Orostead: The Floating City
Orostead: The Floating City
OROSTEAD
Maps: Cze & Peku
Character Art: Fabian Saravia
Cover Art: Benjamin Sommeregger
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y Z’ren (Abjuration) is a jolly dwarven mage who has With so many wizards, both practiced and learning,
taught here for 100 years. In that time, they have prevent- combined with the prevalence of magic within the city,
ed the tower from catastrophic collapse on numerous Orostead and Lake Ils are frequently subject to Magical Mis-
occasions, as well as saving the lives of several reckless haps, which vary greatly in effect and scope. You can use the
students each year. following table to help determine random Magical Mishaps
y Numat (Conjuration) is an aging, fastidious human, while your party is in the region. Most mishaps are resolved
and is fond of sending his graduated students sweets and quickly, but can occasionally last for days at a time.
correspondence. He tends to push his students toward
practical usage of conjuration magic, like increasing the Example Random Magical Mishaps Table
speed of communication across the land. 1d8 Result
y Ilra (Divination) was hired only recently in the wake
of the previous teacher’s disappearance and specializes 1 A massive whirlpool forms around the town for
in identifying magic items. A middle-aged human who 1d3 hours, causing mayhem on the docks.
struggles with shyness, Ilra is prone to start rambling 2 The weather shifts ahead by two seasons for the
when he feels uncomfortable. day. For example, a sunny summer day could
y Yillidarian (Evocation) is a severe and cold elf. She ex- become frigid and wintery.
pects perfection from her students, particularly in their
3 A 1d20-second time freeze affects the entire city.
control over the fierce elements. She has few associations
The only creatures unaffected are those who suc-
with other instructors, and spends most of her free time
ceed on a DC 20 Intelligence saving throw.
studying in her chambers with various books loaned
from the Archive. 4 For 1d4 hours, all animals in the city gain the
y Dominic (Illusion) is an adventurous human who teach- ability to speak, as per the speak with animals
es languages and some history of magical beasts. His stu- spell.
dents greatly enjoy his penchant for interactive lessons in 5 Several directly adjacent buildings swap places.
biology, including the occasional dissection.
y Sybillan (Necromancy) is a wizened, gnomish mage who 6 All clothing of a certain shade drains of all color
warns extensively of Necromancy’s dangers. She focus- to become gray. Roll 1d8 to determine which color
es on the limited healing aspects of that dark school of is affected. (Red, Orange, Yellow, Green, Blue,
magic, and is greatly beloved by students for her gentle Purple, White, or Black.)
demeanor and extensive stories of her past escapades. 7 Static charge builds up on all cloth and metal
y Estra (Transmutation) the tiefling maintains the surfaces. Touching these surfaces within the next
school’s extensive Archive, but gets lost easily. She typi- 1d4 hours shocks the individual painfully but
cally explains that she has to store so much magical and without lasting damage.
practical knowledge, it’s no surprise that there’s no space
8 The outside of the Spire itself drastically changes
for geography.
in appearance, such as the walls’ general shape,
y Fralligen Alabaster (Wand Lore) is a very old elf and
color, material, or height.
oversees the school’s administration. They were one of
the first wizards to come to Orostead and is the main
spellcaster responsible for Orostead’s transference during SPIRE QUESTS
times of danger after Aristaeus’s passing.
Occasionally, the wizards of the Spire will call upon brave
adventurers to assist in their various magical endeavors.
You can use the following table to help determine random
YILLIDARIAN’S SECRET Spire-sponsored Requests for your party.
The elven Evocation instructor is actually a drow in
disguise. If adventurers follow clues and investigate E x a m p l e R a n d o m S p i re -S
- p o n s o re d R e q u e s t s T a b l e
the disappearance of the previous Enchantment school 1d8 Result
teacher and the Divination teacher that Ilra recently
replaced, they will end at the conclusion that Yillidarian 1 Track down the hidden library of notorious evil
was responsible. She sacrificed them to siphon their necromancer Ogden Fellweaver, and bring his
magic for her experiments. If they choose to confront books back so they can be safely and securely
her or investigate her chambers, they find 4 animat- locked away.
ed armors. They are defending a painting of a giant 2 Acquire some living samples of 3 different rare
blue mushroom. The painting is actually a portal to an or magical flora that can be used in an upcoming
underground root-based cavern where Yillidarian has lecture on alchemy and potion making.
been performing experiments on a captured young blue
3 Capture 4 live stirges so the students can dissect
dragon. If the party can escape from the cavern, they
and study their physiology.
discover that it’s located within the Festerwood. Find
out more about the Festerwood at thegriffonssaddlebag. 4 Convince Basco, a renowned practicer of charms,
com/festerwood. to leave his retirement to come teach at the
school as the head of the Enchantment school.
