많은 주문의 모자(Hat Of Many Spells)

경이로운 아이템, 매우 희귀 (조율만큼의 위저드 필요)

이 뾰족 모자는 다음과 같은 속성을 가지고 있습니다.

주문 시전 집중. 이 모자를 들고 있으면 위저드 주문을 시전할 때 주문 시전 집중으로 사용할 수 있습니다. 모자를 사용하여 시전하는 모든 주문는 특수 동작 성분을 얻습니다: 사거리을 모자 안으로 넣고 주문를 “끌어당겨” 꺼내야 합니다.

알 수 없는 주문. 모자를 들고 있는 동안 모르는 레벨 1+ 주문를 시전할 수 있습니다. 주문는 위저드 주문 목록에 있어야 하고, 시전할 수 있는 레벨이어야 하며, 1,000 GP 이상의 물질 구성 요소를 가질 수 없어야 합니다. 일단 결정하면

를 결정한 후에는 주문 레벨의 주문 슬롯을 소비해야 합니다. 그런 다음 주문를 시전할지 결정하려면 지능(비전) 검사(DC 10 + 주문)를 합니다.

더하기 주문). 검사에 성공하면 정상 시전 시간을 사용해 주문를 시전하며, 짧은 휴식 또는 긴 휴식을 마칠 때까지 이 속성을 다시 사용할 수 없습니다. 검사에 실패하면 주문 시전에 실패하고 대신 다음 표에 따라 굴려서 억제하는 무작위 효과가 발생합니다.

모자에서 시전하는 모든 주문는 자신의 주문 내성 DC와 주문 명중 보너스를 사용합니다.

1d100 효과

01-50 1d10을 굴려서 결정된 무작위 주문을 시전합니다: 1이 나오면, 엔라

원문

Hat of Many Spells

Wondrous Item, Very Rare (Requires Attunement by a Wizard)

This pointed hat has the following properties.

Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a spe- cial Somatic component: you must reach into the hat and “pull” the spell out of it.

Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on

the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus

the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, deter- mined by rolling on the following table.

Any spell you cast from the hat uses your spell save DC and spell attack bonus.

1d100 Effect

01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a

3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.

51–55 You have the Stunned condition until the end of your next turn, believing something awe- some just happened.

56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.

61–65 You pull a nonmagical object out of the hat.

Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch.

66–70 You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour.

71–75 You have the Petrified condition until the end

of your next turn.

76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.

81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally

would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to deter- mine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.

1d100 Effect

86–90 A Hostile Swarm of Bats flies out of the

hat, occupies your space, and attacks you.

91–95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The GM determines where it leads.

96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The GM chooses the item, which dis- appears after 1 hour if it’s not consumed or destroyed before then.

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  • source/srd52/magic_items/hat_of_many_spells.txt
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