leonardoraele
First Post
Wizard loots typically include:
• books with spells they can copy into their spellbook, or a whole spellbook full of spells to copy
• spell scrolls and potions (not only healing, but with different effects)
• spell components (take a look at this list of spell components; this is in my gdrive for a long time, I don't know the authorship)
• special ink wizards can use to copy their spells (like "you found 10 gp worth of inks")
• books with homebrew spells not contained in the Player's Handbook (or spells from supplements you have initially denied)
I also added books in my campaign containing minor improvements for spells, so they need to study to improve the spells. For example:
Book of Crown of Madness
You can copy the crown of madness spell to your spell book. If you know the crown of madness spell, you can invest one day of downtime studying this book. Doing so costs you 10 gp per level of the spell (20 gp) on components to practice. At the end of the day, make a Intelligence (Arcana) check. The DC of this check equals to 8 + twice the spell's level (12). On a successful check, you gain the following benefit:
• You can make the creature move up to 10 feet toward a creature you choose before taking any action.
• books with spells they can copy into their spellbook, or a whole spellbook full of spells to copy
• spell scrolls and potions (not only healing, but with different effects)
• spell components (take a look at this list of spell components; this is in my gdrive for a long time, I don't know the authorship)
• special ink wizards can use to copy their spells (like "you found 10 gp worth of inks")
• books with homebrew spells not contained in the Player's Handbook (or spells from supplements you have initially denied)
I also added books in my campaign containing minor improvements for spells, so they need to study to improve the spells. For example:
Book of Crown of Madness
You can copy the crown of madness spell to your spell book. If you know the crown of madness spell, you can invest one day of downtime studying this book. Doing so costs you 10 gp per level of the spell (20 gp) on components to practice. At the end of the day, make a Intelligence (Arcana) check. The DC of this check equals to 8 + twice the spell's level (12). On a successful check, you gain the following benefit:
• You can make the creature move up to 10 feet toward a creature you choose before taking any action.
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