|
gp |
XP |
Source |
d1123 |
|
|
+1
Bonus Armor (This armor has been magically enhanced to provide improved
defense. Protective runes adorn the armor.+1 to armor class.) |
1000 |
100 |
Gear
Up |
0001 |
|
+1
Bonus Weapon (This effect covers a minor bonus to combat, due to any of a
wide variety of sources: magically imbued sharpness, weight, speed, or other
magical effects that vary by the maker. (+1 to Attack and Damage Rolls)) |
1000 |
100 |
Gear
Up |
0002 |
|
+2
Bonus Armor (This armor has been magically enhanced for superior defense. The
protective runes on this armor faintly glow, giving off dim light in a 5ft
radius. This light can be turned off on command. +2 to armor class.) |
5000 |
500 |
Gear
Up |
0003 |
|
+2
Bonus Weapon (This effect covers a medium bonus to combat, due to any of a
wide variety of sources: magically imbued sharpness, weight, speed, or other
magical effects that vary by the maker. (+2 to Attack and Damage Rolls)) |
5000 |
500 |
Gear
Up |
0004 |
|
+3
Bonus Armor (This armor has been magically enhanced to its peak of
protectiveness. The protective runes on this armor glow brightly, giving off
light like a torch out to 5ft. This light can be extinguished on command.+3
to armor class.) |
20000 |
2000 |
Gear
Up |
0005 |
|
+3
Bonus Weapon (This effect covers a greater bonus to combat, due to any of a
wide variety of sources: magically imbued sharpness, weight, speed, or other
magical effects that vary by the maker. (+3 to Attack and Damage Rolls)) |
20000 |
2000 |
Gear
Up |
0006 |
|
+4
Bonus Armor (This armor has been magically enhanced to provide improved
defense, +4 to armor class. Whether from powerful magic auras,
interdimensional impact displacement, or another effect entirely, this armor
has been improved to protect its wearer more effectively.) |
60000 |
6000 |
Gear
Up |
0007 |
|
+4
Bonus Weapon (This weapon is imbued with a major bonus to combat, +4 to
attack and damage rolls, due to one of a wide variety of sources or stylistic
choices such as embedded magical energies, ingenious weapon animation, or a
similar effect.) |
60000 |
6000 |
Gear
Up |
0008 |
|
+5
Bonus Armor (This armor has been magically enhanced to provide improved
defense, +5 to armor class. Whether from godly blessing, defensive master
spirits, or another effect entirely, this armor has been improved to protect
its wearer more effectively.) |
120000 |
12000 |
Gear
Up |
0009 |
|
+5
Bonus Weapon (This weapon is imbued with a legendary bonus to combat, +5 to
attack and damage rolls, due to one of a wide variety of sources or stylistic
choices such as deific intervention, bound master spirits, or a similar
effect.) |
120000 |
12000 |
Gear
Up |
0010 |
|
A
Hero's Welcome (This wine-red, thick silk tablecloth will magically create
dishes, silverware, and candles upon itself once unfurled and laid flat. Upon
the serving platters and pitchers on the tablecloth, A Hero's Welcome will
summon a delicious feast along with strong drink. The roast fowl and hog
flanks, combined with the hearty breads, vegetables, and soups are enough to
feed 12 hungry men. The feast can only be called forth once a day. The meal
changes according to local cuisine and by the cycle of the moon.) |
300 |
30 |
Fantasy
Foundry |
0011 |
|
Aberrant
Powder (An even mix of purple and green-yellow powders squirm inside a small
ceramic pot or leather bag. When throw, the powder explodes into a 5 foot
sphere of swirling fog for 1 round. Any object or creature that begins their
turn inside the smoke or enters the smoke must make a Wisdom save (DC 15) or
be polymorphed. One random held or worn object of each creature must also
save or be randomly polymorphed into another object of similar size.
Creatures failing their saves are transformed into either a random animal, a
random magical creature, or a random creature of their own category
(demi-human, humanoid, demon, etc). This effect lasts for 2d6 rounds. A
willing participant instead can attempt the Wisdom save to choose which of
those three categories their polymorph target is chosen from.) |
900 |
90 |
Profane
and Profound |
0012 |
|
Aberrant
Spittle (Dipping a casting implement or hand into the vial of Aberrant
Spittle as part of casting a transformative spell on a living target adds
some randomness to the effect. The viscous liquid swirls and intermixes a
darkly tinged rainbow of colors. The target or targets of the spell each roll
a random mutation. If the target willingly receives the spell, they may
choose whether or not to apply the effects of that mutation for the duration
of the spell. If they are unwilling and fail their save against the spell
effect, they suffer the mutation for the duration of the spell. Nine uses can
be scraped from the glass vial of Aberrant Spittle.) |
900 |
90 |
Exposed
to the Elements |
0013 |
|
Ablative
Armor (Ablative armor ceramic plates that form over the large, flat areas of
the armor at night. These plates will absorb the first 10 damage taken each
day. The ceramic plates crack and shatter after absorbing damage.) |
500 |
50 |
Gear
Up |
0014 |
|
Ablative,
Greater Armor (Greater ablative armor forms thick, interwoven ceramic plating
over the armor at night. The ceramic will absorb the first 15 damage taken
each day as large ceramic chunks loosen and fall to the floor.) |
1000 |
100 |
Gear
Up |
0015 |
|
Ablative,
Lesser Armor (Ablative armor has small ceramic chips that form over the flat
areas of the armor at night. These chips will absorb the first 5 damage taken
each day, as the ceramic chips flake off.) |
250 |
25 |
Gear
Up |
0016 |
|
Absorptive
Armor (Absorptive Armor is magically aligned with one element so well that
energy slides off it harmlessly, granting its wearer immunity to damage of
that type. If the wearer is attuned, the armor and wielder are able to take
in a portion of the negated elemental damage to repair and heal. For every
two points of damage the armor negates due to its elemental affinity, the
wearer can heal 1 hit point and repair the armor for 200 sp worth of repairs,
to a total of 50 hit points and 10,000 sp worth of repairs each day. Glowing
geometric patterns inscribed across the armor reveal the armors affinity for
its chosen element when struck by it. The runes have a faint glow matching
the color of its chosen element.) |
40000 |
4000 |
Exposed
to the Elements |
0017 |
|
Acid
(This fluorescent green bottle holds a potent acid made from distilled
stomach acid from various breeds of monsters. When thrown, the glass jar will
smash open into a 5 foot burst of acid for 2d8 damage and, on the following
round, evaporate into a 10 foot cloud of droplets dealing 1 acid damage to
any creature that starts its turn in the cloud. Rubbed on a weapon along with
some paste from under the lid, the acid deals 1d6 damage on each hit it makes
and it also damages the weapon at the beginning of each round. The acid lasts
until it is wiped off or deals a 5 total d6’s of acid damage (this
includes the damage done to the weapon).) |
25 |
2.5 |
Gear
Up |
0018 |
|
Acid
Raincoat (This black and pale grey duster suffers from a myriad of bleached
out splotches and splashes. Three times each day, the wearer of this coat may
spend their reaction to cause an acid damage effect they can see within 60
ft. to splash, dealing half damage to another target adjacent to the original
target. Twice per day, the wearer of the coat may, with a range of 60 ft. and
as a reaction, reduce a creature’s immunity to acid to resistance instead
against one attack of acid damage. Once per day as a free action, the wearer
may cause an acid damage effect they create to rain down in a cylinder 60 ft.
tall and 15 ft. in radius around the original target, dealing half damage to
the creatures in that area of effect instead of its usual amount. If the acid
effects expanded to new targets require an attack roll or saving throw, the
new targets receive their own attack rolls and saving throws.) |
4000 |
400 |
Arcane
Arsenal |
0019 |
|
Acquaintance
Ring (A pair of colorful string bands wrap delicately around the finger. If
one spins the ring around their finger while speaking clearly, they may pass
a message of up to 13 words to the other ring of the pair. The recipient
feels a faint constriction in their ring and must likewise spin the ring to
receive the message. The minor magic linking the two rings can only send one
message every few minutes.) |
800 |
80 |
Gear
Up |
0020 |
|
Acrid
Armor (Small green-black beads of condensation form on the surface of this
armor. The droplets corrode slightly whatever they touch. Should the wearer
suffer an attack from a source within 10 ft, the originator of the attack is
splattered with the fluid. This strikes the attacker and all creatures within
5 ft. except the wearer for 1d6 acid damage.) |
4000 |
400 |
Exposed
to the Elements |
0021 |
|
Acrid
Weapon (Transmutation magic lingers on the striking surface of this weapon,
drawing in air and humidity to be converted into a sticky acidic substance.
The magically created acid coating this weapon gives it a shiny, translucent,
black coating that converts the weapon’s damage type to acid damage and deals
an additional 1d6 acid damage on a hit. If the target creature has damage
reduction, damage threshold, or similar ability, an Acrid Weapon deals an
additional 1d6 damage on a hit.) |
4000 |
400 |
Exposed
to the Elements |
0022 |
|
Activated
Slime (This translucent green slime mindlessly latches on to anything
touching it. When the object, weapon, or creature the slime is applied to
comes in contact with another weapon, creature, or object, an automatic
grapple check is made. If a target is a creature or held by a creature that
does not let go, that target makes the grapple check. A grapple check, DC 13,
is required to escape the grip of the Activated Slime, even if unopposed. In
the case of two inanimate objects, the Activated slime holds the two together
as if it had a strength score of 16. This dried, hibernating slime is
activated with a bit of water and smeared on a weapon or object as a bonus
action. After 1 minute, the severed chunk of slime loses its viscosity and
dies. It is stored, sealed in wax, in concentric chunks similar to a head of
garlic. There are five uses worth of slime in each bundle.) |
200 |
20 |
Exposed
to the Elements |
0023 |
|
Adamantine
Armor (This metal is a cross between blast furnace steel, and Adamantite
known only to master Dwarven smiths. It is incredibly hard, holds a keen edge
for decades after sharpening, and still remains ductile enough to avoid being
brittle. Armor crafted of Adamantine must always be masterwork and will grant
2 damage reduction against non-elemental damage.) |
3000 |
300 |
Fantasy
Foundry |
0024 |
|
Adamantine
Plate (An Adamantine Plate is more than just a simple plate mail made of
adamantine. This is a symbol of Elven and Dwarven cooperation. Dwarven made
adamantine plates are built with Elven made mithril joints and leather
bindings. In addition to the 3 damage reduction from the adamantine, this
full plate can be treated as medium armor. Adamantine Plate is always
masterwork.) |
12500 |
1250 |
Fantasy
Foundry |
0025 |
|
Adamantine
Weapon (Once a secret dwarven alloy of adamantite and steel, metal weapons
forged of adamantine ignore hardness of objects and non-magical, untyped
damage reduction. Such weapons are also tougher and more resistant to damage,
having quadruple the hit points and twice the hardness of steel. Due to the
difficulty of working with this hard metal, such weapons are always finely
made, +1 to attack.) |
3000 |
300 |
Fantasy
Foundry |
0026 |
|
Adaptive
Choker (This choker consists of dyed metal rings in a byzantine weave.
Whenever the wearer fails a save against or takes damage from one elemental
type, the Adaptive Choker twists and coils itself. It realigns to provide
advantage on saves against that damage type as well as resistance to that
type of damage. This lasts until it changes types. In the case of two
simultaneous sources of damage, only the larger of the two damage sources
changes the choker’s magic.) |
5000 |
500 |
Exposed
to the Elements |
0027 |
|
Air
Djinn's Decanter (The Air Djinn's Decanter is a sapphire-blue, crystal vase
stoppered with a cork. Once the lead-coated cork is twisted to the open
position, the decanter will produce a stiff breeze from its mouth, 10 ft.
wide and 60 ft. long. This constant breeze generates enough fresh air for up
to 32 relaxed humans to breathe. If the stopper is pressed in halfway, it
will slow to a gentle draft, 5 ft wide and 30 ft long, with enough air for 8
medium sized creatures. If the stopper is removed entirely, requiring a
difficult strength check, the Air Djinn’s Decanter releases a gale force wind
20 ft. wide and 300 ft. long. The pushback from that wind makes the bottle
randomly spin direction and move backwards 60 ft. each round unless a
difficult strength check is made to control it. If it moves into a solid
surface, it shatters, ending the magical effect. If removed, the stopper’s
magic fails and reinserting it into the decanter requires an impossible
strength check that causes the bottle to shatter from overpressure. If the
decanter is ever broken while active --from crashing, overpressure, or
suffering 15 damage-- it explodes into glass shards dealing 5d6 slashing
damage to all creatures in 30 ft.) |
8000 |
800 |
Exposed
to the Elements |
0028 |
|
Alchemist’s
Fire (Alchemist’s Fire is a heady, oily mix of pitch and carefully
guarded powders typically stored in a ceramic urn split into two parts. When
the container is broken or the parts mixed, the pitch will catch fire.
Smashed or dropped, the Alchemist’s Fire will spread into a flaming
pool 10 feet across, dealing 1d6 fire damage each round to any creature that
begins its turn in the fire. Smearing the pitch on a weapon before igniting
it will add 1d6 fire damage to the weapon’s attacks. The weapon
also takes 1d6 damage each round. The fire lasts until extinguished or it has
dealt 6 d6’s of fire damage (including the damage dealt to the
weapon).) |
50 |
5 |
Gear
Up |
0029 |
|
Aligned
Weapon (Marked with holy symbols, profane markings, or aligned runes, this
weapon disrupts the very nature of creatures diametrically opposed to its
chosen alignment, dealing +2d8 damage. A neutrally aligned weapon instead
deals an extra +1d8 damage to creatures without a neutral aspect to their
alignment. Wielders who are opposed to the weapons alignment suffer feedback
equal to half of the extra damage dealt from this effect.) |
8000 |
800 |
Profane
and Profound |
0030 |
|
All-Weather
Hood (This flat square of thick beige wool with a central hole and a fold of
cloth making up a hood. This poncho can even be worn over other cloaks and
still function. When worn, it provides resistance to the elements: its wearer
ignores penalties from normal precipitation and can treat the temperature as
5 degrees warmer or cooler than its actual temperature. The All-Weather Hood
also provides +1 comfort for the purposes of reducing comfort penalties from
the weather.) |
100 |
10 |
Gear
Up |
0031 |
|
Ambrosia
(Thick, golden nectar swirls inside this crystal vial. Downing this sweet
honey heals the imbiber for 2d8 hit points, removes two levels of fatigue,
and offers an additional save against a single ongoing mental effect.) |
250 |
25 |
Profane
and Profound |
0032 |
|
Amulet
of Adaptation (The emerald inset in this bronze amulet has been carved and
dotted with black paint to resemble the eye of a chameleon. When the wearer
moves, the eye slowly swivels about, observing. An Amulet of Adaptation
adapts its wearer to their environs. After 5 rounds in an environment, the
amulet will transmute its wearer. In the water, the wearer grows gills to
breathe water but loses the ability to breathe air. In the air, they grow
lungs but lose any ability to breathe without air. In dim light, they gain
low light vision but also a sensitivity to bright light. In bright light,
lose light sensitivity and low light vision. In extreme temperatures, the
wearer's body will grow a thick coat of fur and blubber in the cold or
capillary cooling fins accompanied by profuse sweating in the heat. In
moderate temperatures, the wearer loses their temperature adaptations. In
addition, the wearer will take on the coloration of their surroundings, after
5 rounds in an environment, the wearer, including their equipment, will
change in coloration to match the environment. This effect adds +2 to any
stealth rolls. Other environments will change the wearer in relevant ways.
Removing the amulet returns the wearer to normal over 5 rounds.) |
8000 |
800 |
Charged |
0033 |
|
Amulet
of Fey Wisdom (Hanging from a leather cord is a circle with an internal
collection of knots made of twigs, bug wings, spider webs, and sparkling
powder. Your Wisdom is increased by +1 or to 17, whichever is greater.) |
3000 |
300 |
Gear
Up |
0034 |
|
Amulet
of Naga Wisdom (A dreamcatcher made of dried snake skins, large iridescent
snake scale beads, and serpent ribs holds a spiritual essence inspired by the
naga. Your Wisdom is increased by +2 or to 19, whichever is greater. Once
each day, when one of your spells would deal damage to a creature, you may
reduce that damage by half to deal one quarter of the spell’s damage to the
creature for three rounds in the form of poison damage. You have advantage on
saves against poison.) |
9000 |
900 |
Gear
Up |
0035 |
|
Amulet
of Sphinx Wisdom (A colored sandstone frame holds an elaborate pattern of
silk strands, faintly smoking incense, and reeds. Your Wisdom is increased by
+6 or to 23, whichever is greater. Once each day, when one of your spells
would deal damage to a creature, you may reduce that damage by half to deal
one quarter of the spell’s damage to the creature for three rounds in the
form of poison damage. You have advantage on saves against poison.
Non-magical difficult terrain does not affect you. You have advantage on
saves or skill checks in dealing with magical difficult terrain.When you cast
divination spells, you have advantage on checks to determine success or
failure, and if both rolls would succeed, then you can ask one additional
question.) |
80000 |
8000 |
Gear
Up |
0036 |
|
Amulet
of Treant Wisdom (Ferns, seed sprouts, and dirt-covered tree roots form a
woven circle. Your Wisdom is increased by +4 or to 21, whichever is greater.
Once each day, when one of your spells would deal damage to a creature, you
may reduce that damage by half to deal one quarter of the spell’s damage to
the creature for three rounds in the form of poison damage. You have
advantage on saves against poison. Non-magical difficult terrain does not
affect you. You have advantage on saves or skill checks in dealing with
magical difficult terrain.) |
27000 |
2700 |
Gear
Up |
0037 |
|
Anchor
Token (Snapping this thin, ironwood, doll-sized anchor in half will cause it
to rapidly grow in size and weight, turning into a real iron anchor with a
100 foot iron chain. The anchor weighs 50 pounds and is approximately four
feet tall.) |
50 |
5 |
Gear
Up |
0038 |
|
Angel
Down Bedroll (Rumored, falsely, to be made from the downy feathers of angels
gifted to mortals when an angel comes of age. The exotic feathers in this
bedroll make for a soft, comfortable night's rest. +1 comfort at night.) |
500 |
50 |
Gear
Up |
0039 |
|
Animated
Cart (Three steel wheels line each side of this large metal cart. Resembling
a mine cart, an Animated Cart has no handles or yoke. Instead, this cart
follows simple verbal commands with the same level of intelligence as a
cunning donkey. All such carts understand 'come', 'stay', 'go' (to the spot
pointed at), and 'follow'. Some owners have taught their carts more
complicated tricks. Being as smart as they are, they are only able to
understand the four basic commands plus 3 bonus commands, newer commands must
replace one of their bonus commands. If an Animated Cart has had a single
owner for many months, its decor and personality begins to mimic its owner's
style. The cart moves 40 ft/ round and can hold up to 4 tons in its boxy
body. It is 8 feet long, 6 feet wide, and 6 feet deep. The cart is unaffected
by difficult terrain, slopes less than 60 degrees, and gaps or height
differences of less than 4 feet thanks to its flexible axles and independent
wheels.) |
20000 |
2000 |
Charged |
0040 |
|
Animist
Artifice (This smooth oaken handle appears well worn and maintained. When attuned,
any mundane tool or set of tools weighing less than 50 pounds will spring
forth at the mental command of the wielder as an action. These conjured tools
are fully solid and are masterwork quality. The tools can be activated
mentally or used normally. They function and move as if they were being
wielded by an average human proficient in their use. The Animist Artifice can
be activated once per round as a free action to direct the tools, which act
at the end of their controllers turn. The tools last for 1 hour before they
disintegrate. Every time the Animist Artifice is activated, roll a d6
instability die for each previous activation within the last 24 hours. For
every two 1’s rolled, a random tool goes berserk. Out of control tools do one
of the following each turn: overdo their last task, attack the nearest
creature, get in the way of a creature allied to the wielder, move 30 ft. in
a random direction, summon two similar berserk tools, or force another tool
to go out of control. The tools continue to be berserk until the wielder
spends an action within 10 ft. of the tool to regain control of it) |
7500 |
750 |
Modern
Mayhem |
0041 |
|
Ankh
of Overcast Skies (The Ankh of Overcast Skies is a white, porcelain ankh
suspended from a simple iron necklace. An attuned wearer will have the
weather within a half mile a little more pleasant. Weather reduces in
extremity towards a temperate, overcast, calm day. This functions while the
user is underground, although it does not affect interior spaces.) |
500 |
50 |
Arcane
Arsenal |
0042 |
|
Antitoxin
(The thick, curdled milk-like liquid in this brown ceramic jug will help
protect against poisoning. Downing the chunky white liquid requires an easy
Constitution save (DC 10) to avoid vomiting up the other contents of one's
stomach. Regardless of whether the user vomits or not, the potion lines the
stomach to grant advantage against any ingested poisons for the next six
hours. Additionally, the neutralizing agent it contains grants a +2 bonus on
all other types of poison the drinker is exposed to for the next 3 hours.) |
50 |
5 |
Gear
Up |
0043 |
|
Any
Mug (This simple blue ceramic mug is inscribed with gold, "All you can
ever drink", in Dwarven. An Any Mug can create a mug full of any
non-magical liquid worth less than 1 SP. They often go missing due to their
owners getting piss-drunk and losing them.) |
400 |
40 |
Fantasy
Foundry |
0044 |
|
Appearing
Dust (Fool’s gold dust mixed with pixie dust reveals any corporeal,
invisible object it is dusted on. Tossed in a pouch, it will explode into a
cloud of dust that will coat everything in a 10 foot burst. Objects coated in
Appearing Dust are both made visible to the naked eye and also given a
slightly phosphorescent outline, like the Faerie Fire spell.) |
750 |
75 |
Gear
Up |
0045 |
|
Arbiter
Plate (Worn with a black, flowing robe, this +2 plate mail has large
pauldrons and sits regally on all wearers. The wearer gets a +1 bonus to
Charisma checks. If the wearer is lawful neutral, they gain advantage on
checks to sense motives, discern lies, or persuade others. Three times each
day, the wearer can create a Sanctuary, requiring all creatures within 15ft
to make a WIS save (DC 14) in order to take a hostile action, losing that
action on a failed save. Once a creature has successfully saved against this
effect, they are immune to the Arbiter Plate’s Sanctuary for 1 hour. This
effect lasts for 1 minute or until the wearer commits a hostile act.) |
9000 |
900 |
Profane
and Profound |
0046 |
|
Arbiter
Plate (Adorned with black, flowing robes, this +2 plate mail has large
pauldrons and sits impressively on the shoulders of all wearers. The wearer
gets a +1 bonus to Charisma checks. If the wearer is lawful neutral, they
also gain advantage on checks to sense motives, discern lies, or persuade
others in debate. Three times each day, the wearer can create an aura of
sanctuary as a move action, requiring all creatures within 15ft to make a DC
14 Wisdom save in order to take a hostile action. This effect lasts for 1
minute or until the wearer commits a hostile act.) |
9000 |
900 |
Charged |
0047 |
|
Arcane
Finger-Bells (These small silver cymbals are tied to the fingers of
spell-casters. While their forms are magically silenced to create no audible
sound, their reverberations echo into the arcane undercurrents of the world.
Whenever their attuned wearer expends a spell slot, loses a spell slot, or
loses a magical ability for any reason except casting that spell or using
that ability, the Arcane Finger-Bells cry out with indignation. Their cries
unleash an invisible bolt of magical energy at a random enemy target within
60 ft. for 1d4+1 damage per spell level of the lost effect.) |
2000 |
200 |
Exposed
to the Elements |
0048 |
|
Arch-fey
Eyelashes (Tiny, intricate hairs rest inside a tiny crystal vial. Eyelashes
from a powerful fey spellcaster can be used as a focus to empower illusion
spells. If the eyelashes were stolen from their previous owner, illusions
spells cast using them can inflict real harm, up to a total of 1d6 damage per
spell level divided as the caster chooses amongst creatures that fail their
saves against the effect. For eyelashes found abandoned or given willingly,
the resulting illusion spells gain a bit of physical presence to those who
willingly believe them. These semi-real illusions can act or support weight
as if they had a strength score of 8 + the spell level of the illusion.) |
2000 |
200 |
Arcane
Arsenal |
0049 |
|
Archaeologist
Staff (An Archaeologist Staff is a simple sandstone rod, about 5 feet long,
topped with a simple glass orb. Along its length, numerous tools are
embedded: a trowel, many brushes, a magnifying glass, and a chisel. These
tools allow the wielder to use their proficiency bonus on a skill check to
unearth, carve, or remove items from stone or earth. In addition, spell
casters may channel their spell energies through the staff to cast spells by
giving up the magical energies of at least a certain potency. Detect Magic or
Auger using at least a 1st level spell. Identify using at least a 2nd level
spell.) |
2000 |
200 |
Arcane
Arsenal |
0050 |
|
Archaeologist
Staff (An Archaeologist Staff is a simple sandstone rod, about 5 feet long,
topped with a simple glass orb. Along its rocky length, numerous tools are
seated in specially shaped depressions such that surface is flush when the
tools are attached: a trowel, many brushes, a leather mallet, a magnifying
glass, and a set of chisels. These tools allow the wielder to add their
proficiency bonus on skill checks to unearth, carve, or remove items from
stone or earth. In addition, spell casters may channel their spell energies
through the staff to cast the following spells by expending a spell of equal
or higher level: Detect Magic, Auger, and Identify.) |
16000 |
1600 |
Profane
and Profound |
0051 |
|
Architect's
Harp (Massive oaken arms keep taut one-hundred, gossamer-thin, steel strings
on this harp carved with reliefs of flying ramparts, soaring minarets, and
sweeping arches. In the hands of one proficient with harps, invisible
laborers can be called forth by stroking the strings. With careful attention,
the harpist can control this invisible workforce as 500 unskilled
laborer-hours. Alternatively, 10 unskilled laborer-hours can be expended for
1 skilled laborer-hour. Only construction type work can be accomplished by
the Architect’s Harp. The work is completed over the course of two hours of
continuous playing. In the hands of a skilled harpist, the harp's effect can
be extended beyond that limit, but each additional hour requires a difficult
skill check (DC 12 + the number of hours the harp was played today) or the
strain will be too much, splintering the harp. Each additional hour provides
another 250 unskilled laborer-hours. The strings fly loose when it breaks,
dealing 6d6 slashing damage to everything within 20 ft. of the harp.
Creatures other than the player may make a Dexterity save against the
performance check DC to take half damage. The harp may not be used again
until repaired.) |
15000 |
1500 |
Profane
and Profound |
0052 |
|
Archmagi's
Robe (A starry black sky splays across this robe to match the sky above. The
inside of this robe is sewn with magical threads depicting symbols for every
school of magic, and some unidentifiable symbols. The wearer gains one spell
slot in the highest, second highest, and third highest spell levels that they
can cast. When casting a spell, the symbol corresponding to its school of
magic warms and the DC of that spell increases by 2. These symbols also warm
in the presence of other magics, as if the wearer had a continuous Detect
Magic spell they were actively concentrating on. Any creature that cannot
cast at least 5th level magic spells that touches the robe will be stunned
for one round and take 3d6 force damage as if clenched by a giant fist. Finally,
each day, seven stars on the sleeves of this robe will glow brightly. By
claiming the magical energy of some of these stars, Archmagi Robes can create
the following magical effects: 1 star Dispel Magic, 2 stars Invisibility or
Fireball, and 3 stars Stoneskin.) |
80000 |
8000 |
Arcane
Arsenal |
0053 |
|
Archmagi's
Robe (A starry black sky filled with stars splays across this robe, slowly rotating
to match the night sky above, or the one that would be seen without daylight,
obstructions, or weather in the way. The inside of this robe is sewn with
magical threads depicting symbols for each school of magic, along with some
unidentifiable symbols. While attuned to this robe, the wearer gains one
spell slot in the highest, second highest, and third highest spell levels
that they can cast. When casting a spell, the symbol corresponding to its
school of magic warms and the DC of that spell increases by 2. These symbols
also warm in the presence of other magics, as if the wearer had a continuous
Detect Magic spell they were actively concentrating on. Any creature that
cannot cast at least 5th level magic spells that touches the robe will be
stunned for one round and take 3d6 force damage as if clenched by a giant
fist, unless they succeed on a Wisdom saving throw, DC 13. Finally, once each
night, if the robes are under the open sky, the stars on the robes can be
filled with ambient magical energy, to a maximum of seven stars. As an
action, the wearer can touch these stars to expend their power and create one
of the following magical effects: 1 star for Dispel Magic, 2 stars for
Invisibility or Fireball, and 3 stars for Stoneskin. These are cast as 5th
level spells.) |
80000 |
8000 |
Arcane
Arsenal |
0054 |
|
Armor
of the Martyr (The Armor of the Martyr can be made of any type of armor, but
the armor is distinguished by its change when donned. Armor of the Martyr
will change to reflect the soul of the wearer, turning pearlescent white on a
good aligned creature, a smokey black on an evil aligned creature, or turning
a steely grey on an unaligned. This +2 armor fills the wearer with an inner
strength, reflective of their soul, each time they drop to 0 HP. This inner
power explodes from them, dealing 5d6 radiant, necrotic, or force damage,
respectively, to all creatures within 10ft, and 2d6 damage to those within 20
ft. A Wisdom save, DC 15, reduces the damage by half. The wearer is protected
from this damage only the first time it explodes out from them each day.) |
10000 |
1000 |
Profane
and Profound |
0055 |
|
Armory
in a Bottle (An Armory in a Bottle holds a pile of miniature weapons,
shields, weapon racks, and tools. Smashing this bottle causes it to explode
open, as the innumerable glass shards coalesce and transmute into a mess of
scattered swords, shields, spears, javelins, bows, armors, and tools sitting
neatly upon appropriate racks and shelves. These will form non magical
equipment of whatever type and distribution the bottle smasher has in mind.
If nothing in particular is chosen the equipment will be typical for a human
garrison of foot soldiers. The Armory in a Bottle can only create 1500 SP
worth of equipment. The bottle will always generate the appropriate
accoutrements, tools, and scrap materials for sharpening, maintaining, and
resizing the equipment created at no cost.) |
3000 |
300 |
Profane
and Profound |
0056 |
|
Arrow
of Slaying (These arrows are created targeting a type of monster, are made in
a ritual requiring everything that creature loathes, and will devastate
against their intended foe. The more specific the ritual, the greater harm
Slaying Arrows will bring. (20 arrows. CON save vs Death, damage on success.
Type: DC 12, 3d8 Damage. Species: DC 14, 5d8 Damage. Personal: DC 16, 8d8
Damage.)) |
2000 |
200 |
Gear
Up |
0057 |
|
Arthropod
Belt (Arthropod Belts are a thick leather belt with 4 spindly chitin legs jutting
out from the belt at ordinal angles. Once the belt is cinched tightly shut,
the legs jolt to life and twitch wildly for a few seconds before aligning
themselves to touch the ground at the same height as the wearer's feet. The
wearer gains an additional 10 ft of movement speed and their jumping distance
is doubled. The spider legs grant a 10 ft climb speed.) |
4000 |
400 |
Insectoid
Armory |
0058 |
|
Artisan's
Best Friend (The tight leather belt of the Artisan's Best Friend is bonded to
a single, unbaked clay arm. The lanky arm is controlled mentally by the
wearer but only has strength and dexterity scores of 7.) |
1000 |
100 |
Save
Vs. Disease |
0059 |
|
Artisan's
Smock (Tucked away in the brown tanned hide of the dusty smock are numerous,
tiny, extra-dimensional storage pockets. These convenient tool pockets along
with a minor haste enchantment speed crafting work along. Crafting while
wearing this apron is sped up by 10%.) |
1250 |
125 |
Arcane
Arsenal |
0060 |
|
Artisan's
Smock (Tucked away in the brown tanned hide of the dusty smock are numerous,
tiny, extra-dimensional storage pockets. These convenient tool pockets, along
with a minor enchantment to keep tools stored within well-maintained and
desired materials on top, help speed crafting work along. Crafting while
attuned and wearing this apron is sped up by 10%.) |
1250 |
125 |
Arcane
Arsenal |
0061 |
|
Ascendant
Bane (This +1 mace depicts robed figures along its head pierced by random spikes
of metal. When wielded against a creature from a good aligned plane or
against a creature with the ability to cast cure wounds, this mace causes
them to bleed for 1d4 damage at the end of each round. The bleeding wounds
automatically dispel the creature’s attempts to cast or create a healing or
radiant spell or effect. A target may make a Wisdom save, DC 12, at the start
of each turn to end the effect.) |
4000 |
400 |
Profane
and Profound |
0062 |
|
Assassin's
Hood (Assassin's Hoods are the 'liberated' black hoods of executioners that
have been enchanted for an even darker purpose. While wearing the hood,
Darkness spells can be created at will as a move action, while up to two such
Darkness spells active at one time. Creating a third Darkness cancels the
oldest Darkness still active. When the wearer is attacking with advantage, an
Assassin's Hood adds 2d6 damage to their attacks..) |
18000 |
1800 |
Charged |
0063 |
|
Astral
Elm Leaves (Burning these silvery leaves as part of a movement or
teleportation spell envelopes the target in a thin layer of mirage-like
distortion, granting them a +2 AC bonus against attacks of opportunity until
the spell ends or the end of their next turn, whichever comes later. A single
bag of Astral Elm leaves has a faint ozone odor and holds enough dried leaves
for five castings.) |
500 |
50 |
Exposed
to the Elements |
0064 |
|
Astral
Silver Armor (Astral silver mined from rocks and mountains floating in the
shifting Astral plane. Smelted down and mixed with iron in a carefully
guarded secret process known to the Githyanki, this chaotic and shifting
metal can be forged to replace standard metal armors. Metal armors made of
Astral Silver blend the wearer partially into the Astral plane, making them
appear to shift and move chaotically. Astral silver armor grants the wearer
15% concealment against attacks.) |
6000 |
600 |
Fantasy
Foundry |
0065 |
|
Astral
Silver Weapon (Mined from mysterious veins of pearlescent metal from the
drifting islands of the Astral plane, an alloy of this wispy, floating metal
with silver is excellently well suited for finesse weapons. Finesse weapons
grant advantage on sleight of hand checks. Weapons made of this metal alloy
can strike ethereal or astral opponents as normal, dealing half damage. The
rarity of the metal means that it is always a finely made weapon, giving an
+1 to attack.) |
1500 |
150 |
Fantasy
Foundry |
0066 |
|
Athlete's
Gloves (Skin tight, finger-less white gloves are painted with black stripes.
The wearer's strength, dexterity, and constitution stats become 15 if they
are 14 or lower. Any of those stats that are 15's or higher increase by 1
point instead. The Athlete's Gloves grant advantage on climb, athletics,
acrobatics, dance, grapple, and any other sport related checks.) |
12500 |
1250 |
Gear
Up |
0067 |
|
Attracting
Stones (Attracting Stones are drawn powerfully to each other. The pair of
stones are colored with one painted red and the other blue. Red stones
attract to the blue stones, but alike colors repel if more than one pair
should meet. Attracting stones also stick to and attract metal. In any case,
they cannot apply more than 5 lbs of force.) |
50 |
5 |
Gear
Up |
0068 |
|
Bag of
Holding (A Bag of Holding is a drawstring leather pouch girdled by parallel
bands of white leather. Opening the bag reveals an extra-dimensional space.
The opening of the bag can open up to 2 feet wide.These bags always weigh 10
pounds and take up one inventory space but they can fit two inventory slots
worth of goods inside (or 100 pounds). The internal space is almost a 5 ft.
cube. Take care with sharp objects, if they pierce the bag, its whole
inventory is dumped out.) |
500 |
50 |
Gear
Up |
0069 |
|
Bag of
Holding, Greater (A Greater Bag of Holding is a leather pouch girdled by
parallel bands of white leather and trimmed with gold leaf. The bag can open
to a diameter of almost 5 feet, revealing an extra-dimensional space. This
bag always weighs 20 pounds and takes up one inventory space but can fit
eight inventory slots worth of goods inside (or 800 pounds). The
extra-dimensional space is approximately a 10 ft. cube. Take care with sharp
objects, if they pierce the bag, its whole inventory is dumped out.) |
12500 |
1250 |
Gear
Up |
0070 |
|
Bag of
Quarry (A felt bag with felt animal patterns stitched to the outside is
filled with platinum and lapis marbles. Once someone has reached in for a
marble and tossed it up to 30 ft. away, the marble will turn into a small
animal hostile to the holder of the bag or the thrower if no person currently
holds the bag. The animals types are 1: A badger, 2: A bird of prey, 3: A
jungle cat, 4: A viper, 5: A tortoise, or 6: A poisonous frog. Every time the
animal successfully hits the holder of the bag, another marble jumps from the
Bag of Schemes and turns into another hostile animal. Animals summoned from
the Bag of Schemes last for 10 minutes, until killed, or until both the
thrower and the current holder of the bag are dead.) |
2000 |
200 |
Profane
and Profound |
0071 |
|
Bag of
Tricks (A felt bag with felt animal patterns stitched to the outside is
filled with silver and blue marbles. Tossing one up to 30 ft away turns it
into a small animal. Roll 2d6, the first to determine the animal type and the
second die results in the Bag of Tricks being exhausted for the rest of the
day on a result of a ‘1’. The animals types are 1: A badger, 2: A bird of
prey, 3: A jungle cat, 4: A viper, 5: A tortoise, or 6: A poisonous frog.