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rooftops thanks to the fish-based fertilizer they use, as well SPECIFIC LOCATIONS
as a number of inns and taverns well-suited for socializing
sailors and travelers. The Pale Palace is a beautiful but architecturally simple
The Divination Ward contains Orostead’s public schools white stone building in the Enchantment Ward. It is the
and libraries covering a wide range of topics. Funded primar- home of the Speaking family and the central legislative
ily by the Monarchy and the Spire, this Ward ensures that the structure of Orostead. The most beautiful gardens of the
populace of Orostead is well trained in language, mathemat- city are found upon its rooftop, and the Queen can often be
ics, finance, and science. This Ward is also home to the few seen walking amongst the flowers, hearing the trials of and
churches and temples of the city that provide ceremonies for advising her citizens.
the living. The Frayed Bowline is a popular way stop in the Conju-
The Enchantment Ward is home to The Pale Palace as ration Ward for travelers, run by Lester and Robert Moor.
well as the majority of other noble houses and embassies. Known for honest but blunt service and a surprisingly large
Most of the rooftop gardens within this Ward are dedicated variety of drinks, most visitors leave with a shanty in their
to growing various herbs and flowers instead of heartier pro- heart and wobbling land-legs.
duce. In conjunction with the architecture, the fauna make The Lossless Library in the Divination Ward does not
this Ward the most gorgeous section of the city. contain wizard spellbooks, but is otherwise a font of publicly
The Evocation Ward houses the Pegasus Garrison and accessible knowledge about history, religion, and all forms of
their extensive stables, as well as a large number of gov- natural science. It earned its name after a donation of numer-
ernment-built houses to ensure that any and all refugees ous continual flame torches from the Spire, a symbol of their
or struggling individuals have a roof over their heads, in mutually beneficial relationship.
exchange for assistance maintaining the Ward’s rooftop Justice’s Bounds is Orostead’s prison, located in the Ab-
gardens and other community support. juration Ward and operated by the city’s police force. While
The Illusion Ward is the center of Orostead’s artistic ex- thoroughly secure, the prison’s focus has shifted more to-
pression. A number of open-air and enclosed theaters allow wards rehabilitation, rather than traditional imprisonment,
various performing arts, and the air always carries some mel- under order of the King and Queen.
ody on the wind. One particular amphitheater is specifically Celestial Heart Hospital is a modern marvel, and the
for children, featuring puppeteers, storytellers, and other beating heart of the Necromancy Ward. Open to all mem-
delightful amusements. bers of the public, the hospital operates on the cutting
The Necromancy Ward is an unusual portion of the city. edge of medical science and technology due to the Spire’s
This Ward assists primarily in the healing of the sick and crafts. Many wizard-made contraptions and prosthetics that
injured, ensuring the comfort of the dying, and handling facilitate healing and protection against disease are utilized,
the cremation of remains. Due to Orostead’s floating nature, giving Celestial Heart uncommonly high recovery rates.
there are a few crypts for greatly-beloved monarchs and Aristaeus’s Apothecary is the Spire’s official provider
nobility, but their construction is quite elaborate in order to for their students’ spell components, and is found in the
prevent water damage. Conjuration Ward. Operated by Samson the Squint-eye, the
The Transmutation Ward is the busiest part of the city, apothecary makes use of the potent fertilizer of the ward and
and the Ward that changes the most as days and seasons various atmospheric magics to grow an abundance of herbs
pass. Home to the various necessary artisans and merchants that would otherwise be difficult to find in the region.
needed to fuel a city, these crowded streets are filled with Simple Smithcraft, run by the tiefling Rumination in the
pop-up stalls for vendors of all kinds, as only the most finan- Transmutation Ward, is one of the very few smiths in the
cially secure merchants can afford a permanent spot within region with the training and experience necessary to work
the bazaar. with unusual magical and mundane materials. As such, his
time and craft are highly sought after and highly priced, and
he has never had a dissatisfied customer.
