The boat can carry up to thirty-two Medium or smaller creatures. On a successful save, a creature takes half as much damage. Languages all languages known to its summoner If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. The rope has AC 20 and 20 hit points. On a 1, the wand crumbles into ashes and is destroyed. The fissure then closes, leaving no trace of its existence. More weight or lack of solid anchoring causes the rod to revert to its normal form. This helm has 3 charges. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. The ring regains 1d6 expended charges daily at dawn. The level of the slot used to cast the spell determines how much space it uses. You ignore difficult terrain created by ice or snow. Talons. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. Every other creature in the area must make a DC 17 Dexterity saving throw. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage. This page lists the changes made to DayZ Standalone over the course of its development, beginning with its initial release version of 0.28.113734 on 16 Dec 2013. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. The spell ends if the hat is removed. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. You can use an action to press the button, which causes the rod to become magically fixed in place. Doing so ends that pellet’s magic. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. They return to Valhalla after 1 hour or when they drop to 0 hit points. Idiot. Anything you are wearing or carrying is invisible with you. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. This wand has 7 charges. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. You gain temporary hit points equal to the extra damage dealt. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Any documentation that proves you should own something lost to this card also disappears. You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. Spells. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. The flask can hold only one creature at a time. You can use an action to touch the token to a body of water at least 60 feet in diameter. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. This property of the armor can’t be used again until the next dawn. Comet. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. Wand, very rare (requires attunement by a spellcaster). In the absence of such orders, the creature acts in a fashion appropriate to its nature. The gem in the ring indicates the type, which the GM chooses or determines randomly. The trident regains 1d3 expended charges daily at dawn. The ring can store up to 5 levels worth of spells at a time. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. The rod can hold up to 8,000 pounds of weight. You can release the creature by using a bonus action to speak a second command word. On a success, the creature breaks free and destroys the shackles. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. The first time the bottle is opened, the GM rolls to determine what happens. Curse. On a failure, the target is paralyzed for 1 minute. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. A light or stronger wind disperses the smoke. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. If the creature has no limb to sever, you lop off a portion of its body instead. Reserve (Rare). 16 (+3)  16 (+3)  16 (+3)  16(+3)  16 (+3)  16 (+3), Damage Immunities necrotic, poison When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. Custom Fit Roof Rack reviews from real customers. The hammer regains 1d4 + 1 expended charges daily at dawn. The creature leaves no tracks and ignores difficult terrain. This ebony statuette is carved in the likeness of a horsefly. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. The type of giant determines the score (see the table below). Iron door (up to 10 feet wide and 10 feet high, Pit (a cube 10 feet on a side), which you can, Spell scroll containing one spell of 1st to 3rd. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. The Bloodaxe is a magic weapon wielded by Kevdak and then Grog Strongjaw. This book contains memory and logic exercises, and its words are charged with magic. The talisman has 7 charges. laughed the same woman, when old Joe, producing a flannel bag with money in it, told out their several gains upon the ground. The boat is self-propelled and moves across water at a speed of 6 miles per hour. It also can’t take reactions. They have 3 charges. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. The Hypertext d20 SRDTM is owned by BoLS Interactive LLC. The spell cast from the ring is no longer stored in it, freeing up space. While you wear the robe, you gain the following benefits: The eyes on the robe can’t be closed or averted. When one of these properties is used, it can’t be used again until the next dawn. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. You have advantage on saving throws against spells and other magical effects. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. A stone has AC 24, 10 hit points, and resistance to all damage. The GM chooses the type or determines it randomly from the options below. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. If you expend the last charge, roll a d20. The manual then loses its magic, but regains it in a century. You must use the second roll. While wearing this hat, you can use an action to cast the disguise self spell from it at will. In addition, you can make one attack with it as a bonus action on each of your turns. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. at your feet. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. The staff can be wielded as a magic quarterstaff. The typical crystal ball, a very rare item, is about 6 inches in diameter. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. When you reach into the haversack for a specific item, the item is always magically on top. Skull. If you expend the last charge, roll a d20. The illusion lasts until its card is moved or the illusion is dispelled. For the next 24 hours, the vessel can’t be moved by any means. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. You don’t need to eat or drink while this clear spindle orbits your head. The staff has 20 charges for the following properties. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the bands are used, they can’t be used again until the next dawn. You can dismiss the bird as an action. For 1 charge, you cast the 1st-level version of the spell. This rod has a flanged head and the following properties. You can’t be surprised while this dark blue rhomboid orbits your head. The rod can absorb and store up to 50 levels of energy over the course of its existence. You gain a +1 bonus to saving throws while you wear it. In addition, you can use your reaction when another creature casts a spell that targets only you. While holding this rod, you can use an action to activate it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. You can increase the spell slot level by one for each additional charge you expend. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. Staff, legendary (requires attunement by a sorcerer, warlock, or wizard). If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. This item appears to be a longsword hilt. Armor (shield), rare (requires attunement). You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. If you have no hand free, it falls to the ground  . Your soul is drawn from your body and contained in an object in a place of the GM’s choice. You must be proficient with wind instruments to use these pipes. Terrify. Staff, very rare (requires attunement by a sorcerer, warlock, or wizard). You can’t be targeted by such magic or perceived through magical scrying sensors. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. Mr. Bounderby stayed her, by holding a mouthful of chop in suspension before swallowing it, and putting out his left hand. While you hold it, you gain a +2 bonus to spell attack rolls. While wearing this ring, you can turn invisible as an action. The poison ends when the damage decreases to 0. This prism has 50 charges. Applying the oil takes 10 minutes. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. Armor (shield), uncommon (+1), rare (+2), or very rare (+3). When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. In the meantime, the javelin can still be used as a magic weapon. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Artifacts are the exception. Applying the oil takes 10 minutes. Wondrous item, legendary (requires attunement by a creature of evil alignment). Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). Once it has been used, it can’t be used again until 2 days have passed. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. You gain a +2 bonus to AC against ranged attacks while you wield this shield. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. While your soul is trapped in this way, your body is incapacitated. Removing the shield fails to end the curse on you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you have multiple possible targets, you attack one at random. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. You and any creature you designate when you use the shackles can use an action to remove them. All forms of wealth that you carry or own, other than magic items, are lost to you. It understands your languages and obeys your spoken commands. This potion’s container looks empty but feels as though it holds liquid. On a 1–60, you travel to a random location on the plane you named. If you expend the wand’s last charge, roll a d20. A good creature takes 8d6 necrotic damage upon touching the talisman. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you.