These animals last for 10 minutes or until killed and are loyal but typical
members of their species, able to follow verbal commands as a trained
animal.) |
4000 |
400 |
Profane
and Profound |
0072 |
|
Bag of
Tricks, Greater (A Greater Bag of Tricks is a felt bag with gold-trimmed,
felt, animal patterns sewn to the outside. It is filled with gold and purple
marbles. Tossing one up to 30 ft away turns it into a large animal loyal to
the thrower. Roll 1d6 for the animal type. Also, roll 1d6, if the result is 3
or less, the bag of tricks cannot be opened again until the current animal(s)
are gone. The animal types are 1: A wolverine, 2: An eagle, 3: A lion, 4: An
anaconda, 5: A hippopotamus, or 6: A small dinosaur. These animals last for
15 minutes or until killed and can follow verbal commands as a small child.) |
15000 |
1500 |
Profane
and Profound |
0073 |
|
Bag of
Tricks, Lesser (A felt bag with felt animal patterns stitched to the outside is
filled with small red and white marbles. Tossing one up to 30 ft away turns
it into a small animal loyal to the thrower. Roll 1d6 for the animal type. 1:
A rat, 2: A small bird, 3: A house cat, 4: A tiny snake, 5: A small turtle,
or 6: A frog. Then, roll 1d6, on a result of 1 or 2, the bag of tricks is
mysteriously empty of marbles for the rest of the day. These animals last for
5 minutes or until killed and will follow simple verbal commands.) |
1000 |
100 |
Profane
and Profound |
0074 |
|
Bailey
(This +1 shield is embossed with a stylized, green wall along its border and
holds a pool of energy to dissipate damage. As a reaction, the wielder may
have the shield expend hit points in response to one source of damage to
themselves or another creature within 5 ft. The Bailey can store up to 30 hit
points at a time and when used, up to half the damage but no more than its
remaining hit point pool is dealt to the shield instead of the protected
target. At will on their turn, the wielder can adopt a reckless stance while
wielding the shield, forgoing the mundane +2 armor bonus the shield provides.
If a hostile creature has the wielder within their reach at the start of the
wielder’s turn and the wielder is in this stance, Bailey adds 2d6 hit points
to its health pool. For every two additional hostile creatures that have the
wielder in their reach beyond the first, Bailey adds an additional hit point
to its health pool.) |
6000 |
600 |
Exposed
to the Elements |
0075 |
|
Balanced
Weapon (This weapon is exceptionally well crafted with hidden weights and
hollow chambers, allowing a throwing weapon to be thrown further. (+15 ft.
throwing distance)) |
400 |
40 |
Gear
Up |
0076 |
|
Balding
Ointment (Applied to the hair of a creature, this oily gel causes hair to
fall out. The ointment has an overpowering juniper-mint smell. The skin the
ointment is applied to will not regrow any hair for 1d3 weeks. Each jar can
make a small creature completely hairless or enough for 4 medium sized heads
of hair.) |
75 |
7.5 |
Fantasy
Foundry |
0077 |
|
Bandolier
of Morphology (A bandolier of scraps of animal hide, claws, antlers, scales,
and teeth is strapped across the wearer’s chest. As an action, the wearer can
take on a minor physical aspect of an animal they have encountered, gaining
proficiency with one skill that animals of that type are proficient in. This
effect lasts for 1 minute and during that time, the wearer gains a small
visual trait of that animal such as a tuft of fur, a patch of scales, hair
coloration, or the like. Once used, this effect cannot be performed again
until a short rest is completed. If the wearer has any levels in druid, they
may, within the normal duration of their wild shape, temporarily take on
another form as a bonus action for 1 round. This does not count as a new use
of wild shape and at the start of their next turn, they revert back to the
previous form. This does not extend the duration of the wild shape and once
used, cannot be used again during the same wild shape.) |
800 |
80 |
Exposed
to the Elements |
0078 |
|
Bane
Weapon (Macabre markings denote the number of victories or victims brought
about by this blade. Magically anointed, this weapon is designed to destroy a
foe that is chosen during a ritual when the weapon is forged. (Type: +2d8
Damage. Species : +3d8 Damage. Personal: +4d8 Damage.)) |
2500 |
250 |
Gear
Up |
0079 |
|
Banshee
Chain (This black, mithril chainmail has wisps of white silk caught in its
metal rings. Banshee chain is made by bathing +3 Mithril chainmail in the
blood of an elven maiden or bachelor then burying them with an expensive silk
death shroud which then attaches itself to the mail. This +3 Mithril chain
mail is medium armor but can be treated as light armor. Twice per short rest,
when the wearer is struck, the Banshee Chain can release a 30 ft. radius
banshee wail. Living creatures make a Wisdom save, DC 12, or begin dying,
dropping to 0 hit points with one failed death save already failed and
becoming deathly pale. If they make the save they suffer 3d8 necrotic damage
instead. Once stabilized, they regain their pallor and return to half their
previous hit point total. Any creature that perishes while under the effects
of the Banshee Chain will arise as a zombie the next midnight under the
control of the wearer. The wearer can control up to their HD in zombies. New
zombies that would exceed this limit wander aimlessly, hungering for living
flesh and attracted by sounds of fear.) |
50000 |
5000 |
Profane
and Profound |
0080 |
|
Banshee
Flail (The head of this +2 flail is a pale white, screaming face made of
marble. When swung, the head emits a quiet sob, but upon striking will
release a blood-curdling shriek, sending shiver up the spine of those nearby.
Creatures within 30 ft must make a Charisma save, DC 13, or be stunned for 1
round. On a successful save, they take a -1 penalty to attack rolls against
the wielder of the Banshee Flail until they spend an action to calm their
nerves. The wielder and creatures that have suffered from its effects already
in this combat are immune to the Banshee Flail’s effects.) |
15000 |
1500 |
Profane
and Profound |
0081 |
|
Barkskin
Brooch (A lacquered, fist-sized knot of oak hangs from a simple silver chain.
When worn, it turns the wearer’s skin to bark, conferring a +2 natural armor
bonus. If the wearer is on fertile soil under sunlight when they take a short
rest, they regain 1d8+2 hit points as small green leaflets bud out from the
bark and small roots extend down into the soil. The user rolls twice and
takes the better of the two results if they drench themselves in at least 2
water-skins of water during this short rest.) |
9000 |
900 |
Profane
and Profound |
0082 |
|
Bat
Hood (The deep black of this flowing cloak stops just short of the ground.
The hood of this cloak bears two triangular points at its top. While the hood
of this cloak is up, the wearer gains +2 to perception checks, or +4 in dim
light or darker. If the wearer grasps the two tail ends of the cloak in their
hands, the cloak extends into two membranous wings attached to the wearer's
arms. These black, slightly transparent wings allow the wearer to fly for up
5 minutes each day. The Bat Hood lets its wearer glide, moving up to 30ft
horizontally for every 10 feet fallen, with these wings as long as any fly
time remains.) |
10000 |
1000 |
Charged |
0083 |
|
Battlefield
Caltrop (Battlefield Caltrops, when inactive, are 4 inch spheres of iron.
With the command word, ‘Defend’, the sphere will be ready
to deploy when dropped. Upon hitting the ground when active, six, four-inch
blades spring from the sphere and it waits on the ground for a creature to
move next to it. If any creature other than the activator steps within 5 feet
of a Battlefield Caltrop, the caltrop spins to life and jumps at the enemy.
The caltrop makes a reaction attack with a +5 bonus for 2d4+2 damage.
Battlefield caltrops deal double damage and attack with advantage against a
creature that has moved more than half its movement speed. After sitting idle
for 1 minute without making an attack, the blades withdraw, the caltrop
spent.) |
75 |
7.5 |
Gear
Up |
0084 |
|
Beast
Bomb (The beast bomb is a matted bundle of a dozen balls of brown hair,
feathers, and scales tangled together. Tossed up to 20 ft away, the beast
bomb scatters into a swarm of tiny animals fitting the current environment.
These animals take up ten square feet and deal 1d6 damage each round to any
creature that begins its turn in their space. Those creatures also take a -2
penalty to all rolls. The swarm obeys the simple verbal commands of the
thrower, can move up to 20 feet each round, can climb, and will last until
the swarm takes 20 damage. After five minutes or upon taking enough damage,
the swarm will disperse. Roll a d6, and on a result of 3 or higher, the
scattering swarm leaves behind a new Beast Bomb.) |
1000 |
100 |
Profane
and Profound |
0085 |
|
Beast
Bomb, Greater (A Greater Beast Bomb is made up of over a dozen wiggling ovals
of coarse black fur and plumage. This beast bomb creates a crazed swarm of
small animals fitting the local environment when it is thrown up to 30 ft.
The swarm occupies a contiguous twenty square feet and deal 3d6 damage each
round to any creature that begins its turn in the space the swarm occupies.
Affected creatures make all rolls with disadvantage as the larger, more
vicious swarm cunningly interferes with their actions. The swarm obeys the
verbal commands of the thrower, can move up to 30 feet each round, can climb,
and will last until the swarm takes 50 damage. After one hour or upon taking
enough damage, the swarm will disperse. Roll a d6, and on a result of 6, the
swarm reforms at a quarter its previous maximum hit points for one minute,
otherwise it leaves behind a new Greater Beast Bomb, except on a ‘1’ result.) |
2000 |
200 |
Profane
and Profound |
0086 |
|
Beast
Bomb, Lesser (When this cluster of beige fuzz balls are tossed to the ground,
they transform into a swarm of tiny, scared animals. A beast bomb can be
tossed up to 10 feet and turn into a five square foot swarm of diminutive
fuzzy creatures appropriate to the terrain that cause any creatures that
begins it turn the swarm to take a -1 penalty to all rolls. The swarm obeys
the simple verbal commands of the thrower, can move up to 10 feet each round,
can climb, and will last until the swarm takes 10 damage. After five minutes
or upon taking enough damage, the swarm will disperse. Roll a d6, and on a
result of 5 or higher, the scattering swarm leaves behind a new Lesser Beast
Bomb.) |
500 |
50 |
Profane
and Profound |
0087 |
|
Beauty
Balm (Opening this small ceramic jar greets the opener with the light scent
of lemon and sea salt. The face cream inside temporarily makes the wearer
more beautiful and confident according to their own beliefs about beauty:
Orcs might get cool scars, Dwarves might get a thicker beard, etc. This
grants a +2 bonus on all social interaction checks for 1 hour or until the
user’s face gets wet. If the user wears it for the entire hour, it
begins to run and stain, imposing a -2 penalty to social interactions checks
for the rest of the day.) |
100 |
10 |
Fantasy
Foundry |
0088 |
|
Beauty
Rest Pillow (A Beauty Rest Pillow is often commissioned by one of two very
different customers: a young maiden seeking to impress an eligible bachelor
or an older man trying to prop up his faltering attractiveness. The pure
white silken pillow is stuffed with the downy feathers of exotic, colorful
birds, and these colors can be seen through the soft cloth of the pillow.
After spending a night sleeping with this pillow, the sleeper gains advantage
on one charisma check the next day, after they see the roll but before
determining the result.) |
200 |
20 |
Arcane
Arsenal |
0089 |
|
Beauty
Rest Pillow (A Beauty Rest Pillow is often commissioned by one of two very
different types of customers: a young maiden seeking to impress an eligible
bachelor or an older suitor trying to prop up his faltering attractiveness.
The pure white silken pillow is stuffed with the downy feathers of exotic,
colorful birds, and these colors can be seen through the soft, white silk of
the pillow. After spending a long rest sleeping with this pillow, the sleeper
may take advantage on one charisma roll the next day, after they see the
first roll but before the results are known.) |
200 |
20 |
Arcane
Arsenal |
0090 |
|
Beguiler's
Cloak (Radiant blues and greens sparkle along the trim of this pale, silvery
cloak. The Beguiler's Cloak gives a +2 bonus to both Charisma and
Intelligence. It also increases, by 1 round, the duration of any enchantment
or illusion spell its wearer casts or activates.) |
7000 |
700 |
Gear
Up |
0091 |
|
Beguiler's
Cloak, Master (Master Beguiler's Cloaks ripple softly even in still air,
creating waves of blue and green rays reflecting off the trim of the
shimmering silver cloth. Illusory images, creatures, words, and terrains
twirl in and out of focus among these colors. The wearer gains +4 Charisma
and Intelligence. Illusion and enchantment spells cast or activated by the
wearer last 50% longer, rounding up.) |
18000 |
1800 |
Gear
Up |
0092 |
|
Belt
of Fire Giant Strength (Belts of Fire Giant Strength are made of large
cast-iron buckles woven and bolted together in a single-file chain girdling
the stomach. Long threads of red, ember-filled twine run through and around
the bolts and buckles. Fire giant hair stays hot and strong long after being
shorn. The wearer's strength becomes 21 or receives a +4 bonus, whichever is
higher. The wearer is treated as proficient with large, bulky improvised
thrown weapons, such as large rocks or logs. In addition, the wearer takes no
penalty from wielding weapons one size larger for that type of improvised
thrown weapon. The wearer gains resistance to fire and cold.) |
27000 |
2700 |
Gear
Up |
0093 |
|
Belt
of Hill Giant Strength (The wide leather band of this lifting belt is
encircled by a band of woven hair. Grimy, dirt filled hair for this belt is
taken from hill giants. The wearer's strength becomes 17 or receives a +1
bonus, whichever is higher.) |
3000 |
300 |
Gear
Up |
0094 |
|
Belt
of Stone Giant Strength (Graying, cracked leather has been cut out into a
wide band and trimmed with a stone-fiber thread. The stone fibers are hairs
taken from a stone giant. The wearer's strength becomes 19 or receives a +2
bonus, whichever is higher.. The wearer is treated as proficient with large,
bulky improvised thrown weapons, such as large rocks or logs.) |
9000 |
900 |
Gear
Up |
0095 |
|
Belt
of Storm Giant Strength (Flat panes of quartz crystal, filled with arcing
purple bolts of electricity, are tied together with blue-purple strands of
silk. The wearer's strength becomes 23 or receives a +6 bonus, whichever is
higher. The wearer is treated as proficient with large, bulky improvised
thrown weapons, such as large rocks or logs. In addition, the wearer takes no
penalty from wielding weapons up to two sizes larger than normal for that
type of improvised thrown weapon. When they strike a foe with a bulky,
improvised thrown weapon, they deal 3d8 sonic damage to all creatures within
20 ft of that enemy. Those that take sonic damage must make a Constitution
save, DC 8 + the wearer’s Strength Modifier, or be stunned for 1 round. The
wearer is immune to electricity and cold.) |
60000 |
6000 |
Gear
Up |
0096 |
|
Bilgewater
of the Damned (Salty water sloshes inside this clay jug, water taken from a
styxian barge, ghost ship, or similar ship escorting souls through the
afterlife. When a spellcaster uses the Bilgewater of the Damned as the focus
to cast a spell that controls, conjures, or enchants water, the resulting
water roils with ghostly jealousy. Living creatures within that water treat
each round as if it were two rounds for the purposes of suffocating as
covetous souls steal bits of breath from their lungs. The effect lasts until
the spell ends.) |
3000 |
300 |
Profane
and Profound |
0097 |
|
Binder’s
Black Book (A black leather-bound notebook the size of a deck of cards sits
unassumingly in the hand. It will recognize a new owner once its holder
prepares their spells in its presence. From then on, it will keep a
meticulous record of the size, power, type, and any known facts about
creatures its owner has bound. It auto-magically updates if given information
about the state of the container, magic items created from bound souls, or
any new facts about the creatures contained. Touching a filled soul container
to the book will add a new entry to the book if the soul is not already so
contained, if the soul is already listed in the book, its entry page will
become visible. A Binder’s Black Book keeps a memory of all information it
has ever gathered, but each individual binder can only see its first three
pages detailing its usage plus any information they have entered into the
book. While the book only appears to have a few hundred small pages, the book
always has at least a few dozen blank pages no matter how many entries are
made. Any writing made on a blank page vanishes, but writing made on an entry
gets copied into the “notes” section.) |
3000 |
300 |
Bound |
0098 |
|
Bird
Bomb (Thin jewelry wire formed into this bronze cage is filled to its brim
with grey and white feathers. Smashed open or tossed up to 30 feet away, the
Bird Bomb explodes into a flock of tiny birds fitting to the local
environment. Hundreds of nervous birds scatter in every direction in a
cacophony of bird calls. This grants total concealment to everything within
20 ft of the avian explosion for one round and concealment for 1d4 rounds
following. The birds quickly scatter but not before knocking down any unattended
objects and knocking prone any creature within 60 ft that fails a DC 10
strength save.) |
300 |
30 |
Profane
and Profound |
0099 |
|
Bird
Feather Token (Made of finely carved pine, this huge wooden feather
transforms into a five foot bird when broken. The bird will take on the
coloration the user has in mind when it is summoned. It can carry up to 100
pounds and obey simple verbal commands. The bird will become aloof and fly
away after one hour. HD 1 Medium AC 12 ATK +4 (Beak) DMG 1d4+1 MOV 20 ft. FLY
90 ft. S 11 D 13 C 7 I 3 W 9 C 8.) |
300 |
30 |
Profane
and Profound |
0100 |
|
Birdseye
Raven (A simple onyx raven statuette about 4 inches tall turns into a living,
stone raven on command. The user must then look into the raven's eyes and
shut one eye. then the raven comes alive and the user gains control over the
raven's movements. The wielder sees in their closed eye what the raven sees.
A Birdseye Raven can fly or hop up to 60 ft. each round with good
maneuverability. It also has 18 AC, 10 hit points, and resistance to slashing
and piercing. The raven turns back to stone when the user opens the eye shut
to control it or if it has no conscious controller for a round.) |
6000 |
600 |
Arcane
Arsenal |
0101 |
|
Black
Coin (Flipping this dark metal coin in the air as part of casting a
mind-affecting spell brings out the mercenary nature in the target. If the
creature is affected by the spell, at the end of its duration, that creature
must make a new saving throw or parley in good faith for itself and any
creature under its command. If the parley is successful, the coin reappears
as a mundane gold coin in the possession of the targeted creature. On an
unsuccessful parley, the coin reappears in the possession of the caster.) |
500 |
50 |
Exposed
to the Elements |
0102 |
|
Black
Dragon Scale Mail (Formed from treated sections of black dragon scales, this
armor functions as +1 scale mail and confers its namesake’s resistance to the
wearer against both acid and poison damage. Although it comes from generally
evil black dragons, dragons will default to neutrality or worse in their
reactions to those wearing Black Dragon Scale Mail, unless they know the
wearer well and dislike black dragons.) |
4000 |
400 |
Exposed
to the Elements |
0103 |
|
Black
Powder Vial (The strong rotten egg odor of this pitch black powder belies the
dangerous nature of the sandy mixture. Pinches of the powder can be used to
start quick fires no matter the wind or if the whole vial is lit inside an
enclosed container, explode. The explosion deals 4d6 damage out to 15 ft. and
2d6 damage to a further 15 ft. Half of the damage is fire damage, rounded up,
and the remainder is dealt as force damage. A Dexterity save, DC 15, halves
this damage. A moderate engineering check can reveal the best spot to rig the
explosion and allow it to lower the damage threshold of a non magical
structure or object by 10 and deal maximum damage to it.) |
750 |
75 |
Exposed
to the Elements |
0104 |
|
Black
Powder Vial, Crude (A poorly refined powder of saltpeter, charcoal, and
sulfur, Black Powder is highly flammable. Thanks to either cheap ingredients,
an incorrect recipe, or improper storage, this powder is fairly weak although
still explosive. This vial can be used to instantly start fires in windy
conditions using negligible pinches of the powder. Contained and ignited, it
will explode for 2d6 fire damage out to 10 ft. and 1d6 out a further 10 ft.
Half of the damage is fire damage, rounded up, and the remainder is dealt as
force damage. A Dexterity save, DC 13, halves this damage. A difficult
engineering check can reveal the best spot to rig the weak explosion and
allow it to lower the damage threshold of a non magical structure or object
by 5 and deal maximum damage to it.) |
400 |
40 |
Exposed
to the Elements |
0105 |
|
Black
Powder Vial, Refined (The fine black grains of Refined Black Powder are the
result of carefully guarded, secret recipes of mad, genius alchemists. The
grains of this powder are so fine that they do not dissolve into water, and
can be ignited in any place with enough air, regardless of the conditions.
Lit within a closed container, the powder will explode violently after
ignition. The explosion will cause 8d6 damage within 20 ft. and 4d6 damage in
40 ft. A Dexterity save, DC 17, halves this damage. A saboteur-minded
individual can place the explosive with an engineering check to ignore the
hardness of objects and structures in the blast radius as well as deal them
the maximum damage. An intelligence check is required to time a fuse
correctly, allowing the wielder to set it off on exactly the round they
intend, at initiative count 0. On a failure, the bomb goes off 1d4-2 rounds
later than expected.) |
2250 |
225 |
Exposed
to the Elements |
0106 |
|
Blasphemous
Staff (This gnarled, blackened staff is carved with obscenities and
blasphemies against every known god and cult, plus a great many unknown ones.
Any cleric or priest that wields the Blasphemous Staff takes 5d6 psychic
damage each round unless they renounce their faith. Any being of standing
with any god would receive great blessings from their deity for destroying
this staff. If the staff is wielded by a creature hostile to the gods and
that has a hatred of believers, their spellcasting abilities are improved.
They gain an additional spell slot of each spell level they can cast, 5th
level and below, and this additional spell slot can be used to cast a spell
from the Wizard or Cleric spell list. Each time a spell is cast from a spell
list the character would not normally have access to, roll 1d100 + twice the
spell level cast. On a result of 100 or more, the gods have noticed the
Blasphemous Staff, roll 1d6: A powerful religious order or numerous
murder-cults have now been instructed to kill the player, an earthquake
strikes in 1d4 rounds, whatever the player tries to eat or drink in the next
day turns to rotten maggots, the player rolls at disadvantage for the next
day, the player has ominous dreams, or the gods squabble, doing nothing.) |
15000 |
1500 |
Profane
and Profound |
0107 |
|
Blasting
Armor (The blasting enchantment is actually an invisible fist of force that
is tied to the armor. Enemies within 5 ft. that strike the wearer are struck
in return for 1d6+2 force damage. The invisible fist rotates about the armor,
lashing out at those who hit the wearer.) |
8000 |
800 |
Arcane
Arsenal |
0108 |
|
Blight
Scale (This lead scale mail, irradiated with magic, creates invisible fire
and heat that radiates from areas the wearer has passed through. The wearer
of the Blight Scale can spend an action, up to five times each day, to
activate or deactivate the aura of this armor. A five-foot diameter area of
effect along a line of where the wearer has walked since beginning of their
last turn will deal 1 fire damage to any creature that starts their turn in
the area or enters the area. The wearer of the Blight Scale is immune to this
damage.) |
750 |
75 |
Arcane
Arsenal |
0109 |
|
Blinders
of the Jealous Mare (These partially cursed, black and red blinders can be
placed around the eyes of a non-sapient, living creature that can accept a
rider to improve their abilities. Once tied on, the blinders improve the
speed of the creature by 10 ft. in all movement forms and any charge attacks
made from the back of the mount will be made with a +2 bonus to damage. By
placing the Blinders of the Jealous Mare on a mount, the owner of these
blinders is considered attuned to the item and will lose attunement if they
remove the blinders, an unattuned creature tries to ride them, or the attuned
user rides another mount. When attunement is lost, the mount the blinders are
or were placed on will become vicious and unstable. The mount will lose 5 ft.
of movement speed and any creature trying to ride it will have to make a ride
check each round or be thrown to the ground and attacked. If the owner rode a
different creature while attuned, the previous mount will seek out and attack
the new one. These effects last until the owner buys gifts and favorite foods
for the spurned mount equivalent to the mount’s value.) |
250 |
25 |
Arcane
Arsenal |
0110 |
|
Blinding
Mirror (This smoked mirror is obscured to the point that it barely reflects
light and is worn on a shoulder or upper arm with strings and springs that
allow its wearer to angle it with the twitch of a muscle. Its wearer can
command it to shine a coin-sized spot of light on a target, momentarily
blinding or distracting a creature that its wearer already has advantage
against, allowing them to deal an additional Dexterity or Strength modifier
damage on a hit. A Blinding Mirror can do this three times before it requires
a long rest to recharge. For a wearer with any levels of rogue, if they miss
on an attack against a creature when they have advantage, they retain that
advantage until they hit.) |
800 |
80 |
Exposed
to the Elements |
0111 |
|
Blink
Dust (The dried fur and skin flakes of blink dogs are ground into a faintly
blurry dust. A single pinch of the powder can be scattered over a weapon or
projectile to cause it to blur and allowing it to deal the weapon deals a
minor amount of damage even on a miss. This minor damage is the weapon’s
damage rolled twice, taking the worse of the two results and applying no
other bonuses. This applies even to misses due to cover, displacement,
illusions, or magical effects as the residual magic of the blink dogs causes
the weapon to teleport from a miss to a weak hit. Ten pinches of Blink Dust
are in each pouch and the dust continues to work until one of the two minor
damage rolls equals the maximum weapon result.) |
900 |
90 |
Exposed
to the Elements |
0112 |
|
Blinking
Weapon (A tool for combat tricksters, an armament enchanted with blinking
jumps in and out of existence at its wielder's mental command. This unusual
behavior allows the wielder to attack with advantage on one attack each
encounter. If attuned to the weapon, they may also recall the weapon to their
hand so long as it is within 10 ft. or within sight up to 30 ft. away.) |
3000 |
300 |
Arcane
Arsenal |
0113 |
|
Blizzard
parasol (When opened, this light blue parasol increases the wind speed by one
category, drops the temperature by 20 degrees, and increases the percent
chance of precipitation by 50 in a 1 mile radius. Opened indoors, it drops
the temperature in a 120 ft. radius by 20 degrees. The wearer is unaffected
by the additional weather intensity or coldness. For each ten minutes it is
held open after the first hour, it has a 1 in 6 chance of catching a strong
air current and ripping apart. Each opening of the parasol counts for a
minimum of ten minutes of use.) |
6000 |
600 |
Arcane
Arsenal |
0114 |
|
Blood
Mites (The inside of this glass jar is smeared with small lines of red and a
thick layer of dark brown writhes at the bottom. The Blood Mites inside the
jar will attack the first creature they touch when released in a 5ft radius,
poured out in a 5ft line, or spread on a weapon. Each jar has enough mites
for three uses. A living, material plane creature attacked by a dose of blood
mites will take 1 damage each round to a maximum of 1 damage per hit die they
have. Once the tick-like creatures deal their full damage, they become
engorged and fall off to hide and lay eggs. The Blood Mites can be stuck to a
weapon using the thick animal blood in the jar lid, but if the attack misses
the mites will attack the first creature to touch the weapon they were put
on. If thrown, the remaining mites will attack up to one creature per
remaining use in a five foot burst. A creature may spend their action to kill
one group of mites attacking them. Blood Mites must be fed an ounce of blood
every day per usage remaining.) |
200 |
20 |
Save
Vs. Disease |
0115 |
|
Bloodroot
Poultice (This pulpy, red-brown mix of a rare, magical root vegetable will
delay any damage the target receives. Any damage they take does not manifest
until the end of their next turn. This effect lasts until it has delayed a
total amount of damage equal to ¼ of the creature’s maximum hit points or 1
minute has passed. Any bleed damage or ongoing damage is halted until the
Bloodroot Poultice wears off. Bloodroot Poultice is applied by roughly
mashing the tuber, wetting the mixture, and smearing it on the creature and
may be done as an action. A bag of Bloodroots has enough tubers for 5
poultices.) |
50 |
5 |
Exposed
to the Elements |
0116 |
|
Bonded
MundaneItem (Bonded items use elaborate runes to key themselves to the places
between the planes, and often show this connection with chain-like runes.
After being enchanted, the weapon must be attuned to an owner before its
magic can work, a ritual where the owner must scar themselves with a
representation of the bonded weapon and coat the item in the spilled blood or
flesh. The Bonded enchanted item must then be kept in constant physical
contact with its wielder for one week for the attunement to imprint, after
which it will sink into the scar at a touch. From then on, the wielder can
call the item to hand or to the nearest unoccupied space at their feet as a
free action. This bond works across distance, planes, barriers, and even
states such as astral projection. Magical barriers against teleportation can
block the summon if the user fails a save against the effect, but the user
may re attempt to call their Bonded item after 1d3 rounds. Takes a week of
constant touch to attune. A Bonded item is always summoned in the state it
was in when attuned.) |
3000 |
300 |
Gear
Up |
0117 |
|
Bone
Armor (Necromantically infused bone, ground and baked into a dull-grey
ceramic, makes a passable substitute for metal armor. These bones channel
spell energies efficiently, increasing the duration of spells cast on the
wearer by 1 round. Necromancy performed on a target wearing bone armor is 50%
more potent.) |
150 |
15 |
Fantasy
Foundry |
0118 |
|
Bone
of a Heretic (As an attack, touching a divine spellcaster with this blackened
thigh bone will force them to make a save using their spellcasting statistic,
DC 12, or lose a random uncast spell slot until they complete a long rest.
Each use of the bone in this manner weakens the bone, and its durability die
must be rolled each time. The bone starts with a d20 die and decreases in die
size each time it is rolled. On a result of a 1, the bone’s fractures become
too much and the bone splinters. If the bone is broken, on purpose or
accidentally, it negates all divine spells of 4th level or lower in a 100
foot radius and all divine casters must save using their spellcasting
statistic, DC 18, or lose their 2 highest level spell slots until they
complete a long rest. The durability die of the bone is increased by one die
size for each week it is buried along with the desecrated corpse or bones of
a saint on holy ground of the same religious beliefs, to a maximum die size
of a d20.) |
8000 |
800 |
Profane
and Profound |
0119 |
|
Bone
of a Saint (Using this pearlescent femur as a focus when casting a
non-hostile divine spell on another creature has a 1 in 10 chance of keeping
that spell in the caster’s memory even after it is cast. Each use of the bone
in this manner weakens the bone, and its durability die must be rolled each
time. The bone starts with a d20 die and decreases in die size each time it
is rolled. On a result of a1, the bone’s fractures become too much and the
bone splinters. Breaking a Saint’s Bone will cancel all curses and hostile
spells within 100 feet that are level 4 or below. Each creature freed from
such an effect regains hit points equal to the total spell levels of curses
negated on themselves. The durability die of this Bone of a Saint is
increased by one die size each week it is buried in the cremated and
sanctified remains of a heretic of the same religious beliefs, to a maximum
die size of a d20.) |
8000 |
800 |
Profane
and Profound |
0120 |
|
Bone
Robes (Bone Robes are one of many styles of purple, black, or green robes
that necromancers have embroidered with bones and onyx gems. The wearer can
summon or control an additional 4 HD worth of undead creatures thanks to the
sympathetic necromantic array of the bones and gems linking to the attuned
wearer of the robe. If the robe is removed or destroyed, the wearer chooses
which undead they lose control of or are unsummoned.) |
3000 |
300 |
Arcane
Arsenal |
0121 |
|
Bone
Weapon (Necromantic-energy infuses this amalgamated and baked bone-clay in
order to make it into a passable substitute for iron. Where this dull-white
material excels is in being used as a channel for damaging touch spells. When
the bone weapon hits, the wielder can release a touch spell they are holding
into the attack. Touch spells inflicted this way sneak in through the wound
and are harder to resist, +1 to the spell save DC.) |
150 |
15 |
Fantasy
Foundry |
0122 |
|
Book
of Reaping (If spells or prayers are written in this book with a granite
hardcover and pitch-black pages, the user forgets how to cast them in
exchange for a temporary ability to cast another spell. It takes a minute of
writing down the spell formulas and concentration to relinquish the ability
to cast a chosen spell or spells. Following this short ritual, the attuned
wielder of the Book of Reaping asks the book for another spell from any class
list of a spell level no higher than the total spell levels of the sacrificed
spells or more than two levels higher than the lowest level spell sacrificed.
Spells higher than 5th level cannot be learned this way. Spells received from
the Book of Reaping appear in silvery letters as the offered spells fade into
the blackness of the pages. Each received spell can only be cast once and the
user must use their own spell slots to cast it. Spells written in the Book of
Reaping are slippery and cannot be copied into another spellbook or used for
permanent learning. The sacrificed spells must be from those known to the
caster or from their list of prepared spells. During each long rest after
being sacrificed, a creature may meditate to remember some of their lost
spells, with a total spell levels up to their casting modifier. Leftover
spell levels from this meditation can carry over to subsequent long rests
until all lost spells have been recovered. Prepared spells or prayers written
into the Book of Reaping cannot be chosen again as prepared spells or cast
until restored.) |
10000 |
1000 |
Exposed
to the Elements |
0123 |
|
Boots
of Elven-kind (Soft pliable leather Boots of Elven-kind are folded neatly on themselves
such that they have only one small seam. Some are decorated with natural
motifs or delicate Elven calligraphy, while others are left unadorned to show
the quality of the leather. These boots allow the wearer to move noiselessly
through natural environs and confer a +1 bonus to stealth otherwise.) |
400 |
40 |
Gear
Up |
0124 |
|
Boots
of Speed (These thick leather, knee high boots are trimmed in gold leaf and
are each adorned with a pair of tiny golden wings. Boots of Speed increase
the wearer’s base movement speed by 20 ft. For 3 rounds each day,
the wearer may choose to act under the effect of Haste.) |
3000 |
300 |
Gear
Up |
0125 |
|
Boots
of Striding and Springing (Designed in the style of the coastal athlete,
leather straps of the Boots of Striding and Springing bind the wearer onto
olive-wood soles. Wearing these boots increases one's movement speed by 10 ft
and double one's jump distance and jump height.) |
500 |
50 |
Gear
Up |
0126 |
|
Bottled
Bar (The Bottled Bar is a large glass jar containing a miniaturized tavern
complete with flickering lights in the windows and moving patrons. Uncorking
the jar will rapidly grow the internal tavern, manifesting it in the space
around the opener. This creates a permanent tavern in this location, filling
what space it can in the surrounding 30 foot cube with a fully stocked
tavern. This includes fuel, firewood, food, drink, fireplace, tables, beds,
interior walls, utensils, glassware, etc. A single Unseen Servant tends this
tavern under the command of the owner of the tavern. Behind the bar is a
mounting plate that will perfectly fit the jar. Ownership of the tavern can
be passed by the previous owner or by having physical ownership of the now
empty bottle over the course of a long rest.) |
2000 |
200 |
Profane
and Profound |
0127 |
|
Bottled
Hell (The Bottled Hell’s giant glass jar contains what appears to be a
miniature tavern, mine, armory, or other useful location. However, once the
jar is opened, it will rapidly grow to fill the surrounding space with
torture devices, horrors, and demonic shadows. Up to a 90ft. Cube becomes a
miniature hell that attempts to trap and torture all mortals that enter its
space. Creatures entering the miniature hell must make a dexterity or wisdom
save, DC 15, or become restrained. Those restrained by this effect are
tortured physically and mentally for 2d6 damage each round until their
shadowy captors are deal at least 30 damage. After dealing the damage, the
creature is no longer restrained for one round, but must make new saves if
they remain in the miniature hellscape at the end of their next turn. Each
restrained creature has its own set of captors, so killing one set does not
free other captured creatures. The bottled hell is otherwise made of
shadow-stuff that is barely tangible, with shifting forms that appear as
creatures worst fears. If one of the demonic shadows is ever killed by
radiant energy, against which they are vulnerable, the Bottled Hell returns
to its unopened form to await someone new to open it.) |
1000 |
100 |
Profane
and Profound |
0128 |
|
Bottled
Mine (Like its cousin, the Bottle Bar, this large jar contains a doll-sized
version of its namesake. Inside is a tiny mine, complete with uniformed
foreman, shadowy miners, and enough heavy equipment to keep them working.
Uncorking it creates a mass of equipment needed to run a fully functional
mine: tools, carts, foreman’s shack, storage shed, treadmill-crane, track,
and a dozen shadowy miners lead by a uniformed shadow-foreman. The foreman
will obey the commands given by the owner of the mine. The foreman’s desk in
their shack has a large drawer that will fit the jar perfectly in its velvet
lining. Ownership of the mine can be passed by the verbal consent of owner or
by maintaining physical ownership of the jar over the course of a long rest.
The shadows act as Unseen Servants and can mine as much, total, as a trio of
professional, human miners could without needing rest.) |
3000 |
300 |
Profane
and Profound |
0129 |
|
Bountiful
Staff (A Bountiful Staff is a vine-wrapped, ash-wood staff. Commonly made by
hedge-mages and lay-healers, it is a boon to nature focused spellcasters. By
utilizing their own spells, this staff allows the wielder to cast Druidcraft,
Shillelagh, and Entangle by expending a spell of equivalent or higher level.