Rebekah’s Workbench in the Transmutation Ward is
TALYARD THE GREAT widely regarded as the most talented artisan woodcarving
No one is quite certain where Talyard came from, but for business in the city, perhaps the region. Skilled in working
years now he has been an icon of the Conjuration Ward, with all sorts of uncommon woods as well as all natural hard-
frequenting the various taverns. He has a knack for woods and softwoods, Rebekah is a remarkably humble craft-
finding or crafting bizarre wands that only appear and er, dedicated to the art and her apprentices, not the money.
act magically when the wielder is drunk. Traveling Goods and Wares is a general store that can
Adventuring groups have a 10 percent chance of provide adventurers with most necessary tools and equip-
running into Talyard whenever they frequent a tavern ment for a dangerous and thrilling adventure. Found near
in Orostead. If none of the party members are properly the Owlbear Adventuring Guild headquarters in the Abjura-
drunk, he appears to spout nonsense, while drunk indi- tion Ward, the dragonborn proprietor Dex Clawthorne is well
viduals can see that the wand he brandishes is magical. employed by the Guild’s members. As such, he is entirely
His wand does nothing unless you roll a 10 or higher on firm on his prices, refusing to haggle but offering a fair price.
a d20, in which case they witness strange magic from Prismatic Comfort is a lavish inn located in the Enchant-
him and his unique wands of power. ment Ward and is frequented by traveling ambassadors and
nobility. For safety and as a display of their success, the
owner Charleston Quillstone has purchased a number of con-
tinual flame torches from the Spire, although they feature
an added enchantment that allows him to change the flame’s
color on command.
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alicorn. Further, Arista, wand of the spire (detailed at the end of
this document) is an artifact that’s been wielded by some of
the most powerful wizards throughout Orostead’s history. Of
course, any other wand items could be a perfect fit for adven- Aqualisk
turers working with the Spire of Aristaeus, Peak of Reason. Gargantuan monstrosity, unaligned
Armor Class 19 (natural armor)
Hit Points 333 (23d20 + 92)
Ogden was once a student at the Spire, and studied directly Constrict. Melee Weapon Attack: +13 to hit, reach 15 ft.,
under Aristaeus before age claimed him. Unfortunately, his one target. Hit: 33 (4d12 + 7) bludgeoning damage plus 11
appetite for learning was not satisfied due to the constraints (2d10) force damage, and if the target is a Huge or smaller
placed by the school on Necromancy, and he fled the Spire to creature, that creature is grappled (escape DC 17). Until
plumb the depths of the world for darker, secret knowledge. this grapple ends, the target is restrained and the aqualisk
Eventually successful, Fellweaver has now risen to power can’t constrict another target.
on a throne of viciousness and cruelty. His reign of terror and Ethereal Strike (1/Turn). While on the Ethereal Plane, the
usage of heinous and long-forgotten Necromancy has spread aqualisk momentarily shifts to the Material Plane and
across the land, and many in Orostead fear that he may seek makes a bite attack against a creature before returning to
to claim the Spire and revenge one day. the Ethereal Plane. Unless the target can see into the Ethe-
real Plane, the aqualisk has advantage on the attack roll.
Etherealness. The aqualisk magically enters the Ethereal
Plane from the Material Plane. If a creature is grappled by
the aqualisk when it uses this action, the target must suc-
ceed on a DC 16 Charisma saving throw or be pulled into
the Ethereal Plane with it. The aqualisk and target remain
Pegasus Quill
there as long as the aqualisk maintains concentration (as
if concentrating on a spell). If its concentration is broken
or it chooses to end its concentration, the aqualisk and the
target both return to the Material Plane.
Fling. One object held or creature grappled by the aqualisk
is thrown up to 60 feet in a direction it chooses and
knocked prone. If a thrown creature strikes a solid surface,
the target takes 3 (1d6) bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another crea-
ture, that creature must succeed on a DC 17 Dexterity sav-
ing throw or take the same damage and be knocked prone.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 17 (+3) 18 (+4) 15 (+2) 11 (+0) 12 (+1) 15 (+2) 18 (+4) 20 (+5) 12 (+1) 15 (+2)
Skills Arcana +7, History +7, Investigation +7, Saves Int +9, Wis +5
Perception +5 Skills Arcana +9, History +9, Intimidation +6,
Damage Resistances necrotic Persuasion +6
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 90 ft., passive Perception 11
Languages Common, Draconic, Dwarvish Languages Common, Draconic, Dwarvish, Undercommon
Challenge 7 (2,900 XP) Challenge 12 (8,400 XP)
Arcane Siphon. Once per turn, when Hawkren deals Empowered Undead. Any undead that is under Ogden’s
damage to a creature with a spell, he regains 9 (2d8) hit control has advantage on saving throws against any effect
points. that turns undead. In addition, it gains a +5 bonus to
its attack and damage rolls, and its hit point maximum
Deathly Resilience. When Hawkren takes damage that
increases by 20.
