An intricate golden ring with a flowing air current design that seems to perpetually move across the surface of the ring. Laid in the center is a sapphire stone that shines very dimly even in complete blackness. Nothing is known about this ring, not even by Lumcove themself. The make and arcane energies flowing within this seem to be beyond any currently known magics.
Breeze: Grants a +1 to the wearers AC and causes any grapple attempts made against the wearer to be made with disadvantage.
Warcaster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Slipstream: Allows the wearer to cast Fly once per day and Feather Fall twice per day.
Turbulence: As a bonus action, the wearer can focus their arcane knowledge into the ring for a random magical spell or effect. You must decide the location or target to focus the ring on first. If it is a buff to yourself or friendlies and cast on an enemy then it will just default back onto you.
- Color Change: The caster’s skin changes color. This might be advantageous, providing camouflage in certain situations or it might result in circumstance penalties to skill checks in social situations. Roll 1d10 for color: green (1), blue (2), red (3), black (4), yellow (5), purple (6), pink (7), slate grey (8). Color change wears off after 3 days or casting Remove Curse.
- Save: Gives a +8 to all saving throws on a chosen target until your next turn.
- Bluebell: You summon forth a tiny blue rabbit that sounds like a frog and smells like a cat. It has 1hp and cannot attack.
- Fireball: Casts Fireball towards a point of your choosing. Roll (5d6)
- Reversal: Roll a d20 again. The resulting spell is cast on yourself.
- Psyonic Acid: The caster and the target suffer 1d6 points of acid damage.
- Stop: Absolutely nothing happens. Time is stopped for 1d4 turns in a 100ft radius. No creature can overcome this effect.
- Power: Cast a damage spell of your choosing (it does not consume a slot) and multiply the damage by 5 if it hits.
- Berserk: The target becomes filled with rage and confusion for 1d4 turns, spending all movement and action to attack the nearest creature.
- See Magic: Caster gains the ability to see magic for a month. The sensitivity is so great that if looking at a +3 or greater magical item they are flash blinded for 1d4 rounds.
- Raise Dead: Time is meaningless as 10d8 skeletons rise from the earth beneath the target and begin attacking any living creatures. They collapse into bones after 3 turns. The group is split into 4 or 5 initiative orders.
- Dwarves: 20 naked male dwarves surround the target and begin dancing. Target must succeed a DC18 Wisdom Saving throw or be frightened and paralyzed for 1d4 turns.
- Come Back Here: All of the casters weapons jump off of them to a spot 15 feet in a random direction. Roll 1d4 to determine direction. North (1), East (2), South (3) and West (4).
- Invisible: Target turns invisible but can stay invisible through a single hit. The second will reveal them.
- Two Heads are Better Than One: Caster grows an argumentative, annoying second head on their shoulder.
- Stun: A stun cloud centered on the target. Target must succeed on a DC16 Constitution Saving throw or is stunned until their next turn.
- Polymorph: Target is polymorphed into whatever the DM decides.
- Soccer Mom: Gives one friendly a +3 to their AC for 1d4 turns.
- Rain of Gold: 10d100 pieces of gold rain down in a 30 foot radius of the caster. Anyone caught in the radius takes 1d6 points of damage from the falling coins until they are outside of the radius. The rain shower lasts for 1d10 turns.
- 1UP: All party members are healed by 40 points and given Death Ward.
Notes: creature known as Lumcove or blessed by Lumcove
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