By the Winter Wizard
| Battleaxe of Spell Bouncing Rare 1d8+2 Slashing Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. Spell Bouncing: As a reaction, if a spell that targets only one person targets the wielder of this battleaxe, it can be reflected back to the caster. |
Autocoach
Very decorative and plush. Black metal with silver trim outside. Black and Red Velvet seats inside with Black curtains, Dark Red carpets and Black padding on the walls. Excellent suspension making for a very comfortable ride. 10 feet wide, 15 feet long and 8 feet tall Drivers position is outside but has a retractable cover for driving in rain and a small portal for communicating with inside. Boiler is outside on the rear with acess to the vented fire box from inside. The boiler tank holds 30 gallons of water and lasts 8 hours. There is a 120 gallon tank for extra water and can be emptied into the boiler with a lever. There is a tongue for connecting a team of horses to the coach if necessary. If the coach MUST be pulled, 4 horses are required to pull it if empty or 6 horses if fully loaded. Max Speed 90 (10 mph or 80 mpd - coal) or 60 (7 mph or 56 mpd - wood) Max speed only available on a good road. Off road speed is reduced by half, in forests speed is reduced to 15 (2 mph or 16 mpd) max regardless of fuel. Lock Box 3'x5'x2' with magical key. Lock cannot be picked with normal picks inside can seat 6 Rod for accelerator can be removed for security. After playing with it for a while, characters find that there are 2 built in Glyphs of Warding that set themselves when the rod is removed. The Glyph sets off 2 fireballs, one in the coach and one outside the coach, neither fireballs will harm the coach or any inanimate objects in or around the coach even if they are flammable. The fireball inside fills the cab, the fireball outside expands to only 5 feet outside of the coach |
| Iceball
Level 3 Evocation A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a watery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d4 Cold damage and are pushed to the edge of the 20 foot radius on a failed save or half as much damage on a successful one and they don't get pushed. A pushed creature takes 1d4 force damage for each 5 feet pushed and end up prone. Using a Higher-Level Spell Slot. The cold damage increases by 2d4 for each spell slot level above 3. Classes: Sorcerer, Wizard |