Fortune Teller's Mystical Goods and Services
Fortune Teller’s Mystical Goods and Services
Owned for some time by Drather Ovadere, an elderly human man. Ovadere is a Diviner who does most of his business reading palms and tea leaves. His more expensive services and potions are listed below. His use of identify is 15gp per item, but he’s always up for a good haggle or a bulk discount.
True Strike (Cantrip)
Potion – 25 GP
Drink as an action. Choose a creature. For one round gain advantage on your next attack against that creature.
Comprehend Languages (1st Level)
Spell – 15 GP
Potion – 50 GP
For one hour you understand the literal meaning of any language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
Detect Magic (1st Level)
Spell – 5 GP
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Identify (1st Level)
Spell – 15 GP
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Locate Object (2nd level)
Spell – 30 GP
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
See Invisibility (2nd Level)
Spell – 30 GP
Potion – 150 GP
For one hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
The potion grants this ability for 1 minute.
Clairvoyance (3rd Level)
Spell – 300 GP + 200 GP components used in casting.
Requires a day long ritual and special components
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Tongues (3rd Level)
Spell – 30 GP + 100 GP used in casting.
Potion – 300 GP
This spell grants the creature you touch the ability to understand any spoken language it hears for one hour. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.