Items, Spells and Artifacts Herein lies a repository of some of the many magical and mundane oddities that may be uncovered by investigation or throughout a campaign. Magic Items The magic items below are all found in the reaches of Istalia. While some, such as Talismans of Skill, are comparatively well known by the populace (though very few would ever have access to them), the existence of some, such as the Ring of Nolwë, is known to only a select group of individuals. As such, use caution when giving out magic items as loot. Amulet of Reprieve Wondrous item, common As an action, the wearer may cast sanctuary, as the spell, with save DC 15. Only the wearer is a valid target of the spell. Once cast, the wearer must wait one hour before casting the spell from the item again. Artificer's Goggles Wondrous Item, rare

These multi-lensed goggles have been specially designed to allow the user to more easily view the various layers of their surroundings without the hassle of external magic casting. The goggles can have up to five sets of lenses. Although they are built to house five different types of lens, a pair that is found or bought starts with only 1d3 sets of lenses. Roll on the table to the right to determine which lenses are present in the device. Any missing lenses can be crafted by following the instructions in each table entry. Switching between lenses requires 1 minute of uninterrupted action. Bowl of Appetizing Presentation Wondrous item, common Any food item placed in this bowl looks more appealing to those who behold it, though it cannot hide texture and taste. The beholder may see through the illusion if they use an action to make an Intelligence (Investigation) check against DC 13. On a success, the illusion fades and the true nature of the food is revealed. Cope of the Hierarch Wondrous Item, uncommon, requires attunement by a cleric or paladin This priestly vestment has been hallowed through divine rites to confer greater power to the wearer. An attuned creature is granted a +1 bonus to their spell attack bonus and spell save DC for Paladin or Cleric spells. Additionally, once per day, the wearer may cast the spell prayer of healing without expending a spell slot. Artificer's Goggle Lenses 1d5 Lens Properties 1 Magic: While these deep purple lenses are active, the wearer benefits from the effects of the detect magic spell. These lenses require a magically active crystal to carve into the lenses, which are then enchanted. 2 Ether: While active, the wearer can see out to 20 feet into the border ethereal. The lenses themselves must be crafted from the freshly-expressed silk of a phase spider. Use of hardened silk will cause the lens to cloud and be unusable. The lenses are invisible to the unaided eye, and require the skill of an arcanist to work and shape. 3 Illusion: While using these lenses, the wearer can see invisible creatures and objects out to 20 feet, and the DCs of Intelligence(Investigation) checks to discern illusions are reduced by 5. To craft these lenses, a large, euhedral quartz crystal must be cut, polished, enchanted and covered in a film of pure alchemical silver. 4 Darkness: These lenses give the wearer darkvision out to 60 feet, or increase darkvision by 60 feet. The lenses must be carved from a large, clear chunk of natural fulgrite. 5 Identification: These lenses label each item in sight with unobtrusive labels, and focusing on any item gives a more detailed description. The lenses can accurately identify any item which could be identified with a DC 15 Intelligence check. Also, after inspecting an item for five minutes, the wearer can cast identify from the lenses without using a spell slot. The lenses cannot be used to cast identify again until 1d4 hours have passed. The crafting of these lenses requires performing arcane rituals linking the lenses to a phylactery containing a miniature tome of lore costing at least 500 gp Gem of Sapience Wondrous Item, very rare This intricately carved and inlaid jacinth grants the boon of sapience to items of great sentimental value. Only an item which is among the most prized possessions of a person (living or dead) is a valid target for the purposes of this item. If the command word "Ista" is spoken while holding the gem to an item of great sentimental value made of inorganic material, the gem gathers the emotional energy implanted in the object and distills it into a soul replica which is the perfect reflection of the emotions which have seeped into the object. The item is aware of what the owner was feeling in each instance in which the emotions were emplaced, and these emotions function as memories for the new entity. The object gains the statistics of an intelligent item, and its alignment and personality traits are determined by the DM. The alignment should reflect the feelings poured into it. If it was viewed as a means toward world conquest, it too will aim to achieve that goal and will have a lawful evil alignment. If a rogue collected it out of greed and pored over it for years, enchanted by its splendor, it will have a chaotic neutral alignment, and will likely have a narcissistic personality.

