Unleash Your Inner Musician with Little Einsteins Quincy's Magic Instruments

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Little Einsteins: Quincy and the Magic Instruments The Little Einsteins are a group of young friends – Leo, June, Annie, and Quincy – who embark on exciting adventures to explore the world. In the episode "Quincy and the Magic Instruments," Quincy takes center stage as they encounter a magical musical instrument that brings their adventure to life. The story begins when the Little Einsteins receive a mysterious package containing a trumpet, flute, and drum. As they play each instrument, something magical happens – the trumpet shoots out musical notes that turn into stars, the flute blows colorful melodies that create rainbows, and the drum beats create a rhythmic dance for the team. Intrigued by the magical powers of these instruments, the Little Einsteins set off on a mission to discover the source of this musical magic. They travel to a faraway land, guided by a treasure map, and encounter unique challenges along the way.



Potion of Raw Magic

This glass flask contains a small amount of heavily diluted raw magic. When you drink this potion, you gain the following benefits for 1 minute:

  • You have advantage on saving throws against spells and other magical effects.
  • When you cast a spell, you also produce a magical effect rolled on the Wild Magic Effects table.
  • At the start of each of your turns, you gain a random magical effect, determined by rolling a d6 on the table below, that lasts until the start of your next turn:
d6 Effect
1 You can add a d4 to any attack roll or ability check you make.
2 You have a flying speed equal to your walking speed.
3 You walking speed is doubled.
4 You have truesight out to a range of 60 feet.
5 Your attacks deal an extra 1d6 force damage on a hit.
6 You can use a bonus action to teleport to an unoccupied space you can see within 30 feet of you.
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Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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OutDPS!

As a DPS class, it’s our duty to ensure that our potion is on cooldown at the end of every non-trivial fight. Clearing Archivon for the mount? Feel free to save it, but if you’re on a hard fight, you can really increase your DPS this way. Today I’ll go over our options, and talk about when and how to use them.

First up, the basic mechanics. Using a potion out of combat gives you a 1 minute cooldown, but using it in combat prevents you from being able to use one again until after this combat is over. And no, feigning death does not let you take another. Here are the commonly used potions, what they do, and when to use them.

  • Potion of speed is the most commonly used potion because it’s “the DPS potion”. It gives you 500 haste rating for 15 seconds. Alas, as we all know, haste for hunters is one of the lowest DPS per point stats we have. It makes our auto-shot go faster, and if we’re not already casting them faster than our global cooldown, our steady shots go faster. Still, 500 haste, even for 15 seconds, will increase your DPS.
  • Potion of wild magic is nowhere near as popular for hunters, but I’m listing it second for a reason. The fact that it gives us 200 spell power can be ignored, but the 200 crit it gives? Well, according to all the DPS calculators I use, that’s actually more DPS than 15 seconds of haste. If you want to find out whether this is true for you, you should import your hunter into www.femaledwarf.com and check yourself.
  • Runic mana potion is next up, and it gives you a chunk of mana. If the fight you’re in will force you into viper at some point, this will lower the amount of time you need to spend in viper.
  • Runic healing potion is last on my list. You need to have these around in case you need them, but the only way they increase your DPS is by preventing you from being turned into a hunter flavored pool of jelly by some (hopefully unavoidable) damage your healers couldn’t fix. For example- on Iron Council hard mode, you need to have one of these for the last few percent in case you get a super-powered static disruption while the healer is out of range to battle res a tank.

Now as for when to use these: if you’re going with a potion of haste or wild magic, you have to try to use them during a heroism/bloodlust. If you’re going to have to use a mana pot, try to save it until you really need it- the later you pop it, the more likely you are to realize that you won’t need it and be able to pop a DPS potion instead.

Sometimes, you won’t have a heroism- in this case, try to use a crit potion during rapid fire (the more shots you have while the crit buff is active, the more effective the potion). Personally, I don’t like blowing haste pots during rapid fire, but I can’t quite pin down why. If that’s the direction I’m going in, I just always use one some other time.

