fascinating and horrible ideas for fantasy TTRPGs

Wand of Fireballs

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


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Weakness Illusion Ring

Wearing this ring makes you appear weak to any potential enemies. To remove the illusion from yourself, you must remove the ring.

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We've learned a few lessons from running all sorts of RPGs. We've collected our GM advice here.

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