Upon activating the gem, it adheres to the target, embedding itself in the object's material. Unless the command word is spoken again while touching the gem, it cannot be removed from the object except by destroying the gem or by means of a wish. If the gem is removed, the soul replica simply dissolves back into the emotions from which it came, and any memories it carried from the time of emplacement to removal are irrevocably lost. Ink of Discretion Wondrous item, common This ink appears to be nothing more than an exquisitely fine black ink. Anything written with the ink is under the effect of illusory script until it is dispelled. The user can make all of the normal arrangements as if they were casting illusory script. The vial of ink contains enough ink for 15 pages, after which it runs out. Keystone of the Steadfast Fortress Wondrous Item, very rare These stone blocks were used by ancient elven architects to allow the creation of impossibly large structures. Each Keystone of the Steadfast Fortress is a small, vaguely wedge-like stone block with a single handhold. When used as the final block in a stone construction, the Keystone of the Steadfast Fortress will hold the entire structure together no matter the force against it. The structure becomes immutable and indestructible from nearly all angles. However, as it functions as a normal keystone, its removal will imediately cause the entire structure to collapse, even if it was otherwise sound. To remove it, a creature must grasp the keystone and lift it from its position. If the creature cannot lift at least 200 pounds, the attempt automatically fails. Otherwise, the creature must make a DC 20 Strength check. On a failed check, the creature must make a DC Constitution saving throw or gain one level of exhaustion. On a success, the keystone is removed and the entire structure collapses 2 rounds later. Knife of Food Preparation Wondrous item, common This cutting knife, designed for food preparation, was made such that the blade always remains sharp no matter how many times it is used. When used in food preparation, the wielder of this knife may imbue the ingredients with minor magical effects for an hour as if they were casting the prestidigitation cantrip. The wielder may clean, moisten, dry, chill, warm, color, flavor or scent up to one cubic foot of edible material every hour. The wielder of the knife may also use it as a melee attack weapon which deals 1d4 damage on a hit. Librarian Tome Wondrous item, very rare A Librarian Tome appears to be a small, green, clothbound book with an elven symbol on its cover, and is oddly light in its weight. Invariably, the title page contains a symbol of a scroll within an eight pointed star. In ancient times, these tomes were used for gaining remote access to a great repository of written knowledge, and were used as a field reference text. The pages of this tome are blank, but if it comes in contact with another book, spellbook, map, chart or other written text containing knowledge or information, the outside material will become blank after 1d4 hours of direct contact, and the pages of the Librarian Tome will be filled with new information commensurate to that absorbed. The source of this information is unknown, but appears to be drawn from the collected works of many authors, races, religions, fields of study, and time periods. Despite its small size, the Librarian Tome can hold an immense number of different texts. To find information that has already been deposited in the tome, the reader simply opens it and it will open to the proper page. The book also keeps the information it provides accurate to the best extent available, resisting magical alteration such as illusory script or erasure, magical or non-magical. Pages ripped from the book shrivel and crumble to dust within seconds, regrowing in the book within 1d4 days. If a contributor to the book dies (be it the bearer or someone who contributed a piece of knowledge for the book to consume), all information which they earned is erased from the book, lost forever until rediscovered. Quill of the Scrivenor Wondrous Item, common, requires attunement This seemingly normal, if ornate, quill is capable of writing on its own without instruction or ink. As it draws on the user's own mind to know what to write, spells above 1st level requiring concentration cannot be cast while the quill is scribing, nor can two quills be used at the same time by one person. The quill is capable of scribing spell scrolls and transcribing spells into a spellbook, but any material components must be set nearby before beginning. The quill can be activated for no more than 8 hours each day. Ring of Sealing Ring, rare Whenever the bearer uses this ring, which appears to be a fine signet ring made of platinum, to impress a seal into wax or some other medium (though wax is by far most common), she can use her action to cause the seal to become either a glyph of warding with the Explosive Runes effect or an arcane lock on the object it seals. Both effects have the same strength as if they were cast using a 4th level spell slot. Moving the object on which the seal has been placed does not trigger or dispel the seal.

