Enchanted Dragon Scales

System:
Author:The DM
2018-03-13

A bag of 25 dragon scales from various dragons. Once a scale is taken out as a bonus action, it must be used within the round or its power is lost. Roll a d10 to determine the specific power of the scale:

  1. Red: Can be thrown up to 50ft, where it explodes as a fireball with 20ft radius, dealing 5d6 damage (DC 14 dexterity save for half).
  2. Black: Can be thrown up to 50ft, where it explodes as a cloud of acid with 20ft radius, dealing 5d6 damage (DC 14 dexterity save for half).
  3. Blue: Spreads out into an illusion of four humanoids, which attack a target of your choice for 10 rounds.
  4. Green: Casts Suggestion (DC 14 wisdom save negates).
  5. White: Creates a Wind Wall up to 40ft away (save DC 14) which also deals 1 point of cold damage.
  6. Brass: Casts Sleep (save DC 14) on a single creature with up to 5d8 hit points. If the creature has too many hitpoints to fall asleep, it instead takes 2d6 fire damage instead (DC14 dexterity save for half).
  7. Bronze: When pointed at a creature within 60ft, the scale repels that creature. The target must succeed at a DC14 strength save, or do nothing that round but move away from you at a minimum of half its normal speed.
  8. Copper: Casts Slow on a single target with a save DC of 14.
  9. Gold: Grants a +1 luck bonus on all saving throws for ten minutes.
  10. Silver: Paralyzes a target for two rounds, if the target fails a DC 14 constitution save.

A bag of 25 dragon scales from various dragons. Once a scale is taken out (as a free action), it must be used within the round or its power is lost. An unused scale is worth 20gp. Roll a d10 to determine the power of the scale:

  1. Red: Can be thrown up to 50ft, where it explodes as a fireball with 20ft radius, dealing 5d6 damage (reflex DC 14 for half).
  2. Black: Can be thrown up to 50ft, where it explodes as a cloud of acid with 20ft radius, dealing 5d6 damage (reflex DC 14 for half).
  3. Blue: Spreads out into an illusion of four humanoids, which attack a target of your choice for 10 rounds.
  4. Green: Casts Suggestion (will DC 14 negates).
  5. White: Creates a Wind Wall up to 40ft away at caster level 5 (save DC 14) which also deals 1 point of cold damage.
  6. Brass: Casts Sleep (save DC 14) on a creature with up to 4 hit dice. If the creature has too many hit dice, the creature takes 2d6 fire damage instead (reflex half).
  7. Bronze: When pointed at a creature within 60ft, the scale repels that creature. The target must succeed at a DC14 will save, or do nothing that round but move away from you at a minimum of half its normal speed. This does not end spells with a duration of concentration.
  8. Copper: Casts Slow on a single target with a save DC of 14.
  9. Gold: Grants a +1 luck bonus on all saving throws for ten minutes.
  10. Silver: Paralyzes a target for two rounds, if the target fails a DC 14 fortitude save.
Value: Uncommon
Value: 8000gp

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