This magic wand allows you to cast the prestidigitation spell once. Once used to cast this spell, the wand pops as if it were a bubble and is destroyed.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
This magic wand allows you to cast the prestidigitation spell. It has 8 charges and cannot be recharged.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
CHARGES: O O O O O O O O
This jar contains a single application of magic face paint, that casts disguise self on the user. The spell that lasts for 1 hour or until the recipient chooses to end the effect. Charisma is the spell's ability
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Investigation check against your spell save DC.
This magic wand allows its holder to cast the dancing lights cantrip once. Once used to cast this spell, the wand turns into a tulip.
You create up to four 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 Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
This cuddly toy spider can be pet one time to cast the spider climb spell on the user. After the spell is cast, the toy turns into a real spider and crawls away.
You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gains a climbing speed equal to its walking speed.
This puppet is in the shape of a wizard, moving it's arms to cast minor illusion, using Intelligence as your spell casting ability. The puppet has 3 uses and after the third use, the puppet vanishes in a puff of smoke.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be any sound you choose, including your or another person's voice. The sound can continue, or be different sounds for the duration.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image shows it's an illusion, because things can pass through it.
If a creature uses its action to examine the illusion, and makes a successful Intelligence (Investigation) check against your spell save DC, it knows it's an illusion. If a creature identifies the illusion, the illusion becomes faint to the creature.
CHARGES O O O
This magical wand that allows its holder to cast the friends spell once. After it is used to cast this spell, the wand turns into a rod of edible licorice.
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
This simple fish scale allows its holder to cast the shape water spell once. After it is used to cast the spell, the wand turns into a red candy fish.
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
This simple fish scale allows its holder to cast the shape water spell once. After it is used to cast the spell, the wand turns into a red candy fish.
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of pixie dust is sprinkled on a creature, roll 1d10 and consult the Pixie Dust table to determine the effect.
* 1-7: The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.
* 8: The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.
* 9: The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.
* 10: The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.,
A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of pixie dust is sprinkled on a creature, roll 1d10 and consult the Pixie Dust table to determine the effect.
* 1-7: The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.
* 8: The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.
* 9: The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.
* 10: The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.,
A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of pixie dust is sprinkled on a creature, roll 1d10 and consult the Pixie Dust table to determine the effect.
* 1-7: The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.
* 8: The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.
* 9: The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.
* 10: The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.,
A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of pixie dust is sprinkled on a creature, roll 1d10 and consult the Pixie Dust table to determine the effect.
* 1-7: The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.
* 8: The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.
* 9: The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.
* 10: The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.,
When you eat this entire cupcake, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
* Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
* A creature effectively suffers from the blinded condition when trying to see you.
* A blinded creature automatically fails any ability check towards you that requires sight.
* Attack rolls against the creature have advantage, and the creature's attack rolls aginst you have disadvantage.
after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, whenever you make an attack roll or a saving throw before the spell ends, you can roll a d4 and add the number rolled to the attack roll or saving throw. This blue potion bubbles and steams as if boiling.
after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, whenever you make an attack roll or a saving throw before the spell ends, you can roll a d4 and add the number rolled to the attack roll or saving throw. This blue potion bubbles and steams as if boiling.
When you drink this potion, you gain the 'reduce' effect of the enlarge/reduce spell for 1d4 hours (no concentration required).
Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category—from Medium to Small, for example. Until the spell ends, you also has disadvantage on Strength checks and Strength saving throws. Your weapons also shrink to match its new size. While these weapons are reduced, your attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.,
When you drink this potion, you gain the 'enlarge' effect of the enlarge/reduce spell for 1d4 hours (no concentration required).
Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you also has advantage on Strength checks and Strength saving throws. Your weapons also grow to match its new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.
The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the Burning Hands spell from your mouth, requiring no components and using Constitution as your spellcasting ability. Once all its charges have been expended, this charm vanishes from you.
A thin sheet of flames shoots forth from your mouth. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle. Until the spell ends, all creatures standing in the circle of tea leaves are protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. In addition, a cup of hot, delicious tea magically appears in the protected creature\'s hands. A pouch contains enough leaves for one use.
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
You can cast the illusory script spell once before the pen loses its magic and turns into a candy cane. You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
While wearing this giant fake nose, you have advantage on Wisdom (Perception) checks that rely on smell while you wear it. After 3 uses it turns into cotton candy.
As an action, you begin reading this book to one creature that you can see within 5 feet of you. If the target can hear and understand you, it must succeed on a DC 13 Wisdom saving throw or be stunned by you for 1 minute or until you stop reading. On subsequent turns you must take an action to continue reading. The can take up to 1 minute to read, but once you stop reading, the entire book loses its magic.
A stunned creature is incapacitated, can't move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage
* An incapacitated creature can't take actions or reactions.
While wearing these wings, you can cast the feather fall spell on yourself as a reaction. Once used this way, the butterfly wings turn into a real butterfly and fly away.
Your rate of descent slows to 60 feet per round until the spell ends. If you land before the spell ends, you take no falling damage and can land on your feet, and the spell ends for you.
Inside a tiny paper pouch are 8 chocolate bonbons. Each bonbon is magical and has the effects of a berry produced by a goodberry spell. A creature can use its action to eat one bonbon. Eating a bonbon restores 1 hit point, and the bonbon provides enough nourishment to sustain a creature for one day. The bonbons lose their potency if they have not been consumed within 3 days of their receipt.
CHARGES O O O O O O O O
This book contains 8 jokes. As an action, a creature can read a joke to cast vicious mockery (spell save DC 13). Once a joke is read, it disappears from the book. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
CHARGES O O O O O O O O
As an action, you can pour out the waterskin to cast the create or destroy water spell. Once used this way, the water bottle loses its magic and becomes a normal water bottle.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
A small bell. When you use an action to ring it, one creature of your choice within 600 feet can hear the ringing, provided the creature is not deafened. No other creature hears the sound coming from the bell. Once used, the bell loses its magic. You choose if the creature knows what direction and how far away the sound is
While holding this yellow cloak, you can use an action to cast the unseen servant spell, which occupies the cloak. After the spell ends, the cloak ceases to be magical.
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
As an action, you can use this toy slingshot to cast the catapult spell (spell save DC 13) for the bullet you sling. This damage is non-lethal. The slingshot has one use, and turns into a lollipop.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
This container holds enough maple syrup to cover an area of 10 square feet. A creature that walks into that area must succeed on DC 13 Strength saving throw or have its speed reduced to 0. The target can use its action to make a Strength check to free itself from the glue (escape DC 13). The container has one use, and the syrup used will lasts one hour, after which it turns into a sugar.