Staff of the Orator Staff, uncommon, requires attunement by a Bard This staff is made of carved and inscribed brass and mahogany. Along its length are runic inscriptions of various quotes from famous speeches and epic poems. The staff has seven charges. As an action, the wielder may cast one of the following spells, expending charges as dictated: dissonant whispers (1 charge), suggestion (2 charges), or calm emotions (3 charges). The staff regains 1d4 charges every day at dawn. If the staff's last charge is expended, roll a d20. On a 1, the staff withers and shrieks with a banshee-like wail, dealing 2d12 psychic damage to all who can hear it. Tactician's Chessmen Wondrous Item, rare, requires attunement This set of bloodstone chessmen is never complete. It only contains enough pieces for a single player's army, at most. When a lock of someone's hair, willingly given, is wrapped thrice around a chess piece, it creates a bond with that person. A piece cannot have more than one lock wrapped around it, or it ceases to function. A single set of chessmen contains 1d10+5 chessmen, but never contains a king. Each chessman shares the following properties: 1) When the person to whom a chessman is bonded is facing mortal peril, the chessman secretes a red, blood-like mineral substance. If the bound person dies, the hair crumbles to ash, and the bond is broken. 2) When a chessman is placed on a map, and the person to whom the chessman is bound is within the region the map depicts, the chessman will gravitate toward the subject's location, depicting and following their movements. Talisman of Skill Wondrous item, varies, requires attunement While wearing this talisman, the bearer gains temporary proficiency with a type of tool and the knowledge to craft items of a particular type. If the wearer is already proficient with the tools of the respective trade, the item instead gives a +3 bonus to checks made with the skill. The crafting skills for which one can find talismans are listed in the table to the right. Wand of Aerosolized Fluid Wand, uncommon This wand is a 10 inch rod of meteoric iron tipped with rose quartz. At the back end of the wand is a small clamping apparatus made to clamp onto stoppered phials of fluid. Once a phial is attached, a small needle punctures the cap to access the liquid. Loading the wand in this way requires your movement on your turn. Once thus loaded, the wielder may use an action to cast the spell aerosolize fluid(see "Spells" below), using 1 charge. The wand has 5 charges. At the beginning of each day, the wand regains 1d4+1 charges. If the last charge is used, roll a d20. On a 1, the wand explodes in a puff of metal dust, dealing 1 damage to those who inhale it. Available Variations of the Talisman of Skill Skill Rarity Alchemy Rare Brewing Common Calligraphy Uncommon Carpentry Common Cartography Uncommon Cooking Common Jewellery Rare Leatherworking Common Masonry Common Pottery Common Smithing Uncommon Artifice Rare Weaving Common Woodcarving Common Enchanting Rare Nonmagical Items With these divinatory tools (a dowsing rod, a deck of divining cards, runestones, and shards of dragon bone), one with the gift of foresight can call on forces of existence (be they gods, spirits, or fate itself) to give insight on future events. Though these divine omens may give insight, they are always couched in the vagaries of interpretation, and some are outright false. These tools, consisting of various fixatives, runestones, and conduit gemstones can be used to imbue magic essence, manipulate soul energy, and perform enchanting rituals to create magic items from raw materials. This collection of sutures, scalpels, gauze, a saw, needles, thread, splints and other major medical supplies allows a character to dissect and operate on the living and the dead and even remove specific organs and glands from incapacitated or deceased characters. Proficiency with surgeon's tools allows a character to treat serious injuries, including those incurred by poison and ability drain, at the possible expense of maximum hitpoints, increased healing time, or even permanent impairment. For example, damage to a Character's Intelligence due to an attack by an intellect devourer can sometimes be reversed with a surgical procedure, but may result in permanent loss of one sense, halved speed or immobility, or even a permanently reduced Intelligence or Wisdom score.