would reduce him to 0 hit points, he is reduced to 1 hit
point instead and can immediately use his reaction to cast Grave Sacrifice. As a bonus action, Ogden can cause one
a spell with a casting time of 1 action. undead under his control to drop to 0 hit points. When he
does so, he gains 14 (4d6) temporary hit points.
Spellcasting. Hawkren is an 11th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 15, +7 to Leech (5/Day). When Ogden hits a creature with his quar-
hit with spell attacks). He has the following wizard spells terstaff that isn’t a construct or undead, he can choose
prepared: to deal an extra 3 (1d6) necrotic damage and regain hit
points equal to the number rolled.
Cantrips (at will): chill touch, light, mage hand
1st level (4 slots): detect magic, false life, mage armor, Spellcasting. Ogden is a 15th-level spellcaster. His spell-
magic missile casting ability is Intelligence (spell save DC 17, +9 to hit
2nd level (3 slots): detect thoughts, knock, invisibility with spell attacks). He has the following wizard spells
3rd level (3 slots): dispel magic, nondetection, vampiric prepared:
touch
Cantrips (at will): chill touch, dancing lights, mage hand,
4th level (3 slots): arcane eye, blight
minor illusion
5th level (2 slots): legend lore, scrying
1st level (4 slots): mage armor, magic missile, shield,
6th level (1 slot): circle of death
unseen servant
2nd level (3 slots): blindness/deafness, mirror image, misty
ACTIONS
step
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 3rd level (3 slots): animate dead, counterspell, fireball
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 4th level (3 slots): blight, dimension door, greater invisi-
bility
5th level (2 slots): arcane hand, dominate person, wall of
force
6th level (1 slot): create undead, disintegrate
7th level (1 slot): finger of death
8th level (1 slot): dominate monster
HAWKREN AND OGDEN
Hawkren Bloodstone and Ogden Fellweaver are both ACTIONS
followers of Dendallen, a body-possessing necromancer
turned quasi-lich and leader of power-hungry cultist Leeching Quarterstaff. Melee Weapon Attack: +6 to hit,
fanatics. For more information on Dendallen and the reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning dam-
kinds of stories you can tell using him and his followers, age, or 6 (1d8 + 2) bludgeoning damage if used with two
as well as his unique array of undead magic items, visit hands.
thegriffonssaddlebag.com/dendallen.
You can also download an NPC card and order a cus- REACTIONS
tom 3D-printed miniature of Hawkren Bloodstone from Grim Revival (3/Day). Immediately after Ogden kills a hu-
the Eldritch Foundry online at thegriffonssaddlebag. manoid, he causes it to rise as a zombie under his control,
com/orostead. as if by the animate dead spell.
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Pegasus Knight Pegasus Training. The knight has advantage on ability checks
and saving throws it makes to remain mounted on a pega-
Medium humanoid (any race), lawful good sus. In addition, while mounted, the knight’s normal and
Armor Class 18 (plate armor) long ranges of thrown weapons are doubled (included in the
Hit Points 76 (9d8 + 36) attack).
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The knight makes two attacks.
19 (+4) 11 (+0) 18 (+4) 13 (+1) 15 (+2) 16 (+3) Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
or range 30/120 ft. (60/240 ft. while mounted), one target.
Skills Animal Handling +4, Athletics +6, Intimidation +5, Hit: 7 (1d6 + 4) piercing damage.
Perception +4
Senses passive Perception 14 Lance. Melee Weapon Attack: +6 to hit (with disadvantage
Languages Celestial, Common if the target is within 5 ft.), reach 10 ft., one target. Hit: 10
Challenge 3 (700 XP) (1d12 + 4) piercing damage.
Pegasus Knight, Exalted Pegasus Training. The knight has advantage on ability checks
and saving throws it makes to remain mounted on a pega-
Medium humanoid (any race), lawful good sus. In addition, while mounted, the knight’s normal and
Armor Class 18 (plate armor) long ranges of thrown weapons are doubled (included in the
Hit Points 119 (14d8 + 56) attack).
Speed 30 ft.
