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- BAG OF HOLDING 20 --> Guild Expense
- Inventory~ Gold: 2429.05
- -Bag of lolis
- -Ink
- -Empty Box + Lock
- -32 Potions
- -5 Greater Potions
- -Polish
- -Adventurer's Pack
- -Neverbloom Gloves (+4 Dex)
- -Garyx Blessed Amulet
- -4 Boreal Rocks
- -Water Skin (From Shrine: Holy Water)
- +1 Fire Short Sword
- +1 Ice Short Sword
- -Owl Totem (Full Night Vision)
- -Jar of Slime
- -Large Beautiful Diamond (For spells) Worth: 2k Gold
- -A Thorn
- -2 Vials of Antidote
- -10 Truffels
- -Quazet Horns
- -Boots of Luck (+1 Luck)
- -Artimis' Gaze (+1 Dex)
- -Opal Bracelet (Cosmetic -> Grounds the Bag of Holding)
- -Ring of Persuasion (+1 Persuasion)
- -Book (Used! +1 Sleight of Hand)
- -2 Dead Mice
- -1 Dead Frog
- -Half Chewed Heart
- -1 Bone
- -Ring with Pearl (+1 Resist: Acid)
- -Gaming Set
- -Bra x1
- -Panties x1
- -Lvl 1 Scrolls of:
- Ray of Frost
- Cure Wounds
- Shield
- ----------------------------------------------------
- (Sneak attack -> + 3d6)
- -SHORT SWORDS x2
- BLUEISH STEEL, BLACK EBONY, ELVISH GLASS
- (+3 to Hit) (+2 Shock Damage)
- 1d8 ----------^ +2 SHOCK DAMAGE
- (+13 to hit. proficiency bonus + dex + sword)
- ONLY USE 1 AT A TIME.
- -GLOVES OF MISSILE SHARING
- MELD INTO HANDS
- REDUCE DAMAGE BY D10 WHEN HIT BY PROJECTILES
- CAN CATCH ATTACKS
- -CLOAK OF THE BAT
- IN AN AREA OF DIM LIGHT, OR DARKNESS,
- YOU CAN GRIP THE EDGES OF THE CLOAK
- WITH BOTH HANDS AND USE IT TO FLY 40FT.
- IN DIM LIGHT/DARKNESS CAN BE USED TO
- CAST POLYMORPH INTO A BAT.
- DO NOT KEEP STATS -> BUT KEEP INT, WIS, CHA
- -16 TRICK OR TREAT BAGS
- -13 CANDY CORN
- -7 CHOCOLATE BARS
- -QUEEN OF HEARTS - SUCCUBUS/INCUBUS
- -JOKER - PIC OF PHENEX
- -ACE OF SPADES - LICH
- -5 DIMENSION DOOR STONES
- -OLD KEY - ARCANE
- -RAPIER - (PROFICIENT) - +1 DMG 7 ATTACK - 1D8 PIERCING
- WHEN YOU HIT A DRAGON WITH THIS WEAPON
- THE DRAGON TAKES +3D6 DMG PIERCING +
- REGULAR DMG. NAME: DRAGON SLAYER
- -BOOK OF PURIFICATION
- -AC LEATHER BRACELET
- {+1 AC
- ***IMPORTANT***
- -GLOVES THAT CAN CAST BURNING HANDS UPON SPEAKING THE TRIGGER WORD,
- AND FIREBALL WITHOUT USING SPELL SLOTS.
- ******
- -COMMAND SPELL SCROLL (LEARN THIS LVL1 SPELL)
- SPEAK ONE WORD TO TARGET. WISDOM SAVING THROW
- NO EFFECT IF UNDEAD, DOESNT SPEAK LANGUAGE, OR
- COMMAND IS HARMFUL TO IT
- -FIREBALL SCROLL (3RD LVL)
- -SPECIAL BRA OF STONE TURNING
- {-1 THING EVERY HOUR CAN BE TURNED TO STONE, DURATION UNKNOWN.
- -SPECIAL PANTIES OF VULNERABILITY
- {-HALF OF ANY SLASHING DMG DONE TO YOU.
- -BAT POOP + SULFUR (FOR FIREBALL)
- -SPARE THE DYING SPELL SCROLL + SACRED FLAME SPELL SCROLL
- ----------------------------------------------------
- >>(***NOTE: These spells were at the BACK of the book so I'm unsure if they belong to Phenex or not. Sorry!***)<<
- {Dancing Lights}
- You create 4 torch-sized lights within range, making them appear as torches, lanterns,
- or glowing orbs that hover in the air for the duration. You can also combine the four
- lights into one glowing, vaguely humanoid form of your choice. Each light sheds dim
- light in a 10-ft radius.
- As a Bonus Action on your turn you can move the lights up to 60-ft to a new spot within
- range. A light must be within 20-ft of another light created by this spell, and a light
- winks out if it exceeds the spell's range.
- {Mage Hand}
- A spectral, floating hand appears at a point you choose within range. The hand lasts for
- the duration or until you dismiss is as an action. The hand vanishes if it is ever more
- than 30-ft away from you or if you cast this spell again.
- You can use your action to control the hand. You can use the hand to manipulate an object,
- open an unlocked door or container, stow or retrieve an item from an open container, or
- pour the contents out of something. You can move the hand up to 30-ft each time you use it.
- The hand can't attack, activate magical items, or carry more than 10 pounds.
- {Eldritch Blast}
- A beam of crackling energy streaks towards a creature within Range. Make a ranged spell
- attack against the target. On a Hit, the Target takes 1d10 Force Damage. Range: 120-ft.
- The spell creates more than one beam when you reach higher levels.
- -Two beams at 5th Level
- -Three beams at 11th Level
- -Four beams at 17th Level
- You can direct the beams at the same target or at different targets. Make a separate
- attack roll for each beam.
- {{SPELLS}}
- {Command}-
- You speak a One Word command to a creature you can see within range. The target must succeed
- on a wisdom saving throw or follow the command on its next turn. The spell has no effect if
- the target is undead, if it doesn't understand your language, or if your command is directly
- harmful to it. (Typical commands listed in guide)
- {Cure Wounds}
- A creature you touch regains a number of Hit Points equal to 1d8 + your Spell Casting Modifier.
- This spell has no effect on Undead or Constructs.
- At higher levels: When you cast this spell using a Spell Slot of 2nd level or Higher, the healing
- increases by 1d8 for each slot level above 1st.
- {Inflict Wounds}
- Make a Melee Spell Attack against a creature you can reach. On a hit, the target takes 3d10
- necrotic damage. At higher levels: When you cast this using a spell slot of 2nd level or higher,
- the damage increases by 1d10 for each level slot above 1st.
- {Feather Fall}
- Reaction - When you or a creature within 60-ft of you falls, up to five falling creature's rate
- of descent slows to 60-ft per round until the spell ends. If the creature lands before the spell
- ends, it takes no falling damage and can land on its feet, ending the spell on that creature.
- {Hideous Laughter}
- A creature of your choice that you can see within range perceives that everything is hilariously
- funny and falls into fits of laughter if this spell affects it. The target must succeed on a
- Wisdom Saving Throw or fall prone, becoming incapacitated and unable to stand up for the duration.
- A creature with an Intelligence score of 4 or less is not affected.
- At the end of each of its Turns, and each time it takes Damage, the target can make another
- Wisdom Saving Throw. The target has Advantage on the Saving Throw if it's triggered by Damage. On
- Success, the spell ends.
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