[edit] One last note- some people like to pop a potion just before combat starts so they can use a second one after a minute. This might work for you, or it might not. At the very least, it costs twice as much as just using the single potion, and whether you can time your first use well enough to make sure you don’t get locked out for the rest of the fight, and still have enough time left on it that’s it was actually worth it depends on the fight.

If you’re an engineer or an alchemist, you have additional options, but I’m not going into them because they all fall into the health and mana regen area. Anyone else have any others they like? Maybe something from BC?

Wild Potion Mishaps Table (5e Other)


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Use whenever two potions are combined, or when crafting a potion goes wrong. Feel free to add in other effects. Each effect lasts for 1 minute at most, unless stated otherwise.

Wild Potion Mishaps
d100 Effect
1 Roll twice on the d100, if you roll the same number re-roll one of them
2 The potion becomes acidic enough to eat through your potion crafting materials, rendering them useless.
3 The potion appears to be a potion of greater healing, but actually does an equal amount of poison damage instead of healing.
4 The consumer grows 3d4 inches for the duration.
5 The bottle explodes violently, and a genie appears. It disappears after 1 minute.
6 Lose 1 level of exhaustion
7 Gain 1 level of exhaustion
8 Your potion sprays out bubbles in a 10 ft radius, making the area heavily obscured.
9 You gain wings for 30 seconds, they give you a swim speed of 30 feet
10 You gain flippers for 30 seconds, they give you a flying speed of 30 feet
11 The potion becomes flavored water (flavor determined by the DM).
12 Roll on the wild magic table, that effect is contained within this bottle for 30 seconds
13 Roll on the wild magic table, that effect is contained within this bottle for 1 minute
14 Roll on the wild magic table, that effect is contained within this bottle for indefinitely until released
15 The consumer makes animal noises for the duration.
16 Roll on the barbarian wild magic table
17 The potion becomes a drink listed in the D100 List of Tavern Drinks
18 You have an astral projection experience, the DM may choose an effect that happens ontop of the spell Astral Projection; Dream, Augury, Legend Lore
19 The potion acts as a potion of poison.
20 The potion turns into tree sap
21 The potion acts as the spell Fog Cloud
22 Your sense of sight increases, you gain ranged attack rolls and advantage on other rolls that involve sight for 7 minutes
23 Your sense of hearing increases, you gain advantage on rolls that involve hearing for 6 minutes
24 Your sense smell increases, you gain advantage on rolls that involve smell for 8 minutes
25 Your sense of touch increases, you gain advantage on melee attack rolls other rolls that involve touch for 5 minutes
26 Your sense of taste increases, you're able to instantly identify anything just by its taste alone
27 Remove two conditions affecting you, but a random one begins affecting you
28 The potion becomes a random potion of equal rarity.
29 The potion becomes a random potion of lesser rarity.
30 The potion becomes a random potion of one greater rarity. (Calculate via average rarity of ingredients)
31 The bottle explodes, dealing 1d4 piercing damage to you
32 The potion sets you ablaze, dealing 1d8 fire damage at the start of each of your turns until you use an action to put it out.
33 The drinker's hands become paws like a wolves. You deal 1d4 slashing damage and everything but dashing becomes difficult terrain
34 The drinker's hands become hooves like a elk's. You deal 1d6 bludgeoning damage, and everything but jumping becomes difficult terrain
35 The drinker's hands become tentacles. They can still grasp and hold as normal.
36 The Consumer sweats uncontrollably for 1d4 minutes, possibly hindering vision
37 The Consumer sweats uncontrollably for 1d6 minutes, likely hindering vision
38 The Consumer sweats uncontrollably for 1d8 minutes, most likely hindering vision
39 The Consumer sweats uncontrollably for 1d10 minutes, hindering vision
40 The Consumer sweats uncontrollably for 1d12 minutes
41 The potion reduces one of your ability scores by 4, no lower than 3.
42 The potion increases one of your ability scores by 4, no higher than 24.
43 The concoction bubbles violently, spilling out over the top, dealing 1d6 acid damage to you every turn until you use an action to wash it off with a water skin or some other source of water
