Sandpit Vipers
Sandpit Vipers
Mirage Effects
Mirage Effects
Level |
Mirage |
Effect |
1 |
Oasis |
The adventurer rushes ahead across the blistering terrain, only to discover there is no source of water. The adventurer loses 1 Supply in their haste. |
2 |
Wealth |
Seeing an unimaginable pile of wealth, the adventurer empties their backpack to hold it all. After 1 minute the adventurer comes to their senses and realizes the wealth is merely sand and rocks, but something they cast aside has been lost in the sand—a cherished trinket, common magic item, money pouch, or similar. Recovering the item takes 1d6 hours as they are forced to dig through the sand. |
3 |
Enemy |
A terrible enemy charges out of the sand towards the adventurer. Reacting on instinct, the adventurer fights ferociously with the enemy for several minutes before it disappears. The adventurer is rattled for the next 2(1d4) hours. |
4 |
Proclamation |
A vision of a god, patron, or ruler, demands the adventurer perform a meaningless task. Treat this as though the adventurer were targeted by a suggestion spell where the caster maintains concentration for the full duration and never deals damage to the adventurer. |
Spyskull
Spyskull
Serviceskull
Serviceskull
Gobletskull
Gobletskull
Decoyskull
Decoyskull
Assaultskull
Assaultskull
Scourge of Corpse Flies
Scourge of Corpse Flies
Trace Magic Aura
Trace Magic Aura
Until the spell ends, you sense the lingering aura of spells that were cast within the recent past. For you to detect a spell’s aura, it must have been cast within the radius of this spell and in a location you can see. You can pinpoint the location where the spellcaster stood at the time that they cast the spell, the spell’s schools of magic, and its area of effect (if it is within this spell’s radius). If the spell is one that you know, you can identify it as such.
Stone Sentinel
Stone Sentinel
You touch a statue and transform it into a