d8 Psychic damage. This attack leaves no trace of damage on the target.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1st Level
Vibe Check
1st-level Enchantment
- Spell Lists: Bard, Cleric, Paladin, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a straw doll)
- Duration: Concentration, up to 10 minutes
You attempt to probe a humanoid's mind and punish them for deception. It must make a Charisma saving throw against being charmed, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, once per turn if it says a lie, it takes 1d6 Psychic damage. If it receives damage from any other source, the spell automatically ends.
Goading Boast
1st-level Enchantment
- Spell Lists: Artificer, Bard, Paladin, Sorcerer
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 Round
You loudly proclaim your superiority in battle, forcing a creature within range you can see to attack you. The target must make a Wisdom Saving Throw. If the creature's Intelligence score is lower than 4, it is immune to being charmed, or it doesn't share a language with you, the spell fails.
On a failed save, the target is goaded, and must use all of its speed to move up to you and attack you. This movement does not provoke Opportunity Attacks. All attack made against you are done at Advantage. If the target cannot attack you on its turn, it cannot attack on that turn, and the spell ends.
2nd Level
Sif's Coin Toss
2nd-level Divination
- Spell Lists: Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a platinum coin, which the spell consumes)
- Duration: Instantaneous
You infuse an ally with perfect 50/50 odds. On the affected ally's next ability check, attack roll, or saving throw, you instead roll a d20 with no modifiers. On an even roll, they success. On an odd roll, they fail.
Ancestral Bolt
2nd-level Evocation
- Spell Lists: Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
A bolt of elemental energy flies from your mouth and impacts a creature within range. You choose acid, cold, fire, lightning, or poison, and then make a ranged spell attack against the target. On a hit, the target takes 2d6 damage of the type you chose.
Hit or miss, the bolt erupts, leaving behind a 10-foot radius pool of the damage type you chose, which lasts for 1 minute. The pool is considered difficult terrain, and creatures that walk over the pool take 1d4 damage for every 5 feet they travel across the pool.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 for every slot level above 2nd.
3rd Level
Space Shift
3rd-level Conjuration
- Spell Lists: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A set of identical dust clouds surround you and a creature of your choice within range. The creature must make a Charisma saving throw. If the creature is an ally, it can choose to fail the saving throw. On a failed save, you and the target switch places. If this would place you or the target in an unsafe space, you instead get teleported to the nearest unoccupied space.
Discus of Light
3rd-level Conjuration
- Spell Lists: Cleric, Paladin, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Discuses of divine energy are conjured around you. When you cast this spell, and as an action on each of your subsequent turns, you can make a ranged spell attack against a target within 90 feet of you that you can see. On a hit, the target takes 2d12 Radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for every slot level above 3rd.
Icingdeath's Fog
3rd-level Conjuration
- Spell Lists: Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a shard of ice, which is shattered in the casting of this spell)
- Duration: Concentration, up to 1 minute
You conjure a 20-foot radius sphere of dense cold wind centered on a point within range, which lingers for the entirety of the spells duration. The wind extinguishes candles, torches, or similarly unprotected flames. It also freezes standing water no greater than 5 feet on any side.
Each creature that is within the wind at the start of its turn must make a Constitution saving throw. A creature takes 3d8 Cold damage on a failed save, and half as much on a successful one. On a failed save, the target's speed is also reduced by 10 feet until the end of its turn.
Boom Stick
3rd-level Transmutation
- Spell Lists: Bard, Paladin, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Touch
- Components: S, M (an improvised weapon made of wood, stone, or metal)
- Duration: Instantaneous
You infuse the weapon used in the spells casting with an overwhelming amount of energy. After being affected by this spell, the infused weapon can be thrown up to 60 feet. When it impacts, it erupts, destroying the weapon. Every creature within 20 feet of the weapon when it detonates must make a Dexterity saving throw. A creature takes 6d6 Force damage on a failed save, and half as much on a successful one. This damage deals double damage to structures and objects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every slot level above 3rd.
