list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.

GET /v1/magicitems/?format=api&ordering=document__slug&page=17
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=18",
    "previous": "https://api.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=16",
    "results": [
        {
            "slug": "earrings-of-the-eclipse",
            "name": "Earrings of the Eclipse",
            "type": "Wondrous item",
            "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "earrings-of-the-storm-oyster",
            "name": "Earrings of the Storm Oyster",
            "type": "Wondrous item",
            "desc": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ebon-shards",
            "name": "Ebon Shards",
            "type": "Wondrous item",
            "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "efficacious-eyewash",
            "name": "Efficacious Eyewash",
            "type": "Potion",
            "desc": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "eldritch-rod",
            "name": "Eldritch Rod",
            "type": "Rod",
            "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elemental-wraps",
            "name": "Elemental Wraps",
            "type": "Wondrous item",
            "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-corruption",
            "name": "Elixir of Corruption",
            "type": "Potion",
            "desc": "This elixir looks, smells, and tastes like a potion of heroism; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren't normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-deep-slumber",
            "name": "Elixir of Deep Slumber",
            "type": "Potion",
            "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-focus",
            "name": "Elixir of Focus",
            "type": "Potion",
            "desc": "This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir's effect ends.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-mimicry",
            "name": "Elixir of Mimicry",
            "type": "Potion",
            "desc": "When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-oracular-delirium",
            "name": "Elixir of Oracular Delirium",
            "type": "Potion",
            "desc": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-spike-skin",
            "name": "Elixir of Spike Skin",
            "type": "Potion",
            "desc": "Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-the-clear-mind",
            "name": "Elixir of the Clear Mind",
            "type": "Potion",
            "desc": "This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion's remaining power, and its effects end immediately thereafter.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-the-deep",
            "name": "Elixir of the Deep",
            "type": "Potion",
            "desc": "This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn't allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn't exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a Lorelei (see Tome of Beasts) or Water Horse (see Creature Codex).",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elixir-of-wakefulness",
            "name": "Elixir of Wakefulness",
            "type": "Potion",
            "desc": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "elk-horn-rod",
            "name": "Elk Horn Rod",
            "type": "Rod",
            "desc": "This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "encouraging-armor",
            "name": "Encouraging Armor",
            "type": "Armor",
            "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "enraging-ammunition",
            "name": "Enraging Ammunition",
            "type": "Ammunition",
            "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ensnaring-ammunition",
            "name": "Ensnaring Ammunition",
            "type": "Ammunition",
            "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "entrenching-mattock",
            "name": "Entrenching Mattock",
            "type": "Weapon",
            "desc": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "everflowing-bowl",
            "name": "Everflowing Bowl",
            "type": "Wondrous item",
            "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "exsanguinating-blade",
            "name": "Exsanguinating Blade",
            "type": "Weapon",
            "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "extract-of-dual-mindedness",
            "name": "Extract of Dual-Mindedness",
            "type": "Potion",
            "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "eye-of-horus",
            "name": "Eye of Horus",
            "type": "Wondrous item",
            "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "eye-of-the-golden-god",
            "name": "Eye of the Golden God",
            "type": "Wondrous item",
            "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "eyes-of-the-outer-dark",
            "name": "Eyes of the Outer Dark",
            "type": "Wondrous item",
            "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "eyes-of-the-portal-masters",
            "name": "Eyes of the Portal Masters",
            "type": "Wondrous item",
            "desc": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fanged-mask",
            "name": "Fanged Mask",
            "type": "Wondrous item",
            "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "farhealing-bandages",
            "name": "Farhealing Bandages",
            "type": "Wondrous item",
            "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fear-eaters-mask",
            "name": "Fear-Eater's Mask",
            "type": "Wondrous item",
            "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fellforged-armor",
            "name": "Fellforged Armor",
            "type": "Armor",
            "desc": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ferrymans-coins",
            "name": "Ferryman's Coins",
            "type": "Wondrous item",
            "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "feysworn-contract",
            "name": "Feysworn Contract",
            "type": "Scroll",
            "desc": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fiendish-charter",
            "name": "Fiendish Charter",
            "type": "Scroll",
            "desc": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "figurehead-of-prowess",
            "name": "Figurehead of Prowess",
            "type": "Wondrous item",
            "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.",
            "rarity": "varies",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "firebird-feather",
            "name": "Firebird Feather",
            "type": "Wondrous item",
            "desc": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as –50 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a –1 penalty on the saving throw.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "flag-of-the-cursed-fleet",
            "name": "Flag of the Cursed Fleet",
            "type": "Wondrous item",
            "desc": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "flash-bullet",
            "name": "Flash Bullet",
            "type": "Ammunition",
            "desc": "When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "flask-of-epiphanies",
            "name": "Flask of Epiphanies",
            "type": "Wondrous item",
            "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fleshspurned-mask",
            "name": "Fleshspurned Mask",
            "type": "Wondrous item",
            "desc": "This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a Fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don't have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature's challenge rating (minimum of 1).",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "flood-charm",
            "name": "Flood Charm",
            "type": "Wondrous item",
            "desc": "This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface—such as if you are grappled or restrained, or if the water completely fills the area—the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble's duration, or when you leave the water, the charm's effects end and it becomes a nonmagical stone.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "flute-of-saurian-summoning",
            "name": "Flute of Saurian Summoning",
            "type": "Wondrous item",
            "desc": "This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fly-whisk-of-authority",
            "name": "Fly Whisk of Authority",
            "type": "Wondrous item",
            "desc": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fog-stone",
            "name": "Fog Stone",
            "type": "Ammunition",
            "desc": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "forgefire-hammer",
            "name": "Forgefire Hammer",
            "type": "Weapon",
            "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fountmail",
            "name": "Fountmail",
            "type": "Armor",
            "desc": "This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits: - You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points. - You can't be frightened. - You have resistance to necrotic damage.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "freerunner-rod",
            "name": "Freerunner Rod",
            "type": "Rod",
            "desc": "Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "frost-pellet",
            "name": "Frost Pellet",
            "type": "Wondrous item",
            "desc": "Fashioned from the stomach lining of a Devil Shark (see Creature Codex), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn't pushed away.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "frostfire-lantern",
            "name": "Frostfire Lantern",
            "type": "Wondrous item",
            "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "frungilator",
            "name": "Frungilator",
            "type": "Wand",
            "desc": "This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}