44 You learn a random fact about something. You forget it after a minute and can't tell anyone.
45 The potion increases one ability score by 2 at random, no higher than 24.
46 If drunken, after ten minutes, take 1d12 poison damage and make a DC 14 Con save to throw up the potion, if succesful, you're safe, if failed take another 1d6 every minute, the DC getting lower by 1 every minute
47 Gain immunity to poison for the next 48 hours
48 The potions explode, dealing 1d6 force damage within a 10 ft radius.
49 Gain immunity to acid for the next 36 hours
50 Your voice booms, causing creatures within 5 ft of you to take 1d6 thunder damage every time you speak.
51 Your speed doubles for 1 minute
52 You move at half movement speed for 1 minute
53 A random ooze creature of CR 1d4 or below appears within 5 ft of you.
54 You black out and awaken 1d4 hours later (if drunken) with 1d10+cha mod Temp. HP
55 The consumer gains a bubble breath attack. Within a 15 ft cone, they can make an area lightly obscured until the start of their next turn.
56 You grow one size larger and when you walk, the space behind you becomes difficult terrain
57 The potion becomes blinding. Every creature within a 10 ft radius must make a Constitution saving throw against your own save DC. If you have no save DC, the DC is 8 + your proficiency bonus. On a fail, the creature is blinded.
58 The potion turns into a bottle of ink
59 The potion forces the creature to make a Constitution saving throw against your own save DC. If you have no save DC, the DC is 8 + your proficiency bonus. On a fail, the creature is deafened.
60 The potion turns into a bottle of holy water
61 The consumer gains 1d10 temporary hit points until you finish your next short or long rest.
62 The potion turns into a Lycanthropy Antidote
63 Upon consumption, a random condition is added for the duration.
64 Upon consumption, a random condition is removed for the duration.
65 The potion becomes inflammable oil
66 The potion turns into a bottle of ectoplasm, very valuable in the right hands
67 You gain hooves, you now have a burrow speed of 30 feet
68 You have claws, you now have tremor sense of 30 feet and a claw attack of 1d6 slash or 1d6 piercing
69 Your voice swaps pitch. If it is low, it becomes high, and vice versa.
70 The potion becomes a mummy rot antidote
71 The potion becomes a cure for Aboleth sickness
72 The drinker is cured of all affects and restored to full HP
73 The drinker contracts a minor form of a disease, determined at random. It is no more than a nuisance.
74 The potion becomes a Thessaltoxin Antidote
75 The potion transforms you into a random creature of CR 0.
76 The potion transforms you into a random creature of CR(1/8) or lower.
77 The potion transforms you into a random creature of CR(1/4) or lower.
78 The potion transforms you into a random creature of CR(1/2) or lower.
79 The potion transforms you into a random creature of CR(1d2) or lower.
80 The potion transforms you into a random creature of CR(1d4) or lower.
81 The potion transforms you into a random creature of CR(1d6) or lower.
82 The potion transforms you into a random creature of CR(1d8) or lower.
83 The potion transforms you into a random creature of CR(1d10) or lower.
84 The potion transforms you into a random creature of CR(1d12) or lower.
85 Roll a die. The skin of the consumer either whitens (odd number) or blackens (even number).
86 Roll a die. The skin of the consumer either turns red (odd number) or turns blue (even number).
87 Roll a die. The skin of the consumer either turns green (odd number) or turns yellow (even number).
88 The consumer becomes unable to knowingly cause harm to others.
89 The potion solidifies and weighs 1000lbs
90 The bottle spits out the ingredients
91 The potion turns into a mimic. ROLL INITIATIVE
92 The bottle glows when uncorked at night from 10pm to 8:30am
93 The consumer is forced to constantly punch the nearest creature for the duration. (The consumer must make unarmed strikes.)
94 You become 3d4 inches taller.
95 Your alignment changes. Roll a d10 for your alignment. 1 equals unaligned, 2 equals lawful good, 3 equals neutral good, 4 chaotic good, 5 chaotic neutral, 6 true neutral, 7 lawful neutral, 8 lawful evil, 9 neutral evil, 10 chaotic evil. Ignore the result if you are already that alignment and re-roll.
96 The consumer becomes 3d4 inches shorter.
97 The potion expands, producing enough overflow to fill 1d4 more bottles.
98 You can instantly cast a spell of 3rd level or lower, determined by the DM.
99 You can instantly cast a spell of 6th level or lower, determined by the DM.
100 The potion becomes inert.