Harvesting or hunting while holding this staff increases the yield by 1
ration.) |
500 |
50 |
Profane
and Profound |
0130 |
|
Bracers
of Defense (Strapping in to the thick leather and quilted leather of the
Bracers of Defense immediately coats the wearer in a thin field of force. The
magical force acts as +1 leather armor which requires no proficiency, however
this armor bonus does not stack with other armor the user might be wearing.) |
3000 |
300 |
Gear
Up |
0131 |
|
Bracers
of Displacer Dexterity (This blue-black leather bracer is decorated with the
white tentacle spines of its namesake beast. The wearer’s Dexterity is
increased by 2 or increased to 19, whichever is more. The wearer can, each
round, ignore one trigger that would give an opponent an opportunity attack.) |
9000 |
900 |
Gear
Up |
0132 |
|
Bracers
of Mage Protection (These bracers, if they can even be called such, are an
intricate arrangement of black cords spiraling out from a bound amethyst gem
seated on the back of the hand. If it's attuned wearer has at least one spell
of 1st level or higher still available, the bracers provide a continuous Mage
Armor spell on the wearer. This effect still functions with worn armor but
its armor does not stack with the non-magical armor portion of the worn
armor.) |
6000 |
600 |
Arcane
Arsenal |
0133 |
|
Bracers
of Mage Protection, Greater (The Greater Bracers of Mage Armor are two
black-silk tubes that constrict to fit snugly around the forearms of its
wearer. They are topped with a large hemispherical amethyst that sits atop
the wrists. If it's wearer has at least one spell of 1st level or higher
still available, the bracers provide a continuous Mage Armor spell on the
wearer. For each higher spell level still available, the magical armor bonus
is increased by one point. This effect still functions with worn armor but
does not stack with non-magical armor.) |
22500 |
2250 |
Arcane
Arsenal |
0134 |
|
Bracers
of Manticore Dexterity (This reddish leather bracer is lined with dulled
manticore spikes, reinforcing its sleek structure. The wearer’s Dexterity is
increased by 1 or increased to 17, whichever is more.) |
3000 |
300 |
Gear
Up |
0135 |
|
Bracers
of Roc Dexterity (Brown leather is arrayed with overlapping white and brown
feathers. The wearer’s Dexterity is increased by 4 or increased to 21,
whichever is more. The wearer can, each round, ignore one trigger that would
give an opponent an opportunity attack. Additionally, they may stand up from
prone with no movement cost and can jump from standing with no penalty.) |
27000 |
2700 |
Gear
Up |
0136 |
|
Bracers
of Wyvern Dexterity (Green-grey scales make up this delicate, sleek bracer.
The wearer’s Dexterity is increased by 6 or increased to 23, whichever is
more. The wearer can, each round, ignore one trigger that would give an
opponent an opportunity attack. Additionally, they may stand up from prone
with no movement cost and can jump from standing with no penalty. Lastly, the
wielder has resistance to poison and can spend a bonus move action each turn
to withdraw or dash.) |
80000 |
8000 |
Gear
Up |
0137 |
|
Brackish
Wellspring (Appearing as a glass water decanter, a Brackish Wellspring
generates endless streams of water at different pressures depending on how
far its stopper is twisted. This functions identically to a Water Djinn’s
Ewer. Its connection to the plane of water was intentionally sabotaged or
poorly made so that the water that it creates is subtly brackish and
unhealthy. While it can hydrate a thirsty creature, it will inflict a random
disease in those who drink it or whose open wounds come into contact with it.
Those diseases have an onset delay of one day greater than their usual onset.
Only magical purification of at least a third level spell can clear the
subtle ills contained in the water created by a Brackish Welspring, normal
filtration or boiling will not remove the taint in this water.) |
1500 |
150 |
Exposed
to the Elements |
0138 |
|
Brandish
(This +2 silvery weapon can shift its form between a lance, greatsword,
shortsword, and longsword as a free action. The first successful attack made
after being drawn for the first time in battle or after slaying an evil enemy
is followed by a blast of white light. By focusing their will, this burst of
light can be channeled to cast dispel magic using a +4 bonus targeting the
struck creature, attempt to outline any number of the creatures within 15 ft
with faerie fire for 5 rounds, or target any number of creatures within 15 ft
with a bless spell.) |
9000 |
900 |
Profane
and Profound |
0139 |
|
Brawler's
Belt (The Brawler’s Belt is a thick, fraying length of rope tied
around the waist. It is dotted here and there with a few dried drops of
blood. The wearer gains +2 Dexterity and +2 Strength. When they wield no
weapons or they wield improvised weapons, those attacks have their damage die
increased by one size.) |
7000 |
700 |
Gear
Up |
0140 |
|
Brawler's
Belt, Master (Braided, twine ropes with the combined width of an apple wrap
around the wearer. The simple knot is topped with a hexagonal golden emblem
bearing a clenched fist. The wearer gains +4 Dexterity and +4 Strength. They
are considered proficient in attacks without a weapon as well as with
improvised weapons. They make those attacks with advantage and their damage
dice for them are increased by one size.) |
18000 |
1800 |
Gear
Up |
0141 |
|
Breastplate
of the Salt Pillar (This breastplate is infused with the concentrated magical
essences of salt and sea sponge, allowing it to absorb, as an action, bodies
of water that it is in contact with, up to 1000 cubic feet with each action.
It can hold up to 8000 cubic feet of water. As an action, the breastplate can
be commanded to release all its absorbed water, dealing 1d4 bludgeoning
damage per 1000 cubic feet of water released in a 5 ft. radius. Creatures
struck by this damage must make a Strength save, DC 10 + 1 per 1000 cubic
feet released, or be pushed back 5 ft. If the full 8000 cubic feet of water
is released at once, the radius of the tidal blast is increased to 10 ft.) |
1400 |
140 |
Arcane
Arsenal |
0142 |
|
Brimstone
Armor (Blood and flowing, molten rock mixed with iron make up a secret Djinn
recipe for this infused material. Brimstone armors heat up in the presence of
wounds and injury, brimming with red-brown droplets. While the wearer is
bloodied, they gain one point of damage reduction against non-elemental
attacks, as the droplets move to protect the wielders wounded areas.) |
2000 |
200 |
Fantasy
Foundry |
0143 |
|
Brimstone
Weapon (Forged as an alloy of steel and hellish brimstone, with blood as the
flux, this angry red metal is constantly beading up with brown-red droplets
of water. Near blood or open wounds, the droplets move to gather on the
nearest part of the weapon, like so many small blades or spikes. When a
brimstone weapon deals damage to a bloodied foe, it adds 1d6 extra damage of
the weapon’s normal damage type.) |
1000 |
100 |
Fantasy
Foundry |
0144 |
|
Burning
Light Darts (Faint red light emanates from the fletching of these devious
darts that, when thrown, leave a wave of burning heat in their wake. A 5ft.
wide beam centered along the flight path of the dart is distorted by waves of
heat until the start of the thrower’s next turn. Creatures that start their
turn in the area of effect or enter the area take 1d4 fire damage.) |
1500 |
150 |
Exposed
to the Elements |
0145 |
|
Bursting
Elemental Weapon (The finishing touches of this enchantment must be done on a
plane aligned with its chosen element, as it requires infusing the weapon
with energy until it is well oversaturated. Then, the weapon is given a
controlled seal that only allows elemental energies to burst forth in
controlled bursts while constantly absorbing ambient energies to stay
empowered. Under pressure, the elemental infusion of this weapon adds 3d6
damage of the chosen element. Greater blows put more strain on the seal, and
on a critical hit the enchantment instead deals 4d10 damage in a 10 ft. burst
instead, no save, ignoring the wielder.) |
30000 |
3000 |
Exposed
to the Elements |
0146 |
|
Camp
in a Bottle (Opening this glass flask’s waxed cloth stopper and
dumping its tiny contents on the ground creates a fully stocked camp with a
dozen tents and bedrolls in available space in the thirty feet surrounding
the opener. A small, waterproof chest with two dozen dried rations and
waterskins grows to full size at the user’s feet. Two oil soaked
logs drop from the flask next to the chest. These can be burned as a normal
campfire, worth a day of fire each. Once it is emptied of its miniaturized
campsite, the flask loses all magical properties.) |
500 |
50 |
Gear
Up |
0147 |
|
Caster's
Shield (This simple, wooden +1 buckler has sheep-hide vellum bolted to its
inside face that the wearer can scribe like a scroll. When the 'scroll' is
cast from, the written words are wiped clean while the vellum remains and can
be reused. The vellum is not large enough to fit the amount of text required
to describe a spell higher than fourth level.) |
2250 |
225 |
Arcane
Arsenal |
0148 |
|
Cat
Whisker Gloves (These gloves are black, skin tight, and thin enough to see
through. Their elegance is disturbed by errant threads poking out at odd
angles. Their wearer gets +2 Dexterity and +2 Wisdom. If the wearer touches
the ground, wall, or another solid surface, they gain tremorsense out 5 ft.
on that surface. The sense is clumsy but still enough to feel movements of
gears behind walls, even if it can’t pinpoint the exact location.) |
7000 |
700 |
Gear
Up |
0149 |
|
Cat
Whisker Gloves, Greater (These greater gloves are black, skin tight, and thin
enough to see through. Symmetrical rows of fine black hairs streak out nigh
invisibly, twitching and swaying. Their wearer gets +4 Dexterity and +4
Wisdom. If the wearer touches the ground, wall, or other solid surface, they
gain tremor-sense out 20 ft. along that surface. The sense is fine enough to
pinpoint the number of night crawlers in a rotten log, or detail the movement
of tumblers in a safe.) |
18000 |
1800 |
Gear
Up |
0150 |
|
Cat's
Cradle (A simple loop of magical string that can be looped around two hands
in particular patterns. After doing so, the string turns into one of a number
of mundane objects with a single slipknot dangling from one end. A
Cat’s Cradle remains in this new form until the slipknot is loosed,
turning the Cat’s Cradle back into a mess of string. A few of the
forms are noted here: Manger forms a watertight cup, Diamonds forms a net
that can safely capture and contain an object no larger than a fist,
Cat’s Eye becomes a glass lens that magnifies five fold, and
Grandfather’s Clock transforms into a miniature clock that
accurately details the time. Other patterns can be discovered.) |
400 |
40 |
Gear
Up |
0151 |
|
Cavalry
Spikes (Unlike normal caltrops, these four inch balls of iron have six evenly
spaced depressions along its surface. If these are given the command,
“Pike Formation!”, the six depressions rapidly extend
forth four foot pikes. The tetrahedral points of the Cavalry Spikes ensure
that three pikes always point out and up while the other three form a secured
base. Any creature that makes a charge, second move, or similar hasty
movement will be struck by the pikes. Such a creature takes 3d6 damage and
must make a Dexterity save or have their movement stopped (DC 15). Mounts
that are stopped suddenly may throw their riders. Cavalry spikes can be
thrown quickly, even as a reaction. Cavalry Spikes can only be used once and
remain extended, having expended their sizing magic.) |
250 |
25 |
Gear
Up |
0152 |
|
Celestial
Scale Mail (Glimmering, silvery wings magically spring forth from the back of
this polished +3 scale mail. The wings allow the wearer to glide
indefinitely, falling 30 ft. each round and moving horizontally 60 ft. For up
to 30 minutes each day, the wearer can take flight with good maneuverability
at a speed of 50 ft. per round. Any healing effect the wearer applies to
others has hit point restoration increased by 50%, rounded up. Five minutes
worth of flight can be expended to create 1 round of a 30 ft healing aura,
causing the silvery wings to glow. The healing aura heals 10 hp to each
creature that starts its turn in the aura, deals 10 radiant damage to undead
that start their turn in the aura, removes curses as per the spell cast at
2nd level, and acts as a protection from evil spell each round.) |
25000 |
2500 |
Profane
and Profound |
0153 |
|
Chalice
of Clairvoyance (A strong focus for scrying and vision spells, this wide
mouthed tin chalice only works when filled to the brim with liquid and still
enough that the liquid is smooth. A Chalice of Clairvoyance empowers scrying
or divination spells cast using it as a focus. When filled with clean water,
it increases the duration of the spell by 50%. Filled with fine wine, it also
adds 2 to the DC if relevant. Fresh blood filling the chalice adds both of
the previous effects but also treats the spell as if it were cast at one
spell level higher. It deals 4 hit points per HD of damage to fill the
chalice with blood from a helpless or willing creature. Other liquids may
have different or more powerful effects.) |
4000 |
400 |
Arcane
Arsenal |
0154 |
|
Chaos
Ash (A smear of Chaos Ash on the casting implement or caster of a damaging
spell changes the normal damage type school of the spell to a random other
one. After being applied during the casting of the spell, the ash evaporates
with the casting when the caster chooses to change either the school of
magic, the damage type, or both. The modified spell triggers effects and
abilities as if it were the new damage type and school of magic. Chaos Ash is
a mixed bag of grainy ashes from expended extraplanar spell components, with
enough for ten spell castings.) |
1000 |
100 |
Exposed
to the Elements |
0155 |
|
Charged
Armor (Occasional, painful sparks leap from the armor when it touches
grounded or metal objects, but otherwise the armor is lit up by random sparks
jumping between sections of the armor. Attackers that land a hit on the
wearer while they are within 20 ft. take 1d6 electricity damage.) |
4000 |
400 |
Exposed
to the Elements |
0156 |
|
Charged
Weapon (Sparks arc across the surface of this weapon between regions divided
by inlays of black. This weapon now deals shock damage instead of its normal
damage type and if the wielder is targeted by damaging magic, the weapon
absorbs some of the magical power to bristle with agitated sparks. The weapon
deals an additional 1d6 damage on a hit. This bonus is increased to 3d6 until
the end of the wielders second turn after taking damage from hostile magic.) |
4000 |
400 |
Exposed
to the Elements |
0157 |
|
Charm
of Combative Devotion (The wearer of this charm may, when granted an
opportunity attack against a foe, instead use a healing or buffing cantrip
targeting themselves or an ally within reach. A Charm of Combative Devotion
is a small censer that wafts incense and hangs from a bracelet, necklace, or
earring. Once each long rest, the charm may be called on as a bonus action to
grant a boon to any number of creatures within 30 ft. Those creatures give
off a faint scent of incense and when they spend their action to make an
attack or cast an offensive spell, they may also choose to heal a creature
within reach by 1 hit point. This effect lasts for 5 rounds.) |
1000 |
100 |
Exposed
to the Elements |
0158 |
|
Charm
of Dread Words (A choker of interwoven obsidian discs bears a voice enhancing
enchantment. The wearer may use vocal effects and speak at double their
normal range as their voice carries with less drop-off. Additionally, they
can be understood by and effect deaf creatures within 5 ft. As a bonus
action, the wearer can choose any number of creatures within 30 ft. Those
creatures gain an aura of importance that imposes disadvantage on the first
mental saving throw made against one of their abilities by an enemy within 15
ft. This effect lasts for 5 rounds and once used, cannot be used again until
the wearer completes a long rest.) |
1000 |
100 |
Exposed
to the Elements |
0159 |
|
Charm
of Many Arms (A Charm of Many Arms is a steel bracelet that bears upon its
form three embossed areas. As a free action, the wearer can store one set of
tools, weapons, or shields usable in two hands. This engraves iconography
identifiable to any who hold the bracelet about what it stores in that slot.
If the slot on the Charm of Many Arms is already occupied, the items
currently stored are swapped with whatever is currently held instead. Stored
items weigh half as much while inside the charm. Once each day, the weare may
grant any number of creatures within 30 ft. ghostly arms surrounding their
own. Those creatures gain an extra reaction on each of their turns for the 5
rounds of the effects duration.) |
1000 |
100 |
Exposed
to the Elements |
0160 |
|
Charm
of Squall Attendants (A glass tooth hangs from a leather cord. Smoke swirls
inside the Charm of Squall Attendants. Wind spirits bound to the charm will
move up to 120 ft. to retrieve ammunition within sight, catching any misses
before they would hit the ground. The spirits are only substantial enough to
lift the spent ammunition and do not inflict damage or move objects by their
passage. As a bonus action, the wearer can call upon these spirits to protect
any number of creatures within 30 ft. Those creatures receive a +2 bonus
against projectile attacks for 5 rounds. This ability can only be used once
per short rest.) |
1000 |
100 |
Exposed
to the Elements |
0161 |
|
Charm
of Temporary Respite (When held in hand, attached to a casting implement, or
in a spell component pouch, this charm can provide protection for up to one
target within the area of effect of the user’s spells or abilities. That
creature is ignored by the spell. The charm itself is a charred and
half-melted platinum coin that is warm to the touch. It may be called upon to
grant any number of creatures within 30 ft. an aura of force shards. When
those creatures cast a spell or expend a magical ability, those shard fly
forth to add 1 damage per damage die of the spell or ability used. This aura
lasts for 5 rounds and once used cannot be used again until the user
completes a long rest.) |
1000 |
100 |
Exposed
to the Elements |
0162 |
|
Charm
of Vengeful Thorns (Painted black vines and red roses cover this bandage wrap
sleeve. Once per short rest, if the wearer would be reduced to 0 hit points
by an attack, they may make a single basic attack against the cause of the
attack, if they are within reach or range. On a hit, the wearer is reduced to
1 hit point instead. Once per long rest, the wearer may grant any number of
creatures within 30 ft. a faint corona of thorns and roses. Those creatures
have advantage on their first attack against, contested check with, or
opposed saving throw from a creature that has missed an attack against them
on its previous turn. The targets benefit from this effect for 5 rounds.) |
1000 |
100 |
Exposed
to the Elements |
0163 |
|
Charred
Map Fragments (Unreadable fragments of a charred map have been sewn into a
cloth worn as a trinket. Calling upon sympathetic magic from the ruined map,
the wearer can claim advantage on one skill, attack, or damage roll related
to natural terrain, beasts, or weather. After using this power, the wearer
must complete a long rest to use it again. For a wearer with any levels in
ranger, the Charred Map Fragments also have another power, the wearer may
designate one target creature who will find that the terrain is
uncooperative, putting them off-balance so that they suffer an additional two
damage from each of the wearer’s attacks. On marking a target, roll 1d10, and
if the cumulative added damage is greater than the result at the end of the
wearer’s turn, the mark fades. This is done as a bonus action and once used
cannot be used again until a long rest has been completed.) |
800 |
80 |
Exposed
to the Elements |
0164 |
|
Chatting
Mirror (These two hand mirrors made of polished birch and silvered quartz are
linked together. When held, the bust of the person holding the other mirror
can be seen and heard as the reflection in the mirror. This allows the two
mirror holders to converse as if standing right next to one another, no
matter their distance or planar separation. If only one mirror is being held
by a sapient creature, both reflect normally as high-quality mirrors.) |
4000 |
400 |
Arcane
Arsenal |
0165 |
|
Chilled
Armor (Cool to the touch, a chilled armor is covered in a thin layer of condensation
and ice. When the wearer is struck by an attack, the armor expels ice and
sleet in a 5 ft. radius, dealing 1d6 cold damage.) |
4000 |
400 |
Exposed
to the Elements |
0166 |
|
Chilled
Weapon (Almost too cold to touch, this weapon has built up a layer of ice
around itself. Despite the added weight, the weapon is not unwieldy to use
but changes its damage type to deal cold damage. On a successful hit, the
weapon deals an additional 1d6 damage. If wielder is below one quarter their
maximum hit points, the cold seeps into their veins through the handle and
the Chilled Weapon deals an additional 1d6 damage.) |
4000 |
400 |
Exposed
to the Elements |
0167 |
|
Chitin
Armor (Made of large insect exoskeleton or from many smaller carcasses woven
together with silk, chitin armor grants advantage on saves against contact
poisons and on checks to apply poison.) |
100 |
10 |
Fantasy
Foundry |
0168 |
|
Chitin
Weapon (Specially prepared chitin of various large insect creatures, these
weapons are useful in their association with poisons and toxins. Their waxy
exoskeletons keep poisons potent and direct them right into wounds inflicted.
Poisons delivered using this weapon have +1 save DC. The treatment of the
carapace makes it as durable as iron.) |
100 |
10 |
Fantasy
Foundry |
0169 |
|
Choking
Powder (While Choking Powder can come in many containers: purple cloth bags,
rolled in wide blue leaves, or thin white ceramic jars. A tossed container of
Choking Powder creates a thick cloud of purple-black smoke. The cloud has a
ten foot radius and moves freely with any air currents. Any breathing
creature starting their turn in the cloud must make a Constitution save (DC
13) or lose their action coughing and sneezing. The cloud lasts for three
rounds or until dissipated. Used underwater, the cloud of choking powder only
lasts for one round before becoming inert.) |
25 |
2.5 |
Fantasy
Foundry |
0170 |
|
Choking
Powder, Refined (Fine, iridescent purple powder is irritating enough to make
one’s eyes water and respiratory organs become agitated just by
holding an open container of Refined Choking Powder. When smashed open or
tossed, the fine powder becomes a 20 foot cloud of nearly invisible powder.
Any creature that starts its turn in the cloud must make a Constitution save
(DC 15) or that creature may only take a single move action to move at half
speed. This affects any living creature that breathes or has exposed,
sensitive mucous membranes such as eyes, mouths, or other similar biology.
The creature spends that turn writhing in severe irritation. The cloud lasts
for five rounds or until dissipated. Warnings are often listed on the
container, as many a user has found themselves inside the nigh-invisible,
noxious cloud when the wind changed. Used underwater, the powder will
dissolve into a similar cloud 30 feet in radius that only lasts two rounds
before becoming inert. Pouring milk on the affected areas of a creature cures
them of its effects and grants advantage on saves against the choking powder
for one minute.) |
100 |
10 |
Fantasy
Foundry |
0171 |
|
Circlet
of Capacity (Warmed by the racing thoughts of a stressed mind, this small
copper crown helps its wearer keep multiple lines of thought running in the
heat of battle. Every three rounds of combat increases the wearer’s ability
to maintain concentration on an additional spell, to a maximum number of
three spells. The bonus spell concentration maintenance fade at a rate of one
per round after combat ends, but the wearer chooses which spells are released
when this occurs.) |
5000 |
500 |
Exposed
to the Elements |
0172 |
|
Clamping
Crystal, Common (This prismatic, multi-faceted piece of quartz crystal is
wrapped in a binding of copper wire with special twisting lock-nuts to clamp
and unclamp the wires down onto the crystal. The special, axis aligned shape
and quick-clamping features of this crystal allow repeated bindings and
discharges of this container without destroying this container. Various sizes
of this design are available, with each having a certain cost, HD limit, and
soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD;
common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.) |
2500 |
250 |
Bound |
0173 |
|
Clamping
Crystal, Fragment (This prismatic, multi-faceted piece of quartz crystal is
wrapped in a binding of copper wire with special twisting lock-nuts to clamp
and unclamp the wires down onto the crystal. The special, axis aligned shape
and quick-clamping features of this crystal allow repeated bindings and
discharges of this container without destroying this container. Various sizes
of this design are available, with each having a certain cost, HD limit, and
soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD;
common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.) |
200 |
20 |
Bound |
0174 |
|
Clamping
Crystal, Greater (This prismatic, multi-faceted piece of quartz crystal is
wrapped in a binding of copper wire with special twisting lock-nuts to clamp
and unclamp the wires down onto the crystal. The special, axis aligned shape
and quick-clamping features of this crystal allow repeated bindings and
discharges of this container without destroying this container. Various sizes
of this design are available, with each having a certain cost, HD limit, and
soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD;
common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.) |
10000 |
1000 |
Bound |
0175 |
|
Clamping
Crystal, Legendary (This prismatic, multi-faceted piece of quartz crystal is
wrapped in a binding of copper wire with special twisting lock-nuts to clamp
and unclamp the wires down onto the crystal. The special, axis aligned shape
and quick-clamping features of this crystal allow repeated bindings and
discharges of this container without destroying this container. Various sizes
of this design are available, with each having a certain cost, HD limit, and
soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD;
common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.) |
50000 |
5000 |
Bound |
0176 |
|
Clamping
Crystal, Lesser (This prismatic, multi-faceted piece of quartz crystal is
wrapped in a binding of copper wire with special twisting lock-nuts to clamp
and unclamp the wires down onto the crystal. The special, axis aligned shape
and quick-clamping features of this crystal allow repeated bindings and
discharges of this container without destroying this container. Various sizes
of this design are available, with each having a certain cost, HD limit, and
soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD;
common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.) |
1000 |
100 |
Bound |
0177 |
|
Clear
Ioun Stone (This small glass sphere floats daintily in orbit around its
wearer’s midsection after being grasped and touched to the stomach. If worn
for at least a day, the wearer's normal food and water needs are satisfied
magically if not met such that the wearer never feels more than minor pangs
of hunger or thirst.) |
1000 |
100 |
Arcane
Arsenal |
0178 |
|
Clever
Abacus (The Clever Abacus is a polished walnut abacus with colored sandstone
beads on tin rods. Using this abacus to help calculate one’s finances, the
eerie accuracy of this abacus, seemingly accidental corrections of minor
mistakes or assumptions, cuts costs by 5%, up to 100 sp per hour of clerical
work spent on the task. This could mean lower henchman costs, keep upkeep, or
trade good prices. For spellcasters, the abacus can also be used as a focus
during a spell or ritual. For spells or magics that create or modify physical
substances, the abacus increases the volume, weight, or area by 5%. This
might let a wizard dig more with a Move Earth spell or create a slightly
larger Stone Wall. Once a spell or financial situation has been assessed with
the abacus, no further clerical work will further increase it.) |
2500 |
250 |
Arcane
Arsenal |
0179 |
|
Cloak
of Elven-kind (The Cloak of Elven-kind is a light green, hemp cloak that
subtly takes on the colors and patterns of its surroundings. When outdoors,
the wearer gets +2 to stealth if they draw the cloak about themselves and
stay still.) |
350 |
35 |
Gear
Up |
0180 |
|
Cloak
of Invisibility (This cloak confers Greater Invisibility on the wearer as a
free action by drawing the cloak around their body. It is a simple brown
cloak lined with black crushed velvet on the inside.) |
70000 |
7000 |
Gear
Up |
0181 |
|
Cloud
in a Bottle (Uncorking the swirling, cloudy vortex in this clear wine bottle
will expel a blast of strong wind in the direction of the opening that lasts
for 1 minute. If outdoors, the weather will become one step cloudier for the
surrounding mile within 12 hours for the next week. This has a corresponding
effect on other types of weather related to the cloud cover. When released
indoors or underground in an insufficiently large space for weather to take
place, the strong gusts rush back into the bottle or another suitable
container and re-cork themselves after the initial minute of gusting. The
bottle can be used as an action once each day, but reusing it in the same
area merely lengthens the effect but does not increase its severity.) |
1000 |
100 |
Profane
and Profound |
0182 |
|
Cloud
Staff (A white and blue painted Cloud Staff lets its wielder cast weather
related spells through the staff. In addition, with a small tap of the
fluid-filled, marked, glass topper, the wielder can call forth a small cloud
to hover over their head. This cloud creates a personal bubble of mundane
weather in a five foot radius: a cool breeze, light rain, snow flurries, or a
warm wind. Spell casters holding the staff may use equivalent or higher
spells in order to cast the following spells using the staff instead of their
own spell list: Fog Cloud, Gust of Wind, or Sleet Storm. Weather related
spells cast while holding the staff last one additional unit of time.) |
7500 |
750 |
Profane
and Profound |
0183 |
|
Coat
of Claws (A Coat of Claws is a masterwork hide armor made of overlapping
clawed beast paws and pelts. Over the course of a five-minute ritual, an
attuned wearer can create undead beast minions by pulling a claw off the
armor and wrapping it around a dead beast corpse’s paws, talons, or
appendage. The created minions have 1 hit point for each HD they had when
alive, a claw attack using a +2 strength bonus, damage based on their size (a
base 1d6 slashing for medium sized creatures), and proficiency bonus based on
their HD when alive. The minions have an AC of 12 and the same movement speed
as when they were alive. They lose any skill proficiencies they had but now
obey the exact instructions of the attuned wearer of the Coat of Claws, who
can command a number of beast minions equal to their own HD. If not under
orders or the wearer of the armor loses attunement, they will default to
attacking any living creature they can sense.) |
3000 |
300 |
Arcane
Arsenal |
0184 |
|
Cockatrice
Scale (This +1 scale male consists of metal scales covered by glued on,
grey-green cockatrice scales and feathers. Stone dust hangs in the air near
the armor, slowing the joints and limbs of attackers within 5 ft. Attackers
lose 10 ft of their movement speed with each attack they make against the
wearer. The slow effect of the Cockatrice Scale lasts until the end of their
next turn. Thrice each day, the wearer can bunch up their shoulders to fluff
out the armor’s feathers and scales. The next attacker loses all of their
movement speed. Each turn, they may attempt to make a CON save, DC 12, to end
the effect. If the creature fails this save twice in a row, they turn to
stone permanently. After three uses of this ability in a day, the feathers go
limp and scales lose their luster, and the Cockatrice loses its slowing
ability until the wearer completes a long rest.) |
8000 |
800 |
Fantasy
Foundry |
0185 |
|
Cold
Iron (A weapon or armor, crafted of strong steel and then given an edge
without again touching the heat of a forge. Cold iron retains its attunement
to the material plane’s natural order, and this attunement allows it to
bypass racial damage resistances, in the case of weapons, or ignore racial
damage bonuses, in the case of armor, of fey, demons, and other chaotically
aligned outsiders. Using cold iron and striking a creature under the
influence of a charm or enchantment effect from chaotic outsiders takes
damage as normal but is allowed to make a new save against that effect,
although with disadvantage. Cold iron is more fragile than tempered steel,
and is vulnerable to sonic damage and has disadvantage on saves versus
destruction.) |
500 |
50 |
Profane
and Profound |
0186 |
|
Cold
Iron Longsword (A longsword, forged of cold iron is of a high quality and
does full damage to Fey and Devils.) |
500 |
50 |
Profane
and Profound |
0187 |
|
Cold
Iron Weapon (A weapon forged of cold iron is of a high quality and deals full
damage to Fey and Devils, ignoring their damage resistances by retaining the
ores attenuation with the material plane. Cold iron weapons are made without
being heated in a forge or annealed in a furnace. As a highly skilled smith
is needed to make such a weapon, it gets a +1 to attack.) |
500 |
50 |
Fantasy
Foundry |
0188 |
|
Collector's
Robes (Collector’s Robes are long, fluffy cotton robes of many
different styles and (always garish) colors. Dotting the outside and covering
the inside of this robe are numerous pockets of all sizes and types. Most of
these are mundane pockets, but some are linked with extra-dimensional pocket
spaces. The robe always weighs 10 pounds. Of its extra-dimensional pockets,
it has a dozen 1 ft cube spaces, a half dozen 2 ft cube spaces, and two large
4 ft cube pockets. The robes make it easy to access any of these items, reaching
for one puts it conveniently at the top of the pocket when it is searched
for. They often come with random items, and it has a 25% chance of having a
non-unique item worth less than 100 sp if the pockets are searched for a full
minute. Items stored in extra-dimensional spaces do not suffer the passage of
time.) |
20000 |
2000 |
Gear
Up |
0189 |
|
Combat
Maneuver Defense Armor (A non-magical alteration to the armor confers a +2
bonus on saves against one type of combat maneuver. Examples of this effect
include locking gauntlets (saves against disarm) or well-balanced armor
(saves against trip).) |
250 |
25 |
Gear
Up |
0190 |
|
Combat
Maneuver Defense, Greater Armor (A magical modification to the armor confers
a advantage on saves against one type of combat maneuver. This effect might
include earth elemental rocks in a boot heel (saves against force back), or
the lucky coin of a thief hammered into breastplate (saves against bluff).) |
2500 |
250 |
Gear
Up |
0191 |
|
Combat
Maneuver Weapon (A melee weapon thus enchanted has been imparted with the
knowledge of a skilled combatant. This weapon will make the unskilled
proficient and add further to the skill of the proficient. (Offers
proficiency in one combat maneuver. If already proficient, adds a +2 to that
roll. Bluff, Intimidate, Bull-Rush, Grapple, Trip, or Disarm)) |
1250 |
125 |
Gear
Up |
0192 |
|
Combat
Maneuver, Greater Weapon (A melee weapon empowered with the knowledge of a
master combatant. This weapon will make the unskilled adept and make the
proficient into masters. (Offers proficiency in one combat maneuver and a +2
bonus. If already proficient, adds a +2 to that roll and gives advantage.
Bluff, Intimidate, Bull-Rush, Grapple, Trip, or Disarm)) |
2500 |
250 |
Gear
Up |
0193 |
|
Comfortable
Armor (Padded and ergonomically designed armor allows its wearer to sleep in
the armor at no penalty.) |
100 |
10 |
Gear
Up |
0194 |
|
Conjurer's
Closet (Two large ebony wardrobes are made as a pair. When a person or object
is shut inside one wardrobe and a command word is spoken, it appears in the
other. If there is not enough space in the other wardrobe when the first is
shut, no teleportation occurs.) |
6000 |
600 |
Arcane
Arsenal |
0195 |
|
Consecrated
Book of Prayers (Reading from this well-worn, leatherbound book of general
religious rites that allows its holder to perform a short religious ceremony
over the course of a short rest. This ritual calls to the attention of a
deity or demi-god in alignment with the user for a minor intervention. This
intervention takes the form of the user preparing a single cantrip from the
cleric spell list that they can cast once before their next rest. If they
perform this ritual again, their previous call for aid is forgotten and
replaced by the new spell. Should the user of the Consecrated Book of Prayers
have any levels in cleric, they may also perform a longer ritual as part of a
long rest. During this longer ritual, they reach out to a deity of a domain
different from their own for aid and this request is answered. When they
would use their channel divinity feature, they may instead use the power
granted by the domain chosen during the ritual. This can only be done one
time and if the ritual is performed again before being used, the previous
domain is ignored.) |
800 |
80 |
Exposed
to the Elements |
0196 |
|
Copper
Armor (Copper channels and plates conduct magic away from the most vulnerable
body parts, at a cost of the overall durability of the armor, reducing the
armors hit points by half. Reduce the damage of spells directly targeting the
wearer by or reduce non-damaging hostile spells’ duration by 1/4.) |
300 |
30 |
Fantasy
Foundry |
0197 |
|
Copper
Weapon (A rather poor substitute metal for a combative weapon, copper works
nicely for channeling the sheer amounts of energy contained in magic spells.
A copper weapon used as a spell channel or focus improves the caster’s
damaging spells by 1 damage.) |
300 |
30 |
Fantasy
Foundry |
0198 |
|
Cord
of the Rip Tide (This small coil of blue and white rope can be used to
escape. By tying one end of the ten foot rope to a solid object and the other
end around one’s waist, the rope connecting the two tied points vanishes. The
remaining few inches of rope at either end act as if an invisible rope still
connects the two loops. With a sharp pull of the anchored rope, the other end
is teleported back to within 10 feet of the anchor point, with the rope
reappearing. An invisible force keeps a creature tied with the Cord of the
Rip Tide from traveling more than one hundred feet from the anchor point.
(tie around waist, another magically connected end can be yanked to teleport
you back)) |
1500 |
150 |
Gear
Up |
0199 |
|
Corded
Rattails (Cut from a ratking mass and wrapped in woven cocoons, Corded
Rattails are a boon to spells dealing in vermin or insects. Used as the spell
focus for summoning, enchanting, or controlling effects on vermin, this spell
focus will target additional vermin or insects, enough to increase the total
hit points summoned or controlled by 20%, rounded down.) |
6000 |
600 |
Profane
and Profound |
0200 |
|
Corroded
Hulk (Piles of rusty iron plates are bolted, jointed, and twisted together
into a vaguely humanoid shape. This rusted out +1 plate mail corrodes any
non-magical metals that it touches. This only affects their appearance. Any
metal weapons that hit or that strike the armor, those that would hit without
the armor, rapidly rust and have a 50% chance of incurring a -1 penalty to
attack and damage until they are resharpened. This penalty builds upon
itself. Three times a day, the wearer can clench their gauntlet into a fist
then reach out with a rusting grasp attack. This attack rusts away
non-magical metal of up to 30 pounds or rusts a single magical metal item to
uselessness, needing 1d4 hours of care before it can be used again. If that
object is held, its holder can make a DEX save (DC 16) to instead take a -1
penalty to all rolls using that object until it is repaired. Magic items
grant advantage on this save. After all three daily uses are made, the
armor’s rust recedes, leaving it as a faintly brown, battered iron plate mail
armor that does not corrode metals at a touch until the rust is allowed to
grow back overnight.) |
8000 |
800 |
Fantasy
Foundry |
0201 |
|
Corrosive
Armor (Etched and pitted with acid that flows along its surface, corrosive
armor reacts to attacks like a rock dropped in a puddle. Corrosive Armor
spits a blob of acid back at attackers within 60 ft. for 1d6 acid damage. The
acidic coating on this armor deals its acidic damage to any creature or
object restraining or grappling the wearer at the start of the wearers turn
and each time they or the wearer take a grapple action.) |
8000 |
800 |
Exposed
to the Elements |
0202 |
|
Cracked
Bloodstone (Dark red crystal can be seen in the cracks of this fist-sized
geode and dried blood flakes off of its rough exterior. Hung from a belt,
scabbard, or chain, the Cracked Bloodstone seems whisper a grating static
that only the wearer can hear and once between rests they can enter a short
rage. Until the end of their next turn, the wearer has advantage on strength
checks, saves, and melee attacks while also having resistance to bludgeoning,
slashing, and piercing damage. If the wearer has any levels in barbarian, the
red glowing cracks flow over the body of the wearer while they are raging.
This grants them a +2 bonus to their armor class that is diminished by +1 for
each hit the wearer has suffered since their last long rest, to a minimum minimum
of +0 when the light from the geode fades.) |
800 |
80 |
Exposed
to the Elements |
0203 |
|
Creepy
Doll (A tiny ceramic doll of a little girl is clothed in tattered white silk clothing.