4th Level
Sif's Terrifying Discovery
4th-level Conjuration
- Spell Lists: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pocket, case, or bag with at least 1 cubic inch of free space)
- Duration: 1 hour
You reach into a pocket, case, or bag within reach and roll a d20. On a roll of 11 or higher, you summon a tool of your choice, such as a lantern, a sledgehammer, or an artisan's kit. The summoned tool lasts for the duration and you are automatically proficient in it. You can also use your spellcasting ability for skill checks with this tool. On a roll of 10 or lower, you instead conjure a Beast of size small or smaller with a CR rating no higher than 1/4. This beast is hostile to you, and disappears after 1 hour.
5th Level
Spiritual Cleanse
5th-level Abjuration
- Spell Lists: Bard, Cleric, Druid, Paladin
- Casting Time: 10 minutes
- Range: Self (20 foot radius)
- Components: V, S, M (a brass goblet worth at least 100 GP, which the spell consumes)
- Duration: Instantaneous
Choose a number of allies within range up to your spellcasting ability modifier, which can include yourself. You can end one of the following effects:
- Reduce the target’s exhaustion level by one
- One effect that charmed or petrified the target
- One curse, including the target’s attunement to a cursed magic item
- Any reduction to one of the target’s ability scores
- One effect reducing the target’s hit point maximum
You can choose to end a different effect for every target of this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose an additional target for every slot level above 5th.
Rykenryrr's Aspect
5th-level Illusion
- Spell Lists: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure an image of the Gold Dragon Rykenryrr centered on a point within range. At the time of casting this spell, you can choose what kind of aspect to summon. Creatures within 30 feet of the aspect must make a Wisdom saving throw. On a failed save, they are under the effects of the chosen aspect.
Frightful Aspect: On a failed save, the creature is frightened and must use all of its movement to move away from the image. If the creature is within 60 feet of the image by the end of its turn, then it remains frightened. Otherwise, it repeats the Wisdom saving throw at the start of each of its turns, ending the frightened condition on a successful save.
Charming Aspect: On a failed save, the creature is charmed and its speed is reduced to 0. It also considers all creatures within 30 feet of the image as friendly. If the creature takes damage from any source, it rerolls the saving throw, ending the charmed condition on a successful save.
9th Level
Sif's Golden Avatar
9th-level Transmutation
- Spell Lists: Bard, Cleric, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a gold statue of a dragon worth at least 1,000 GP, which the spell consumes)
- Duration: 1 minute
You transform yourself into an Ancient Gold Dragon for the duration, until you drop to 0 hit points, or you die.
Your's game statistics, including mental ability scores, are replaced by the Ancient Gold Dragon's statistics. You retains your alignment and personality.
You assume the hit points of the Ancient Gold Dragon. When you reverts back to you normal form, you return to the number of hit points you had before transforming. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce you to 0 hit points, you aren't knocked unconscious.
You take on the Ancient Gold Dragon's actions, except its Legendary Actions.
Your gear melds into the new form, and you can't activate, use, wield, or otherwise benefit from any of your equipment.
The Cabinet of Wonders
I never thought I'd settle down. I always believed my calling to be the unknown and uncharted. I was right. Settling down sucks; endless boredom and politics and bureaucracy and TAXES... Although I left that all behind me, my Cabinet of Wonders is the most comprehensive and exciting collection of magical items in the world (don't quote me on that)!!!
Cabinet of Wonders
Below is a list of magical items of my own creation, plus a handy guide for pricing magical items in your next campaign.