Spellcasting. The knight is a 5th-level spellcaster. Its spell-
casting ability is Charisma (spell save DC 15). It has the
STR DEX CON INT WIS CHA following paladin spells prepared:
20 (+5) 12 (+1) 18 (+4) 13 (+1) 15 (+2) 18 (+4) 1st level (4 slots): bless, command, protection from evil and
good, shield of faith
Saves Wis +5, Cha +7 2nd level (2 slots): branding smite, lesser restoration
Skills Animal Handling +5, Athletics +8, Intimidation +7,
Perception +5 ACTIONS
Senses passive Perception 15
Languages Celestial, Common Multiattack. The knight makes two attacks and uses its Strike
Challenge 7 (2,900 XP) Order.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.
Bonded Mount. The knight is magically bonded to its pegasus or range 30/120 ft. (60/240 ft. while mounted), one target.
mount, which obeys the knight’s commands. If the knight Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) radiant dam-
isn’t mounted, it can use a bonus action to magically teleport age.
onto its pegasus, provided the two are on the same plane of
existence. When it teleports, the knight appears astride its Lance. Melee Weapon Attack: +8 to hit (with disadvantage
mount, along with any equipment it is wearing or carrying. if the target is within 5 ft.), reach 10 ft., one target. Hit: 11
While mounted, the knight can force an attack or spell tar- (1d12 + 5) piercing damage plus 7 (2d6) radiant damage.
geting the pegasus to target the knight instead, and both the Strike Order. The knight chooses one friendly creature within
knight and its pegasus have advantage on Dexterity saving 60 feet of it. If the target can see or hear the knight, the
throws. If its mount dies, the knight can train a new pegasus target can immediately use its reaction to make one weapon
to serve as its bonded mount over the course of one month. attack.
Celestial Favor. When the knight or its mount hit with an Heroic Rally (Recharges after a Short or Long Rest). The knight
attack, the target takes an extra 7 (2d6) radiant damage bellows a command, emboldening each creature it chooses
(included in the attacks below). within 60 feet of it that can hear it. Each target gains 15
Militaristic Resolve. The knight has advantage on saving (2d10 + 4) temporary hit points and becomes immune to
throws against being charmed or frightened. being charmed or frightened for 1 minute.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 15 (+2) 16 (+3) 13 (+1) 10 (+0) 9 (–1) 13 (+1) 14 (+2) 15 (+2) 12 (+1) 8 (–1)
Spellcasting. The scholar is an 8th-level spellcaster. Its Spellcasting. The student is a 4th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to spellcasting ability is Intelligence (spell save DC 13, +4 to
hit with spell attacks). It has the following wizard spells hit with spell attacks). It has the following wizard spells
prepared: prepared:
Cantrips (at will): light, mage hand, minor illusion, Cantrips (at will): fire bolt, mage hand, mending
ray of frost 1st level (4 slots): comprehend languages, detect magic,
1st level (4 slots): comprehend languages, mage armor, mage armor, magic missile
magic missile, shield 2nd level (3 slots): invisibility, scorching ray
2nd level (3 slots): hold person, misty step, mirror image
3rd level (3 slots): blink, dispel magic, lightning bolt ACTIONS
4th level (2 slots): control water
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
ACTIONS
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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history and tradition of wandcraft. As a wizard of wand lore,
you know that a mage’s true power can be amplified with the
right tool: for you, that tool is a wand of your own creation.
CORE WAND
When you choose this tradition at 2nd level, you create a
special wand called a core wand, which you can use as a
spellcasting focus for your wizard spells. You determine the
wand’s appearance, and only you are capable of using it. You
can use a bonus action to summon the wand to your hand,
regardless of physical or planar distances. If this wand is de-
stroyed, you can create a new one over the course of 8 hours
of work.
Your core wand gains power each time you use it to cast a
spell. This power is represented by core charges. The wand
can have up to 7 core charges at a time, and whenever you
finish a long rest, the number of core charges in the wand
resets to 1. Whenever you expend a spell slot to cast a spell
of 1st level or higher while holding your wand, it gains up
to a number of core charges equal to half the spell’s level
(minimum of 1). You can expend these core charges in the
following ways:
WAND SAVANT
Starting at 2nd level, you can interpret staves and wands the
way other wizards read scrolls and spellbooks. If a staff or
Wand Lore Wizard
wand in your possession can cast a spell that’s on the wizard
spell list, you can copy the spell into your spellbook as if you
MANIFEST CHARGES
When you reach 14th level, you can convert the core charges
within your wand into raw, arcane energy. By manipulating
this energy, you can use the wand’s core charges in the fol-
lowing new ways:
OROSTEAD MAPS
Maps are available for free, courtesy of Cze &
Peku, at thegriffonssaddlebag.com/orostead.