It’s face is cracked and chipped; black hair tied up into braids. The doll
cannot be destroyed. Any spirit, soul, or creature that would possess another
creature or object within 60ft of the doll must make a WIS save (DC 20) or
possess the doll instead. The doll can be purified and the possessing spirits
destroyed as normal. No possessor cannot leave unless they spend their turn
to successfully make a WIS save (DC 20). Successfully escaping the doll frees
them to seek a vessel within 60 feet, whether that is their previous vessel
or a new one. If they fail to find a new vessel within 1d6 rounds, they die.
The Creepy Doll, when possessed, has an AC of 14, a movement speed of 15 ft,
attack bonus of +4, and has proficiency with all improvised weapons. It can
speak, has a STR of 8, a DEX of 12, no CON score, and the mental statistics
of the dominant spirit. Spirits inside the doll cannot use their abilities.
For each spirit possessing the doll beyond the first, the doll gains +2 STR
and DEX, up to a maximum of +8. Unless one spirit is significantly stronger
than the others, having twice as many Hit Dice as another, they vie for
dominance. They make opposed CHA checks with proficiency to determine which
spirit controls the doll on any given turn, with the doll acting on the
initiative order of the dominant spirit.) |
2000 |
200 |
Bound |
0204 |
|
Crossbow
of Clouds (Shot up into the air, bolts fired from this azure and white,
painted crossbow split into dozens of tiny bolts that plunge down on an area,
dealing reduced damage, rounded down to a minimum of 1. Assuming enough
vertical height, bolts can be aimed to deal ¾ damage across a 5 ft. radius, ½
damage across a 10 ft. radius, or ¼ damage across a 15 ft. radius. The apex
height of the burst is 4 times the radius of the area it is intended to hit,
and if there is not sufficient vertical space, the bolt will strike the
obstruction and will not split. The wielder of this crossbow makes a single
attack roll that is compared against the armor class of all the creatures in
the affected area.) |
2000 |
200 |
Arcane
Arsenal |
0205 |
|
Crown
of Aboleth Intelligence (Obsidian and opal work together with magical forces
to bend light around this crown such that it appears as a hole devoid of
light to any creature lacking true sight. The wearer’s Intelligence is
increased to a 23 or by +6, whichever is greater. Once each short rest, the
user of the crown can change a spell from a single target spell with a save
to a single target spell with an attack roll. Once each long rest, they may
convert half of a spell’s damage to psychic damage. The wearer of the crown
has resistance to psychic damage.The wielder of this crown can maintain
concentration on any number of spells, but they take a -1 penalty to their
concentration checks and spellcasting modifier for each spell they maintain
beyond the second.) |
80000 |
8000 |
Gear
Up |
0206 |
|
Crown
of Beholder Intelligence (A blackened and pitted iron crown bears seven
gemmed eye stalks from atop its brow. The wearer’s Intelligence is increased
to a 19 or by +2, whichever is greater. Once each short rest, the user of the
crown can change a spell from a single target spell with a save to a single
target spell with an attack roll.) |
9000 |
900 |
Gear
Up |
0207 |
|
Crown
of Compulsion (This glittering crown of golden briar branches refuses to sit
comfortably on top of its wielders head. Three times each short rest, the
wearer can cast Command as the spell with a save DC of 12. Once each long
rest they may make a proclamation, which functions as Suggestion, DC 14, with
a duration of up to eight hours, halved for each target beyond the first.
Creatures that make their saving throws ignore the compulsion. When an
enchantment effect created by the wearer of the Crown of Compulsion ends,
creatures affected by it must make a save against the original spell DC or
they will rationalize away any magically compelled actions as their own.
Creatures compelled to act against their core moral beliefs have advantage on
this save, but even on a failure their head eventually clears and they
recognize the enchantment when they next rest.) |
6000 |
600 |
Exposed
to the Elements |
0208 |
|
Crown
of Constraint (Appearing as a crown of golden briars, like a Crown of
Compulsion, once the attuned wearer attempts to use its active abilities, the
fake crown will reveal itself as a crown of rotting thorns. After being
revealed, the wearer will be unable to remove the crown without the help of a
curse breaking effect of 4th level or higher. Once each short rest, they must
follow the words of a hostile creature as if the creature had successfully
cast Command on them, otherwise they can gain no benefit from their next
short rest. Once each long rest, they must do what a hostile creature tells
them to do as if the creature had successfully cast Suggestion on them or
else they can gain no benefit from their next long rest.) |
1000 |
100 |
Exposed
to the Elements |
0209 |
|
Crown
of Mind Flayer Intelligence (The Crown of Mind Flayer Intelligence is a
golden tiara inset with twisted amethyst rough-cut gems. The wearer’s
Intelligence is increased to a 21 or by +4, whichever is greater. Once each
short rest, the user of the crown can change a spell from a single target
spell with a save to a single target spell with an attack roll. Once each
long rest, they may convert half of a spell’s damage to psychic damage. The
wearer of the crown has resistance to psychic damage.) |
27000 |
2700 |
Gear
Up |
0210 |
|
Crown
of Rakshasa Intelligence (This simple crown of polished wood is lined with a
glimmering tiger pelt and topped with polished feline incisors. The wearer’s
Intelligence is increased to a 17 or by +1, whichever is greater.) |
3000 |
300 |
Gear
Up |
0211 |
|
Crystal
Ball (Crystal Balls worthy of the name are made by enchanting perfect glass
spheres without even the smallest, microscopic imperfection. Lacking in any
flaws, the perfect sphere is nigh immune to shattering and damage, ignoring
the first 50 damage from a single source. For those able to cast spells, they
may cast any divination spell of 1st level and below, if it is of a spell
level no higher than one they can cast themselves. The Crystal Ball may be
used to cast a spell up to three times each day, one each morning, one each
afternoon, and one each night. For each day that has passed with the Crystal
Ball remaining stationary, the glass becomes darker, peering into the void
itself. The maximum spell level that can be cast increases by 1 for each day,
up to a maximum of 5th level on the 6th day it has not moved.) |
100000 |
10000 |
Arcane
Arsenal |
0212 |
|
Crystal
Heart of Light (A bright, diamond, head-sized crystal cut in the shape of a
heart. The heart must be charged up by pure, unfiltered sunlight. For every
consecutive day of sunlight exposure, sunrise to sunset, the Crystal Heart of
Light stores more energy. Every day without sunlight, it loses one day’s
worth of stored energy. Days of partial sunlight neither lose nor gain
energy. The heart has only 1 hit point and an AC of 14. It can only take
damage from a purposeful, directed, destructive action against it alone.
After one day, it shines brightly in the dark, casting out bright light for
100 ft and dim light out to 200 ft. After three days, it also gains a 50 ft
cleansing aura that imposes disadvantage on all rolls by undead and all dead
corpses within 50 ft are blessed by a Gentle Repose each noon. After seven
days, the cleansing aura increases to a 200 ft radius. Necromancers within 1
mile are dampened in their abilities, with the number of necrotic undead that
can be controlled being decreased by 2 HD per caster. After fifteen days, the
cleansing aura expands out to 500 ft and the dampening effect spreads to 2
miles away from the crystal heart. The light shines with daylight out to 250
ft and another 250 ft of dim light beyond that. After thirty days, the heart
can touched to corpses affected by Gentle Repose to create up to 30 HD of
blessed undead each day up to an hour after dawn. Holy undead are purely
mechanical in function, having no attachment to the deceased soul. They are
healed by radiant damage but vulnerable to necrotic damage. Their flesh
becomes whole, if pale, and they are wrapped in pure white silk robes and a
faceless, white ceramic mask. They cannot speak but understand all commands.
They serve the wielder of the Crystal Heart of Light unquestioningly. Without
commands, they will protect living creatures from harm, subdue violent
creatures, and destroy necrotic undead. Creating undead uses 1 day of solar
energy for every 3 HD of undead created. At the maximum charge of three hundred
days of sunlight, the cleansing aura extends for 1 mile, the dampening of
necrotic undead control increases to a 5 HD reduction within a 5 mile
radius.) |
200000 |
20000 |
Profane
and Profound |
0213 |
|
Crystal
Weapon (Crafted from crystals slowly grown underground, crystal weapons and
projectiles have jagged edges that shatter on impact, sending tiny shards
fanning out. These jagged edges are constantly reforming from minerals in the
air to replace the shattered edges. (½ Weapon Damage to foes in a 5ft burst)) |
3000 |
300 |
Fantasy
Foundry |
0214 |
|
Cunning
Veil (Made from the veil of a pragmatic or political wedding, a Cunning Veil
grants a +1 bonus to insight and perception checks made by the attuned
wearer. Additionally, the wearer can, with a free action, shapeshift the form
of the Cunning Veil to that of other headwear or styles of veil.) |
750 |
75 |
Arcane
Arsenal |
0215 |
|
Cursesmother
(A dual ended wand, with a white haired wood face on one end and a black
haired gnarled wood face on the other. Touching this wand to a creature
bearing a curse or compulsion allows the user to either lengthen the effect
by 50% of its original duration unless they succeed on a save against the
original effect DC or reduce the remaining duration by 25% of the original
duration. Touching the wand to a creature with no curse allows the wielder to
grant that creature advantage against the next save they make against a curse
or compulsion within the next hour or places a weak hex on the creature.
Should the target fail a Wisdom save against the hex, DC 13, they are cursed
with disadvantage on saves against curses and compulsions for the next half
hour. Despite its dual-sided appearance, both the boon and bane granted by
this wand can be applied from either end and doing so requires a bonus
action.) |
2000 |
200 |
Profane
and Profound |
0216 |
|
Custom
Armor (Fitted to the wearer, custom armor imposes disadvantage on anyone else
that tries to wear the armor. This effect can also include cosmetic effects
and other minor features.) |
100 |
10 |
Gear
Up |
0217 |
|
Custom
Weapon (Fitted out with a personal crest, bits of flair, and custom tailored
to the hands of the intended owner, a custom weapon is harder to disarm and
is uncomfortable for others to use. (+1 vs Disarm. -1 to Attack for others to
wield)) |
50 |
5 |
Gear
Up |
0218 |
|
Custom,
Specialized Armor (Very specialized armor designed to fit one person, even
down to the smallest detail of joint articulation and body weight
distribution. Specialized custom armor is treated as being one armor category
lighter for encumbrance purposes but it imposes disadvantage on others who
try to wear it.) |
1500 |
150 |
Gear
Up |
0219 |
|
Dagger
of Venom (Originally created to mimic the fangs of snakes, a Dagger of Venom
can coat itself with a poison similar in consistency and color to uncooked
egg white. Hidden in the handle is an enchanted venom gland that slowly fills
with poison, allowing it to be twisted up to three times each day to release
poison onto the blade. The first time the blade deal damage, the target must
make a DC 14 CON save or take 2d6 poison damage each round at the start of
their turn. At the end of each turn, they may attempt a new save as a free
action to neutralize the poison.) |
2500 |
250 |
Save
Vs. Disease |
0220 |
|
Dancing
Weapon (A weapon enchanted to dance can be stirred to life by its attuned
wielder to float about and attack. With a free action up to three times each
day, a mental command gives the Dancing weapon the ability to float a few
feet off the ground, along with its ammunition, to move up to 30 ft. each
round and attack. As a bonus action once each round, the attuned owner of the
weapon can command the weapon to move and attack, using the owner’s attack
and damage bonuses. This effect lasts until the owner recalls the weapon to
their hands, they fall unconscious, the weapon moves further than 120 ft.
away from the owner, or the weapon fails a concentration check, with
advantage at +8, against damage it receives.) |
4000 |
400 |
Arcane
Arsenal |
0221 |
|
Dark
Blue Ioun Stone (The Dark Blue Ioun Stone is a 6-inch concave lens that
swirls in a ring around the wearer’s head just above brow after being grasped
and tapped to their forehead. It is enchanted to reflect light in just the
right ways to alert its wearer to hidden details, obscured movement, and
movement in their blind spots. The user gains advantage on all perception
checks, +2 on initiative, and +2 on their passive perception.) |
5000 |
500 |
Arcane
Arsenal |
0222 |
|
Dark
Ice Armor (Dark Ice is a permanently frozen, black ice from the farthest
reaches of cold and glaciers. This cold armor generates a chilling wind 5ft
around it, dealing 2 cold damage each round Light armor deals 1 cold
damage each round. The wearer is also subject to his cold damage unless
they wear suitable winter clothing underneath.) |
1500 |
150 |
Fantasy
Foundry |
0223 |
|
Dark
Ice Weapon (Formed of permanently frozen, magical ice from the coldest
reaches of great tundra in the elemental plane of water, dark ice weapons
draw warmth and energy out of the air. On a hit and even on a near miss (a
miss by 5 or fewer), the dark ice deals half weapon damage of cold. The
weapon rapidly sucks the heat and energy from the foe.) |
2000 |
200 |
Fantasy
Foundry |
0224 |
|
Dark
Shroom Oil (Harvested from thin stalked mushrooms hidden in the base roots of
jungle trees, Dark Shroom Oil is a fermented and torturous poison. As an oil,
the poison can be applied in food, on a weapon, rubbed on as a contact
poison, or heated into a noxious gas. Whatever the method of the delivery,
one trait is shared, a poisoned creature initially exposed to the poison must
make a Constitution save, DC 13. Failure results in permanent blindness. On a
success or failure, initial exposure reduces the creature’s seeing capacity
to 1/10th for 1 minute as their eyes cloud over with dark oil. When ingested,
the victim must make a save each day. Each failed save results in a random
limb turning black and becoming unresponsive. Three successful saves means
the victim has metabolized enough poison to no longer suffer further ill
effects. Creatures failing three times against ingesting Dark Shroom Oil
become fully gangrenous and random fungi sprout from their dying body. When
inflicted with a weapon, the poison causes the wound to fester and rot,
requiring a save. Failure results in an ongoing 3d6 poison damage with a new
save each round allowing the victim to reduce the damage by 1d6. When the
victim reduces this damage to 0d6, they are free from the poison and can
begin healing the damage the poison caused. Until the poison is removed, the
creature cannot heal the damage the poison has done. When inhaled as a gas,
the Dark Shroom Oil grants the victim a euphoric high for 1 hour and requires
a save or the victim will fall into a euphoric coma for 1d4 days. Success on
this save means the victim gains a minor manic compulsion instead. Any
creature that has been blinded by the Dark Shroom Oil, even if they regain
sight, never loses the ink-black eye and is forever immune to its blinding
effect. It is rumored that some afflicted by the Dark Shroom Oil cry a liquid
that can be fermented into more poison, leading some depraved souls to
purposefully inflict children and keep them captive.) |
4000 |
400 |
Save
Vs. Disease |
0225 |
|
Darknet
(This net perpetually cloaked in shadows restrains the shadows of creatures
it is thrown over, requiring a wisdom save, DC 13, or the creature becomes
restrained. In places with faint or no shadows, the target gains advantage on
their saving throw. Incorporeal creatures and those from the plane of shadows
suffer disadvantage on their saving throws. As an action, a creature may
attempt a new save against the Darknet. The Darknet has 30 hit points and is
partly incorporeal and is resistant to bludgeoning and piercing damage.) |
3000 |
300 |
Profane
and Profound |
0226 |
|
Dawn
Powder (Finely ground glowing powder that when burned in a normal light
source, that light source is treated as if it were true daylight. One use can
be mixed with one pint of lamp oil, one torch wrapping, or mixed in to the
wick of many candles. Larger or smaller light sources will use up a single
portion of Dawn Powder proportionally faster or slower. (30ft radius-hours).
When imbibed, the powder lets its user automatically succeed on the next two
death saving throws that they would fail within the next minute. Poured into
the mouth of a creature that died in the last minute, that creature returns
to life, dying, with two failed death saving throws. Weirdly, this was first
discovered as a sedimentary waste created during a distillation of a blindness
poison. Some have posited that the light produced by the powder is the stolen
light that would be seen by the blind victims.) |
500 |
50 |
Gear
Up |
0227 |
|
Death
Shroud (A thin, black shawl curls around and clings to the wearer. This Shawl
is rumored to be an invitation or a trial run created by Death for would be
reapers of souls. Cool to the touch, it acts like +3 leather armor. By
pulling the shawl tighter around their whole body, the wearer can become
invisible three times each day. This invisibility lasts for 5 minutes or
until the wearer makes an attack. The Death Shroud whispers telepathically
how weak the creatures around it are, granting knowledge of their remaining
HP. If the wearer drapes part of the shawl over a creature that died within 5
rounds, the shawl dries the corpse into dust and bones, granting 10 temporary
hit points to the wearer. Placing it over a corpse dead for longer has a
similar effect on the corpse but provides no bonus to the wearer of the
cloak. Putting a corpse to rest this way renders it immune to resurrection or
animation as it immediately sends their soul, if lingering, to its respective
afterlife. The Death Shroud wearer holds Death's favor, who grants them
advantage on death saving throws and soul removal (halve the result on the
death and dismemberment tables). Should the wearer die, their corpse is
immediately subjected to its effects.) |
25000 |
2500 |
Bound |
0228 |
|
Deep
Red Ioun Stone (The deep crimson of this long, thin prism spins in place just
above its wearer’s wrist after tapped there. The wearer gets +2 to their
Dexterity score as the soothing energy of the prism keep tendons and nerves
sharp and responsive.) |
9000 |
900 |
Arcane
Arsenal |
0229 |
|
Defending
Weapon (Lending some of its magic to defending its wielder, a defending
weapon confers its magical bonus against attacks from a single foe. (Bonus to
defense against a foe that was targeted since your last turn).) |
3000 |
300 |
Gear
Up |
0230 |
|
Defensive
Weapon (A defensive weapon can utilize some of its magical bonus towards
defending its wielder, but this sacrifices some of its combat ability. (On
attack, transfer any amount of the magical bonus to defense until the
beginning of your next turn)) |
1000 |
100 |
Gear
Up |
0231 |
|
Deflecting
Armor (Deflecting armors have a mirrored finish on metal or a polished metal
plate . The polished metal has some give, like a dense sponge. The wearer can
use their reaction to deflect a single projectile such that it misses
harmlessly or impose disadvantage on a ranged magic attack.) |
3000 |
300 |
Gear
Up |
0232 |
|
Delver’s
Sling (This is a dull-grey hammock with silver, clawed, rings at either end that
can be stuck into any surface. The faintly glowing rings have five claws
curving out each face of both rings. When attached to a surface, the claws
dig in, holding up to five hundred pounds. For up to ten minutes each day,
the anchors can be set to attach to a point in the open air as the claws dig
into the material plane itself.) |
1000 |
100 |
Arcane
Arsenal |
0233 |
|
Demon
Cleaver (This wicked blade was first forged by a tormented blacksmith who
lost his wife to the tortures of a mad king. Some say opportunistic demons
were his muses. It functions as a battleaxe and will rend the flesh of its
enemies. The Demon Cleaver acts as a +1 longsword and on a hit, the target
must make a Constitution save, DC 13 or suffer a -1 penalty to rolls and 1
bleed damage each round until healed. On a successful save, the creature
instead takes a -1 pain penalty to all rolls for 1 round.) |
6000 |
600 |
Profane
and Profound |
0234 |
|
Demon
Skin Leather (A +1 leather armor made from the cured hides of demons, sewn
with hair of the bearded devil and dyed a mottled red-black with the blood
and fluids of the innocent. This squirming leather cuirass grants advantage
on intimidate checks, resistance to fire damage, and once each day the wearer
can cast Fear as a 2nd level spell as an action, DC 14.) |
5000 |
500 |
Profane
and Profound |
0235 |
|
Demonfire
Steel-spitter (A charred and pitted metal pipe is bolted and chained to a
blackened stump of wood. A demonic pact brought these devices to life in the
hands of an ambitious mage. She used these steel spitting weapons to carve
out an empire but quickly went mad with power, forging ever larger steel
spitters, until one the size of a small keep exploded, scattering her and her
weapons to the four winds.) |
12500 |
1250 |
Modern
Mayhem |
0236 |
|
Desiccated
Wrappings (Collected from mummies, Desiccated Wrappings are a bundle of rags
and bandages wrapped around the wearer. When worn, they suck moisture from
the wearer, reducing their max HP by 2 per HD. When removed, 1 maximum HP
returns each day as the creature slowly re-hydrates. Only 5th level spells
and above can restore maximum HP lost to this effect faster than 1 hp per
day, and only once the rags have been removed. Desiccated Wrappings reduce
the wearer’s body weight by ½, grants regeneration 5, confers resistance to
poison and necrotic damage, and reduces the need for food, water, air, and
sleep to ¼ the normal amount. The bandages take an entire hour to don or
remove but act as +3 scale mail. Melee attackers within 5 ft. contract Dry
Rot when they hit the wearer unless they make a DC 15 CON save. The onset
delay for Dry Rot is 1d4 days, after which the afflicted must make a CON
save, DC 15 each day. On a failure, 1/10th of their body weight evaporates
and they must drink a full waterskin every hour or make a Constitution save
against exhaustion, DC 10 + 1 per previous save made in the last 24 hours, or
gain one level of exhaustion. The disease requires 3 consecutive successful
saves to overcome, and no magical healing can remove the exhaustion levels or
restore the body weight loss until the magical disease is cured. The
wrappings’ magical properties will not function for 3 rounds after taking
radiant or fire damage.) |
30000 |
3000 |
Fantasy
Foundry |
0237 |
|
Devil
Spit (This concentrated, sulfuric, yellow liquid adds 1d4 necrotic damage to
weapon damage rolls. After Devil Spit is applied as a bonus action, the user
has 1 minute to hit an enemy or the spit will corrode the weapon, inflicting
a -1 penalty to attack and damage until repaired. The bonus necrotic damage
fades after 1 minute. Alternatively, if thrown as a splash attack, it deals
1d4+1 damage in a 5 ft. burst within 30 ft. with a Dexterity save, DC 11,
reducing the damage by half.) |
100 |
10 |
Exposed
to the Elements |
0238 |
|
Dimensional
Salt (Once on a creature or ingested, Dimensional Salt causes any and all
teleportation attempts by the creature to fail. The extraplanar salt mix only
lasts for ten minutes once exposed to air, water, or a creature’s metabolism
before it breaks down. When used on a creature, there are three doses in each
pouch of salt. The light pink grains can be ground into a fine powder or
mixed into an oily paint to instead block teleportation through the covered
surface. When mixed this way, the salt will last ten times as long before
oxidizing and can cover up to ten, five foot squares. The substance is the
refined substrate left behind when gods move between planes. If used as part
of a ritual casting Wall of Force or similar spell over the same salted surface
three days in a row, the teleportation blocking effect lasts for one year or
until the surface is destroyed. If this ritual of threes is done three times
in the space of that year, the teleportation blocking effect is permanent
until the surface is destroyed.) |
1500 |
150 |
Profane
and Profound |
0239 |
|
Diplomat's
Jawbone (Gold and jewel gilded jawbones of famous negotiators are worn over
the jaw or on top of the collar bone as an amulet. Honeyed words flow more
smoothly out of the mouth of the wearer, conferring a +2 bonus to Charisma.
In addition, the wearer of the Diplomat's Jawbone may reroll one Charisma
based skill check each day, but they must take the new result even if it is
worse.) |
4000 |
400 |
Arcane
Arsenal |
0240 |
|
Diplomat's
Monocle (A regal, Gold-leafed, iron monocle that when worn lets its wearer
see lies as illusory puffs of smoke pouring from the liar’s mouth, with
bigger smoke clouds the bigger and more brazen the lie. By turning the
monocle a half turn and focusing on one creature intently, the monocle casts
Detect Thoughts. This ability can be used up to three times a day; after the
last use, the monocle loses its ability spot lies until the next day.) |
5000 |
500 |
Charged |
0241 |
|
Disguised
Armor (Disguised armor is built into, or crafted to resemble, normal attire.
It confers advantage on checks to conceal the armor as well as allowing the
armor to be worn without suspicion from bystanders.) |
800 |
80 |
Gear
Up |
0242 |
|
Displacer's
Cloak (Shiny purple Displacer Beast hide cloaks are enchanted to retain some
of the magical beast’s powers. The cloak confers a 20% miss chance
on attacks against its wearer. A wearer’s blurred outline comes
into sharp focus under True Sight.) |
18000 |
1800 |
Gear
Up |
0243 |
|
Displacer's
Cloak, Greater (The rare Greater Displacer’s Cloak is magically
cured hide from a Dire Displacer Beast. It takes advantage of the
beast’s greater powers to bestow a miss chance of 40% against
attacks. This cloak grants the additional ability to increase the blur
outrageously, resulting in almost total distortion for a 90% miss chance for
up to 10 rounds each day. After all rounds are used, the cloak loses
it’s base concealment effect for the rest of the day.) |
40000 |
4000 |
Gear
Up |
0244 |
|
Distracting
Chimes (Such chimes are enchanted by mages with part of the creation ritual
requiring three days of continuous playing of the same short, catchy bar
song. Casters within 60 ft. of the chimes while they are being played, or up
to 1 round after it stops being played, must make a concentration check, DC
15, with a penalty equal to the level of the spell being cast or fail to cast
their spell as its words or ideas are replaced with those from the catchy
song. Concentration requires a move action instead of a free action for
casters within 60 ft. of the active chimes. The Distracting Chimes can be
played for up to 2 minutes each day freely. Each round after that, the chime
player must make a performance skill check, DC equal to half the number of rounds
already played this day, or suffer a powerful migraine, imposing disadvantage
on all d20 rolls for a number of rounds equal to the DC of the performance
check.) |
18000 |
1800 |
Arcane
Arsenal |
0245 |
|
Divine
Incense (Divine Incense is an amalgamated wax made from the melted down
clippings, trimmings, hairs, nails, skin flakes, and detritus of demi-gods. A
delicate balance is required in the choosing of materials, too weak a godling
and no power can be gleaned from the incense. Too strong a god on the other
hand will have leavings that are too strong to distill down properly. Divine
Incense, when burned, provides a temporary boost of one additional spell slot
of each level for the divine caster that inhales its fumes. If multiple
creatures partake of the Divine Incense, they choose which receives each
bonus spell slot, deciding randomly if there is no consensus. Each additional
creature that inhales the smoke, up to four creatures in the five foot radius,
ensures that a little less of the smoke goes to waste, adding 1d4-1
additional spell levels worth of spell slots to the spell slot pool.
Creatures gain no benefit from bonus spell slots of levels they could not
normally cast. These bonus spell slots are lost once they are used or when
the character takes a long rest.) |
6000 |
600 |
Profane
and Profound |
0246 |
|
Divining
Rod (A ‘Y’ shaped stick that when grasped with two hands
points to the largest body of water within ½ mile. Note: creatures and plants
have some amount of water inherent in themselves and may mislead the
divination.) |
600 |
60 |
Gear
Up |
0247 |
|
Doom
Wraith Drums (Doom Wraith Drums are made from stolen funeral garb stretched
over tear soaked ebonwood drums. Banging on the drums as a bonus action each
round makes a somber, stifled sob along with its deep drum. Enemies within 60
ft suffer a -2 penalty to all rolls until they spend an action to make a
Wisdom save, DC 11, to clear their thoughts. Creatures that make this save
are immune to the drums effects until they complete a long rest. If any
creature dies while under the effects of the drums, it rises 1d6 rounds later
as a zombie. These zombie are affected by the Doom Wraith Drums in reverse,
gaining a +2 bonus to all rolls. Up to 10 HD worth of zombies can be created
and controlled by the drums as a free action, even when they are not being
played. Undead that would cause the drums to exceed that limit fail to be
raised. The drums can be played for 5 minutes, in 1 minute minimum intervals,
each day with no penalty. Each minute after this requires a performance
check, DC 7 + minutes already played this day, or the wearer begins dancing
in a horrid, jerking manner for the next minute while the drums play
themselves. While dancing, the user takes only the dodge action and if they
move they must end their movement in the closest location possible to their
previous location.) |
30000 |
3000 |
Profane
and Profound |
0248 |
|
Doorcrasher
Basalt Hellhound (This eight-man battering ram is stylized in the shape of a
grinning hound, made entirely of black stone with white flecks, and a small
sputtering flame burning inside the toothy mouth. For up to ten minutes each
day, the Hellhound can be commanded to come to life, transforming into a
large, black, stone hound with flame pouring from its mouth. It will bash its
head against structures and gates as ordered, spilling out intensely burning
flame that will burn through spell reinforcements or arcane locks with the
battered object saving against a Dispel effect cast as a 5th level spell
after each minute of being battered. The hound is treated as a +2 battering
ram wielded by a full team of 8 creatures with strength 20. Alternatively, it
can partially transform, shifting its form into that of a covered ram on
wheels, entirely formed from black basalt. Whatever its form, it has 200 HP,
resistance to physical attacks, immunity to fire, and an AC of 18.) |
15000 |
1500 |
Arcane
Arsenal |
0249 |
|
Double
Cross (This double crossbow was first fashioned by an eccentric Gnome, but
the x-shaped limbs of this weapon allow it to fire two bolts with a single
shot.) |
1250 |
125 |
Gear
Up |
0250 |
|
Dovescape
(A cape of downy feathers drapes over the shoulders of a white, +2 scale
mail. Any magical attack against the wearer is transformed into a swarm of
doves, centered on the original target. This includes spells of which the
wearer is one target of many or area spells where the Dovescape wearer is
only one target. The swarm of doves will attack at the originating caster's
commands on their following turns. If the source of the spell is mindless,
the doves target the Dovescape’s wearer and adjacent creatures each turn. The
doves will shatter into shards of light, dissipating harmlessly after 1 min.
per spell level. Dove Swarm: 1HD (5hp), ATK 1 (Beaks and Talons) DAM 1d6,
saves as a F1, Move 5ft/Fly 50ft. *The doves gain 2HD (10hp), one five foot
cube of size, and 1d6 damage for each spell level of the transformed spell.
**A swarm attack hits any creatures in a space the doves occupy at the
beginning of the creature’s turn.) |
20000 |
2000 |
Profane
and Profound |
0251 |
|
Dragon
Bile (Collected stomach juices from a properly ripened dragon organ, Dragon
Bile is a devastating acid. The chunky, black-green substance will eat
through any substance at a rate of 3 inches per minute, consuming up to 1
cubic foot of material. Only precious metals and gemstones are unaffected. If
it is, unadvisedly, spread on a weapon to attack, it adds 2d6 acid damage to
each hit. The acid also deals this damage to the weapon on each hit and each
round.) |
200 |
20 |
Gear
Up |
0252 |
|
Dragon
Bile, Refined (Sufficiently old dragons may grow a second, more intense
stomach to deal with a diet high in heavy metals, bones, and magic. This
mucusy, yellow-green acid devours any substance it touches except for pure
gold or flawless gems. Refined Dragon Bile is stored in a pure gold vial
capped with a flawless diamond. The acid eats through 1 foot of material each
minute, consuming up to 20 cubic feet of material. The acid eats too quickly
through any weapon to be applied to anything except gold. On gold, the acid
adds 5d6 acid damage on the first hit and depositing the acid on the struck
target. Needless to say, do not chip the vial stopper.) |
5000 |
500 |
Gear
Up |
0253 |
|
Dragon
Bone Armor (Made of the bones of dragons that are necromantically infused to function
as well as tempered steel, Dragon bone confers a +2 on saves against the
element of the type of the dragon it is from. However resistant the armor is
to damage, it does channel its element well. This armor doubles the duration
of any spell of the bones’ elemental type that is cast on the wearer.) |
600 |
60 |
Fantasy
Foundry |
0254 |
|
Dragon
Bone Weapon (Weapons made of dragon bones function as well as steel, but hold
the most promise for spell-casters. Depending on the type of dragon the bones
come from, the weapon acts as a powerful channel for spells of that element.
On a hit the wielder can channel a touch spell of the dragon’s element that
gains +2 damage per die. Spells cast through a dragon bone weapon as a focus
instead gain +2 to their save DC.) |
900 |
90 |
Fantasy
Foundry |
0255 |
|
Dragon
Lung (A gas bladder from a fire-resistant creature has been sewn shut and
secured with a gold stopper. Its inner lining is inscribed with runes linking
it to the Plane of Fire. The runes limit the heat pouring off the Dragon
Lung, but do not eliminate it, so any unprotected creature holding it takes 1
fire damage each round. When uncorked as an action, it rapidly expels the 5d6
fire damage collected within in a 60 ft. cone and a Dexterity save, DC 14,
reduces the damage by half. It can be recorked as part of the action of
uncorking or as a bonus action. After the initial burst, if the bladder
remains uncorked or if uncorked before it starts to refill, it releases a
weaker flame at the start of each of the wielder’s turns, dealing 1d6 less
damage each time. Unless re-aimed as an action, the Dragon Lung continues to
spew flame in the same direction. Each minute the Dragon Lung is corked, its
runes gather fire from the elemental plane, increasing its damage by 1d6 to a
maximum of 4d6. Once reduced to 0d6, the Dragon Lung limply sputters forth a
trickle of hot air and embers, only enough to heat a medium sized object or
catch small flammable objects on fire.) |
10000 |
1000 |
Exposed
to the Elements |
0256 |
|
Dragon
Staff (Scintillating scales hang from thin silver chains adorning this
platinum staff that is topped with a large prismatic orb. Inside the glass is
a smokey, reptilian eye that slowly moves to track its surroundings. Wielding
the Dragon Staff increases the wielder’s fly speed by 30 ft. and improves
their aerial maneuverability by one step. If the wielder has no fly speed,
thin membranes sprout from underneath their arms, similar limbs, or as frills
from their body, granting a glide speed of 30 ft. per 10 ft. drop. Dragons
and dragon-kin that are attuned to this staff gain a bonus spell slot of the
highest level they can cast. Spellcasters can cast the following spells using
an equivalent or higher spell slot: Comprehend Languages, Enthrall, Elemental
Weapon, Fear, Protection from Energy, Stoneskin, Legend Lore, and True
Seeing.) |
20000 |
2000 |
Exposed
to the Elements |
0257 |
|
Dragonhide
Plate (Thick and large metallic scales gathered from flat sections of dragonhide
are deformed with extraordinary heat and carved carefully to make this +1
plate mail. Its construction completely avoids the usage of any metal,
utilizing sculpted off-cuts into the buckles and joinery. Dragonhide Plate
can be worn as medium armor instead of heavy armor and grants a +1 bonus on
saving throws against the element of the dragon it originates from. If the
Dragonhide Plate is formed from a mix of sources, it provides this bonus
against all elemental types, but no more than once per element per long rest.
The freshness and size required of the component scales makes this armor
exceedingly rare to be formed from willing donors. Owing to that, dragons of
all colors will be inclined towards hostility to any who wear Dragonhide
Plate.) |
4000 |
400 |
Exposed
to the Elements |
0258 |
|
Dread
Mummy Dust (This glass jar contains a dry, light purple dust collected from
risen mummies. Anyone who inhales the gas must make a Constitution save, DC
16, or contract mummy rot. There are five uses in each jar, a small pinch can
be thrown as an action to fill a five foot cube within five feet.) |
5000 |
500 |
Profane
and Profound |
0259 |
|
Dream
Phalanx (A +1 porcelain tower shield inlaid with shifting pattern of white
and black smoke intermingling on its face. It can have up to 5 charges and
regains one each hour. One or more charges can be spent as an action to
create one of the following effects: 1 charge allows it to grant one creature
within 30 ft. advantage on mental saving throws for 10 minutes, 2 charges
allows it to grant that protection to up to six target creatures within 30ft.
for 5 minutes, 3 charges can be expended to create a psychic shockwave that
forces creatures in a 15 ft. cone in front of the shield to make a Wisdom
save, DC 14, or suffer disadvantage on mental ability checks for 5 rounds, or
5 charges can be expended to create a 15 ft. tall wall of black and white
psychic energy centered on the shield extending up to 30 ft. on either side
of the shield that grants advantage against mind-affecting spells crossing it
from the outside and forces hostile creatures crossing the barrier to make a
Wisdom save, DC 14, or suffer disadvantage on mental ability checks 5 rounds.
The psychic wall moves with the tower shield.) |
3000 |
300 |
Arcane
Arsenal |
0260 |
|
Dreamers
Robe (This soft, white robe and the item or items in its five pockets travel
with the wearer when she dreams, astral projects, or otherwise leaves her
body behind while her spirit or mind travels. The two larger pockets are deep
enough to hold a sheathed-dagger sized object, the two medium internal
pockets can hold anything smaller than an apple, and the breast pocket is
just large enough for a deck of cards. Items brought into spirit form
disappear from the robe's pockets until the wearer returns with them. If the
robe is removed from the wearer's body, the spirit version of that robe and
any items in its pockets are returned to their physical form. Items left
behind while in spirit form stay there, incorporeal and invisible. Spiritual
items can be brought back to the physical realm by placing them in a pocket
before returning.) |
3000 |
300 |
Arcane
Arsenal |
0261 |
|
Drow
Poison (A name given by ignorant overworlders for the myriad of different
underdark poisons that all cause the same effect: horrific, blinding pain.
