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Curse of strahd helm of brilliance
Curse of strahd helm of brilliance





curse of strahd helm of brilliance

I havent ran too many staves in my campaigns, but the same rule would apply, I think. My house rule is that if a character has the "spell casting" feature, they can read scrolls. Various spellbooks with wizard spells a library with literally every wizard spell in the game.Spell scrolls (magic circle, cone of cold, fireball, lightning bolt, protection from fiends, protection from undead, heroe's feast, mass cure wounds, revivify, wall of fire, bless, protection from poison, spiritual weapon).Possible magic items in Vistanti tents and wagons.People complain about the scarcity of magical items, but I wonder if it's blown out of proportion. Or should I just leave it like it is written in the module? Let them struggle as much as possible?Īnyone had a cleric in the CoS who got something nice in the land of Barovia? Markovia, but it will crumble after the fight with vampires. I get that scarcity of items is the main thing in this campaing, though there is something possible to get for the others, but the cleric. Should I change any magic items that they will find in the module? I feel like the Cleric in particular will feel left out. My Question is, as we don't really have a spell caster, apart from bard. Swashbuckler Half-Drow (may change as the player is still writing the backstory) So my players changed a bit their characters and will start at 1st level going through the Death House. We like to play Arkham Horror board game, and thought CoS would be up our alley. As we were playing one shots in some form or another for the last 6 months. But I and some of the players got fed up constantly starting over. The helm and its gems are then destroyed.I was supposed to run another one shot/short adventure for friends from the TFTYP. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. On a roll of 1, the helm emits beams of light from its remaining gems. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames are harmless to you and the weapon.

curse of strahd helm of brilliance

The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet.

  • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames.
  • curse of strahd helm of brilliance

    As long as the helm has at least one ruby, you have resistance to fire damage.Any undead that starts its turn in that area takes 1d6 radiant damage. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area.The gem is destroyed when the spell is cast and disappears from the helm. You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby).You gain the following benefits while wearing it: When all the gems are removed or destroyed, the helm loses its magic. Any gem pried from the helm crumbles to dust. This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals.







    Curse of strahd helm of brilliance