13
f (Prerequisite: 9th level) While holding the wand, you can
use an action to expend 2 of its charges to create one of
the following effects, using your spell save DC:
Drilling Gust. You harness the ever-present winds of
Lake Ils and tighten them into a magic, twisting spear.
The spear flies from the wand and forms a line 60 feet
long and 5 feet wide, piercing through any creature
in the area. Each creature in the line must make a
Constitution saving throw. On a failed save, a creature
takes 3d6 piercing damage and 3d6 cold damage and
is pushed 15 feet away from you. If a creature fails the
saving throw by 5 or more, it is also knocked prone.
On a successful save, a creature takes half as much
damage from the effect and isn’t pushed.
Arista, Wand Siphoning Vortex. You conjure the strange undercur-
of the Spire rents of Lake Ils and create a magical whirlpool in a
15-foot-radius circle at a point on the ground you can
see within 60 feet of you. Each creature in the area
must succeed on a Strength saving throw. On a failed
save, a creature takes 4d6 bludgeoning damage and
is pulled up to 10 feet toward the point. If a creature
fails the saving throw by 5 or more, it is also knocked
prone and spends its action on its next turn coughing
and sputtering water. On a successful save, a creature
takes half as much bludgeoning damage and isn’t
Arista, Wand of the Spire pulled. The water spreads out across the ground, ex-
Wand, artifact (requires attunement by a spellcaster) tinguishing unprotected flames in its area, and then
This elegant silver and gold wand was crafted by the arch- it vanishes.
mages that first arrived in Orostead centuries ago, well be- f (Prerequisite: 9th-level wizard) While holding the wand,
fore the magical fallout of the Upheaval. It has been carefully you can expend 3 of its charges to cast the banishment
used by only the extremely powerful or clever for gener- spell, using your spell save DC. In addition, you are
ations. The wand has 7 charges for some of the following always under the effects of the see invisibility spell.
properties. It regains all expended charges daily at dawn. If
f (Prerequisite: 13th level) While holding the wand, you
you expend the wand’s last charge and are not a wizard, roll
a d20. On a 1, the wand vanishes and returns to a secret vault gain truesight out to a range of 10 feet.
within The Spire of Aristaeus, the legendary wizarding tower f (Prerequisite: 13th-level wizard) While holding the wand,
in Orostead. you can use an action to expend 1 or more of its charges
Variant Properties. Some properties of this artifact to cast one of the following spells, using your spell save
are locked behind layers of dormant magic. As you grow DC: arcanist’s magic aura (1 charge), dimension door (2
stronger and reach certain milestones, these properties charges), etherealness (5 charges), fog cloud (4 charges; 1
may become available to you. This wand can have up to mile-radius sphere that remains for the duration of the
3 of the following properties active at a time. When you spell), guards and wards (4 charges), private sanctum (2
attune to Arista, you can choose to activate up to 3 of its charges), teleport (5 charges).
variant properties whose prerequisites you meet. Whenever
f (Prerequisite: 20th-level wizard) You gain the benefits of
you finish a long rest, you can replace any of the activated
all of this wand’s variant properties.
properties with another one.
f While holding the wand, you can use an action to cast Destroying Arista. The only way to destroy Arista, Wand
one of the following spells from it, using your spell of the Spire is to leave it in an antimagic field on the Ethereal
save DC: create or destroy water, floating disk, fog cloud, Plane for 100 years, at which point it finally succumbs and
gaseous form, identify, or sanctuary. Once the wand has becomes nonmagical, allowing it to be easily snapped in two.
been used to cast a spell, it can’t be used to cast that
spell again until the next dawn.
f While holding the wand, you can use an action to
expend 1 of its charges to cast the magic missile spell.
When you reach 9th level, this spell is cast at 2nd level
instead, and is cast at 3rd level once you reach 13th.
f (Prerequisite: 5th level) You gain a +1 bonus to spell attack
rolls and spell save DC. This bonus increases to +2 when
you reach 9th level, and +3 when you reach 17th.
f (Prerequisite: 5th-level wizard) While holding the wand,
you can use an action to cast the unseen servant spell.