Any creature injured with this poison must make a Constitution save, DC 12,
or fall unconscious from the searing pain for 2d6 rounds. At the end of this
duration, the creature must make a Wisdom save, DC 10, or remain in a
trance-like, unconscious state for the next 2d4 hours as their body tries to
soothe the pain.) |
75 |
7.5 |
Save
Vs. Disease |
0262 |
|
Drowned
Choker (A Drowned Choker appears as neckwear that would allow its wearer to
breathe underwater, such as a chain interwoven with fish scales or a blue
choker with engravings along the side shaped like gills. Once the wearer is
submerged, the amulet becomes impossible to remove and begins to fill the
user’s lungs or breathing organs with water of the same type they were
submerged in: brackish, salt, fresh, etc. If the wearer spends a movement
action to attempt a Constitution save, DC 11, they can cough up a cup of
water to delay drowning for one round. The amulet, once activated, cannot be
removed except by a remove curse effect of 3rd level or higher.) |
3000 |
300 |
Exposed
to the Elements |
0263 |
|
Druid-bough
Holly (A branch of holy wrapped delicately in a blanket of unmelting snow is
an enchanted druidic focus. With the proper command phrase spoken in Druidic,
“Life will find a way”, a spellcaster can convert a spells to an equivalent
level Cure Wounds spell. Healing spells cast on a creature replenishes their
hunger and thirst as if they had eaten and drank fully for the day. Healing
spells cast on plants and non-sapient animals heal an additional 3 hit points
per healing die.) |
5000 |
500 |
Profane
and Profound |
0264 |
|
Dueling
Wand (Dueling Wands currently in fashion are six inch, thin steel rods with a
small leather wrist loop. Between swiftness magic and light, convenient
design, they add a +1 bonus to initiative. Additionally, the wielder may
convert any prepared action into a counterspell action.) |
500 |
50 |
Gear
Up |
0265 |
|
Dungeon
Bound (A Dungeon Bound magic item is one enchanted to rely on an external
nexus of power or sufficiently strong ambient magic to supply its effects.
Outside of an appropriately magical place or too far away from its power
source, it will lose its magical abilities. The base cost of any enchantments
covered by this effect are reduced to half of their normal cost. For every
order of magnitude of cost above 500 SP, the cost of the Dungeon Bound
enchantment itself triples and the ambient magical energies needed increases.
{Alternatively, for every magic item category above uncommon, the cost of the
Dungeon Bound enchantment triples}) |
100 |
10 |
Exposed
to the Elements |
0266 |
|
Dungeonia
(Dungeonia are effervescent scents taken from deep tombs, caves, or crypts
and are stored in wax-sealed jars. They are often sold in a six-slotted
bandolier. By ripping the seal off the jar, the Dungeonia is expended as a
material component for a spells attempting to influence, bind, or control
monsters. The targets of the spell make their damage roll with disadvantage
on their next successful attack against the caster.) |
900 |
90 |
Profane
and Profound |
0267 |
|
Dust
Bolts (These bolts have their heads packed with a compact dust that explodes
on contact and release a cloud of dust. (5ft cloud, 1 round duration. DC 12
CON or lose an action to coughing).) |
200 |
20 |
Gear
Up |
0268 |
|
Dust
of Dryness (This dust comes in a small grey, crushed-velvet bag. Emptied into
any liquid, it dries up to 100 cubic feet of liquid, or the entire container,
whichever comes first. The process leaves behind a small, glass marble, shot
through with the same colors as the absorbed liquid. When thrown or struck
against a hard surface, it explodes, releasing its contents.) |
400 |
40 |
Gear
Up |
0269 |
|
Dusty
Rose Ioun Stone (A Dusty Rose quartz cube circles around its wearer in a
slowly descending spiral until it would almost hit the ground before zooming
back to the top and starting again. The wearer activates it by grasping it
then lightly tossing it above their head. It leaves behind a faint red trail
of force-dampening light, offering a +1 bonus to AC.) |
2250 |
225 |
Arcane
Arsenal |
0270 |
|
Dwarf
Heart Forge (They say a dwarf’s heart never fully cools after they die. This
elaborately carved, seamless block of coal formed around a dwarven smith’s
heart, when stoked, is hot enough to fuel a normal forge, but it itself is
never consumed. In an existing forge, it grants a +1 tool bonus to skill
checks. On it’s own, the Dwarven phrase, “Welcome Home”, will unfold the
black rock into a basalt forge with an attached anvil. The fire in this forge
needs no fuel, but the subtle beating sound of a heart can be heard when
listening closely. The forge and anvil are sized for a Dwarf, other creatures
may take a penalty to use them.) |
4000 |
400 |
Profane
and Profound |
0271 |
|
Dwarven
Sight-Goggles (These leather-bound, smoked goggles diminish the light the
wearer see by one step, while granting darkvision out to 120 ft, even against
magical darkness: Daylight is treated as bright light, bright light becomes
dim, and dim light functions as darkness. Effects that rely on sudden bursts
of bright light do not affect the wearer. In addition, the wearer can see
white-violet streaks and striations in stones, metals, and gems that they
could not see before. They have advantage on crafting, appraisal, or
dungeoneering check related to stones, metals, or gems. The wearer has
immunity to gaze attacks.) |
12500 |
1250 |
Profane
and Profound |
0272 |
|
Dwarven
Staff (The Dwarven Staff is a four foot stone rod shot through with veins of
dark ore. Dwarves wielding this staff gain a bonus spell slot of the highest
level they can cast. Spell casters can cast the following spells using an
equivalent or higher spell slot: Identify, Heat Metal, Glyph of Warding, or
Stone Shape. Skill checks for creating, summoning, or crafting metal, stone,
or gem based objects is made with advantage while holding this staff.) |
10000 |
1000 |
Profane
and Profound |
0273 |
|
Dwarven
Stone-Forged Platemail (Dwarves create this special plate mail from
interlocking basalt and feldspar gears that disperse impacts into mechanical
motion. While this +1 plate mail is stronger and heavier than normal plate,
its interlocking gears and intricate design does not slow the wearer's
movement. Dwarven Stone-Forged Platemail has a base armor class of 19, a
maximum dexterity bonus of +1, weighs 200 lbs, and is always considered
masterwork.) |
6000 |
600 |
Profane
and Profound |
0274 |
|
Dwarven
Thrower (A great metal hammer forged from a single ingot the size of a
full-grown dwarf, this hammer is a powerful throwing weapon. It is a +1 maul
that can be thrown as a two-handed weapon with a range of 20 ft. to deal an
additional 2d6 force damage and return to its wielder at the end of the
round. The thrower can catch it as a free action if both hands are free,
otherwise the hammer slams into them for 2d6 force damage and drops to their
feet.) |
7000 |
700 |
Profane
and Profound |
0275 |
|
Dying
Hourglass (Worn on a thin chain, the Dying Hourglass is a small oak hourglass
with fine white sand inside. The hourglass, when turned, will require a full
minute before the last sand grain drops. When broken, the hourglass returns
its wearer to where they were one minute before. They are returned to the
same state they were in at that time, with time winding rapidly in reverse
before their eyes, as time stands still for a split second. Only their person
is restored by the time reversal, other items, creatures, or objects are not
affected.) |
2500 |
250 |
Arcane
Arsenal |
0276 |
|
Earring
of Eight (This gold coin has been flattened and drilled into a circular, hoop
earring. As an action once per short rest, the wearer can create a spare the
dying effect to restore a suffocating creature as if it had just run out of
breath. They can also cast mending once each day but only on naval equipment
or vessels. Once each day, the wearer can intuit the weather with one weather
related question each day as per druidcraft.) |
500 |
50 |
Profane
and Profound |
0277 |
|
Efreeti
Chain (This coppery orange steel chain made by Efreeti is a magical chainmail
with a +1 armor bonus. With rings cast from the liquid of their native
plane’s bronze rivers, it embodies the freedom loving Efreeti by protecting
the wearer against controlling effects. Three times between each short rest,
the wearer can attempt to diffuse a magical compulsion or restrain into the
magical links of this armor. Doing this as a reaction grants the wearer
advantage on one saving throw against that magical effect.) |
4000 |
400 |
Exposed
to the Elements |
0278 |
|
Elemental
Amplification Armor (Inside the lining of this armor lie numerous runes
connecting the armor and its wearer to invisible ley lines of power on one
elemental plane. Due to the constant change in the overlap between material
plane ley lines and those on the armor’s chosen elemental plane, this armor
sporadically sparks and ignites with elemental energy. Elemental
Amplification Armor strikes back at attackers within 100 ft. with a charged
elemental bolt for 1d6 damage of the corresponding elemental type. Creatures
that take damage from this attack become marked by sympathetic runes that
cause them to take an additional 1d6 damage whenever they recieve elemental
damage of the matching type before the end of their third turn. Additional
hits from the Elemental Amplification Armor increase the damage by 1d6 and
reset the duration. This can reach a maximum of 3d6 additional damage.) |
10000 |
1000 |
Exposed
to the Elements |
0279 |
|
Elemental
Amplification Weapon (The runes and gems set in this weapon allow it to act
as a locus, focusing the energy of a chosen elemental plane. Those struck by
it take 1d6 damage of its type and are the target of a focusing effect that
brings a small part of the chosen plane closer to the material plane’s
reality. This distortion causes them to take additional damage from the
chosen element until reality reasserts itself. That creature takes an
additional 1d6 damage when it suffers damage of that elemental type until the
end of its third turn. Additional hits increase the amplification effect by
1d6 and reset the duration, up to a maximum of 3d6 bonus damage.) |
10000 |
1000 |
Exposed
to the Elements |
0280 |
|
Elemental
Aura Armor (A weak planar anchor ties Elemental Aura Armor to its chosen
elemental plane. This causes the armor to exude a 15 ft radius aura of
energy. The aura inflicts itself on creatures within, except the wearer,
dealing 1d6 damage to creatures that start their turn in its area of effect
or enter it for the first time on their turn. The aura gives off a dim light
and can be extinguished and reactivated at will.) |
10000 |
1000 |
Exposed
to the Elements |
0281 |
|
Elemental
Crown (On creation, this thorny golden crown is studded with gems attuned to
one element. With a thought, the wearer of the Elemental Crown can extend a
10 ft. elemental aura around themselves that deals 1d6 damage to each
creature, including the wearer, that starts its turn in the aura or enters it
for the first time on their turn. The wearer may extinguish it at will.) |
9000 |
900 |
Exposed
to the Elements |
0282 |
|
Elemental
Crown, Greater (A Greater Elemental Crown is created from a single grown
crystalline gemstone shaped into a faceted crown. At will on their turn, the
wearer can create a 10 ft. aura of dangerous elemental energy of the attuned
type. Creatures that start their turn in the aura or enter it for the first
time on their turn take 2d6+2 elemental damage. The wearer can dispel the
aura at will on their turn but they are not immune to its effects.) |
20000 |
2000 |
Exposed
to the Elements |
0283 |
|
Elemental
Crown, Lesser (A thorny copper crown bears an attuned elemental gem. At will
on their turn, the wearer can cause it to create a 10 ft. aura of elemental
energy of the attuned type. This deals 1d4 nonlethal elemental damage to each
creature that starts its turn in the aura or enters it for the first time on
their turn. The wearer may extinguish it just as easily, but they are not
immune to the aura.) |
5000 |
500 |
Exposed
to the Elements |
0284 |
|
Elemental
Explosiveness Armor (This armor constantly produces ectoplasmic energy of the
chosen type. These bubble out from the armor, gathering together in larger
chunks if other creatures draw near. When the wearer is attacked, the energy
leaps onto the attacker dealing 2d6 elemental damage to the attacker if they
are within 120 ft. If either of the damage dice of this retributive blow
result in a 6, another 2d6 damage is added, repeating this process until no
further 6’s are rolled. Occasionally, the tangible elemental goo reacts with
itself, triggering unstable discharges of greater potency. If the armor comes
into contact with a source of the opposite elemental type, both the wearer
and the source of that elemental energy are struck by the armor’s damage.
Elemental backlash like this cannot occur again until at least a minute has
passed.) |
40000 |
4000 |
Exposed
to the Elements |
0285 |
|
Elemental
Explosiveness Weapon (When an Elemental Explosiveness Weapon is created, it
is keyed to constantly generate and store elemental energy as a viscous
plasma. The plasma draws together on the attack surface of the weapon, and on
a successful hit, explodes in a cloud of unstable elemental energy. This
explosion deals weapon damage plus 2d6 elemental damage in a 10 ft. burst,
excluding the wielder. If either of the damage dice of this retributive blow
result in a 6, another 2d6 damage is added, repeating this process until no
further 6’s are rolled. Occasionally, the tangible elemental plasma reacts
with itself, triggering cascading explosions. If this weapon comes into
direct contact with a source of the opposite elemental type, it triggers a
separate explosion that does not exclude the wielder. Elemental backlash like
this cannot occur again until at least a minute has passed. The weapon no
longer has its normal slashing, piercing, or bludgeoning damage type.) |
40000 |
4000 |
Exposed
to the Elements |
0286 |
|
Elemental
Reach Weapon (This weapon has been sheathed in carefully shaped elemental
energy. Its elemental type is chosen by the plane its enchantment was created
on. With a mental command, a melee weapon with this enchantment can replace
an attack with a launched elemental missile in the shape of the weapon. This
deals 2d6 damage of its type, has a range of 30 ft., and uses the same melee
attack bonus as a normal melee attack. If the weapon is a ranged weapon or
projectile, this mental command instead surrounds it with an overlarge
elemental silhouette, allowing it to perform melee attacks with a 10 ft.
reach in the place of a ranged attack. These attacks deal 2d6 damage of the
enchantment’s elemental damage type and use the same attack bonus the wielder
would use for the ranged weapon’s attacks.) |
6000 |
600 |
Exposed
to the Elements |
0287 |
|
Elemental
Resistance Armor (Draconic runes glow a dull red, but their engravings divert
one type of elemental damage away from the wearer. This grants the wearer
resistance to damage from and advantage on saves against one elemental type.) |
6000 |
600 |
Exposed
to the Elements |
0288 |
|
Elemental
Weapon (The soul of a lesser elemental creature has been bound to this
weapon, granting it a bonus 1d4 damage of the chosen type on each hit.) |
2000 |
200 |
Exposed
to the Elements |
0289 |
|
Elemental
Weapon, Greater (For greater power, a strong elemental creature has been
captured and bound to this weapon. The trick in crafting a Greater Elemental
Weapon is finding a creature strong enough to provide the power needed
without sentience that could see the binding broken from within. Elemental
energy flows off of this weapon, adding 1d10 elemental damage to each hit.
The creature bound inside has a sympathetic link to its energy type, and with
an action, can be used to locate strong elemental sources and creatures of
that element or its opposite within 120ft.) |
8000 |
800 |
Exposed
to the Elements |
0290 |
|
Elixir
of Truth (Elixir of Truth is made from the tears of the confessed sinner,
blessed by a priest whose god values truth. Creatures that imbibe this potion
must make a Wisdom save (DC 13) or be forced to tell the whole truth to any
questions they are directly asked. Such a creature may not embellish,
mislead, or intentionally obscure the truth, to their best knowledge, while
under the effects of this potion. The effects last for 1 hour. If the
affected creature is purposefully lied to, and knows it is a lie, that creature
gets a new save against the elixir’s effects with disadvantage.) |
500 |
50 |
Gear
Up |
0291 |
|
Elixir
of Vision (Splashing this slightly salty elixir into one’s eyes
grants increased vision for 30 minutes. The Elixir of Vision improves a
creature’s vision by one step: normal vision to low-light vision
and low-light vision to darkvision. The creature has advantage on vision
based checks and has their sight range doubled. Once the elixir wears off,
the creature's eyes become red, bloodshot, and dry. This causes the creature
to gain light sensitivity for the next hour. This duration can be cut short
by ten minutes spending an action to hold their eyes open until they tear up,
requiring a Constitution save (DC 10).) |
150 |
15 |
Gear
Up |
0292 |
|
Elven
Boots (Silken-soft slippers of fine green hemp make it so the wearer is as
light as a feather. Their weight is reduced to 1/10th of what it normally be
for purposes of falling through snow, walking on thin ice, triggering weight
sensors, etc. In addition the boots are completely silent, conferring
advantage on stealth checks.) |
3000 |
300 |
Gear
Up |
0293 |
|
Elven
Chain (Only fine, lightweight, mithril chain mail made by the finest Elven
smiths gets to be called Elven Chain. This +2 chain mail counts as light
armor. Once each day, the wearer can use their reaction to take no damage
from a melee attack, as the attack passes over the chain like rain on the
mountain.) |
10000 |
1000 |
Gear
Up |
0294 |
|
Elven
Staff (Curling vines and leaves branch off of the 7 foot tall Elven Staff
made of still-living oak. While held, branches grow up and around the
holder’s hands, giving them advantage on rolls against being disarmed. Elves
gain a bonus spell slot of the highest level they can cast and half elves
gain a bonus spell of the second-highest spell level they can cast. Spells
can be cast through the Elven Staff using an equivalent or higher level
spell: Detect Magic, Moon Beam, Conjure Barrage, and Dominate Beast. Intelligent
beasts plants of less than half the wielder’s HD react one step more
positively to the wielder upon meeting.) |
10000 |
1000 |
Profane
and Profound |
0295 |
|
Emperor
Bone Chip (Marketing touts these imperial flakes as a boon to necromantic
enterprise, but their technical wording disguises that any well-aged skeleton
of royalty can be ground into Emperor Bone Chips. A spellcaster need only
crush the fragile bone to powder in their palm as part of casting a spell to
take advantage of its effects. The spellcaster may control or target an
additional 2d4-1 undead creatures or HD, depending on the spell or ability
used. This also grants advantage to the user on Charisma checks against the
bonus targets for the duration of the command spell. Sold in small pouches
with sawdust packing, there are about 3 usable chips in each bag.) |
600 |
60 |
Profane
and Profound |
0296 |
|
Endless
Ooze Vial (Endless Ooze Vials are twisting glass containers stoppered with
blackened, metal corks. If unstoppered, ooze slides out in a perpetual,
sticky rope, ounce after ounce. The ooze is acidic, and deals 1d6 acid damage
each round to whatever it is touching, which builds up cumulatively as it is
pooled against the same target by 1d6 each round, to a maximum of 4d6 acid
damage. On a flat surface, it will pool out to a maximum surface area of a
ten foot square, dealing damage to the surface it rests on at initiative
count 0. Once stoppered, the acid weakens as it eats, losing a die if any of
its damage dice rolled a 1 on the damage roll against the surface it rests
on. The caustic ooze deals its damage to creatures that start their turn in
its area of effect, come into contact with it for the first time on their
turn, or are struck by an object coated in it. Its acid eats through all
non-magical materials but glass, silver, gold, and platinum. It draws its
slime from the sludge and detritus filled demi-plane between the Plane of
Earth and the Plane of Water.) |
9000 |
900 |
Exposed
to the Elements |
0297 |
|
Endless
Tap of Ambrosia (If this copper tap is stuck in any container and turned
open, it will pour out a golden, glowing honey. Sweet to the taste, one cup
of ambrosia pours out each round, enough to heal 1d6 hit points. If there are
more than three cups of Ambrosia from this tap in existence, pouring a new
cup will cause the oldest ambrosia to lose its shine and be reduced to
non-magical, honeyed mead. Creatures that drink more than three doses in one
day must make a Constitution save, DC 8 + the number of cups of ambrosia
drunk this day, or because poisoned for one hour and unable to regain any
further hit points from the ambrosia.) |
9000 |
900 |
Profane
and Profound |
0298 |
|
Engineer's
Theodolite (This bronze tripod and adjustable, telescoping lens are marked
all over with numbers, measurements, and angles. Using this during
construction makes buildings and similar large objects require 5% less
material to build. Gazing through the lens upon an existing structure, it can
be used to aim siege weapons to devastating effect and accuracy, allowing
them to attack with advantage to deal an additional point of damage per die.
Alternatively, by pointing out the weak points in a structure, those directed
by the user of an Engineer's Theodolite deal double damage with tools used
against analyzed structures.) |
600 |
60 |
Arcane
Arsenal |
0299 |
|
Ensouled,
Aberrant Armor (Tiny limbs and appendages repeatedly bud out from the armor
then wither away. As the armor moves and creaks, it sounds like chaotic
whispers. Like its lesser cousin, Aberrant Ensouled armor will change forms
after its wearer is struck. The new form lasts for 3 rounds and two mutations
can exist simultaneously, adding their effects together. A new effect
replaces an old one randomly when a third effect begins. Add two new effects
to the possible changes. 1: Triples in thickness and the joints stiffen.
Resistance to bludgeoning and slashing damage. Movement speed reduced to ¼
normal. 2: Turns into a gooey sludge, congealing to the wearer. -2 AC, but
melee attackers lose 1d6 hp. Wearer heals by that much. 3: Peels open to
reveal belching mouths.Creatures within 5 ft take a -1 penalty to all rolls.
4: Bulges as if from underneath with crude, laughing faces. Enemies attacking
the wearer have disadvantage but gain +2 damage. 5: Withdraws into itself,
lightening and cracking open. Wearer gains +20 ft movement speed but has -1
AC. 6: Twitches as sinew flows up and over it. Wearer moves 5 ft in a random
direct at the start of their turn and has +2 AC and damage. 7: Takes on the
appearance of its wearer, but cracks and bulges with bubbling chaos
underneath. Attackers must make a Wisdom save, DC 12, or attack a random
target within reach for their next attack. 8: Expands as metal fibers push
out as the armor roots to the ground and slashes outward with scintillating
copper leaves. Movement speed drops to 0 ft. Enemies within 20 ft take 1d4
damage each round and the wearer heals for half the damage dealt.) |
9000 |
900 |
Bound |
0300 |
|
Ensouled,
Aberrant Weapon (The stronger aberrant soul contained within adds to the
chaos surrounding this weapon. When attacking, the weapon gives out a twisted
laugh on an even attack roll. On a hit, the weapon inflicts a transmutation
effect. This effect lasts for two turns and up to two effects can be active
on an enemy at one time. If a single target would gain a third effect, the
new effect replaces an existing transmutation effect at random. These curses
are not additive, but a foe being transmuted with the same effect a second
time has the duration of the copied effect extended by two rounds. 1: Gel
bubbles from their skin and their bones soften.Resistance to damage but only
deal half damage. 2: Pus filled sores ooze out and their body swells with gases.
Vulnerability to piercing and halved speed. 3: Bones and joints become
brittle and hollow. -2 to attack, vulnerability to bludgeoning, and doubled
jumping distance. 4: Skin ages and pulls tight. Disadvantage on reaction
actions and vulnerability to slashing. 5: Bones stretch, turning them awkward
and gangly. +5 ft. reach but a -2 to attack and damage. 6: Sinew bulges and
twitches, as veins stand out. +4 to attack and damage. 7: Hungry mouths jut
forward from all parts of their body, very hungry. Cursed must eat a day’s
worth of food or gain a level of exhaustion. Can make up to three bite
attacks, with disadvantage, as part of a melee attack for 1d4 damage each. 8:
Blood pours out from every pore as their skin pulls itself apart. Grants
concealment to enemies more than 5 ft away. Gain 2 bleed damage.) |
9000 |
900 |
Bound |
0301 |
|
Ensouled,
Aberrant, Greater Armor (Greater aberrant armor mimics and mocks the wearer:
twisted limbs, weapons, and gruesome faces shift in and out of the armor's
form. Actions the wearer takes are copied and twisted by endless miniature
permutations all across the armor, most of which comically fail. As the
wearer speaks, innumerable whispered mockeries emanate from the armor. If the
wearer sneaks, tiny humanoid caricatures crawl over the surface of the armor.
This armor functions like its lesser cousins, except that transformations
last for five rounds each, and while only two can function at the same time,
the wearer chooses which effect to replace when new effects replace old ones.
1: Triples in thickness and the joints stiffen. Resistance to bludgeoning and
slashing damage. Movement speed reduced to ¼ normal. 2: Turns into a gooey
sludge, congealing to the wearer. -2 AC, but melee attackers lose 1d6 hp.
Wearer heals by that much. 3: Peels open to reveal belching mouths.Creatures
within 5 ft take a -1 penalty to all rolls. 4: Bulges as if from underneath
with crude, laughing faces. Enemies attacking the wearer have disadvantage
but gain +2 damage. 5: Withdraws into itself, lightening and cracking open.
Wearer gains +20 ft movement speed but has -1 AC. 6: Twitches as sinew flows
up and over it. Wearer moves 5 ft in a random direct at the start of their
turn and has +2 AC and damage. 7: Takes on the appearance of its wearer, but
cracks and bulges with bubbling chaos underneath. Attackers must make a
Wisdom save, DC 12, or attack a random target within reach for their next
attack. 8: Expands as metal fibers push out as the armor roots to the ground
and slashes outward with scintillating copper leaves. Movement speed drops to
0 ft. Enemies within 20 ft take 1d4 damage each round and the wearer heals
for half the damage dealt. 9: Splits open as metal and bone spikes jut out
from the wearer’s skin. Wearer takes 3 damage each round. As the free action,
they can fire a spike for 3d6 piercing damage at a target within 30 ft as a
thrown weapon attack with proficiency. 10: Darkens to pitch black as
innumerable eyes and mouths swirl across the armor. Each round, the armor
spews forth a 15 ft cone of 3d6 chaotic damage in a random direction. A
random target amongst the nearest creatures must make a Wisdom save, DC 15,
or be affected by Bane for 1 minute.) |
30000 |
3000 |
Bound |
0302 |
|
Ensouled,
Aberrant, Greater Weapon (Holding a greater soul within, this weapon
constantly shifts and twists, imposing their form onto the item itself.
Twisted mouths, eyes, and other more ghastly body parts can be seen out of
the corner of one’s eye, but always revert to normal when looked at. The
weapon inflicts transmutation effects on struck opponents. These last for 5
turns. While only two effects can be active at one time on any given
opponent, if an opponent would gain a third, the aberrant weapon wielder can
choose which effect to replace, or not to replace one at all. 1: Gel bubbles
from their skin and their bones soften.Resistance to damage but only deal
half damage. 2: Pus filled sores ooze out and their body swells with gases.
Vulnerability to piercing and halved speed. 3: Bones and joints become
brittle and hollow. -2 to attack, vulnerability to bludgeoning, and doubled
jumping distance. 4: Skin ages and pulls tight. Disadvantage on reaction
actions and vulnerability to slashing. 5: Bones stretch, turning them awkward
and gangly. +5 ft. reach but a -2 to attack and damage. 6: Sinew bulges and
twitches, as veins stand out. +4 to attack and damage. 7: Hungry mouths jut
forward from all parts of their body, very hungry. Cursed must eat a day’s
worth of food or gain a level of exhaustion. Can make up to three bite
attacks, with disadvantage, as part of a melee attack for 1d4 damage each. 8:
Blood pours out from every pore as their skin pulls itself apart. Grants
concealment to enemies more than 5 ft away. Gain 2 bleed damage. 9: A
malformed simulacra forms out of their body and tries to claws free. A
tumorous twin that deals half the damage they deal to others back to them.
10: Jiggly fat and burning, formless ooze shift and bulge, replacing their
mouth and covering their limbs. An encroaching fate, requiring a DC 10 CON
save each round, and imposing disadvantage on all rolls. If they fail three
saves, they are permanently transformed into an immobile blob, living in
endless pain.) |
30000 |
3000 |
Bound |
0303 |
|
Ensouled,
Aberrant, Lesser Armor (A lesser aberrant soul fragment has been attached to
this armor, and it manifests as shifting tumors, deflating bumps, oozy sores,
and twitching gills at random points on the armor. When the wearer of the
armor is struck by an enemy, the armor transfigures itself for 1 round. A new
effect replaces an old effect. 1: Triples in thickness and the joints
stiffen. Resistance to bludgeoning and slashing damage. Movement speed
reduced to ¼ normal. 2: Turns into a gooey sludge, congealing to the wearer.
-2 AC, but melee attackers lose 1d6 hp. Wearer heals by that much. 3: Peels
open to reveal belching mouths.Creatures within 5 ft take a -1 penalty to all
rolls. 4: Bulges as if from underneath with crude, laughing faces. Enemies
attacking the wearer have disadvantage but gain +2 damage. 5: Withdraws into
itself, lightening and cracking open. Wearer gains +20 ft movement speed but
has -1 AC. 6: Twitches as sinew flows up and over it. Wearer moves 5 ft in a
random direct at the start of their turn and has +2 AC and damage.) |
3000 |
300 |
Bound |
0304 |
|
Ensouled,
Aberrant, Lesser Weapon (“Pain” A chaotic and evil weapon, harboring the soul
of an aberration, oozes and bubbles, constantly shifting, popping, and
sizzling with sounds just short of intelligible speech. Striking a foe with
the weapon sloughs off some of the weapon’s endless, malevolent chaos to your
enemies. Upon being hit, the opponent suffers from a transmutation effect
from the following table until the end of your next turn. If the same enemy
would be given a new effect before the previous one ends, the new effect
replaces the first. 1: Gel bubbles from their skin and their bones
soften.Resistance to damage but only deal half damage. 2: Pus filled sores
ooze out and their body swells with gases. Vulnerability to piercing and
halved speed. 3: Bones and joints become brittle and hollow. -2 to attack,
vulnerability to bludgeoning, and doubled jumping distance. 4: Skin ages and
pulls tight. Disadvantage on reaction actions and vulnerability to slashing.
5: Bones stretch, turning them awkward and gangly. +5 ft. reach but a -2 to
attack and damage. 6: Sinew bulges and twitches, as veins stand out. +4 to
attack and damage.) |
3000 |
300 |
Bound |
0305 |
|
Ensouled,
Air Elemental Armor (Keeping the swirling patterns of its lesser cousin, this
ensouled armor is adorned with feathers and metal leaves on its joints. As
the armor moves, the adornments align with the wearer's movement, helping the
wearer move more quickly. Once stopped, the loose feathers and leaves spin
and flutter slowly, keeping air swirling around the armor for a short time.
If the wearer moves more than their base movement speed, they gain +2 AC.
This bonus decreases by one point at the beginning of each of the wearer’s
turns until it drops to zero unless the wearer again moves at least their
base movement speed. Every 10 feet the wearer moves confers a temporary point
of damage reduction against an attack before their next turn. The wearer’s
movement speed increases by 10 ft.) |
9000 |
900 |
Bound |
0306 |
|
Ensouled,
Air Elemental Weapon (Elaborate carvings and deep channels adorn this weapon
while small holes allow it to cut through the air with almost no resistance.
Each succesful hit on an opponent increases the wielder’s speed by 10 ft, to
a maximum of 30 ft. The weapon deals an extra 1d4 damage of its type per 10
ft the wielder has traveled since the start of their turn. If this weapon
goes two rounds without hitting an opponent, its bonuses fade.) |
9000 |
900 |
Bound |
0307 |
|
Ensouled,
Air Elemental, Greater Armor (Small iron tubes snake around the limbs of this
armor empowered with a greater air elemental soul. As the wearer moves, the
tubes divert air into a silent, swirling barrier. Any natural air currents
within 5 ft of the wearer are doubled in speed in a 5 ft radius around the
armor. The wearer is immune to wind effects. This armor functions as its
lesser cousins, but the armor bonus from movement increases to +3 AC, the
armor generates points of temporary damage reduction for every 5 feet of
movement, and the wearer gets a 30 ft bonus to their movement speed. In
addition to these effects, if the wearer has moved at least their base
movement speed, the swirling barrier of air puts any ranged attacks at
disadvantage against any target within 10 ft of the armor until the beginning
of the wearer’s next turn.) |
30000 |
3000 |
Bound |
0308 |
|
Ensouled,
Air Elemental, Greater Weapon (The interior of this weapon is honey-combed
and hollow, like the bone of a bird. Moving it through the air causes it to
hum and chirp. Upon hitting a foe, the wielder’s speed increases by 10 ft, up
to a maximum of 50 ft. For every 10 ft the wielder has moved since the start
of their turn, they deal an additional 1d6 damage of the weapons type as
magical winds empower their strikes. Air swirls around and protects them from
harm, granting them +1 AC for every 30ft moved since the start of their turn.
These bonuses end after three rounds without landing a hit.) |
30000 |
3000 |
Bound |
0309 |
|
Ensouled,
Air Elemental, Lesser Armor (Lesser air elemental ensouled armor hosts a
complex weave of swirls and pinholes, which do not take away from the
integrity of the armor. The armor cuts through the air quickly while breezes
move through and around it. The wearer gains +1 AC if they moved at least
their base movement speed this round, with the bonus lasting until the air
stops swirling around them at the beginning of their next turn. Every 10 feet
the wearer moves on their turn reduces the damage from an attack before the
start of their next turn. These points are only used upon successfully
reducing damage, and are applied before any other damage reduction the wearer
might have.) |
3000 |
300 |
Bound |
0310 |
|
Ensouled,
Air Elemental, Lesser Weapon (Etched with swirls and fallen leaves, a weapon
that uses a bound air elemental revels and becomes more deadly as air passes
quickly over its fine engravings. Every hit landed upon an enemy causes winds
to blow at the wielder’s back, increasing their speed by 5 ft, up to a
maximum bonus of 10 ft. While this magical wind blows at their back, this
weapon causes the wielder deals an extra point of damage for every 10 ft its
wielder has traveled since the beginning of their turn. Going a round without
a successful hit causes the winds to stop and the bonuses to fade.) |
3000 |
300 |
Bound |
0311 |
|
Ensouled,
Archon Armor (The archon’s soul absorbs the wearer’s internal image of
justice and projects it outwards: appearing as the black robes of a civil judge,
bearing runes of ancient tradition, or gore from rites of armed combat.
Damage dealt to the wearer builds up energy in the runes engraved in the
armor. They glow with dim light out five feet for every ten points of damage
stored within. The maximum number of points that can be stored is 20, with
excess points being lost. The wearer can spend a reaction to reduce hit point
loss from a single source of damage against themselves or another creature
standing within the light created by the archon’s soul. Every four points
spent reduces hit point loss by one.) |
9000 |
900 |
Bound |
0312 |
|
Ensouled,
Archon Weapon (This weapon could be mistaken for a gilded weapon built for
show trials, except for the pristine parchments hanging from its grip,
inscribed with laws in numerous languages that are attached with seals of a
gold. One half of the damage by the wielder from foes is recorded and added
to the weapons damage pool. An archon ensouled weapon can hold up to ten
points of this damage. Upon striking a foe, the wielder can choose to use any
amount of damage from this pool, adding it to the damage roll. Damage held
within the weapon lasts for one day before the injustice it records has faded
from the memory of the weapon.) |
9000 |
900 |
Bound |
0313 |
|
Ensouled,
Archon, Greater Armor (A greater archon soul manifesting in armor appears as
its common cousin until the wearer begins to take damage. As the wearer
receives damage, not only do the runes begin to glow, but the wearer is
filled from within by a white, blazing fire. The armor creates an area of
bright light around itself, with a radius of 5 ft per 5 points of damage
recorded by the armor. The maximum damage pool is increased to 40 points, the
wearer can spend a reaction to reduce hit point loss to themselves or another
in their radius of light, and the ratio of damage protection is increased to
three points spent per hit point saved. In addition, when the wearer uses
their reaction to reduce hit point loss, the attacker, if any, takes radiant
damage equal to half of the hit points saved. The attacker must be within 100
ft and in the line of sight of the wearer.) |
30000 |
3000 |
Bound |
0314 |
|
Ensouled,
Archon, Greater Weapon (The greater soul of this archon ensouled weapon can
manifest its voice, sternly proclaiming the guilt of those nearby for the
crimes they have committed against good people. Three quarters of the damage
received by the wielder is copied into the weapons damage pool, and it can
hold up to 20 points of damage. The damage in this pool never fades.
Alternatively, if the wielder is healed, they may expend damage points from
this pool to heal their healer by up to the same amount.) |
30000 |
3000 |
Bound |
0315 |
|
Ensouled,
Archon, Lesser Armor (This ensouled armor holds just a fragment of a soul of
an archon. The arms and torso of this armor glow dimly with sharp, aggressive
lines. On taking damage from an enemy, the armor’s runes glow more brightly.
Each point of damage taken by the wearer from foes is recorded by the armor,
and makes the lines glow even brighter. When the maximum 10 points of damage
is stored within the armor, the lights are brigh enough to create a 5 ft
radius of dim light. The wearer can use a reaction to spend points from the
armor to reduce the hit points lost to a single source of damage, reducing
the damage taken by one point for every five points spent.) |
3000 |
300 |
Bound |
0316 |
|
Ensouled,
Archon, Lesser Weapon (“Justice” Glowing with a harsh white light, lawful and
good archons’ souls manifest as gold trimming and a polished shine tools of
justice. This weapon seems to be unusably heavy, but still functions normally
in battle. Taking damage from a foe in battle makes this weapon heavier, and
one quarter of damage taken from foes is stored in this weapon, up to a
maximum of five point. When the wielder makes a successful attack, this pool
of damage is consumed to add damage. Damage stored in the weapon lasts for
one hour before the weight of its injustice fades from the weapon.) |
3000 |
300 |
Bound |
0317 |
|
Ensouled,
Celestial Armor (The lively essence of the ensouled celestial inside improves
this armor by lining its interior with spotlessly white, soft wool. At the
edges and joints of the armor, where this wool pokes through, many small
leaves sprout. The armor captures one quarter of the hit points the wearer
loses, as the lesser version, but the maximum size of the pool of hit points
is now 20 points. The healing effect can be made at a distance of 30 ft if
the target is within the wearer’s line of sight. The small leaves that sprout
from the armor can be picked and used to add flavor and vigor to otherwise
boring or food spoiled less than a few days ago, making them safe and
flavorful.) |
9000 |
900 |
Bound |
0318 |
|
Ensouled,
Celestial Weapon (When this celestial empowered weapon is still, small white
birds made of a soft light take up perch along the weapon. The healing you
receive on landing a blow increases to 1d6 hit points. Attacking a foe causes
one of the birds to take perch upon their shoulder, cooing peaceful melodies
until the end of combat. Each of the wielder’s allies within 10 ft of one of
these immaterial birds will heal one HP at the beginning of each of your
turns. Enemies with doves on them will find their attacks unable to kill.
