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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

Challenge
str
dex
con
int
wis
cha

Trace Magic Aura

Trace Magic Aura

-level (
)
Duration:

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

-level (
)
Duration:

You touch a statue and transform it into a

Pagination