They travel to a faraway land, guided by a treasure map, and encounter unique challenges along the way. With Quincy leading the way with his musical expertise, the team encounters various obstacles that can only be overcome through the power of music. They encounter enchanted animals, such as a dancing elephant and a singing bird, who help them on their journey.

Littpe einsteina quoncy and the magic instrumenfs

With each new discovery, the Little Einsteins learn important lessons about teamwork, creativity, and the power of music. As they finally reach their destination, they discover a magnificent castle where the magical musical instrument is kept. To their surprise, it is a giant organ with pipes stretching towards the sky. Quincy's musical skills are put to the test as he plays a beautiful melody that unleashes the full potential of the instrument. The castle comes to life with vibrant colors and magical effects. The Little Einsteins dance and sing along, creating a symphony of harmony and joy. They realize that the magic comes from their passion for music and the ability to work together as a team. As the adventure concludes, the Little Einsteins return home with a newfound appreciation for the power of music. They learn that music is not just about playing instruments, but also about self-expression, creativity, and the ability to bring people together. "Quincy and the Magic Instruments" is not just an exciting adventure for the Little Einsteins, but a reminder to us all about the enchantment of music and the importance of nurturing our own creative potential. Through the power of music, we can unlock our imagination, discover new worlds, and create magical moments that will continue to inspire us throughout our lives..

Reviews for "Discover the Magic of Little Einsteins Quincy's Musical Instruments"

1. John - 1 star - "Little Einsteins: Quincy and the Magic Instruments" was a huge disappointment for me. The plot was extremely weak, and the characters lacked depth. The whole concept of magical instruments just felt lazy and unoriginal. Additionally, the animation quality was subpar, with choppy movements and uninspired backgrounds. Overall, it was a forgettable and unenjoyable experience.
2. Sarah - 2 stars - I had high hopes for "Little Einsteins: Quincy and the Magic Instruments," but it fell short in multiple aspects. The storyline felt disjointed and rushed, leaving me confused at times. The songs and music choices were repetitive and lacked creativity. Furthermore, I found the animation to be lackluster, with dull colors and unimaginative character designs. Overall, this movie failed to capture my attention and left me disappointed.
3. Mike - 1 star - "Little Einsteins: Quincy and the Magic Instruments" was a waste of time and money. The dialogue was poorly written, with cringe-worthy lines that made me roll my eyes. The voice acting was also lacking, which made it hard to connect with the characters. Moreover, the plot felt predictable and uninteresting, with no real surprises or twists. I would not recommend this movie to anyone looking for an enjoyable and engaging experience.
4. Emily - 1 star - I regret watching "Little Einsteins: Quincy and the Magic Instruments." The plot was extremely bland and unoriginal, following a tired formula that has been done countless times before. The character development was non-existent, and I found it difficult to care about their journey. Additionally, the animation quality was subpar and lacked attention to detail. Overall, this movie was a forgettable and uninspiring watch.
5. David - 2 stars - "Little Einsteins: Quincy and the Magic Instruments" failed to live up to my expectations. The storyline felt too simplistic and lacked any real depth. The musical elements, which should have been a highlight, fell flat and did not leave a lasting impression. The animation was average at best, with nothing visually striking or memorable. Overall, this movie felt like a missed opportunity and left me wanting more.

Little Einsteins Quincy and the Incredible Powers of his Magic Instruments

Inspiration and Imagination with Little Einsteins Quincy's Magic Instruments