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The Golden Tether |
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| • First upon inquiry stop and think; what do you need? What would you desire? What would help assist you best? Have you goals to reach? Have you dreams to achieve? Have you a mask to shed? If you've asked yourself these questions and still find yourself here then perhaps there are threads thicker than fate that tie you here. Come, see what wares are available and if there's one you've come in need of. • |
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◆ xxxxxxxxxxxxxxxxxxxx ◆ Business ◆ • Imbued Magical Wares • ◆ Specialty ◆ • Enchantments & Illusion • |
◆ xxxxxxxxxxxxxxxxxxxx ◆ Blackmarket ◆ • Cursed Masks • ◆ Specialty ◆ • Curses • | xxxxxxxxxx |
(In Alphabetical Order Based On D&D Definitions) Jackal is not a wizard and cannot perform most of these magics, but he sells scrolls for wizards who can. ◆ Abjuration • The abjuration school of magic encompasses protective spells. They create a physical or magical barrier, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Abjuration spells can buff up a character that focuses on melee combat, and spells in this discipline offer a variety of benefits. Players can create physical or magical barriers, and can negate magical and physical attacks. ◆ Conjuration • The conjuration school of arcane magic calls materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. A wizard who specialized in conjurations spells is called a conjurer. ◆ Divination • The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things or foil deceptive spells. Among them are included detect magic and scry. A wizard who specializes in divination is known as a diviner. ◆ Enchantment • Enchantment spells affect the minds of others, influencing or controlling their behavior. This school includes the spells charm person and mind fog. A wizard who specializes in enchantment is known as an enchanter or enchantress. An enchantment represents a stable magical manifestation. An enchantment is a permanent. An incantation, a spell, a charm, an enchantment or a bewitchery, is a magical formula intended to trigger a magical effect on a person or objects. The formula can be spoken, sung or chanted. An incantation can also be performed during ceremonial rituals or prayers. ◆ Evocation • The evocation school of magic includes spells that manipulate energy or tap an unseen source of power in order to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. ◆ Illusion • The Illusion school includes spells that deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Among these spells are included invisibility and disguise self. Illusion is one of the six skills that fall under The Mage play-style. Targeted Illusion spells include Calm, Frenzy, Fear, or Courage and spells cast on one's self such as Muffle or Invisibility. Casting Illusion spells raise the corresponding skill. Casting Illusion spells consumes Magicka. ◆ Necromancy • Necromancy was a school of magic whose spells manipulate the power of death, unlife, and the life force. A wizard who specialized in the necromantic school was called a necromancer. Spells involving the undead made up a large portion of this school, including animate dead and finger of death. ◆ Transmutation • The ninth and final school of magic is transmutation. It is among the most popular and useful of all of the schools, allowing a mage to manipulate time and space. Perhaps the most iconic Transmutation spell is Polymorph, which allows a mage to turn something - or someone - into something else. |
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What might I procure for you today? • If you or a party of individuals is using Jackal's Merchant Shop as a means to store up on adventuring necessities (such as health potions, spells, and the like) the store will use a random generator to see what special items may be available for the adventuring party. Additionally, Jackal is a man who knows how to get things; need an item he doesn't have? He'll research it until he finds out where and how to get it. Many items he gets himself, others may require contracting of those very parties that purchase from him in order to obtain it. • |
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xxxxxxxxxx • Cloak of Many Fashions • Wondrous Item & Common Item Description
50 Gold
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.(Official Link)
(3 in stock) |
xxxxxxxxxx • Earring of Message • Wondrous Item, Common Item Description
20 Gold
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.(Official Link)
(4 in stock) |
xxxxxxxxxx • Cartographer's Map Case • Wondrous Item, Common Item Description
150 Gold
Map of Shortcuts
Your map case becomes a common magic item. In addition to storing normal maps, your cartographer’s map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer’s map case noting a relevant shortcut. Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you an advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest. (Official Link) (1 in stock) |
xxxxxxxxxx • Pipe of Smoke Monsters • Wonderous Item, Common Item Description
50 Gold
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. (Official Link)
(3 in stock) | xx |
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xxxxxxxxxx • Alchemy Jug • Wondrous Item & Uncommon Item Description
50 Gold
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. (Official Link)
(5 in stock) |
xxxxxxxxxx • All-Purpose Tool • Wondrous Item, Varies Item Description
150 Gold
(Requires Attunement by an Artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. (Official Link) (1 in stock) |
xxxxxxxxxx • Bag Of Holding • Wondrous Item, Uncommon Item Description
500 Gold
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. (Official Link)
(1 in stock) |
xxxxxxxxxx • Brooch of Shielding • Wonderous Item, Uncommon Item Description
200 Gold
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. (Liberty addition: And protects against long-ranged piercing attacks). (Official Link)
(2 in stock) | xx |
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xxxxxxxxxx • Dimensional Shackles • Wondrous Item & Rare Item Description
200 Gold
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. (Official Link)
(1 in stock) |
xxxxxxxxxx • Gem Of Seeing • Wondrous Item & Rare Item Description
300 Gold
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn. (Requires Attunemnet) (Official Link) (1 in stock) |
xxxxxxxxxx • Bag Of Devouring • Wondrous Item, Very Rare Item Description
500 Gold
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. (Official Link) (1 in stock) |
xxxxxxxxxx • Instrument Of The Bards • Wonderous Item, Very Rare Item Description
100 Gold
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing a disadvantage on the save. This effect applies only if the spell has a somatic or a material component. (Official Link) (1 in stock) | xx |
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THE MERCHANT SHIP
A Heavily Decorated Cabin Airship • The life of a traveling merchant can be one of many dangers and one with as many magical and dangerous items as Jackal does not simple travel unprotected. His Merchant Airship is both a place of business, and a place of rest and living. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
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