Fool's Lamp
This brass lamp is decorated with flowing patterns around a blue, glass chamber at its center. Swirling, magenta clouds drift within the lamp and billow eagerly whenever it's held. Created as a grim sculpture by a spiteful djinni, this lamp offers no benefit to those foolish enough to encounter it.
An identify or legend lore spell correctly reveals the lamp to be empty, as well as its true nature. However, identifying the lamp by any other means will reveal that the lamp has a djinni trapped inside it, allowing it to function as a ring of djinni summoning while held and without requiring attunement. It also reveals that the only way to summon the djinni is to ask it for a wish (such as a wish spell or general command), treating the wish as a command phrase.
When a creature holding the lamp speaks such a phrase using an action, the GM uses the table below to choose the outcome or determine it randomly:
| d10 | Effect |
| 1 | You're shunted to a harmless demiplane inside the lamp for 1 hour, during which time you can see as if you were in the lamp's space, but are otherwise incapacitated and deafened. At the end of each of your turns while you're in the demiplane, you can make a DC 20 Charisma saving throw, ending the effect early on a success. At the end of the duration, you return to the nearest unoccupied space within 5 feet of the lamp. |
| 2 | A fireball (5th-level version, save DC 16) erupts, centered on you. |
| 3 | You're unintelligible for 2d6 hours, during which time you only speak in nonsensical sounds. |
| 4 | You're under the effect of the faerie fire spell for 24 hours. |
| 5 | A hostile air (40%), earth (20%), fire (20%), or water (20%) elemental appears in an unoccupied space within 30 feet of you. |
| 6 | Your legs become unstable for 1d6 hours, during which time you have disadvantage on Dexterity checks and Dexterity saving throws, and if you move your full speed on a turn, you must succeed on a DC 16 Dexterity check or fall prone. |
| 7 | You're affected by the levitate spell for 1 minute. At the start of each of your turns, flip a coin and roll a d4. If it's heads, you float up a number of feet equal to 5 times the number rolled on the d4. If it's tails, you float down the same number of feet. |
| 8 | You are under the effect of the suggestion spell for 1d6 hours. If you are asked to do something that isn’t harmful, accompanied by the word “please” or a similar phrase, you are compelled to obey. |
| 9 | You age 1d10 years, taking 5 necrotic damage for each year that you age in this way. Your age returns to normal when you finish a long rest. |
| 10 | Roll twice on the table and use both effects, rerolling any 10s. |
If a creature affected by the lamp is targeted by the greater restoration spell or similar magic, one of the lamp’s effects on the creature ends.
“Wishing? Ha! Wishing is for those who do not grab opportunity by its throat and demand greatness! Wishing is for those who cannot stand under the heavy crown of leadership! It is for those who have given up and seek refuge from the reality of the world within sweetened words and aimless hopes. Wishing is for the fools.”