Artifacts The items herein are totally unique, and each is capable of devastating power. Most have been lost to the ages until they are uncovered by adventurers, villains or other entities. Orb of Severance Wondrous Item, artifact (requires attunement) This strange orb is a small sphere of deep indigo-violet crystal carved with ornate incriptions and inlaid with precious metals. Made of a magic-absorbing mineral and fine-tuned with artifice, the orb is directly connected to the weave of magic, and is capable of manipulating magical connections. Fatal Attraction. While attuned to the orb, it warps the weave around you in the same way a massive body warps spacetime in our reality. Any time a magical projectile (either magic item or spell) that isn't targeting you passes within 10 feet of you, roll 1d20. on a 10 or below, you become the new target. This also affects spells which you cast and projectiles which you fire. Greater Dispelling. As an action, an attuned creature can concentrate on the orb and cast dispel magic as a 7th level spell. This property cannot be used again until 1d10 hours have passed. The Ties That Bind. An attuned creature can use an action to gaze deep into the orb, temporarily gaining the ability to visualize the weave of magic. This acts as the spell detect magic, except that the creature can also see the magical ties binding arcane, eldritch and demonic pacts, the flow of magical power into divine spellcasters and silver cords. This effect lasts one minute, requires concentration, and can only be cast once per day. Severance. As an action after gazing into the orb and before one minute has passed, an attuned creature can speak the command word "drava" (trans. "hew") while targeting a specific creature, object, or magical effect revealed by the orb. If targeting a single effect, the specific magical effect is immediately severed (if it is a silver cord, the cord is severed, not dispelled). If the target is a creature or object, all current ties to the weave of magic are immediately severed. Any non-artifact magic item targeted is disenchanted and becomes mundane, and can only be returned with a wish (in this case, the magic item is actually just gaining a new iteration of its previous enchantment). If the item was destroyed without the magic holding it together, then a duplicate item appears in its place (any contents of the original are lost). A targeted creature immediately loses attunement to all attuned magic items and loses the ability to manipulate the weave for 24 hours. These effects cannot be mitigated by a wish. The most devastating effect, however, is the effect on pacts and divine magic. A warlock whose pact is targeted must make a DC 20 Charisma saving throw or the pact is immediately dissolved, with the Warlock losing all benefits until the pact is renegotiated or initiated again. A divine spellcaster whose channel is targeted must succeed on a DC 20 Wisdom saving throw or completely lose their connection to the channel. For a Paladin or Cleric, the effect is equivalent to Falling. For a Ranger or Druid, all magical benefits from their connection to nature are lost unless a quest is undertaken to restore the channel. Whenever this effect would interfere with a Power's direct energy (such as when severing a pact or divine connection), roll a d20. On a 1 or 2, the deity responds to the personal affront and shatters the orb.

Acroatica Mysteria et Arcana Magica Wondrous Item, artifact (requires attunement by a spellcaster) Also known as the "Tome of All Knowledge", this large, leatherbound parchment book is covered in arcane glyphs and ciphers, but otherwise appears unremarkable. Its cover does not bear a title, nor is there one to be found within its pages. In order to attune to the book, a creature must be able to read at least three languages, and must spend 80 hours deciphering the book's contents. A creature attuned to this item remains attuned until their death or until another creature attunes to the item. Cosmic Epiphany. During your intense study, you uncover a cosmic truth of the universe. This knowledge is objective, and cannot be proven false. Depending upon the nature of your discovery, you may gain different powers stemming from your knowledge. Choose a broad category of knowledge, and your DM will give you, and only you, a single fact that no other living mortal knows in that area. Your DM gives you a power based upon the category you chose. These powers can be used in an antimagic field Some examples of Powers include: Time You gain the ability to cast time stop once per week without expending a spell slot. Once, as an action, you may transport yourself and up to four creatures within 30 feet of you to any point in the past at any location of which you are aware. This is a one-way trip. The tome does not come with you, though all other possessions do.

You gain the ability to cast time stop once per week without expending a spell slot. Once, as an action, you may transport yourself and up to four creatures within 30 feet of you to any point in the past at any location of which you are aware. This is a one-way trip. The tome does not come with you, though all other possessions do. The Planes You may cast demiplane once per day, without expending a spell slot. Within a single demiplane of your creation, you may exert control over the laws of reality within that demiplane, dictating who may come and go, the rate at which time moves forward within the demiplane (time cannot move backward within it, but may be erratic or effectively stopped), the size of the demiplane, whether magic works within it, or the rules of movement and gravity inside.

You may cast demiplane once per day, without expending a spell slot. Within a single demiplane of your creation, you may exert control over the laws of reality within that demiplane, dictating who may come and go, the rate at which time moves forward within the demiplane (time cannot move backward within it, but may be erratic or effectively stopped), the size of the demiplane, whether magic works within it, or the rules of movement and gravity inside. History You gain a complete understanding of a single event in history of your choosing, including why things happened in a specific way, the fate of participants or relevant items, etc. Anything a god would be able to discover about the single event, you now know. Also, you may cast legend lore once per day without expending a spell slot or material components.

You gain a complete understanding of a single event in history of your choosing, including why things happened in a specific way, the fate of participants or relevant items, etc. Anything a god would be able to discover about the single event, you now know. Also, you may cast legend lore once per day without expending a spell slot or material components. The Gods You learn the secret to ascension, and can, at GM's discretion, undergo an epic-level quest to attain it.

You learn the secret to ascension, and can, at GM's discretion, undergo an epic-level quest to attain it. Life and Death You cease aging and cannot die of old age, and are immune to disease and other natural deaths. Once, you may grant this feature to another creature as an action, losing it yourself. They cannot pass on this feature. Additionally, you gain the ability to cast raise dead once per week without expending a spell slot.