Only a single bird can perch on an enemy at a time, when a new enemy is
struck, any previous birds vanish. Your allies cannot gain the effects of
more than one bird at a time.) |
9000 |
900 |
Bound |
0319 |
|
Ensouled,
Celestial, Greater Armor (Covered in a fluffy layer of loose white wool, this
armor has vibrant green plants and multi-colored flowers growing in and
through it. The maximum hit point pool within the greater celestial soul is
50 points and the armor absorbs one third of life its wearer losses to
attacks. The wearer may use their reaction to double the amount of points
recovered by the armor from one attack. As an action, the celestial soul can
be called upon to use its stored hit points to heal a creature within 60 ft.
When healing another creature, the wearer can instead spend 15 points of
healing to cast Remove Curse as a 3rd level spell or 25 to cast Freedom of
Movement as a 4th level spell. As the pool grows, more and more of the plants
on the armor flower in a stunning array of whites, pinks, and blues. Picking
these flowers and steeping them to make tea ensures that the drinker has a
comfortable sleep free of any non-magical sleep troubles.) |
30000 |
3000 |
Bound |
0320 |
|
Ensouled,
Celestial, Greater Weapon (The kind soul residing in this weapon has sprouted
a vibrant green vine that wraps around the weapon and flowers with a vibrant
rainbow of colors. Without impeding its combat effectiveness, the pollen
shaken out of this weapon on a successful hit heals its wielder by 1d8 hit
points. Striking a foe dispatches one of the birds of light to perch on the
enemy’s shoulders. The birdsong they sing carries quite far, and the
wielder’s allies within 30 ft of a perched bird heal 1 hp on the beginning of
each of your turns. Up to two birds can perch on a single enemy and your
allies can gain the healing effects of up to five birds at a time.) |
30000 |
3000 |
Bound |
0321 |
|
Ensouled,
Celestial, Lesser Armor (The edges and joints of this armor are trimmed with
a puffy white wool. Among the fibers of this soft, unstained wool are tiny
seedlings just barely growing out of their shells. As the wearer of this
armor takes damage, one quarter of their lost life energy is captured by the
armor. This pool can absorb up to 10 points of lost hit point, and when it
reaches its maximum, the small seedlings turn a very vibrant green. Excess
points are lost. These life points can be spent as an action to heal another
creature with a touch, each point spent from this pool healing the target for
one hit point. If the wearer focuses their energies with a reaction, the
armor captures half of the damage taken from that attack instead of only a quarter..) |
3000 |
300 |
Bound |
0322 |
|
Ensouled,
Celestial, Lesser Weapon (“Life” A soft glow bathes this weapon in warmth and
light. When used, soft flower petals float down, vanishing upon your skin
with a soothing effect. Damage from this weapon is cannot be lethal and upon
a successful hit of a foe, you heal 1d4 hit points.) |
3000 |
300 |
Bound |
0323 |
|
Ensouled,
Earth Elemental Armor (Large, green crystals are embedded throughout the
larger areas of this armor and small blue gems are seated in the armor’s
joints and edges. Unsecured rare minerals and gems are pulled towards the
wearer as if pulled by a spider’s thread at only an inch per hour. As the
wearer stays still, the blue gems grow into geometric shapes that break off
and revolve slowly around the armor. At the end of one round without using a
move action, the wearer gains 5 temporary points of damage reduction that are
lost when they reduce damage taken. After two rounds without moving, the
wearer gains 10 temporary points of damage reduction each round as well as +1
AC from the revolving blue stones. If the wearer moves, the blue and green
crystals turn to dust and fall to the floor, leaving behind only the stones
embedded in the armor. If the wearer would gain temporary points of damage
reduction while they have any remaining, the new points replace the existing
points if greater.) |
9000 |
900 |
Bound |
0324 |
|
Ensouled,
Earth Elemental Weapon (A stronger earth elemental soul manifests along the
weapon as shining black obsidian shards and dagger-like crystals. A fine mist
of rock dust fills the air around this weapon, and coats everything nearby in
a fine grey powder. Upon striking a foe, the earth elemental soul twists the
ground within 15 ft, turning the area into difficult terrain. Additional
attacks against creatures standing in this area of difficult terrain
increases the radius of the penalty by 15 ft. The wielder gains +2 ac when
standing in this area and deals an additional weapon die of damage to foes
also standing on the enchanted ground. The area of difficult terrain lasts
for two rounds after the last successful hit landed its area of effect.) |
9000 |
900 |
Bound |
0325 |
|
Ensouled,
Earth Elemental, Greater Armor (Like its lesser cousins, this armor has
embedded crystals that grow to protect the wearer, but the blue and green
crystals are joined by a host of purple gems embedded in the lower half of
the armor. As the wearer stands still, the purple crystal vibrates to release
dust that falls to the earth. At the end of the first round without moving
more than 5 ft, the wearer gains +1 AC and 5 temporary damage reduction.
After two rounds, these bonuses increase to +2 AC and 10 temporary damage
reduction while the purple dust on the ground draws in enemies touching earth
or stone within a 30 ft radius. The purple crystal dust transfigures the
earth, using it to draw in creatures by 10 ft each round towards the armor.
Finally, if the wearer does not move more than 5 ft a round for three rounds,
the armor builds up 20 temporary damage reduction each round and pulls
enemies within 60ft towards the wearer at 15 ft each round. If the wearer or
the enemy is not touching earthen or stony ground, the purple crystal dust
has no effect.) |
30000 |
3000 |
Bound |
0326 |
|
Ensouled,
Earth Elemental, Greater Weapon (Weapons ensouled with a greater earth
elemental spirit are behemoths of solid crystal with inset obsidian blades.
Crystal shards constantly shed into the nearby air, making breathing almost
painful for those within a few feet. A faint rumbling can be heard from an
indeterminate direction when it is held, but if the weapon is touching the
ground the rumbling grows loud and close, shaking small glass objects. Each
hit on a foe spreads a 20 ft radius of difficult terrain that grows an
additional 20 ft on successive hits on creatures also standing in this
difficult terrain. The wielder’s AC increases by +3 while standing in the
area and deals an additional weapon damage die, with advantage, against other
creatures affected by the magical terrain modifications. Foes that spend more
than two rounds in the difficult terrain must make a Dexterity save, DC 10,
each round or become entangled in the stone. They may spend their action to
attempt a new save to escape. The difficult terrain created will last for
three rounds after the last successful hit it makes within its area of
effect.) |
30000 |
3000 |
Bound |
0327 |
|
Ensouled,
Earth Elemental, Lesser Armor (Small green crystal fragments embed themselves
into Lesser Earth Elemental Ensouled armor. As the wearer stands mostly
still, these crystals grow into small, flat platelets. On the beginning of
the second round without taking a move action, these platelets confer 2
temporary damage reduction. On the third round, and each round thereafter
without a move action, the wearer gains 5 temporary damage reduction points.
This temporary damage reduction does not add to itself, and only the greatest
source of temporary damage reduction is used. When the wearer moves or the
crystals absorb damage from an attack, these crystals fracture and fall to
the ground, leaving behind only the original embedded gems.) |
3000 |
300 |
Bound |
0328 |
|
Ensouled,
Earth Elemental, Lesser Weapon (Small crystals and rocks jut outwards from
random places. Striking a foe with this weapon will break off a number of
these rocks and crystals which multiply and scatter, creating difficult
terrain with a radius of 10 ft around the successful attack. The wielder
ignores this difficult terrain and receives a +1 to AC while standing in this
created terrain penalty plus advantage on damage rolls against foes also in
this difficult terrain. The terrain penalty lasts for one round.) |
3000 |
300 |
Bound |
0329 |
|
Ensouled,
Efreeti Armor (Inhabited by a common soul fragment of a djinn, this armor
takes on the gaudy jewelry of its lesser cousin and is encircled in numerous
colorful sashes. As a free action, this armor will shift into a random form.
After shifting, the wearer gets a bonus reaction each round for 2 rounds.
Magical abilities and bonuses remain active in the new form.1: Base Armor 2:
Satrap leather armor. AC 12+DEX. [+2 AC vs. one attack] 3: Desert Tunic. AC
11+DEX [-1 to adjacent foe's roll] 4: Brass platemail. AC 18 [Reduce damage
taken by 2.] 5: Guard Chain. AC 15+DEX (max 2) [+1 AC for an ally within 5
ft.] 6: Golden Cuirass. AC 17 [Impose disadvantage on a foe’s damage roll
within 5 ft.] 7: Silk Bedleh. AC 12+DEX+CHA [Move up to 5 ft without triggering
attacks of opportunity.] 8: Manticore Tail Robe. AC 14+DEX [Deal 1d6 damage
to all creatures in a 15 ft cone. A Dexterity save, DC 12, halves this
damage.]) |
9000 |
900 |
Bound |
0330 |
|
Ensouled,
Efreeti Weapon (The heat and spicy aroma of a candle or incense hovers over
the shoulder of the wielder. As its lesser cousin, this weapon shifts form as
a free action up to once each round. When it shifts the weapons provides a +4
attack and damage bonus for 1 round and it spews a gout of blue-black smoke
in a vague humanoid shape, providing the wielder concealment for 1 round. 1:
Base weapon. 2: Blood Kukri. 1d4+1. Slashing. Critical hit on a 18-20. Hits
cause 1 bleed damage. 3: Executioner Falchion. 2d4. Slashing. Two handed.
Critical hit on a 19-20. Add one additonal strength modifier to damage. 4:
Bandit’s Shortbow. 1d6. Piercing. 60 ft. Conjured with 10 arrows. Fire a
second arrow at a -2 attack penalty. A hit on a foe teleports 5% of its coins
to you. 5: Stone Long Hammer. 1d8. Bludgeoning. Reach. Hits knock enemies
back 5ft unless they make a DC 13 Strength save. You may attack all targets
within reach using a single attack at -5. 6: Scimitars of Sand and Wind. 1d6
each. Slashing. If both hit one foe, roll a third damage die and add it to
the total. Hitting the same target twice blinds the target for one round.) |
9000 |
900 |
Bound |
0331 |
|
Ensouled,
Efreeti, Greater Armor (The gaudy jewels of its lesser cousins are replaced
by tasteful and expensive fake jewelry and the whole armor is coated in a
fine gold dust. Even master jewelers would need a second look at the armor to
determine the jewelry is fake. The armor leaves behind it a faint trail of
gold dust that turns to sand after a few minutes. On command, the wearer can
choose to shift the form of this armor, trusting in the chaotic nature of hte
Efreeti soul within to carry them through battle. Upon shifting forms, the
wearer gains two bonus reaction actions for each of two rounds. When shifting
forms, the wearer rolls twice and chooses one of those results. Once each
short rest, the wearer may spend their reaction to magically switch two
creatures. These creatures exchange locations, initiative order, and active
enchantments. If the wearer switches a creature in the middle of its turn,
the other creature finishes the turn, acting as if they had already spent
whatever actions the first creature had already taken. 1: Base Armor 2:
Satrap leather armor. AC 12+DEX. [+2 AC vs. one attack] 3: Desert Tunic. AC
11+DEX [-1 to adjacent foe's roll] 4: Brass platemail. AC 18 [Reduce damage
taken by 2.] 5: Guard Chain. AC 15+DEX (max 2) [+1 AC for an ally within 5
ft.] 6: Golden Cuirass. AC 17 [Impose disadvantage on a foe’s damage roll
within 5 ft.] 7: Silk Bedleh. AC 12+DEX+CHA [Move up to 5 ft without
triggering attacks of opportunity.] 8: Manticore Tail Robe. AC 14+DEX [Deal
1d6 damage to all creatures in a 15 ft cone. A Dexterity save, DC 12, halves
this damage.] 9: Hydra Leathers. AC 16 + DEX [Fire a 10 ft radius blast of
2d6 cold or 2d6 fire damage at a target up to 60 ft away. A Dexterity save,
DC 14, reduces the damage by half.] 10: Marid Shalvar over silvered plate
mail. AC 20 [End one enchantment on the wearer and rebound the effect on the
originator if within 60 ft and line of sight. They can make a save against
the original effect DC to resist the enchantment.]) |
30000 |
3000 |
Bound |
0332 |
|
Ensouled,
Efreeti, Greater Weapon (Holding this weapon for more than a passing moment glammers
you with a fine silk turban and robes, tied at the waist with a bright
colored sash. This weapon functions the same as its common version, but the
bonus the weapon provides after shifting forms increases to a +5 and the
concealing smoke provides total concealment. This bonus and the protective
smoke last for two rounds. Shifting the weapon to a new form summons forth a
large humanoid of blue-black smoke in your space. The legless form hovers
around you and will attack once each turn at your command using your
statistics and abilities. This effect also lasts for two rounds. When
shifting the form of the weapon, roll twice on the weapon table, and choose
one form for your weapon and the smoke entity will wield the other. 1: Base
weapon. 2: Blood Kukri. 1d4+1. Slashing. Critical hit on a 18-20. Hits cause
1 bleed damage. 3: Executioner Falchion. 2d4. Slashing. Two handed. Critical
hit on a 19-20. Add one additonal strength modifier to damage. 4: Bandit’s
Shortbow. 1d6. Piercing. 60 ft. Conjured with 10 arrows. Fire a second arrow
at a -2 attack penalty. A hit on a foe teleports 5% of its coins to you. 5:
Stone Long Hammer. 1d8. Bludgeoning. Reach. Hits knock enemies back 5ft
unless they make a DC 13 Strength save. You may attack all targets within
reach using a single attack at -5. 6: Scimitars of Sand and Wind. 1d6 each.
Slashing. If both hit one foe, roll a third damage die and add it to the
total. Hitting the same target twice blinds the target for one round.) |
30000 |
3000 |
Bound |
0333 |
|
Ensouled,
Efreeti, Lesser Armor (Efreet ensouled armor takes on a minor aspect of the
chaos and revelry in the hearts of the djinn. In its normal form, this armor
is adorned with gaudy jewelry and copper banding on the upper arms. If the
wearer rubs the jewels, Efreeti armor shifts forms. When the armor shifts,
the new form is immaculate but it slowly deteriorates until it is dull and
tarnished. After shifting, the wearer gets a bonus reaction and +1 AC for one
round. The wearer is proficient in any form the armors transforms into, so
long as they are proficient with its base form. Each form has an ability that
can be activated as a reaction. Magical abilities and bonuses remain active
in the new form. 1: Base Armor 2: Satrap leather armor. AC 12+DEX. [+2 AC vs.
one attack] 3: Desert Tunic. AC 11+DEX [-1 to adjacent foe's roll] 4: Brass
platemail. AC 18 [Reduce damage taken by 2.] 5: Guard Chain. AC 15+DEX (max
2) [+1 AC for an ally within 5 ft.] 6: Golden Cuirass. AC 17 [Impose
disadvantage on a foe’s damage roll within 5 ft.]) |
3000 |
300 |
Bound |
0334 |
|
Ensouled,
Efreeti, Lesser Weapon (“Change” Elaborate brass reliefs gild this weapon and
brightly colored silken tassels wind through a brass loop on the handle.
Small wafts of scented smoke hang around the weapon and its wielder. As a
free action once each round, the wielder can pull on the tassel to transform
this weapon into a random shape in a puff of smoke. It retains its magical
effects and the wielder is always proficient with the transformed weapon.
Upon shifting, the weapon grants a +2 bonus to attack and damage for 1 round.
turns into a new one in a puff of smoke releases a puff of thick smoke and
gives a +2 bonus to attack and damage for 1 round. 1: Base weapon. 2: Kukri.
1d4+1. Slashing. Critical hit on a 18-20. 3: Falchion. 2d4. Slashing. Two handed.
Critical hit on a 19-20. 4: Shortbow. 1d6. Piercing. 60 ft. Conjured with 10
arrows. Fire a second arrow at a -2 attack penalty. 5: Long Hammer. 1d8.
Bludgeoning. Reach. Hits knock enemies back 5ft unless they make a DC 13
Strength save. 6: Two Scimitars. 1d6 each. Slashing. If both hit one foe,
roll a third damage die and add it to the total.) |
3000 |
300 |
Bound |
0335 |
|
Ensouled,
Emotion Armor (Small crystals and sculpted pieces emphasize the type of
emotion bound to the armor. Emotion Armor exudes a stifling aura of raw
feelings that distract hostile creatures within 30 ft. If those creatures
attempt a skill check within the aura they roll a 1d4. If the skill check is
not the one that aligns with the armor, they suffer the result plus one as a
penalty to their skill check result. If it is the same skill, the wearer of
the armor heals that many hit points. Creatures that fail a skill check
within the aura take 1d4 point of psychic damage. The emotions and their
related skills are: Anger (Intimidate), Courage (Religion), Disgust
(Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness
(Insight), Curiosity (Investigation).) |
9000 |
900 |
Exposed
to the Elements |
0336 |
|
Ensouled,
Emotion Armor, Greater (Greater Emotion Armor is heavily decorated with
artistic depictions of the emotion bound to the armor and a thick aura
surrounds its wearer, almost palpable. Hostile creatures within 60ft that
attempt the skill the armor is keyed to heal the wearer for 1d6+1 hit points.
Enemies attempting a skill check for all other skills within the aura suffer
disadvantage. Creatures that fail a skill check within the aura suffer 1d6
psychic damage. The emotions and their related skills are: Anger (Intimidate),
Courage (Religion), Disgust (Deception), Joy (Performance), Fear
(Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).) |
30000 |
3000 |
Exposed
to the Elements |
0337 |
|
Ensouled,
Emotion Armor, Lesser (Splashes of color and engravings line this armor,
depicting the emotion its power is drawn from: Red grimacing faces for anger
or bloodshot yellow eyes for fear. One of the eight types of emotion
elementals has been bound to this armor to provide a portion of its power to
the wearer. Each type of emotion is most closely tied to one type of skill,
and when a hostile creature within 20 ft. attempts a different skill check,
they recieve a 1d4 penalty to their result: Anger (Intimidate), Courage
(Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm
(History), Sadness (Insight), Curiosity (Investigation). Creatures that fail
a skill check while within the aura take 1 point of psychic damage.) |
3000 |
300 |
Exposed
to the Elements |
0338 |
|
Ensouled,
Emotion Weapon (Bits of decoration hangs off the weapon or juts from
non-critical sections of the weapon as the personality of the emotion bound
in this Emotion Weapon makes itself known. The wielder of this weapon can use
their attack bonus with it instead of the normal bonus they would use for the
associated skill check. When they succeed on a skill check using that skill,
the weapon grows stronger. It grants advantage on attack rolls and deals an
extra 1d6 damage during the next attack action made with it. This bonus is
lost if the wielder loses consciousness or attempts a skill not associated
with the emotion bound to the weapon. The emotions and their related skills
are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance),
Fear (Perception), Calm (History), Sadness (Insight), Curiosity
(Investigation).) |
9000 |
900 |
Exposed
to the Elements |
0339 |
|
Ensouled,
Emotion Weapon, Greater (A Greater Emotion Weapon exudes a faint aura that
colors everything an inch around itself as if they were viewed through a dyed
lens, a color palpably emotional to those in its vicinity. The wielder of
this weapon can use their attack bonus with it instead of the normal bonus
they would use for the associated skill check. When they succeed on a skill
check using that skill, the weapon grows stronger. It grants advantage on
attack rolls and deals an extra 1d6 damage on the next attack action made
with the Greater Emotion Weapon. Each consecutive successful use of the skill
before the attack action increases the bonus damage by +1, to a maximum of
+5. This bonus is lost if the wielder loses consciousness or attempts a skill
not associated with the emotion bound to the weapon. If the wielder fails a
skill check of the associated skill, the bonus damage beyond the 1d6 is reset
to +0. The emotions and their related skills are: Anger (Intimidate), Courage
(Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm
(History), Sadness (Insight), Curiosity (Investigation).) |
30000 |
3000 |
Exposed
to the Elements |
0340 |
|
Ensouled,
Emotion Weapon, Lesser (Swirls of paint decorate this weapon, a lingering
display by the bound elemental soul within. Anger (Intimidate), Courage
(Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm
(History), Sadness (Insight), Curiosity (Investigation), each is tied to most
closely to one skill and while wielding the weapon, a creature can use their
weapon attack bonus for that skill instead of their normal skill bonus. After
the wearer uses the associated skill successfully, they gain advantage on
attacks with this weapon for the next attack action made using it. This bonus
is lost if the wielder goes unconscious or attempts to use a different skill
than the one their emotion weapon is keyed to.) |
3000 |
300 |
Exposed
to the Elements |
0341 |
|
Ensouled,
Fey Armor (On top of the green tunic that manifests as an extension of the
fey soul within, this armor is joined by a felt hat. The armor grants +4 AC
versus attacks of opportunity. Upon receiving an attack of opportunity or
starting combat, a small glowing faerie will crawl out from under the hat or
from inside the tunic to hover around the wearer. Only four faeries will
follow the wearer at any one time, and if another faerie would come out but
there are four faeries already, then nothing happens. Reaching into the hat,
the wearer can pull out a toy or prank worth less than 1 sp three times each
day. The wearer can order a faerie to follow another creature as a free
action. The ball of light moves up to 90 ft each round until it reaches the
target, outlining them in faeries fire, negating any concealment they may
have. The faerie returns when asked by the wearer or if it would move more
than 120 ft. from the fey armor. Two faeries may be used to teleport
attackers as the lesser version of this armor. Faeries will grow bored and
climb back into the tunic after one minute or after being used.) |
9000 |
900 |
Bound |
0342 |
|
Ensouled,
Fey Weapon (While moving, a fey ensouled weapon bends and dances to an
unheard melody. While still, small birds, butterflies, and moths are drawn to
this item. Striking a foe with this weapon swaps the wielder and another
enemy so long as they are within 30 ft. of one another. Up to two random foes
of the wielder must make an attack of opportunity against the teleported
enemy.) |
9000 |
900 |
Bound |
0343 |
|
Ensouled,
Fey, Greater Armor (Armor binding a greater fey soul has the green felt
trappings of its lesser cousins as well as large, slowly fluttering insect
wings at its back. These wings appear as butterfly wings during the day and
moth wings at night, shifting slowly between the two when transitioning from
light to dark. Greater fey armor grants +4 AC versus attacks of opportunity
and imposes disadvantage on opportunity attacks against the wearer. The armor
calls forth a faerie when a foe makes an attack of opportunity and at the
beginning of each encounter, with a maximum of eight faeries at one time. An
attacker with disadvantage that fails to hit with either roll causes two
faeries to leap out of the tunic to laugh at them. Any faerie may be used to
outline a target with faerie fire and two faeries can teleport an attacker 20
ft in a random direction or swap them with another enemy within 60 ft. Three
faeries, grouped together, can create a Mirror Image effect, as the faeries
grow to full size and copy the image of the wielder of this armor. The mirror
images can be placed at any location within 30 ft and copy the movements of
the wearer of this armor, moving in a chosen direction when the user moves.
Attacks of opportunities the false fey trigger count as attacks of
opportunity against the wearer for purposes of AC and for triggering further
faerie summons by the armor. When a faerie targets a foe, that faerie grows
to become a mirror image of the wearer. These images last for 1 minute or
until they take damage.) |
30000 |
3000 |
Bound |
0344 |
|
Ensouled,
Fey, Greater Weapon (Small amounts of sparkly dust floats around the greater soul
within a fey weapon, itching the noses of creatures within 5 ft so that they
constantly feel ready to sneeze. Any hits with this weapon causes this weapon
to shake and giggle. The weapon functions as its common cousin, but striking
a foe swaps the wielder with another enemy within 60 ft. The teleported enemy
receives attacks of opportunities from all foes and allies within reach.
Teleporting bathes the wielder in bright rays of vibrant color and casts
Mirror Image.) |
30000 |
3000 |
Bound |
0345 |
|
Ensouled,
Fey, Lesser Armor (A lesser fey ensouled armor can be identified by the
green, felt tunic that pokes out from just underneath the armor. This tunic
sprouts forth from the armor, replacing itself if it becomes damaged.
Occasionally, seeds and miniature children’s toys will appear in the pockets
of the tunic. This enchantment grants the wearer +2 AC versus attacks of
opportunity. When the wearer triggers an attack of opportunity, a diminutive
glowing ball of light will flutter out from the tunic and follow the wearer.
If two or more of these lights with wings are following the wearer, the
wearer can spend them and a reaction to teleport the attacker 10 ft in a
random direction instead. If there is another enemy within 30 ft, the
attacker switches places with that creature instead. These faerie lights give
off light like a candle, 5 ft of dim illumination, and hover around the
wearer’s shoulders. If asked nicely, they will turn out their lights. Faeries
will grow bored and climb back into the tunic after one minute.) |
3000 |
300 |
Bound |
0346 |
|
Ensouled,
Fey, Lesser Weapon (“Joy” Swirls of dye and clusters of inset gems move
around this ensouled weapon, occasionally bejeweling its wielder’s arm. Any
light stronger than shadowy illumination is sufficient to make this weapon
faintly sparkle. A successful hit resounds with the sound of a strumming
harp, shoots out bright sparkles of colored light, and then teleports the
wielder to the location of another enemy within 10 ft. The targeted foe is
teleported to the location the wielder just left. The sudden switch puts them
off balance, and confuses the enemy the wielder just hit. A random enemy
creature within reach of where the enemy was just teleported must make an
attack of opportunity against the teleported foe.) |
3000 |
300 |
Bound |
0347 |
|
Ensouled,
Fire Elemental Armor (Singed patterns of flame are joined by small wax
candles melted to numerous points on the arms and torso of this armor. These
candles can be lit to provide dim light out to 10 ft without ever burning
out. At the beginning of an encounter, this armor fires up the wearer and his
allies like its lesser cousin, providing an attack and damage bonus each
round to allies within 10 ft. This bonus is rolled at the start of the
wearer’s turns and decreases then eventually becomes increasingly negative as
‘1’s are rolled: 1d4+1, 1d3+1, 1d2+1, -(1d2-1), -(1d3-1), -(1d4-1)etc.) |
9000 |
900 |
Bound |
0348 |
|
Ensouled,
Fire Elemental Weapon (Oil drips slowly down your arm. Charcoal dust wafts
through the air around you constantly. Just like its lesser version, this
weapon’s critical threat range increases on each hit, to a maximum of 5. Upon
landing a critical hit, the weapon ignites the charcoal dust around it in a
15 ft burst dealing 3d6 fire damage, which the wielder is immune to. After
scoring a critical hit, the critical threat range bonus resets to zero. It
also resets if the wielder goes two rounds without landing a hit. On a miss,
the heat of the weapon deals fire damage to the target equal to the critical
threat range bonus.) |
9000 |
900 |
Bound |
0349 |
|
Ensouled,
Fire Elemental, Greater Armor (The greater soul of a fire elemental that
resides in this armor manifests in the embers that dance up and around the
legs and torso of the armor. Occasionally, these embers reignite the singed
flame markings or a candle on its shoulders. Heat from these embers raises
the ambient temperature within 20ft of the armor by 15 degrees fahrenheit. If
the candles are lit, they cast bright light out to 20 ft. The wearer is
immune to exhaustion from heat or thirst. Greater fire elemental ensouled
armor provides a bonus to attack and damage for allies within 20ft. This
bonus is rolled at the start of the wearer’s turn and begins as a 1d6+2 but
decreases by one die size each time a 1 is rolled, eventually going negative.
Enemies within 20 ft take damage equal to this roll until it goes negative,
then those enemies and the wearer take that much cold damage.) |
30000 |
3000 |
Bound |
0350 |
|
Ensouled,
Fire Elemental, Greater Weapon (Smoulders fly off, following the hot, rising
air shedding off this weapon. It soothes your hands like a long rest in a hot
spring. The critical threat range bonus of this weapon has no maximum and
when a critical hit lands, the weapon ignites a 20 ft explosion for 5d6 fire
damage. The wielder is immune to this damage. Any critical hit boost is lost
after three rounds without landing a blow on a foe. When the wielder misses,
the greater fire elemental soul releases a devastating heat wave and deals
fire damage equal to the accumulated critical hit range bonus to all
creatures within 5 ft.) |
30000 |
3000 |
Bound |
0351 |
|
Ensouled,
Fire Elemental, Lesser Armor (Singe patterns in the shape of flames run up
and down this armor. At the beginning of an encounter, this armor gets hot,
driving up the adrenaline in its owner and allies nearby. Each round, the
armor provides a random bonus to attack and damage to allied creatures,
including the wearer, within 5 ft. This begins as a 1d4 bonus that is rolled
at the start of the wearer’s turn. When rolling a ‘1’, the fire elemental’s
soul begins to burn itself out, and the die size drops by one. Eventually
this will cause the elemental to go cold, and start pulling in energy from
around it, weakening the user and its allies: 1d4, 1d4, 1d2, -1d2, -1d3, etc.
The elemental will recover over a short rest and be ready for another bout of
combat.) |
3000 |
300 |
Bound |
0352 |
|
Ensouled,
Fire Elemental, Lesser Weapon (Oily and hot. Charred and sooty. This weapon
stains your hands, gloves, and anything else it touches with black oil. Each
increases its critical hit range by one and sprays a shower of useless
sparks. When a weapon ensouled with a lesser fire elemental scores a critical
hit, the sparks instead ignite and deal 2d6 fire damage in a 10 ft burst
centered on the struck foe. The wielder is immune to this damage. The
critical hit range boost tops out at 3 and it is lost if the wielder goes one
round without landing a hit and when they land a critical hit.) |
3000 |
300 |
Bound |
0353 |
|
Ensouled,
Humor Armor (The elemental bound within this armor shifts the appearance of the
armor. A sanguine armor is cheery and revealing. A choleric armor is hostile
and dangerous. Melancholic armor is sturdy and rigid. Phlegmatic armor is
withdrawn and cold. As a bonus action, the wearer of the armor can initiate
or cancel a 20 ft. aura. Hostile creatures in the aura suffer a -2 penalty to
attacks and opposed checks if they are proficient in the attribute opposed to
the humor’s type: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs
Choleric (CON). Additionally, each type has one ability that can be triggered
as a reaction.Sanguine: Deal 2d6 electricity damage to a creature within the
aura if that creature takes the same action as its previous turn.Melancholy:
Deal 2d6 acid damage to a creature within the aura if that creature ends it
turn within reach of a friendly creature.Choleric: Deal 2d6 fire damage to a
creature within the aura if that creature ends its turn without making an
attack.Phlegmatic: Deal 2d6 cold damage to a creature leaving the aura on its
turn.) |
9000 |
900 |
Exposed
to the Elements |
0354 |
|
Ensouled,
Humor Armor, Greater (he elemental bound within this armor shifts the
appearance of the armor. A sanguine armor is cheery and revealing, with a
motif of blood. A choleric armor is hostile and dangerous, showing splashes
of yellow bile. Melancholic armor is sturdy and rigid, with accents of black
bile. Phlegmatic armor is withdrawn and cold, painted with a clear phlegm. As
a bonus action, the wearer of the armor can initiate or cancel a 30 ft. aura.
Hostile creatures in the aura suffer disadvantage on attacks and opposed
checks if they are proficient in the attribute opposed to the humor’s type:
Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs Choleric (CON).
Additionally, each type has one ability that can be triggered as a
reaction.Sanguine: Deal 3d6 electricity damage to all enemies in the aura if
a creature takes the same action as its previous turn.Melancholy: Deal 3d6
acid damage to all enemies in the aura if a hostile creature ends its turn
within reach of a creature it is friendly to.Choleric: Deal 3d6 fire damage
to all enemies in the aura if a creature ends its turn without making an
attack.Phlegmatic: Deal 3d6 cold damage to all enemies in the aura, when a
creature attempts to leave the aura on its turn.) |
30000 |
3000 |
Exposed
to the Elements |
0355 |
|
Ensouled,
Humor Armor, Lesser (Sanguine, Choleric, Phlegmatic, or Melancholy, this
armor has a bound humor elemental inside of it. It’s wearer can initiate or
cancel a 10 ft. aura of psychically charged magic. Hostile creatures within
the radius that are proficient in the attribute opposed to the humor type of
the armor take a -1 penalty to attacks and opposed checks. The opposing
humors are as follows: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS)
vs Choleric (CON).) |
3000 |
300 |
Exposed
to the Elements |
0356 |
|
Ensouled,
Humor Weapon (Humor Weapons draw their power from the elemental woven into
its form, showcasing its influence by changes to the appearance of the
weapon. A sanguine weapon is decorated and elaborate. A choleric weapon is
jagged and fearsome. Melancholic weapons are solid and sturdy. Phlegmatic
weapons are intricate and awkward. When this weapon strikes a creature with
proficiency in its opposed attribute, it reacts violently. Melancholy(INT)
deals an extra 2d6 acid damage against Sanguine (CHA) which deals an extra
2d6 electricity damage against Melancholy (INT). Phlegmatic (WIS) deals an
extra 2d6 cold damage to Choleric (CON) which deals an extra 2d6 fire damage
to Phlegmatic (WIS). Additionally, the base weapon damage of the Humor Weapon
reacts to situations reflecting its nature, increasing the damage die size of
the weapon for the wielders attacks:Sanguine: Increase the damage die size of
attacks made against a creature or creatures that the wielder has not hit in
the last three rounds.Melancholy: Increase the damage die size if the target
creature is flanked.Choleric: Increase the die size if the target has not
attacked the wielder since their last turn.Phlegmatic: Increase the die size
if the target has used its reaction, taken the withdraw action, or used a
bonus action to move since the wielder’s last turn.) |
9000 |
900 |
Exposed
to the Elements |
0357 |
|
Ensouled,
Humor Weapon, Greater (Greater Humor Weapons draw their power from the
powerful elemental woven into its form, showcasing its influence by changes
to the appearance of the weapon. A sanguine weapon is decorated and
elaborate, drawing upon elements of blood. A choleric weapon is jagged and
fearsome, incorporating stomach acid. Melancholic weapons are solid and
sturdy, with accents of black bile. Phlegmatic weapons are intricate and
awkward, utilizing dripping fluid or phlegm. When this weapon strikes a creature
with proficiency in its opposed attribute, it reacts violently.
Melancholy(INT) deals an extra 3d6 acid damage against Sanguine (CHA) which
deals an extra 3d6 electricity damage against Melancholy (INT). Phlegmatic
(WIS) deals an extra 3d6 cold damage to Choleric (CON) which deals an extra
3d6 fire damage to Phlegmatic (WIS). Additionally, the base weapon damage of
the Greater Humor Weapon reacts to situations reflecting its nature,
increasing the damage die size of the weapon for the wielders attacks:Sanguine:
Increase the damage die size of attacks made against a creature or creatures
that the wielder has not hit since the beginning of their last
turn.Melancholy: Increase the damage die size if the target creature is
flanked or is within reach of its ally.Choleric: Increase the weapon damage
die size if the target has not hit the wielder since their last
turn.Phlegmatic: Increase the die size if the target has used its reaction,
taken the withdraw action, or used a bonus action to move in any of their last
three turns.On the following turn, if the weapon damage die bonus would be
applied again, it stacks, to a maximum of twice. If an invalid target for the
weapon damage die increase is attacked, the entire bonus is lost, restarting
from the base weapon damage die.) |
30000 |
3000 |
Exposed
to the Elements |
0358 |
|
Ensouled,
Humor Weapon, Lesser (A weak humor elemental has been bound to this weapon,
allowing its influence to seep through and provide power for its wielder.
When this weapon strikes a creature with proficiency in its opposed
attribute, it reacts violently. Melancholy(INT) deals an extra 1d8 acid
damage against Sanguine (CHA) which deals an extra 1d8 electricity damage
against Melancholy (INT). Phlegmatic (WIS) deals an extra 1d8 cold damage to
Choleric (CON) which deals an extra 1d8 fire damage to Phlegmatic (WIS).) |
3000 |
300 |
Exposed
to the Elements |
0359 |
|
Ensouled,
Inevitable Armor (Among the interconnected gears and machinery, this armor
has cavities on the torso and limbs that house tiny, many-legged constructs.
This armor catches weapons; attackers must make a Dexterity save, DC 14, or
have their weapon or natural weapon stuck on the armor for 2 rounds. A new
save can be made as an action to free the weapon. When a weapon is stuck, the
constructs scurry out to bash and shock its holder for 1d6 nonlethal damage
each round unless they release the weapon. Released weapons fall to the
ground when comes unstuck as the duration ends. Up to four weapons can be
held at a time and the wearer gets +4 on defensive grapple checks.) |
9000 |
900 |
Bound |
0360 |
|
Ensouled,
Inevitable Weapon (The drained colors give the weapon a tired appearance.
Orderly, block-writing in an inscrutable language covers the weapon. Striking
a foe lets the user mark the target with a rule: they may outlaw inflicting
one type of damage, one form of movement, outlaw speech, outlaw casting
spells, or outlaw using a supernatural ability. These marks last for 2
rounds, magically alert the marked target as to their effects, and deal 2
weapon damage dice of damage to them should they break it. Unintelligent
enemies take half damage if they break the rule. Only the two most recent
marks have any effect and the effects of the marks are additive.) |
9000 |
900 |
Bound |
0361 |
|
Ensouled,
Inevitable, Greater Armor (In sync with the moving teeth of the gears and
over the webs of wires, a mixture of tiny and small constructs move over the
surface of this armor, hiding in crevices and compartments. Objects near the
armor become more ordered: painting self-level or fish swim in orderly lines.