Magic Item Prices
| Type | Rarity | Price (GP) |
|---|---|---|
| Wondrous Item | Common | 100 |
| Wondrous Item | Uncommon | 400 |
| Wondrous Item | Rare | 1,500 |
| Wondrous Item | Very Rare | 4,000 |
| Potion | Common | 50 |
| Potion | Uncommon | 100 |
| Potion | Rare | 175 |
| Potion | Very Rare | 300 |
| +1 Armor | Rare | 800 |
| +2 Armor | Very Rare | 3,000 |
| +3 Armor | Legendary | 8,000 |
| +1 Weapon | Uncommon | 300 |
| +2 Weapon | Rare | 1,000 |
| +3 Weapon | Very Rare | 3,000 |
| +1 Shield | Uncommon | 300 |
| +2 Shield | Rare | 1,000 |
| +3 Shield | Very Rare | 3,000 |
| +1 Ammunition (20) | Uncommon | 100 |
| +2 Ammunition (20) | Rare | 1,500 |
| +3 Ammunition (20) | Very Rare | 7,000 |
Attunement Cost
| Attunement Type | Price (GP) |
|---|---|
| None | +0% |
| Minor | +25% |
| Major | +50% |
| Variable | +60% |
Spell Scroll Prices
| Level | Rarity | Price (GP) |
|---|---|---|
| 0 | Common | 10 |
| 1 | Common | 50 |
| 2 | Uncommon | 150 |
| 3 | Uncommon | 300 |
| 4 | Rare | 600 |
| 5 | Rare | 1,000 |
| 6 | Very Rare | 2,000 |
| 7 | Very Rare | 4,500 |
| 8 | Very Rare | 8,000 |
| 9 | Legendary | 13,000 |
Magic Items, Straight from the Cabinet
Belt of Skulls
- Item Type: Wondrous Item (Belt)
- Rarity: Uncommon
- Attunement: Minor
The Belt of Skulls is made of steel with a dark and light Damascus pattern. The skull in the buckle is ornately carved.
Minor Attunement: The belt adds +1 to AC when facing undead. Additionally, the skull can be removed to create a Tiny Bone Construct. This construct can move independently, has 10 AC, 1 HP, 30 walking speed, and 2 STR. The Bone Construct cannot be farther than 120ft from you, or it will de-animate. As a bonus action, you can telepathically command the Bone Construct to perform any simple action. The Bone Construct remains animated for 1 hour, or until it is destroyed, or you de-animate it willingly. Once de-animated, it will transform back into the buckle skull.
Moonstone Ring
- Item Type: Wondrous Item (Ring)
- Rarity: Rare
- Attunement: None
This ornate signet ring is a mark of the Order of the Silver Lady, loyal servants and warriors of Selune. The moonstone atop it waxes and wanes to match the moon's phase.
When within 500 feet of another person wearing this ring, you can cast the Message cantrip without the material components.
Royal Shield
- Item Type: Shield
- Rarity: Rare
- Attunement: Minor
This gorgeous shield has a lightweight design, able to be moved around with great ease.
Unattuned: This is a +1 Shield. It gives Resistance to Piercing damage.
Minor Attunement: While wearing this shield, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Royal Shortsword
- Item Type: Weapon (Shortsword)
- Rarity: Rare
- Attunement: Minor
This lightweight sword is incredibly maneuverable. It is forged from a single piece of quicksilver, further simplifying the design.
Unattuned This is a +1 Shortsword. Its lightweight design allows you to deal both Piercing and Slashing damage with this weapon (for the purposes of overcoming resistances and immunities).
Minor Attunement: While wielding this weapon, you have blindsight against creatures up to 10 feet away, even in total darkness. You also don't suffer disadvantage on attack rolls against them.
Solar Breastplate
- Item Type: Medium Armor (Breastplate)
- Rarity: Rare
- Attunement: Variable
This impressive breastplate is completely scratch-free, despite being abandoned for so long. The sun in the center of the chest glows faintly with radiant energy.
Minor Attunement: This is a +1 Breastplate. This armor emits bright light up to 20 feet and dim light for an additional 20 feet.
Minor Attunement: The armor has 5 charges. Whenever you roll hit dice to restore Hit Points during a short rest, you can expend a charge to restore the maximum amount of hit points per hit dice equal to the charges expended. You regain 1d6 + 1 charges at dawn each day.
Major Attunement: (Only if you have the Spellcasting or Pact Magic feature) Whenever you finish a long rest, choose a 1st level spell from the Cleric Spell List. You can cast this spell twice without expending spell slots.
Watcher's Greatsword
- Item Type: Weapon (Greatsword)
- Rarity: Very Rare
- Attunement: Minor
This blade bears iconography of the Platinum Dragon Bahamut. It hums soothingly at the touch of dragonkin.
Unattuned: This is a +2 Greatsword. When attacking with this weapon, you add its magical bonus to attack and damage rolls.
Minor Attunement: (Only for Paladins of 2nd level or higher) When you damage Fey, Celestials, or Aberrations with Divine Smite, you deal an additional 1d8 Radiant damage.