You cease aging and cannot die of old age, and are immune to disease and other natural deaths. Once, you may grant this feature to another creature as an action, losing it yourself. They cannot pass on this feature. Additionally, you gain the ability to cast raise dead once per week without expending a spell slot. Chance Fate itself bends to your will. Your critical range increases by 1 on all attack rolls, ability checks, and saving throws. Additionally, you gain the Lucky feat. If you already have this feat, you instead gain 1 additional use per day. If an attuned creature loses attunement to the tome, their power goes with it. However, the knowledge stays, and their powers return upon renewing their attunement to the book. Regaining attunement in this way does not give new knowledge or refresh powers, but merely returns them to their state upon losing attunement. Those Who've Read the Book of Ages. As the saying goes, "those who've read the book of ages never admit to it". In your case, this is literally true. You cannot, willingly or unwillingly, divulge the cosmic truth you gleaned from the book to anyone, not even a Deity. Any creature that attempts to divulge a secret of this magnitude finds themselves unable to do so, without exception. You may take actions which are based on this knowledge, but you cannot reveal, in whole or in part, what you know. The Payment Due All Knowledge has a price. Learning a secret of this magnitude makes it impossible for the attuned creature's soul to ever achieve eternal rest, and binds their spirit to the Tome. Upon its death, the soul of a creature which has previously attuned to Acroatica Mysteria et Arcana Magica seeks out and enters the book, the act of which inscribes that creature's collected knowledge, including their epiphany, within the pages of the book. The creature cannot thereafter be returned to life through any means.

Spells The spells below are either unknown, lost, or known only to a few, and as such are not commonly accessible to magic casters. Usually, learning them requires either specific research, finding a scroll or spellbook which contains them, or training under someone who knows them. Aerosolize Fluid 1st-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (4 ounces of fluid, which the spell consumes)

V, S, M (4 ounces of fluid, which the spell consumes) Duration: Instantaneous You cause the component fluid to careen to the target location, avoiding obstacles. Upon reaching the target, the fluid explosively boils, instantly filling a 15 foot cube (or space of equal volume) Any properties of the fluid take immediate effect within the cloud, and any creature within the cloud experiences the same effect as if the fluid were in direct contact with all exposed areas. If a creature inhales the mist, any effects of inhalation also take effect. True Creation 7th-level conjuration Casting Time: 1 hour

1 hour Range: 30 feet

30 feet Components: V, S, M (a tiny piece of the matter you wish to create)

V, S, M (a tiny piece of the matter you wish to create) Duration: Instantaneous As you cast the spell, you channel energy from the inner planes, shaping the energy into material with weight and form. You create a cube of the desired raw material worth up to 500 gp. You cannot create inherently magical materials with this spell, such as alchemical silver or a potion of invisibility, nor can you create organic matter or anything formed directly through an organic process. The conjuration of pearl or limestone, for example, would only produce calcite or marble (chosen randomly). After channeling such powerful energy, you must immediately take a long rest or suffer 2 levels of exhaustion. Repair 2nd-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You instantly repair severed magical connections within a construct you touch, which regains 4d6 hit points. When you cast this spell using a spell slot of 3rd level or higher, the repairing increases by 1d6 for every spell level above 2nd. Greater Repair 3rd-level transmutation Casting Time: 1 hour

1 hour Range: Touch

Touch Components: V, S, M (a non-functioning magic item or broken non-magical item of appropriate rarity/size, components worth half as much as the item to be repaired, which the spell consumes)

V, S, M (a non-functioning magic item or broken non-magical item of appropriate rarity/size, components worth half as much as the item to be repaired, which the spell consumes) Duration: Instantaneous You repair severed connections, both magical and non-magical within an unconsumed item that is broken or has lost its power, mending it and imbuing it with any powers it previously held. After sucessfully casting this spell, you must immediately take a short rest or suffer 1 level of exhaustion. The rarity of a magic item or size of a non-magical item that can be repaired depends upon the level of the spell slot used. Slot Level Rarity Size 3rd Common Small 5th Uncommon Medium 7th Rare Large 9th Very Rare Huge Ghost Lantern 2nd-level evocation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a bit of phosphorescent fungus)

V, S, M (a bit of phosphorescent fungus) Duration: 1 hour An object you touch glows like a torch for the duration, shedding bright light in a 20-foot radius, and dim light for another 20 feet. Unlike normal light spells, this light is only visible to you and up to five other creatures you name while casting the spell. These creatures must be within 10 feet of you when you cast the spell, but can later move as far apart as they want. No others can see the ghost lantern; it has no effect on them, and they are affected by other ambient light conditions as normal. Conjure Spectator 5th-level conjuration Casting Time: 24 hours

24 hours Range: Touch

Touch Components: V, S, M (4 beholder eyestalks and ritual components totaling at least 250 gp in value, all of which the spell consumes)

V, S, M (4 beholder eyestalks and ritual components totaling at least 250 gp in value, all of which the spell consumes) Duration: Instantaneous You summon a spectator to guard a location or treasure of your choosing. The spectator will loyally guard its quarry for 101 years, after which it is freed from service.