The DC for a weapon getting stuck is upped to 16 and the armor can hold any
number of weapons it has caught. Attackers that fail their Dexterity save
will have their weapons stuck for 3 rounds. Even ranged attackers and
spellcasters must save or find their weapons and casting implements ‘stuck’
as the tiny constructs within the armor launch themselves onto the attackers
weapon if they are within 120 ft, where they will interrupt and attack the
weapon’s holder. Creatures holding the stuck weapons take 2d6 nonlethal
damage each round from the bludgeons and shocks of the tiny spider machines.
A new save can be attempted as an action each round. The wearer gets +4 and
advantage on defensive grapple checks.) |
30000 |
3000 |
Bound |
0362 |
|
Ensouled,
Inevitable, Greater Weapon (Cold, grey, and absolutely neutral in every way.
Holding it cools chaotic emotions and calms the wielder’s speech to a slow,
assertive, and calm legalese. Striking a foe creates a ‘rule’ like its
versions using weaker souls. The marks the greater inevitable soul inflicts
have a duration of 5 rounds, deal 4 weapon damage dice to rule breakers, and
up to three can be active at one time. Additionally, all creatures within 5
ft of a marked creature are also held to the rule, but they only take half
the normal damage. Creatures subject to a rule from this weapon is magically
made aware of its effects and unintelligent creatures only take half damage
from a failure to abide by the rules.) |
30000 |
3000 |
Bound |
0363 |
|
Ensouled,
Inevitable, Lesser Armor (This armor bears numerous gears, pipes, and wires
interweaving along its exterior. When attacked, these brass parts snap shut
onto an attacker’s weapon. Attackers must make a Dexterity save, DC 13, or
find their weapon or natural weapon stuck to the armor for 1 round. The armor
can have two weapons stuck on it at any one time, with additional weapons
having no chance of becoming stuck. Very large or strong creatures could lift
or move the player and swing them around, but the wearer gets a +2 bonus on
defensive grapple checks or for saves to hold their ground.) |
3000 |
300 |
Bound |
0364 |
|
Ensouled,
Inevitable, Lesser Weapon (“Stability” Straight, rigid, and unyielding. This
weapon is always naggingly uncomfortable to hold, as if purposefully designed
not to fit in the hand. Upon striking a foe, the wielder may make a
declaration of a rule as a free action: they may outlaw inflicting one type
of damage, one form of movement, or outlaw speech. Runes float around the
struck enemy, making intelligent creatures magically aware of the rule and
penalty. Should the marked foe do the forbidden action, they take 1 weapon
damage die of damage. The ‘rule’ lasts for 1 round, and only one creature can
be marked at a time. Unintelligent creatures that are marked only take half
damage, rounded down, for breaking the implanted rule.) |
3000 |
300 |
Bound |
0365 |
|
Ensouled,
Infernal Armor (Infernal ensouled armor has a more intricate lancet with a
controllable dial. In addition, the helm or shoulders of this armor have
crystal horns. While only one contract can be made each round as a free
action, the wearer can choose to spill 1 or 5 points of damage of blood.
Spending 5 points, the crystal horns fill with blood like the channels on the
surface of the armor and lets the user create a lesser contract that lasts 2
rounds or a common contract for 1 round. Bleeding for only 1 damage lets the
wearer use a lesser contract with a duration of 1 round as its lesser cousin.
Contracts deal 10 psychic damage to creatures within 30ft that break them.
Unintelligent creatures take half damage from breaking the contract. Common
contracts are as follows: “Do not attack a creature”, “Stay in that spot”, or
“Kneel during your turn”. Creatures that break the contract in spirit but not
in the letter are not subject to the psychic damage.) |
9000 |
900 |
Bound |
0366 |
|
Ensouled,
Infernal Weapon (Silent, blood-red chains adorn the hilt of the weapon. Like
the lesser version of this weapon, the wielder names a contract upon striking
a foe. Stronger contracts are available for this more powerful soul infused
weapon. The wielder may choose to use the following contracts for two rounds:
"do not move from that spot", "do not attack the
contractor", "you must attack", or "move from where you
stand". Alternatively, they may choose to make a stronger contract for
one round: “end your turn on that spot” or “attack this specific ally of
mine”. An intelligent creature that violates this contract takes 10 psychic
damage. Unintelligent creatures are ignored by the contract’s spiritual
chains, as they slither through them dealing 5 psychic damage.) |
9000 |
900 |
Bound |
0367 |
|
Ensouled,
Infernal, Greater Armor (Like its lesser cousins, the greater infernal
ensouled armor is engraved with blood channels and hosts a pair of crystal
horns, but it also has short black pipes that jut from the back just above
the shoulder blades. The lancet can be used to bleed 1, 5, or 10 points of
damage. Blood first fills the runed channels, then at 5 points fill the
crystal horns, and lastly after 10 points, red skeletal wings of blood form
from the back pipes. These effects last as long as its relevant contract is
in place, with the wings conferring a fly speed of 20 ft. In addition to the
abilities of its normal and lesser cousins, greater infernal armor can
utilize 10 points of damage in order to create a lesser contract for 5
rounds, a common contract for 3 rounds, or a greater contract for 1 round.
Enemies within 50ft that break one of its contracts take 15 psychic damage
while unintelligent creatures take only 7 psychic damage. Greater contracts
are: “You must take damage.”, “You must harm one of your allies”, or “You
must drop one of your most valuable possession”. As with all deals with a
devil, the enemies are only obliged to keep the letter of these rules, not
necessarily the spirit.) |
30000 |
3000 |
Bound |
0368 |
|
Ensouled,
Infernal, Greater Weapon (Miniature, ghostly imps take up perch upon a
greater infernal weapon, silently cackling and cutting the arms of the
wielder leaving glowing red marks, this is painful but non-damaging. A
greater infernal weapon has the very powerful and binding contracts
available. On striking a foe, the wielder can inflict a lesser contract, per
the lesser infernal weapon, for four rounds, a common contract, per the
infernal weapon, for two rounds, or a greater contract: “attack one of my
foes”, “drop a specific item”, or “give aid to me”. Breaking the contract
deals 15 psychic damage. Unintelligent enemies just take 7 psychic damage
instead when the contract would be formed..) |
30000 |
3000 |
Bound |
0369 |
|
Ensouled,
Infernal, Lesser Armor (All across the torso of this enchanted armor there
are deep grooves and channels making up harsh, infernal runes. Inside the
armor’s neck or arm there is a recessed lancet. If the wearer presses into
this lancet as a free action, they take 1 damage and fill the infernal
channels up with blood where it glows a deep red. Adjusting these runes, the
wearer can call forth one of three contracts that enemies with 15 ft must
follow or take 3 psychic damage at the end of their turn as their flesh is
cut and split with tiny runes and letters that match those on the infernal
armor. “Stay out of arm's reach”, “Come closer to me”, and “Attack someone”
are the three available and they last for one round. When active, creatures
can feel this armor’s magic and are aware of its effects. Unintelligent
creatures only take half damage from breaking a contract. A circle of faint
red runes extends across the area where the contract is active. Only one
contract can be active at one time, and trying to create a new contract while
another is in place fails. The contractual magic only requires that the
creature abides by the letter of the contract.) |
3000 |
300 |
Bound |
0370 |
|
Ensouled,
Infernal, Lesser Weapon (Bonds Glowing, crude, red gouges adorn this weapon.
Inscrutable at first, they twist to form letters and words as they are looked
at. They always spell out twisted and devious threats of pain and suffering
in the watcher's native tongue. Upon striking a foe, binding spectral chains
float around them and through them, binding them to a contract. As a free
action, the wielder can name a contract to bind them to for one round:
"do not move from that spot", "do not attack the contractor",
"you must attack", or "move from where you stand".
Intelligent creatures are aware of the contract and if it is purposefully
broken, the contract deals 5 psychic damage to the creature. Unintelligent
creatures cannot be contracted and simply take 2 psychic damage instead as
the spectral chains move through them. Like deals with a devil, the creature
need only conform to the letter of the contract, not necessarily the intent.) |
3000 |
300 |
Bound |
0371 |
|
Ensouled,
Rilmani Armor (Time has a way of evening all scores, and the Rilmani, a
neutral planar folk, understand this intuitively. On a Rilmani ensouled
armor, the painted hourglass of its lesser cousin is replaced by a half
hourglass filled with black and white sand. Any working timekeeping device
within 1 mile of the armor keeps perfect time. The wearer may drop their
initiative by up to five points as a free action each round. Once the
hourglass has stored 15 points of initiative, the wearer may use a reaction
to take a free turn after the current turn ends. If the wearer was at the
bottom of the initiative order when they lower their initiative, they
increase by 20 initiative points but lose their next turn. The wearer gets +4
initiative.) |
9000 |
900 |
Bound |
0372 |
|
Ensouled,
Rilmani Weapon (A Rilmani ensouled weapon seems, in almost every way, to be a
well-aged mundane weapon, and only magic can detect the difference. This
functions like the lesser version, but the initiative changes it inflicts are
+2 initiative for the wielder and -2 initiative for the struck foes instead.) |
9000 |
900 |
Bound |
0373 |
|
Ensouled,
Rilmani, Greater Armor (The timepiece of the the lesser Rilmani armors is
gone, replaced by a floating, ghostly hourglass that floats in front of the
chest of the wearer, encircled by a geometric pattern of radially symmetric
circles and squares. The wearer can slow their initiative by up to 7 points
as a free action each round but if they were at the bottom of the initiative
order before storing initiative points, they lose their action on their next
turn but increase their initiative by 20 points. With 14 stored up initiative
points, the wearer can use a reaction to take a free turn after the current
turn ends. During this free turn, the wearer is hasted. Otherwise, the wearer
gets +4 initiative and has advantage on initiative rolls.) |
30000 |
3000 |
Bound |
0374 |
|
Ensouled,
Rilmani, Greater Weapon (Thin, settled dust puffs off of the weapon each time
it is disturbed. Errant cobwebs are conjured on the weapon when it is set
down. The wielder appears to be one generation older. When a greater rilmani
soul connect with an enemy through a successful attack, the wielder increases
their initiative by 4 points and the opponent drops their initiative by 4
points. The initiative changes take place starting the next round. If the
wielder would gain an initiative point but is already acting first, they
instead have their initiative reduced by 20 and they may take another turn
this round at the new initiative. The reverse is true for their opponent, if
their opponent would drop initiative but is already acting last, their initiative
increased by 20 points but they lose their next turn. If this weapon lands a
critical hit, the enemy is slowed for 1 minute while the wielder is hasted
for 1 minute.) |
30000 |
3000 |
Bound |
0375 |
|
Ensouled,
Rilmani, Lesser Armor (This armor has single hourglass painted on the front
of the torso, with a white top and a black bottom. As a free action once a
round, the wearer can lower their initiative by up to four points, which will
take effect on their next and following turns. This stored up time slowly
fills the black and white painted hourglass like falling sand until it
completely fills at the maximum of 20 stored initiative and pops out an inch.
The wear can grab and turn the hourglass as a reaction to take a turn after
the current turn ends. If the wearer was at the bottom of the initiative
order before dropping their initiative, their initiative increases by 20
initiative points but they then lose their next turn. The wearer gets +2
initiative.) |
3000 |
300 |
Bound |
0376 |
|
Ensouled,
Rilmani, Lesser Weapon (Perfectly ordinary, a Rilmani ensouled weapon
exemplifies balance and neutrality with an exceedingly normal number of
stains, knots, and scratches. Time is the ultimate balancer of the
unbalanced, and this weapon takes full advantage. Hitting a foe moves its
wielder up 1 point on the initiative order for the following rounds and drops
the foe down 1 initiative point in the following rounds. If the wielder would
gain an initiative point but is already acting first, they instead have their
initiative reduced by 20 and they may take another turn this round at the new
initiative. The reverse is true for their opponent, if their opponent would
drop initiative but is already acting last, their initiative increased by 20
points but they lose their next turn.) |
3000 |
300 |
Bound |
0377 |
|
Ensouled,
Undead Armor (Vaguely humanoid skulls adorn the shoulders of this armor while
a long necklace of obsidian dusted animal skulls dangle from the armors neck.
This ensouled armor’s necklace responds to its wearer taking damage. Upon
taking 5 damage or more from one source, a skull on the necklace cracks and
releases a tiny, pale fragment of a soul that seeks out the nearest foe to
deal 1d4+1 necrotic damage. If the wearer takes 10 or more damage from a
single source, the skull shatters instead, releasing two souls that will
target the nearest two foes. The souls will not target the same creature more
than once. Creatures struck by this necrotic damage must make a Charisma
save, DC 13, or be marked by Death. Those marked by Death get a +2 bonus to
their damage rolls but receive +2 damage from all sources for 1 round. If no
enemies are within 120 ft, the souls squirm in midair while rapidly
disintegrating.) |
9000 |
900 |
Bound |
0378 |
|
Ensouled,
Undead Weapon (The chill of the dead soul inside numbs the hands of its
wielder, almost painfully so. Like the lesser version, a weapon so ensouled
deals in death. The necrotic damage that spreads upon hitting an enemy
increases to 4 necrotic damage and the penalty on death saving throws and
healing increases its duration to 2 rounds.) |
9000 |
900 |
Bound |
0379 |
|
Ensouled,
Undead, Greater Armor (This armor holds a greater undead soul that it shaves
sharp slices from to retaliate against its attackers. Black shrouded skulls
gnaw at the pauldrons of the armor while humanoid skulls take the place of
armor joints. Onyx eyed, obsidian runed animal skulls are woven into an
extensive bead crochet that hangs about the neck and shoulders of the wearer.
Taking 3 damage from one source releases one spirit, 5 damage releases 2
spirits instead, and 10 or more damage from one source releases 3 spirits.
These spirits come forth from the mouths and eyes of the animal skulls,
shattering one for every three spirits released. These spirits will launch
themselves at the nearest foes, up to one against each foe within 120 ft, for
1d6+1 necrotic damage. These enemies must make a Charisma save, DC 15, or be
marked by Death. This mark grants them a +2 bonus to their damage rolls but
they take 5 additional damage from all sources. This lasts for 5 rounds. The
souls of creatures killed while marked by Death linger for the remaining
duration of the Death mark, dealing 1 necrotic damage each round to creatures
within 10 ft of their point of death.) |
30000 |
3000 |
Bound |
0380 |
|
Ensouled,
Undead, Greater Weapon (Dense fog rolls off of a weapon that harbors such a
strong fragment of an undead soul. The weapon shimmers slightly, as if wrapped
in a faint and immaterial cloth. A greater undead ensouled weapon deals 6
necrotic damage to foes within 10 ft of a struck foe. Creatures that take any
of this necrotic damage or are hit by the weapon have disadvantage on death
saving throws and roll healing they receive with disadvantage for 5 rounds.
If a creature dies while under the effect of this necrotic damage, their soul
releases a 10 ft burst of 6 necrotic damage that inflicts the same penalties
as the weapon’s own necrotic burst. When the ensouled weapon kills its
target, the necrotic burst damage is doubled.) |
30000 |
3000 |
Bound |
0381 |
|
Ensouled,
Undead, Lesser Armor (Undead ensouled armor has bone motifs on its joints and
straps. These are joined by a low hanging necklace of animal skulls that are
wrapped around the neck of the armor. If the wearer should take 5 or more
damage from a single source, one of the animal skulls breaks, and the array
of skulls slide down with a new, fresh skull on the end. A small, pale ball
of light flies out from the broken, falling skull. The soul dives at the
nearest enemy, imploding on them for 1d4 necrotic damage. If there are no
enemies within 120 feet, the soul writhes noiselessly while it disintegrates
into nothingness.) |
3000 |
300 |
Bound |
0382 |
|
Ensouled,
Undead, Lesser Weapon (Death Always cold and a little moist to the touch, a
weapon holding the soul of the undead gives its wielder a slight chill. When
it deals damage to an enemy, this weapon spreads out a cool, foggy death
pall. It deals 2 necrotic damage to other creatures within 5 ft. of the
struck foe, excluding the wielder. If this attack killed the first target,
then the necrotic damage is doubled. Creatures that take necrotic damage from
this attack or are struck by the weapon have disadvantage on death saving
throws and roll healing they receive at disadvantage for 1 round.) |
3000 |
300 |
Bound |
0383 |
|
Ensouled,
Water Elemental Armor (Water elemental ensouled armor is adorned with shells,
coral, and fish scales. The fish scales are studded to the armor by small
glass beads filled with sloshing, blue water. The armor gives shifting
bonuses and penalties to its wearer like its lesser cousin, but the ‘high
tide’ is lengthened and more powerful than its lesser cousin. It begins
combat with a -5 foot movement speed penalty, the next round it provides no
bonuses or penalties, then it gives +1 AC and +5 ft of movement speed, then
+1 AC and +15 ft of speed, and finally +2 AC and +20 ft of movement speed
before dropping back down by one step each round after. Once this cycle
reaches “low tide” again, the cycle repeats. A common water elemental soul
has minor control over its tides, and it starts combat with no bonuses or
penalties. Additionally, this armor halves any penalties for underwater
movement or action.) |
9000 |
900 |
Bound |
0384 |
|
Ensouled,
Water Elemental Weapon (Changing weight and balance, the elemental soul
within pushes and pulls the wielder side to side. Like its lesser cousin,
this weapon confers bonuses that grow then diminish with successive hits.
Starting at “low tide” at the beginning of combat, this weapon’s soul deals 1
cold damage on a hit. Each hit increments the metaphorical tide within: 1d6
cold damage, then 2d6 cold damage, and finally 3d6 cold damage with 1 round
of slowing inflicted on the struck foe. At “high tide”, additional hits drop
the damage of the weapon backwards down this scale until it reaches the “low
tide” of 1 cold damage before successful hits begin to increase its damage
again.) |
9000 |
900 |
Bound |
0385 |
|
Ensouled,
Water Elemental, Greater Armor (This wet, glistening armor layered with
shells and fish scales has a living octopus mantle and is dotted with water
bloated jellyfish across the arms and legs of the armor. The small octopus
holds tightly around the neck, shifting its colors nervously to try to blend
in to no avail. Like its weaker souled cousins, this armor waxes and wanes
throughout a fight. Each round it will increment its bonuses towards “high
tide” and then once it hits that point it recedes back down one step a turn
to “low tide”, repeating this back and forth cycle until combat ends.
Additionally, this soul has better control over its own tides and starts
combat at the +1 AC and +5 ft of movement speed in battle stage. The bonuses
are, listing from low to high tide: -5 ft of movement speed, no bonuses or
penalties, +1 AC and +5 ft of movement speed, +1 AC and +15 ft of movement
speed, +2 AC and +20 ft of movement speed, +2 AC and +30 ft of movement speed
and a cold aura that deals 5 cold damage to enemies within 5 ft, and finally
+2 AC and +40 ft of movement speed and a cold aura dealing 5 cold damage to
enemies within 15 ft. When underwater, the octopus climbs up over the
wearer’s mouth and breathes for them while the jellyfish open up, granting
the wearer a swim speed equal to their land speed by jetting around using the
jellyfish embedded in the armor. The wearer suffers no penalties for movement
or actions underwater.) |
30000 |
3000 |
Bound |
0386 |
|
Ensouled,
Water Elemental, Greater Weapon (Attacks with this weapon are followed with a
deluge of water and the smell of salt. Normal fires within 5 ft. of the
wielder and its target are extinguished. The weapon shifts its bonuses
cyclically, cresting to a peak then settling down, changing with each hit: 1
cold damage, 1d6 cold damage, 2d6 cold damage, 3d6 cold damage with 1 round
of slowing inflicted on the target, and 4d6 cold damage with 1 round of the
target being stunned as they are frozen in ice. A greater water elemental's
soul holds more command over its own tides and it starts combat at 2d6 cold
damage instead of at 1 cold damage.) |
30000 |
3000 |
Bound |
0387 |
|
Ensouled,
Water Elemental, Lesser Armor (Sea shell and fish scale reliefs adorn the
limbs and torso of this armor. The wearer gets shifting bonuses like the
tides. The wearer starts each encounter with -5 ft of movement speed, “low
tide”. Each round, the bonus improves at the start of its wearer’s turns
until it reaches its zenith, after which it returns down one step each round
until it hits “low tide” again, where it repeats the cycle. The steps are -5
ft of movement speed, no bonus or penalty, +1 AC and +5ft of movement speed,
and finally +1 AC and +15ft of movement speed.) |
3000 |
300 |
Bound |
0388 |
|
Ensouled,
Water Elemental, Lesser Weapon (Like the tides, this weapon varies back and
forth from being cool to the touch to frigid iciness. In any level of
humidity, water droplets condense onto this weapon and freeze in small
teardrops as the weapon grows colder. A water elemental’s soul confers
shifting strength to an ensouled weapon. At the start of combat, this weapon
starts at “low tide” and adds 1 cold damage to its damage rolls. After a
successful hit, it deals an additional 1d6 cold damage instead, as it grows
colder. On the next hit, it will now deal 2d6 cold damage as it reaches “high
tide”. Another hit at this point reduces the damage back down to 1d6 cold
damage, then down to 1 cold damage “low tide”. Reaching low tide again allows
the weapon to begin moving towards high tide again with each hit.) |
3000 |
300 |
Bound |
0389 |
|
Escape
Plan (What appears to be a normal button fastener can be snapped open with
purposeful force. The hollow button contains a powerful mix of abjuration and
vapor stimulants. Broken, it releases a faint garlicky vapor that invigorates
the user. The Escape Plan obscures the wearer by 50% and grants a 50 foot
speed boost. The obscuring effect fades by 10% each round and with each
attack the user makes. The speed boost lasts for 1 minute and by 10 feet for
each attack made.) |
750 |
75 |
Gear
Up |
0390 |
|
eSpiritu
(Some guides and mapmakers are rumored to be so enamored with their craft that
they linger after death, haunting their map cases. eSpiritu map cases can be
called upon to conjure and unfurl an overland map of any scale or location,
granted the location is well mapped by cartographers in general or a specific
map showing the area has been supplied to the map case. These maps only
highlight well known locations or points of interest, unless cartographic
knowledge or past maps it was given hold more specific or hidden locations.
Requesting guidance to a specific location add a moving marker to any map
that moves and twists to point out a the quickest route to the location. On
each request, roll a 1d20 instability die for each request made in the last
week. Rolling a '1' will cause a magic mishap: the wielder is now magically
shown as location on other people’s maps, incorrect map or directions are
given, a map given to the eSpiritu is lost, or all current maps are withdrawn
inside the case and the map case becomes inactive for 24 hours.) |
6000 |
600 |
Modern
Mayhem |
0391 |
|
Essence
of Life (A black and white spiral shell houses a squirming, ten-tentacle
leech that responds to a warm-blooded touch. Held up to the mouth, the
Essence of Life steals the user’s hit points, 1d6 hit points each round. When
it is cracked open, the foul, rotting salty smell of its organs restore as
many hit points the Essence has consumed minus however much it has absorbed.
The Essence of life digests 1 stored hit point each hour. After digesting a
total of 100 hit points, the Essence of Life buds off into ten larval
mollusks. These mollusks, if they survive predation, will grow into Essence
of Life in 1d3 years.) |
5000 |
500 |
Bound |
0392 |
|
Eternal
Servant (By donning this silver, engraved ring and its large, multi-faceted
amethyst inset and attuning to it summons a ghostly butler to one's side. The
well dressed, tall, human butler will serve the wearer of this ring
unfalteringly and without question. His goals will be the intent of his given
orders, but he tends towards unorthodox methods to achieve those intents. The
ghost is visible to others and his skills are that of a master of anything a
butler, cook, groundskeeper, steward, or servant would be expected to do.
Rumors swirl around the original rings of these designs, many hint at the
possibility of souls traded to demons, but newer rings are fashioned from the
bound souls of weaker demons.) |
3000 |
300 |
Bound |
0393 |
|
Ethereal
Antennae (Plucked from ghostly bugs and spirits, these add new dimensions of
information to an information gathering spell. As part of casting the spell,
the caster must break the Ethereal Antenna while thinking of a new sense that
the spell will provide. Alternatively, for spells without a direct sensory
output, it enhances answers or foresight obtained by such spells. The extra
information derived from such empowered spells grants either a rudimentary
sense of smell biased towards sugar or alcohol, a faint sense of the wind
currents, or blurry ultraviolet sight. A bundle of Ethereal Antennae contains
enough antenna for five spells.) |
250 |
25 |
Exposed
to the Elements |
0394 |
|
Ethereal
Defenses Armor (Armor enchanted with Ethereal Defenses can apply its entire
armor bonus against ethereal, shadow, or other extraplanar based attacks even
if they would normally ignore material plane armor. The wearer can spend a
reaction to gain resistance against damage from an extraplanar attack.) |
10000 |
1000 |
Gear
Up |
0395 |
|
Ethereal
Reach Weapon (An ethereal reach weapon shimmers with a faint, see-through
green like a silk curtain billowing through a shaft of light. Weapons so
enchanted can strike ethereal targets as if they are weren't ethereal, and
five times per day can strike with extended reach even through solid,
non-magical objects. This gives an additional 5 ft. of reach for melee
weapons and no range penalty for ranged weapons.) |
5000 |
500 |
Gear
Up |
0396 |
|
Etherealness
Armor (A thin trickle of pale green fog falls off this armor that feels cool
to the touch. With a reaction, an attuned wearer of Etherealness Armor can
shift planes along with their equipment, becoming ethereal. While ethereal,
the wearer is immune to non-magical attacks and resistance against magical
attacks originating from non-ethereal creatures. The wearer’s non-magical
attacks deal no damage and their magical attacks deal half damage to material
creatures while ethereal. When shifting planes, the wearer’s held and worn
items are made ethereal as well, up to their maximum carrying capacity. With
a reaction, the etherealness effect can be ended. The armor can remain
ethereal for a total of 10 minutes each day, but each activation rounds up to
the nearest minute of usage.) |
25000 |
2500 |
Exposed
to the Elements |
0397 |
|
Etherium
Armor (Etherium is made via a special refining process using astral silver in
ethereal forges. This metal defends against any bonuses that other creatures
might gain on attacks against the wearer by jumping between planes, such as:
blinking, shadow jumping, astral projecting, etc. Etherium armor negates the
first ten damage taken each round from a creature that has shifted planes in
the last five rounds.) |
10000 |
1000 |
Fantasy
Foundry |
0398 |
|
Etherium
Weapon (Rare and elusive deposits of translucent, silvery ore found only in
the endlessly floating rocks of the astral plane, metal weapons made of
forged Etherium are not easily bound to any one plane. They can strike
creatures as if they were on the same plane as the wielder, ignoring, for
example: astral projecting, blinking, shadow-walking, phasing, or ethereal.
Such weapons are, however, also blocked by solid barriers manifesting in
other planes as well. Outsiders killed with an Etherium weapon die instead of
just reforming on their home plane. Etherium weapons are always well made and
grant a +1 bonus to attack.) |
6000 |
600 |
Fantasy
Foundry |
0399 |
|
Evard's
Black Bomb (A squirming, tickling, black, fuzzball explodes with a loud
squish when it hits a hard surface. Thrown up to forty feet, it expands like
a coiled black snake into a rude mass of black tentacles. Thick strands of
mucus string between the waving pseudopods. Any creature that enters within a
10’ radius of the centerpoint triggers a grapple attempt with a +5 strength
bonus. Those that fail on this contested roll are restrained and may only
move closer to the centerpoint. The tentacle mass has a total of 40 health
and an AC of 13.) |
600 |
60 |
Save
Vs. Disease |
0400 |
|
Everlasting
Rations (Reaching into this empty burlap sack will retrieve one ration worth
of jerky, hard tack, and dried fruits. The small bag that can produce up to a
dozen rations each day.) |
4000 |
400 |
Gear
Up |
0401 |
|
Eversnuff
Box (This is a small tin that produces up to 10 pipefuls of mediocre dried
tobacco each day. It produces just one ounce each time it is empty when the
box is snapped closed.) |
300 |
30 |
Gear
Up |
0402 |
|
Everspinning
Gear (This thick, etherium gear relentlessly spins about its central axis.
The square toothed gear, five feet in circumference or about 1.5 feet in
diameter, completes one rotation every second. The solid metal of the toothed
disc has a single 3-inch square hole in its center. A strength check (DC 30)
or 2 tons of weight is enough to stop it, but it then attempts to turn the
other direction. With a blockage, it will cycle back and forth, the small
vibrations of its teeth hitting back and forth will eventually grind down its
restraint. It is only safe to pick up using a rod through the middle, doing
otherwise exposes the holder to the unstoppable rotation of the gear.) |
7500 |
750 |
Arcane
Arsenal |
0403 |
|
Exhumation
Powder (When this small pouch of anointed, astral, grave-dirt is spread on a hand
or glove then lit, an ethereal smoke clads the user’s hand. Through the faint
smoke, the user can see all the consumable items they used up and possessions
that were destroyed in the last five minutes and they can retrieve one of
those items before the powder burns out.) |
10000 |
1000 |
Exposed
to the Elements |
0404 |
|
Exhumer’s
Shovel (An Exhumer’s Shovel is a black, cast iron spade with a dark walnut
handle. By striking it into earth, sand, or gravel, the wielder can shift up
to 50 cubic ft. of earth. The earth moved must start in a volume contiguous
with the struck earth, in minimum increments of 8 cubic ft. cubes, and end
contiguous with either the wielder or the volume’s original location. The
shovel can move up to 100 cubic ft. of earth before needing to be sharpened
and oiled over the course of a short rest. When casting an earth spell using
it as a focus, the volume of earth moved, created, or manipulated is
increased by 25% while also allowing for one size finer detail work.) |
2000 |
200 |
Arcane
Arsenal |
0405 |
|
Explorer's
Compass (When this compass beat up, gold-leafed bronze compass is opened up
and faced to a map, its red and black pointer will turn blank, appearing on
the map where the user is standing. The lines and text of the map will
animate, reorienting to face the direction the map holder is facing. Facing
the open compass towards the map again returns the map to its original state
and the compass pointer returns to normal. While the pointer is on a map, the
compass does not function, instead spinning idly about a blank face.
Inaccurate or misleading maps show the pointer location as where it would be
according to the scale of the map and not according to where the user
actually is.) |
1000 |
100 |
Gear
Up |
0406 |
|
Explorer's
Kite (A brightly colored, silk flying fish kit tilts at the slightest breeze,
tethered by a thin rope and well-worn wooden handle. When one flies the
Explorer’s Kite, they get an intuitive sense of the land around.
They are aware of what types of terrain are in the surrounding 20 miles, as
well as any major landmarks. Make a Dex check each time it is used in strong
winds or the kite will breaks free and drift away on the winds: light winds
(DC 10), medium winds (DC 15), strong winds (DC 20), storm winds (DC 25), and
tornado/hurricane/monsoon (DC 30). In a lightning storm, there is a 50%
chance any strike within 100 ft is redirected to the kite and its holder,
this destroys the kite and deals 6d6 electricity damage, no save.) |
4000 |
400 |
Gear
Up |
0407 |
|
Explosive
Glyph (An Explosive Glyph is an engraved slate stamp. Raised stone runes
cover the surface of this 4 inch black square. Slathering on any coloration
or pigment then stamping it on a surface leaves an Explosive Rune effect
behind up to three times per day. This magical sigil deals 3d6 damage in a 20
ft burst when it is read, destroying itself in the process. Alternatively, it
can be stamped on a piece of parchment, to explode when the paper is burned.
Additional stamps placed adjacent to or overlapping one another joins them
together into a larger explosion. Each stamp adds 1d6 damage and increased
the explosive radius by 5 ft. These runes last for as long as the ‘ink’
remains dry and legible or until too many stamps are placed, with newer
stamps causing the oldest stamps to flake away. Up to 5 stamped runes can be
functional at a time.) |
3000 |
300 |
Charged |
0408 |
|
Explosives
(Inside the lantern-sized wood barrel lies a deadly payload. A massive
shrapnel burst of sharpened metal bits and jagged rocks awaits ignition to
deal 8d6 slashing damage to all targets in a 50 ft. radius. A Dexterity save,
DC 15, will reduce the damage by half. Object hardness is considered doubled
against this damage and objects automatically succeed on their saving throws.
Creatures damaged by the shrapnel receive one point of ongoing bleed damage
for every 5 damage taken from the blast. Those that failed their saves suffer
disadvantage on their death saving throws until their bleed damage is healed.
The explosives go off 1d4+1 rounds after the fuse is lit. The user can make
an Intelligence check, DC 10, while lighting the fuse to increase or decrease
the fuse timer by 1, decided after rolling the fuse. On a failure, the fuse
time is 1d6-2. If the check is succeeded by 5 or more, they may increase or
decrease the fuse timer by up to 1 more for every 5 above the DC. A fuse time
reduced to 0 goes off at the end of the turn and a fuse time reduced below 0
goes off immediately.) |
1000 |
100 |
Exposed
to the Elements |
0409 |
|
Explosives,
Crude (Crude Explosives are small wooden barrel shrapnel bombs made with a
combination of alchemical accelerants and loose gravel. It deals 4d6 slashing
damage to all targets within 30 ft. A Dexterity save, DC 14, reduces the
damage by half. Object hardness is considered doubled against this damage and
objects automatically succeed on their saving throws. Creatures damaged by
Crude Explosives take 1 ongoing bleed damage. Crude explosives detonate 1d6
rounds after the fuse is lit. With a DC 15 Intelligence check, a user can
attempt to modify the fuse while lighting it. On a success, they may increase
or decrease the fuse length by 1 round. On a failure, the fuse length becomes
1d4-2. A fuse time reduced to 0 goes off at the end of the turn and a fuse
time reduced below 0 goes off immediately.) |
400 |
40 |
Exposed
to the Elements |
0410 |
|
Explosives,
Refined (A deafening explosion precedes a cloud of spiralling ceramic needles
and spinning razor-wire bursting from this fist sized metal canister. 1d3+2
rounds after the fuse is lit, this explosive deals 15d6 slashing damage to
all targets in a 60 ft. radius. A Dexterity save, DC 17, reduces this damage
by half. Objects have double their normal hardness against this damage and
automatically succeed on their saving throws. The shrapnel contained within
is made from the shavings of leftover seeking weaponry and will curve around
cover, negating any bonus short of total cover. Like hungry slugs, the debris
from Refined Explosives will burrow and crawl in those damaged by the blast,
resulting in bleed damage equal to one quarter of the damage taken, rounded
up. Bleeding creatures have disadvantage on their death saving throws and
must succeed an additional time before becoming stable. While lighting the
fuse, a creature may attempt an Intelligence check, DC 5, to modify the
timing. On a success, they may increase or decrease the timer by up to 1
round for every 5 of the result. On a failure, the fuse time becomes 1d8-2. A
fuse time reduced to 0 goes off at the end of the turn and a fuse time
reduced below 0 goes off immediately.) |
5000 |
500 |
Exposed
to the Elements |
0411 |
|
Extendable,
Fantastic Pole (This two foot wooden rod is darkly stained oak wood with smooth
surface broken only by a collection of six small buttons. One pair of buttons
will cause the pole to lengthen or shorter while held, as long as 20 ft or as
short as six inches. Another button causes the pole to extend alternating
ladder rungs every six inches. The fourth and fifth are toggle switchs that
change their respective ends of the pole from flat to hooked ends to rings.
The sixth causes the pole to extend 1 ft by 2 ft platforms every foot and a
half along its length. An Extendable, Fantastic Pole can hold up to 2 tons
before its magic fails and it reverts to its original size and shape.
Catastrophic physical damage, so long as the enchantment stays intact, causes
the pole to go dormant for 1d6 days.) |
750 |
75 |
Gear
Up |
0412 |
|
Extractor
(Extractors appear to be a large tun cask formed from a single stone, layered
with a vast geometric pattern, and topped with continuously burning candles
engraved with numbers in different alphabets. Stoked with twenty pounds of
magma, this magical boiler drains off the magical essences and rare
alchemical ingredients of magical items heated within, distilling them down
to their component parts. The heat from twenty pounds of magma produces
enough heat for sixteen ounces of Essence, or an equivalent value of other
alchemical ingredients. This process rips apart non-magical materials,
turning them into a non-descript lump of rocky slag over the course of an
hour. From valves hidden in the patterns, these essences can be stored in
metal flasks. A magic item produces one ounce of Essence per 1000 SP it would
take to craft the item over. This essence can be used to craft new items or
can be sold to enchanters. The bodies and flesh of magical creatures can also
be distilled for an amount equal to one tenth of an ounce per HD. This
process requires their most valuable and magical parts of a creature
otherwise it fails to produce any Essence. By adjusting the runic array of
the Extractor with an Arcana check, DC 15, a user can distill out a different
magical essence or alchemical component from the heated materials, up to the
value of the Essence that could have been extracted. Failure on that check
means the Extractor produces Essence as normal, but only half what it would
have produced. Creatures exposed to the slag or a running Extractor too often
may develop mutations. Each hour of exposure to the waste slag or the
Extractor while it is working, other than the first exposure each week, has a
cumulative 1% chance of causing a mutation.) |
10000 |
1000 |
Arcane
Arsenal |
0413 |
|
Fan of
the Seasons (This silk folding fan depicts the four seasons one after
another: Winter, Spring, Summer, Fall, Winter. Sharp transitions separate
each season on the illustrated fan, such that a single branch extends across
multiple seasons is blooming, leafy, abscissing, and frozen in the respective
seasons. Swiping this fan from one side to another temporarily progresses the
local area by one season. This change occurs for the immediate mile
surrounding the fan. Multiple fans change it successively. This season change
lasts for one day. The fan can be used three times each week but each use
after the third in a week has a 25% chance of leaving the fan in tatters,
destroyed. The fan can only be repaired by placing it in a nature shrine for
an entire week for in each of the four seasons. In expansive indoor or
underground spaces, this effect works differently, shifting a 100 foot radius
into the next ‘season’ approximated by temperature and humidity. This changes
the temperature by +/– 30 degrees farenheit with a dividing point at 60
degrees or the humidity by +/- 40%, with a dividing line at 50% humidity.
