Hat of Many Spells

- Category: Wondrous Item
- Rarity: Very Rare (Requires Attunement by a Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and "pull" the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100 Effect
01-50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an B, Phantasmal Force; on a 9, Polymorph; on a IO, Stinking Cloud.
51-55 You have the Stunned condition until the end of your next turn, believing something awesome just happened.
56-60 A harmless swarm of butterflies fills a 10 -foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61-65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66-70 You suffer a bout of "magic sickness" and have the Poisoned condition for 1 hour.
71-75 You have the Petrified condition until the end of your next turn.
76-80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81-85 A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.
86-90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you.
91-95 A vertical, IO-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The GM determines where it leads.
96-00 You pull a magic item out of the hat. Roll 1d6 to determine the item's rarity: on a I-3, Common; on a 4-5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 hour if it's not consumed or destroyed before then.
Tactical Applications
Combat Strategy: Provides multiple spell-like abilities per day, offering versatility and magical utility without consuming spell slots. Excellent for characters wanting diverse magical options.
Class Synergies:
- Any Class: Universal utility for magical abilities and spell-like effects
- Non-Casters: Perfect for characters wanting magical capabilities without spell slots
- Utility Specialists: Excellent for characters requiring diverse magical solutions
- Support Builds: Provides additional magical options for party assistance
Build Considerations: Offers multiple different spells per day without requiring spellcasting ability. Most valuable for characters lacking natural magical abilities.
Acquisition Methods
Crafting Requirements: Requires multiple spell components, diverse magical knowledge, and complex enchantment techniques. Creation cost 12,000-20,000 gp and takes 3 months.
Common Sources:
- Wizard academies and magical institutions
- Treasure hoards of versatile spellcasters and magical collectors
- Commission from enchanters specializing in multi-spell items
- Found in the collections of magical researchers and experimenters
- Rewards from grateful magical organizations
Alternative Acquisition: Sometimes discovered in abandoned magical laboratories or obtained from retiring spellcasters.
Value & Trade
Estimated Value: 15,000-25,000 gp, with higher demand among non-spellcasters and characters seeking magical versatility.
Trade Considerations: Popular among fighters, rogues, and other classes wanting access to magical abilities.
Character Integration
Roleplay Elements: Suggests experience with diverse magical traditions, academic study, or desire to supplement non-magical abilities with spell effects.
Character Concepts:
- Non-caster seeking magical enhancement and versatility
- Character with eclectic magical training from multiple sources
- Utility specialist requiring diverse magical solutions
- Support character providing magical assistance to allies
Adventure Hooks
The Magical Versatility Test: Challenges requiring diverse magical solutions where multiple spell types provide advantages.
The Non-Caster's Magic: Scenarios where characters without natural spellcasting need magical abilities for success.
The Utility Mission: Operations requiring varied magical effects for different challenges and obstacles.
The Support Role: Party assistance scenarios where additional magical options enable better team coordination.
Variants & Customization
Greater Hat of Many Spells (Very Rare): Enhanced with more spell options and additional daily uses.
Specialized Spell Hat (Rare): Focused on specific spell schools or themes with enhanced effectiveness.
Adaptive Magic Hat (Very Rare): Can change spell selection based on user needs and circumstances.
Specialized Variants:
- Combat Mage Hat: Optimized for battle magic with offensive and defensive spells
- Utility Master Hat: Enhanced for problem-solving with diverse utility spells
- Support Specialist Hat: Focused on party assistance and team enhancement spells
Lore & History
Origins: Created by versatile mages who wanted to access multiple magical traditions and spell schools simultaneously.
Historical Significance: These hats enabled non-spellcasters to participate in magical activities and contributed to magical democratization.
Cultural Impact: Represent the desire to make magical abilities accessible to all character types and backgrounds.
Magical Craft: Demonstrates mastery of multiple spell schools and the complex enchantments required for diverse magical effects.
Balancing Notes
Introduction Timing: Appropriate for levels 6-12 when magical abilities become important and spell access provides significant advantages.
Campaign Impact: Provides magical versatility without overwhelming spellcasting balance, enabling broader character concepts.
Spell Selection: Offers limited daily uses to maintain balance while providing meaningful magical options.
Encounter Design
Recommended Challenges:
- Scenarios requiring diverse magical solutions for different obstacles
- Challenges where non-casters need magical abilities for success
- Utility-focused adventures where varied spell effects provide advantages
- Support scenarios where additional magical options enhance team effectiveness
Tactical Adjustments: Adventures may include more magically-dependent challenges when spell access is available.
Related Items
Spell Items: Wands, Scrolls, and other items that provide spell-like abilities and magical effects.
Versatility Equipment:
- Items that provide multiple different abilities and effects
- Equipment for characters seeking diverse magical options
- Tools for supplementing non-magical character builds
Complementary Equipment: Items that enhance spellcasting effectiveness or provide additional magical bonuses.
Roleplay Opportunities
Magical Exploration: Characters develop appreciation for diverse magical traditions and spell schools.
Class Integration: Non-spellcasters gain understanding of magical mechanics and spell effects.
Versatility Mastery: Learning to utilize multiple different magical abilities teaches strategic thinking and resource management.