Endure Elements 1st-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 24 hours You touch a willing creature and give it protection from the harmful effects of climate. The creature suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. The creature's equipment is likewise protected. Pact 4th-level abjuration Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S, M (Valuable parchment, inks and quills worth at least 100 gp, which the spell consumes)

V, S, M (Valuable parchment, inks and quills worth at least 100 gp, which the spell consumes) Duration: Until Dispelled, Fulfilled or Broken Before casting this spell, two or more parties in mutual agreement record a contractual agreement using the material components. If either party is under the influence of an effect that would augment its will (such as the suggestion or the geas spell), the spell fails, but neither party is made aware of the source of the influence, nor which party is influenced. The terms need not be necessarily easily exacted, but must be possible to fulfill. For example, a party could offer an intangible concept, such as their voice, their intellect, their alignment, or even their soul, and the spell will ensure and facilitate the trade. Without further specification, terms are taken at their literal meaning. The offering party must be unquestionably entitled to offer the transference of the goods and services offered. Terms of severance may be enacted. When the spell is cast, both parties are bound through a handshake or other gesture of mutual affirmation, and must carry out the terms of the pact to the best of their abilities. An entity which knowingly makes a pact in bad faith suffers 4d10 necrotic damage, all other parties are made magically aware of the treachery, and the spell ends without further effect. Any terms regarding immediately transferrable goods are enacted immediately upon casting the spell. If, at any time before the terms of the pact are fulfilled by all parties, any party forswears or breaks the pact, attempts to dispel the pact, or becomes unable to fulfill the terms set forth, all other surviving parties are immediately notified and may, at will, exact any penalties set forth in the contract for breaking it. Greater Pact 9th-level abjuration Casting Time: 1 hour

1 hour Range: Touch

Touch Components: V, S, M (A quill made from a freely-given couatl feather, Parchment made from tanned imp leather, and ink made from the oil between the cogs of a pentadrone)

V, S, M (A quill made from a freely-given couatl feather, Parchment made from tanned imp leather, and ink made from the oil between the cogs of a pentadrone) Duration: Until Dissolved By channeling your own energy into another willing being, you make a pact with it, and it becomes a warlock in your service, to whatever end you set forth in the contract. When you cast this spell, name a Class level less than your own. This is the maximum warlock level the warlock may achieve from your pact without renegotiation. When you cast this spell, you must give up the same number of spell slots that your new warlock gains. Every time the Warlock gains a new spell slot, you must sacrifice another. These spell slots can be of any level, but cannot be regained except by dissolution of the pact. Every time the warlock would gain a Mystic Arcanum, you must sacrifice a single slot of that level. As this new warlock advances (at your discretion), you may cast this spell again to change the amount of energy the warlock receives from you and renegotiate your terms. Extra Effects: When you cast this spell, you may additionally designate extra spell slots of varying levelsl to gain overt magical control over some aspect of your new warlock. With each extra sacrificed spell slot, you gain one of the following, which works over any co-planar distance, so long as the sacrificed slot is of equal or greater level than the number listed for each: Sending 1/day (3)

At-Will Rary's telepathic bond (5)

Geas 1/day (5)

Teleport (bring warlock to your presence without fail, then dismiss them within the next hour as an action) 1/day (7) Greater Rewind 9th level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a tiny crystal hourglass containing powdered jacinth worth 500 gp, turned thrice in the hand)

V, S, M (a tiny crystal hourglass containing powdered jacinth worth 500 gp, turned thrice in the hand) Duration: Concentration, up to 1 minute When this spell is cast, a hazy form in the shape of the caster appears in the space the caster occupies, while the caster appears to be slightly translucent. This spell imprints the caster's current state onto the web of fate for later recall. Record the HP, spell slots, features, as well as status effects such as conditions, curses, and spell effects of the caster after casting this spell. As a bonus action on a later turn before the spell ends, the caster may return to its prior state, reverting all recorded statistics to the moment immediately after casting this spell.