Winter is cold and dry. Spring is cold and wet. Summer is warm and wet. Fall
is warm and dry.) |
4000 |
400 |
Charged |
0414 |
|
Fan of
the Stormfront (This huge, spiked paddle-fan of bamboo allows its user to
swipe downward to create a number of weather effects. The Fan of the
Stormfront has five charges that refill each day: 1 charge for Gust of Wind
or Fog Cloud, 2 Charges for Call Lightning, and 3 Charges changes the weather
of the surrounding 3 miles into a powerful, windy storm related to the biome.
The storm lasts for 2d10+4 hours. The user can only call a storm outdoors in
plain view of the sky. If the fan is outdoors in strong, natural winds, it
has 6 charges instead of 5 for the next week.) |
5000 |
500 |
Charged |
0415 |
|
Farsight
Goggles (These eagle motif goggles spin in their sockets, extending and retracting
the goggle lenses, allowing the user to focus and see clearly up to twice as
far as normal. The wearer takes no penalty on ranged attacks at less than
maximum range.) |
2000 |
200 |
Gear
Up |
0416 |
|
Fast
Brooch (Woven braids of grain stalks are clasped together by a tiny millstone
bolo. The attuned wearer of the Fast Brooch can ignore some of the penalties
for starvation and dehydration if they give away their own rations of food
and water to the needy and downtrodden of society. This effect continues for
as long as the wearer does not willingly eat or drink more than a half ration
each day. Starvation and dehydration build up at one quarter their usual
speed so long as the wearer continues to fast. Additionally, they suffer the
penalties of exhaustion as if they had one fewer levels of exhaustion and
exhaustion penalties are halved (reducing disadvantage to a -2 penalty). So
long as the wearer of the Fast Brooch continues to keep favor with the many gods
aligned with caring for the poor and needy, they will find divine luck
interceding on their behalf, granting them one reroll of any roll for each
level of exhaustion they have.) |
1000 |
100 |
Profane
and Profound |
0417 |
|
Faustian
Bandage (This cloth bandage is covered in black demonic script with a simple
deal, vitality for life. Applied as a temporary tourniquet or bandage as an
action, the user can trade away their maximum hit point total to immediately
heal the target by half that many hit points, rounded down. The user’s
vitality is loaned to the devilish creator of the bandage and when they take
their next short or long rest the magic reduces their maximum hit points by
the amount they bargained away. Afterwards, it returns slowly as it is
expended by the recipient of the contract, 1 maximum hit point per HD of the
user at the end of each long rest. Maximum hit point total regained this way
does not return with the associated hit points.) |
1000 |
100 |
Exposed
to the Elements |
0418 |
|
Feather
Token Air Buffalo (A light-beige feather is colored with a dark brown arrow
down its center. If the user breaks the feather, a Huge, saddled, giant beige
buffalo will grow forth. This buffalo has the inexplicable ability to fly
with average maneuverability and can carry up to four tons. It has enough
space for 5 medium sized creatures to ride comfortably on its saddled back.
It won't attack in combat but can slam and gore attackers to defend itself
from creatures attacking it. It will only go inside or underground with a
very difficult handle animal check (DC 25), and even then, will still be
ornery. Each day, the Air Buffalo must be kept fed and well groomed, costing
50 sp in supplies each week. Failure to do so twice or doing so while it is
kept indoors will result in it leaving at the first opportunity. HD 5 (60),
Huge, AC 15, Slam/Gore, +7/+6 (2d6+3,1d8+2), Move 30 ft./ Fly 60 ft. S 16 D
10 C 19 I 7 W 13 C 9) |
8000 |
800 |
Arcane
Arsenal |
0419 |
|
Feather
Token Boat (This large white feather transforms into a lightweight but sturdy
swan feather boat complete with long stemmed feather oars. The boat can hold
up to 2000 pounds yet it weighs only 5 pounds.) |
500 |
50 |
Gear
Up |
0420 |
|
Feather
Token Fan (This tiny white-grey feather transforms into an elaborate wooden
handled ostrich feather fan that can create a continual minor wind within a
30 foot 90 degree arc or single, strong blasts of wind in a 60 ft line every
1d6 rounds. Each new activation of the fan has a 1 in 20 chance of
irreparably destroying the fan.) |
100 |
10 |
Gear
Up |
0421 |
|
Feather
Token Great Bird (Cracking this pebble-grey feather causes it to transform
into a loyal, light-gray dove the size of a horse. The dumb, but well-meaning
bird can carry a small creature easily and a medium creature at half speed.
It takes orders with the intelligence of an infant, and can attempt to relay
scouting information using simple motions and cooing. If criticized, things
go wrong, or harsh language is used in its presence, it will become
frightened for 1d4 minutes. The third time it becomes frightened this way it
will leave at the first opportunity. HD 3 (20), Large, AC 14, Beak/Talon x2,
+4/+2 (1d6+2,1d4+1), Move 10 ft./ Fly 80 ft. S 9 D 13 C 9 I 5 W 7 C 11) |
10000 |
1000 |
Arcane
Arsenal |
0422 |
|
Feather
Token Great OwlHound (Snapping the dark, blue-grey feather in half then
placing the limp feather halves between your lips and whistling summons forth
a great magical beast. It spins forth from the winds as a collection of
feathers that quickly solidify into a hybrid animal. The Owlhound has the
body of a large mastiff with the head of an owl and the front talons of a
falcon. The Owlhound follows orders like a guard dog and fights best at
night, with a +2 bonus to attack and damage. The Owlhound must eat 10
rations, or 10 HD of meat, each day or it will become disgruntled and gain a
level of exhaustion. Any failed morale check failed will also disgruntle the
Owlhound. If already disgruntled, it instead will desert its summoner at the
first opportunity. A disgruntled Owlhound can be calmed with suitable
relaxation, pampering, exotic meats, and appreciation. HD 10 Large AC 15 ATK
+7x2/+7 (Claw x2/ Bite) DMG 1d8+5/1d10+7. MOV 50 ft. Scent 60 ft.) |
12500 |
1250 |
Arcane
Arsenal |
0423 |
|
Feather
Token Griffin (Breaking this platinum feather calls forth a griffin in a
swirling maelstrom of silvery feather that multiply from the broken feather
token. It forms adjacent to the summoner, armored in a feathered scale armor,
and ready to bear a rider into combat on a custom saddle. It can drag up to
four tons on the ground and carry one ton while flying. The griffin must eat
10 rations of meat each day or it will become disgruntled. It will also
become disgruntled if it fails a morale check in combat or it witnesses its
summoner committing an evil deed. An already disgruntled griffin will instead
abandon its summoner at the earliest opportunity. A disgruntled Griffin can
be calmed with suitable relaxation, pampering, and appreciation. Atonement is
required before calming a Griffin disgruntled by evil deeds. HD 8 Large AC 18
ATK +5/+7 (Beak/Pounce*) DMG 1d8+3/2d10+5. *Pounce attack is only made after
the griffin has moved more than 15 ft. in a straight line. MOV 40 ft. FLY 30
ft. S 16 D 12 C 19 I 12 W 11 C 16.) |
9000 |
900 |
Arcane
Arsenal |
0424 |
|
Feather
Token of Sphinx (Cracking this gleaming aquamarine feather summons a
sarcastic, lounging sphinx in front of the user. This combat ready minion is
armored in a breastplate and can use magic. Additionally, the sphinx is wise
and well versed in magical and historical lore. It will follow the orders of
the one who summoned it. The sphinx must be fed 5 rations and paid 200 sp in
gems, magic, or gold each day else it will become angry. It will also become
angry if it fails a morale check in combat or if made to fight in more than
one combat between long rests. If already angry, the sphinx will instead
leave at the earliest opportunity. HD 12 Huge AC 16 ATK +8/+9/+7
(Claw/Bite/Spells*) DMG 1d8+3/1d12+5 Spells: Acid Splash cantrip 3d6 acid,
Burning hands 5d6 fire in 20 ft. cone (three times each day), Lighting Bolt
6d6 electricity in 60 ft. line (once each day). Identify, and Knock MOV 30
ft. FLY 40 ft. S 16 D 14 C 12 I 17 W 15 C 14. The sphinx makes a bite and two
claw attacks with an action.) |
18000 |
1800 |
Profane
and Profound |
0425 |
|
Feather
Token Ostrich (A pack mule ostrich ready with bags and belts appears nearby
after the user twists this black and white feather until it snaps. The
ostrich is eager and ready to carry up to one ton. The ostrich will flee any
combat or dangerous encounter until the danger is out of sight. Failing that,
it will cower and hide its head. The ostrich needs 2 rations of food each day
or it will become disgruntled. It will also become disgruntled if it is
prevented from fleeing combat and fails a morale check. If the ostrich is
already disgruntled, it will instead abandon its summoner at the first
opportunity. A disgruntled Ostrich can be calmed with suitable relaxation,
pampering, and appreciation. HD 3 Medium AC 12 ATK +3 (Beak) DMG 1d4 MOV 80
ft. Jump 20 ft. S 11 D 15 C 8 I 3 W 7 C 8.) |
3000 |
300 |
Arcane
Arsenal |
0426 |
|
Feather
Token Pegasus (The Pegasus Feather Token is a silvery feather that will call
a pegasus from thin air when kissed. As the silvery, winged horse appears,
the feather turns to glitter dust. The horse can carry up to one ton and is
useful for travel but is not trained or willing to engage in combat nor will
it bear a rider into combat. The pegasus will retreat from combat, staying
out of harm's way. The pegasus needs 3 rations each day or it will become
disgruntled. It will also become angry if it witnesses its summoner desecrate
nature or commit evil acts. If forced into combat, it will become angered if
it fails a morale check, which it has disadvantage on. HD 4 Large AC 14 ATK
+4 (Hoof) DMG 1d6+1 MOV 90 ft. FLY 90 ft. S 12 D 19 C 10 I 15 W 19 C 19. While
flying, the Pegasus may make up to two hoof attacks as part of the dash
action.) |
5000 |
500 |
Profane
and Profound |
0427 |
|
Feather
Token Quetzalcoatl (Crushing the rainbow Quetzalcoatl feather token causes it
to explode in a thunderous cacophony. As the smoke clears, a flying, rainbow
snake appears. It is a loyal, telepathic servant of its summoner that will
utilize its powerful good magics. While it will do no harm to non-evil
creatures, it is a powerful aerial combatant. Additionally, it can grant up
to a dozen creatures at a time the ability to wind walk at will. The
Quetzalcoatl must be fed 20 rations each day or it will become disgruntled.
It will also become angry if it fails a morale check in combat or if its
summoner does not complete a massive charitable undertaking each month. If
already angry, the Quetzalcoatl will instead leave at the earliest
opportunity. HD 16 Gargantuan AC 19 ATK +10/+12 (Bite/Bolt) DMG 2d8+6/1d20+5
positive energy Spells: Heal 5d8+10 hp (five times each day), Mass heal 3d8+5
to up to 10 targets in 30 ft. (three times per day), Restoration (three times
per day), Raise Dead (once each day). MOV 20 ft. FLY 120 ft. S 18 D 21 C 15 I
19 W 25 C 17. The Quetzalcoatl may make up to three bolt or bite attacks as
an action.) |
30000 |
3000 |
Profane
and Profound |
0428 |
|
Feather
Token Roc (Shredding this crimson and white Roc Feather Token and tossing the
pieces in the air creates a dense red cloud. From this cloud steps a giant,
intelligent bird, suitably mounted for riding. The bird can carry two tons of
weight or fight as an aerial combatant, if carrying less than half a ton. The
summoned Roc must be fed with 5 rations each day and paid 50 sp each week in
shiny gems, objects, and coins. If it is not paid for its efforts or it fails
a morale check in combat, it will become disgruntled. If an already
disgruntled Roc would become disgruntled again, it instead will leave at the
first opportunity, stealing the most valuable looking shiny object on its way
out. A disgruntled Roc can be calmed with suitable relaxation, pampering,
shiny trinkets, and appreciation. HD 5 Huge AC 16 ATK +4x2/+5 (Talon x2/
Beak) DMG 1d4+2/1d8+3. MOV 30 ft. FLY 90 ft. Advantage on Perception. S 13 D
17 C 11 I 12 W 15 C 11.) |
8000 |
800 |
Arcane
Arsenal |
0429 |
|
Feather
Token Willow (Snapping the brown feather brings to life a giant, feathery,
willow tree. The leaves can be eaten to nourish a creature as a full food and
water ration. The willow produces as many as six meals each day, if it is in
a suitable environment for a tree. Each month the tree’s magic fades a
little, reducing its output by one meal until it becomes a non-magical tree
at the end of its sixth month. In hostile environments such as those lacking
sunlight, sufficient warmth, or enough water, the tree only provides 30
rations total as it wastes away into a dry, dead tree.) |
500 |
50 |
Profane
and Profound |
0430 |
|
Feather
Token, Cursed (While this feather starts its life as a grey, matted pigeon
feather, it will take on a new appearance as soon as it is placed within 5
ft. of another feather token. A Cursed Feather Token will mimic the abilities
of the feather token it copies, changing appearance to match and occasionally
swapping locations with the other feather token when unobserved. When broken
it functions like the feather token it is copying, except that the resultant
entity is hostile to its summoner. It uses malicious intelligence to suss out
the best time to betray its user. For non-sapient forms created by a cursed
feather token, the item fails to work catastrophically or is otherwise
ruinous, dangerous, or poisonous despite appearing normal to all senses. Once
a Cursed Feather Token has copied another feather token, it will not change
forms again for 24 hours. In its base grey form, it has a flying speed of 5
ft. that it will use to stealthily move towards the nearest feather token
within 1 mile.) |
3000 |
300 |
Profane
and Profound |
0431 |
|
Feather
Token, Raven (Snapping this jet-black feather calls forth a large raven
perching on the arm or shoulder of its summoner. Its head jerks about, taking
everything in with its beady black eyes. The raven will answer any question
it is asked, even rhetorical ones, with as much knowledge as a common sage in
a decent library would have access to. It is prone to being cryptic or
mysterious. The real talent of this magic raven is that it can translate any
spoken or written language, and can almost perfectly copy any writing it can
see with its talons by carving or dipping them in ink. The Feather Token
Raven must be fed and given access to new literature, plays, or stories
equivalent to a short novelette each day or it will get angry. Lengthier or
more exotic works can soothe it for longer. Additionally, if it fails a
morale check or if its owner makes an egregious grammatical error it will get
angry. If anything would make it angry while it is already mad it will shout
“Nevermore!” and fly away at the soonest opportunity.) |
2000 |
200 |
Arcane
Arsenal |
0432 |
|
Feldspar
(Polished into one of various geometric shapes, this piece of feldspar can be
smashed apart during the casting of an earth or stone spell to allow the user
finer control. They can recreate the shape of the pieces of Feldspar in their
earth or stone works -such as spheres, tetrahedrons, or cubes- with a minimum
size of half the smallest increment their spell allows them to create. They
may replicate full or partial copies of the feldspar’s shape throughout the
shaped or conjured earthworks as many times as will fit, without overlap, in
the area of effect. This generally provides no extra structural strength or
weakness, but may provide circumstantial bonuses or uses such as creating
rough terrain for enemies, useful hand-holds, or camouflage.) |
500 |
50 |
Profane
and Profound |
0433 |
|
Fellhide
(A loose collection of rags and tanned fey skins and wings, twitches and
giggles when not worn. Fellhide acts as clothing that confers a +1 magical
armor bonus. When falling, the rags flow behind the wearer, allowing them to
glide slowly, moving up to 15ft per round horizontally and 5ft down. Once
each day, the wearer may shake the rags loose of sparkly dust, casting a
Sleep spell centered on the armor as a 1st level spell with DC 11. The wearer
is not affected by this spell.) |
4000 |
400 |
Fantasy
Foundry |
0434 |
|
Fez of
Lashing Wounds (Fez of Lashing Wounds are red felt fezzes with a long,
fraying string tassel. With some mental focus, the wearer of this fez can
control the movement of the hat’s string. Additionally, twice between each
short rest, the movement of the tassel can create invisible slashes of force.
As a free action, the wearer strikes a target in sight within 60 ft. for 1d6
force damage.) |
2500 |
250 |
Charged |
0435 |
|
Field
Mending Cloth (Field Mending Cloth are rolls of shiny metallic bandaging that
are intended to fix wounds on objects instead of living flesh. Applying Field
Mending Cloth instantly fixes a damaged object’s functionality from anything
less than total destruction, even if its appearance suffers for the shiny
metal strips now attached. Using it to fix an item that is broken makes it
work, but the item gains the Field Mending Cloth’s instability die, then roll
that die. If the result is a ‘1’, the Field Mending Cloth was expended fixing
this item. Otherwise, the instability die size of the cloth is reduced by one
size for the next item to be repaired. The item’s instability die is rolled
whenever the item is used to make a check, save, or roll. If its result would
be worse than the original die’s roll, it replaces that die. If the
instability die result matches the original die, the mending cloth fails and
the item is returned to being broken. For repaired items that already have an
instability die, Field Mending Cloth’s added instability die is rolled
alongside the item’s instability die, using whichever die has the worse
result for the purposes of the item’s stability.) |
500 |
50 |
Modern
Mayhem |
0436 |
|
Field-Fire
Spear (This slightly-singed, oak spear can summon fires at the feet of its
target. Three times each day, it can be called upon to start a 5 ft diameter
fire as part of an attack. The non-magical fire burns for 5 rounds in normal
conditions. Any creature that starts its turn in the fire or enters its area
of effect for the first time on its turn takes 1d6 fire damage.) |
800 |
80 |
Exposed
to the Elements |
0437 |
|
Fiery
Armor (Covered in a fine layer of dark oil and black soot, Fiery Armor is hot
to the touch and releases the occasional floating ember. When hit by an
attack from a source within 60 ft. the armor retaliates with a bolt of fire
for 1d10 fire damage.) |
8000 |
800 |
Exposed
to the Elements |
0438 |
|
Fighting
Button (Crack the black, chalky button, which can be disguised as any number
of tiny objects, and the user receives a powerful but short lived boon from
inhaling the bitter salts. A Fighting Button grants two temporary hit points
per hit die, advantage on strength based weapon attacks, proficiency with
strength based weapons, and it sets the user’s strength to a
minimum of 16. These bonuses last as long as the user has the associated
temporary hit points. Each attack made reduces the user’s temporary
hit points by 2. As the Fighting Button’s effects fade the user
gains one level of exhaustion. The user must make a Constitution save (DC 10)
or become addicted to Fighting Buttons.) |
500 |
50 |
Gear
Up |
0439 |
|
Fire
& Ice (Fire flickers down the oiled half of this shortsword and icy fog
billows down from the frost covering the other half. It is a +1 weapon that
deals an additional 1d6 fire and 1d6 cold damage on each hit. After making a
successful hit, the wielder may spend their reaction to cause the firey half
to disgorge a firebolt at a target within 60 ft. that deals 2d6 fire damage
and send a chill into themselves that calms the mind, restoring a 1st or 2nd
level spell slot.) |
15000 |
1500 |
Exposed
to the Elements |
0440 |
|
Fire
Powder (Fire Powder is a potent mix of iron dust and flammable oil, usually
from salamander oil glands or pressed burnbark seed oil. When ignited as part
of casting a fire or necromancy spell, the spell is infused with lingering
embers of hot metal. This causes the target or targets of the spell to take
1d3 fire damage at the start of their turn for a number of rounds equal to
the spell level. They can spend an action to brush off the embers and end the
ongoing damage. A ceramic urn of Fire Powder holds enough dust for five
spells.) |
500 |
50 |
Exposed
to the Elements |
0441 |
|
Fire-hearth
Stone (This single, large stone can be added to a campfire to increase its
warmth and protection. After 3 successive nights of keeping it warm in a
campfire, it holds a residual warmth with it. Further campfires containing it
make for a warmer, more pleasing camp, giving +1 comfort. Sprinkling a warmed
hearthstone with holy water and replacing it within the campfire will confer
a +1 on rolls against undead while within the campfire’s light. One
use of holy water will last about 8 hours, or all night, whichever is longer.
If the hearthstone is left un-stoked on any night, it must be warmed up again
with 3 consecutive nights of a campfire’s warmth.) |
300 |
30 |
Arcane
Arsenal |
0442 |
|
Firebark
Fleas (Forced inside specially treated wood by magical smoke, these
supernatural fleas infest non-magical fires and fuel. Once inside a fire, the
fleas’ eggs will appear as embers and sparks, sent into the air to land on
creatures and fuel around the fire, infesting them to hatch inside other
flames and fires within the next few days. There is a 10% chance of fuel and
creatures within the light of the fire to become infested with the
ash-covered ember-look-alike eggs. The non-magical fires they infest will
burn brighter and hotter, sending off more ash and embers while consuming
fuel twice as fast. Creatures within the light of the infested fire must make
a Constitution save, DC 12, or suffer a level of exhaustion for each hour
they spend in front of the fire. The Firebark Fleas cannot survive for more
than 1d3 days outside of a fire or specially treated fuel. They cannot be
retrieved alive in great enough numbers from within a fire or when infesting
a creature. If a creature is quick, with a Dexterity save of DC 12, a number
can be scooped up from an infested fire that has gone out in the last minute,
to be stored in a heated piece of fuel.) |
500 |
50 |
Gear
Up |
0443 |
|
Fixed
Hand (A Fixed Hand is a skeletal, humanoid arm attached just above the elbow
to a wooden plaque. By touching the magical rune, the symbol for motion, just
above the arm, one can change the position or imprint simple actions on the
arm. It will hold the position or repeat the imprinted action until given a
new instruction. The back of the plaque has holes and accompanying hooks for
mounting. Common uses include holding a torch steady, keeping a magnifying
glass focused, steadying reins, or grasping tongs to move an ingot from forge
to anvil. The arm has strength and dexterity scores of 9, as well as an AC of
10 and 4 hit points.) |
300 |
30 |
Gear
Up |
0444 |
|
Flametongue
(Long used by Salamanders for their foot-soldiers in their mortal plane invasion
forces, this +1 longsword can be set ablaze or wielded to lash out with fire
at distant foes. It deals an additional 1d6 fire damage when ablaze, can be
lit or extinguished on command, and provides light as a torch when lit. By
focusing on a target up to 60 ft. away, Flametongue can be swung to unleash a
burst of fire dealing 2d6 damage. It can throw this fire at a single target
as part of an attack action or at up to two targets as an action. Each day it
can be called upon to launch firebolts five times, and after it has thrown
its last firebolt, it is extinguished and cannot be set ablaze again until
dawn.) |
5000 |
500 |
Exposed
to the Elements |
0445 |
|
Flashfire
Mud (Urban legend holds that this stuff is the slag left behind when earth
elementals and fire elementals elope. Regardless of these rumors, this
reddish clay is warm to the touch and a powerful, combustible that is stable
even in most fires. It only explodes under magical fires or when exposed to
intense metal fires. A pound of Flashfire Mud can be broken up into eight,
palm-sized chunks, each will explode in a 15 ft radius for 3d6 damage when
lit. Sellers usually include small pouches of metal shavings and tinder,
along with standard delayed fuses. Each additional ⅛ pound chunk used
in a single explosion will add 1d6 to the explosion damage and increase the
radius of the explosion by 5 ft. Creatures within the explosion can make a
Dexterity save, DC 10 + the number of chunks used in the explosion.
Detonating more than one chunk at once makes the explosion unstable and
attracts undue attention from the outer planes. If the damage dice, being
used as the instability dice, result in 3 or more 6’s, an angry, mixed
fire-and-earth elemental will be left behind when the explosion dissipates.
The elemental has HD equal to twice the number of damage dice rolled. That
elemental has all the strengths and abilities of both a fire and earth
elemental, with neither of their weaknesses. It knows who the explosives user
was, it wants to kill them, and it has a magical sense of where the user is.) |
1500 |
150 |
Modern
Mayhem |
0446 |
|
Flower
Petal (This delicate, +2, porcelain-handled sickle is painted and carved with
a fine relief of cherry blossoms, a thing of beauty despite the hundreds of
small cracks. Attacking with this weapon reveals its true nature as it
shatters into a cloud of twirling flower petal blade shards that slice all
creatures in a 5 ft. radius from a center-point within reach before
reforming. This sweeping attack ignores non-magical armor and cover, but does
not strike the wielder. If the Flower Petal is ever broken, it reforms in 1d6
rounds as any broken pieces turn to flower petals and float back into place.) |
12500 |
1250 |
Profane
and Profound |
0447 |
|
Flowstone Armor
(Flowstone armors are made by flowing molten rock and cooling it to form
plates on top of larger, immobile sections of normal armor, but keeping the
armor cool enough to not burn or melt. The stone responds to anger and
violence, conferring +1AC normally but instead providing +10ft movement speed
when the wearer is bloodied as the armor begins to warm up and become
malleable.) |
1000 |
100 |
Fantasy
Foundry |
0448 |
|
Flowstone
Weapon (Flowing magma rock shaped and cooled into a weapon by lavamancers.
Heat and aggression flow through the weapon confering a +1 attack and +3 to
damage but the shifting weight of the molten core imposes a -1 to AC.) |
2500 |
250 |
Fantasy
Foundry |
0449 |
|
Flying
Caltrops (A bag of bladed, cast-iron caltrops that disperse into the air when
thrown, snapping to a point indicated by the thrower. At a point, as far as
60 ft. away, the Flying Caltrops form a 50 square-foot wall of evenly spaced
points in a shape chosen by the thrower. Once fully dispersed, the caltrops
connect to each other with thin, garrote-like strands of force. Anything
attempting to cross the caltrop wall must make a Dexterity save, DC 15. A
failure means the creature takes 3d6+6 damage and ends its movement without
crossing the barrier. Success means the creature can end its movement taking
no damage or continue its movement through the wall, taking 3d6+6 damage. The
space occupied by the Flying Caltrops is considered difficult terrain. After
one hour or after dealing a total of 100 damage, the caltrops fall to the
ground as non-magical caltrops.) |
1500 |
150 |
Arcane
Arsenal |
0450 |
|
Flying
Carpet (A Flying Carpet is an intricate, Persian style, tasseled rug that
flies. It is a 15 ft. by 10 ft., heavy, thick carpet that can move up to 60ft
each round. While it flies, it can only hold up to 500 pounds. The carpet
will not move until it is touched while saying or thinking its secret command
word, then it can be ordered to move as a free action once each round until
the user gives the command a second time, relinquishes control to another, or
fail to give it a command for 5 rounds. Uncontrolled, a Flying Carpet will
sink lazily to the ground by 10 ft. each round.) |
8000 |
800 |
Arcane
Arsenal |
0451 |
|
Flying
Carpet, Greater (This elaborate Persian rug is stylized with a pattern of
platinum threaded clouds. The carpet is larger than its lesser cousin, being
a full 20 ft. by 15 ft. In addition, it can move up to 100 ft. each round
under its owner's mental command, taken as a free action on their turn. The
carpet will not move until it is touched while speaking or thinking its
command word. It can support up to one ton before faltering and gliding back
to the ground. The carpet will obey the commands of the user until they give
the command word again, give control to another, or fail to give it a command
for five minutes. Uncontrolled, the Greater Flying Carpet will float
gracefully to the ground by 10 ft. each round and roll itself up.) |
18000 |
1800 |
Arcane
Arsenal |
0452 |
|
Foam
Mollusk (Hidden inside a seal-fat coated bag is a human-head sized clamshell
coated in salty slime. Pried open with a moderate strength check or with a
knife, the Foam Mollusk will start foaming with a rapid spray of
quick-hardening stone lather. After a moment’s delay, just enough to toss it
up to 30 ft, it will fill up to a 5 ft radius with lumpy coral-colored
material as hard as stone. The quick-hardening foam starts out with 10 hit
points per foot and a hardness equal to stone. After a minute in open air, it
will soften to the hardness of a sponge. The Foam Mollusk will perish after
thirty seconds outside its salted bag unless it is placed in seawater.) |
200 |
20 |
Gear
Up |
0453 |
|
Focused
Weapon (A focused weapon has an increased critical range, +1 critical range.) |
2500 |
250 |
Gear
Up |
0454 |
|
Folded
Metal Weapon (Damascus steel folded in on itself and tempered to a flexible
but sharp edge. It improves the quality of the weapon such that it has a 50%
chance to ignore damage to the weapon. It holds an edge sharper than steel
and ignores the hardness of normal steel.) |
250 |
25 |
Fantasy
Foundry |
0455 |
|
Folding
Curtain (The Folding Curtain is a black, 25 ft by 25 ft, cloth tarp that can
roll up a number of items to store them in an extra-dimensional space.
Anything that can be completely covered by the tarp can be stored in this
variably sized extra-dimensional space. It always weighs 20 pounds and can be
rolled up into a compact roll of cloth.) |
4000 |
400 |
Gear
Up |
0456 |
|
Forgeblade
(A light, hollow blue handle ends in a small bent metal pipe and an inscribed
rune. The rune can be turned to spout an intense, but short blade of fire.
The blade can be used in three different ways: as a dagger of flame for 2d4+2
fire damage for 1 minute, to cut through metal or stone up to 6 inches thick
in a continuous 2d4+2 ft. line, or to act as a portable forge enabling you to
craft a metal or stone item 2d4+2 x 10% faster. The flame grows more intense
and the handle heats up, adding another d4 to those rolls each time doubles
are rolled. Those rolls are also used as the weapon’s instability rolls. A
Forgeblade cools down slowly, reducing the roll by one die for every 24 hours
it has not been used. Rolling triples deals the result as fire damage to the
wielder and requires a CON save vs DC 5 + damage or the wielder gets a second
degree burn that disables their hand until healed with a DC 20 heal check or
a 3nd level heal spell.) |
5000 |
500 |
Modern
Mayhem |
0457 |
|
Forked
Tongue (This tongue piercing holds two dove-tailed silver plates resembling
wings to the top of the tongue. It is magically enhanced to not interfere
with talking and to be able to appear as any other normal tongue piercing. At
a thought, the Forked Tongue warms to the touch and confers advantage on up
to one skill or ability check each day. This check can be of any check
related to speaking such as oratory performance, haggling, or negotiation.) |
150 |
15 |
Arcane
Arsenal |
0458 |
|
Fortified
Armor (The fortification enchantment combines with clever design to add
further protection to the most vulnerable areas of the armor. The wearer
ignores ½ of the critical hits received.) |
2000 |
200 |
Gear
Up |
0459 |
|
Fortunate
Armor (Like its lesser cousin, fortunate armor is a source of good luck. The
appearance of the enchantment varies wildly based on the superstitions of the
mage that enchanted it, but they all focus on lucky symbols and engravings to
adorn the armor. The wearer gains two rerolls each long rest that can be used
as a free action to reroll an attack, skill, or save before the results are
known. Once each day as a reaction, a reroll can be spent to force an
opponent to reroll an attack targeting the wearer.) |
10000 |
1000 |
Profane
and Profound |
0460 |
|
Fortunate,
Greater Armor (Greater Fortunate armor showers the wearer in good luck:
attractive companions, free meals, astounding coincidence, or generally being
in the right place at the right time. The wearer also gains four rerolls each
day like its lesser cousins. These rerolls can be expended to reroll any D20
roll as a free action, including using a reroll to force an opponent to
reroll an attack against the wearer, an opposed skill against the wearer, or
save against the wearer's abilities. Once each day, the armor will pull the
wearer from certain death, granting an automatic 20 on their first death
saving throw.) |
100000 |
10000 |
Profane
and Profound |
0461 |
|
Fortunate,
Lesser Armor (This armor's enchantment is usually bound to a lucky coin,
insignia, or marking to a god of fortune. Whoever is wearing this armor is
frequently the subject of mundane swings of luck: a lucky hand at cards or
being in just the right place to avoid a splash from a passing cart. The
wearer gains one reroll that can be used as a free action to reroll a skill
or save roll before the results of that roll are determined.) |
1000 |
100 |
Profane
and Profound |
0462 |
|
Foul
Armor (It is hard to tell if this armor is enchanted to be this way or if it
is simply the paragon of filth. Foul armor is filled and covered in rot and
filth. Insects and tiny vermin regularly make their homes and nests in this
armor. This armor smells so strongly of rot that predators will prioritize
wearer the lowest among food choices. Vermin and scavengers conversely will
target the wearer the first. The wearer has disadvantage on Diplomacy checks
against creatures with a sense of smell.) |
50 |
5 |
Save
Vs. Disease |
0463 |
|
Foxglove
Smoke (As a dense smokey poison, this is stored either in a vase or sometimes
kept unprcessed as a bundle of dried foxglove to be burned. This inhaled
poison deals damage akin to asphyxiation to creatures that breathe it. Any
creatures killed by the smoke decompose over three days into a pool of
noxious acid. The acid lasts until it deals damage equal to the dead
creature’s max hp, dealing 3d6 damage each round, after which it
neutralizes.) |
350 |
35 |
Gear
Up |
0464 |
|
Frostbrand
(Frostbrands are commonly made from reforging frost giant weaponry into
multiple weapons of smaller size. Made for their rank-and-file, frigid metal
greets the hand holding this magical longsword and its crossguard and blade
are blanketed in frost from the chill. The wielder of this sword can call
forth its chill or return it to normal on command. It acts as a +1 longsword
that deals an additional 1d6 cold damage with each hit so long as it is
currently frozen. Additionally, its icy core can be unleashed within 5 ft. as
a 10 ft. burst of frigid mist that deals 1d6 damage. This can be done as part
of an attack action or released twice as an action. This fog hangs in the
air, dealing 1d6 cold damage to any creature that starts its turn in the area
of effect or enters it for the first time on their turn. It disperses after
three rounds. A Frostbrand can be called for this power five times each day,
and after it has released its last frost burst, it returns to room
temperature and cannot be chilled against until sunset.) |
7000 |
700 |
Exposed
to the Elements |
0465 |
|
Frozen
Armor (An array of dispelling magic constantly disperses heat from this armor
into far flung planar reaches, chilling the armor dangerously. Any successful
hit against this armor causes the array to temporarily latch onto the source
if it is within 60 ft., drawing heat from them and dealing 1d10 cold damage.) |
8000 |
800 |
Exposed
to the Elements |
0466 |
|
Galvanic
Net Thrower (This small, square block is held like a wand, pointed at the
target and squeezed. A thin silver web flies out of its yellow and black
topper, striking a target up to 60 feet away. The target must make a CON
save, DC 15, or be stunned for 1d6 rounds and take 1d6 electricity damage
each round. On a successful save, the target rolls with disadvantage for 1
round and takes 1d6 electricity damage. The effect ends prematurely if the
lines are cut or if the user releases the net from the Galvanic Net Thrower.
Any creature in contact with the net takes the electricity damage as well, no
save. The damage this wand deals is nonlethal. Each use after the first each
day must roll its 1d10 instability die. On a roll of a ‘1’, the user of the
wand is electrocuted along with their target. On a roll of 5 or greater, the
electricity damage of the wand increases by 1d6 for the rest of the day and
the die size of the instability die decreases by 1. A released net can be
retracted as a bonus action unless it is caught on something, then it rips.
If the previous net has been cut loose or broken, the wand magically creates
another but reduces the volatility die by one size. Creatures wearing
non-conductive armor that has or having natural armor with armor bonuses
greater than the electricity damage dealt are immune to the effects of the
attack.) |
7500 |
750 |
Modern
Mayhem |
0467 |
|
Gaudy
Armor (Very expensive gildings, carvings, reliefs, accoutrements, badges,
ribbons, and other embellishments drench this armor. This armor is still
functionally the same but is now appropriate as noble clothing such that it
would not appear out of place in a high class establishment or event. Add
this cost to the base price when determining the cost of any repairs or other
enhancements.) |
500 |
50 |
Profane
and Profound |
0468 |
|
Gaudy
Guff (While this armor appears to be the expensive and fashionable Gaudy
Armor, it is instead a non-functional fake. It will appear suitable as noble
clothing, but should it ever see combat it will do little more to protect its
wearer than cloth. Its construction means that it still has all the downsides
of the armor it is imitating but none of the benefits. The decorative nature
of the armor means that it will automatically fail any save against damage or
breakage. Add this cost to the base price when determining the cost of any
repairs or other enhancements.) |
100 |
10 |
Profane
and Profound |
0469 |
|
Gauntlets
of Ogre Strength (Heavy lead plates are sewn onto these leather gloves,
making them incredibly heavy. If the wearer’s strength score is less than a
15, it becomes a 15, otherwise the user gets +1 to damage rolls on strength
based attacks.) |
400 |
40 |
Gear
Up |
0470 |
|
Gavelock
(A perfectly straight, tapering rod of black, lusterless steel has 1 inch
rings of crystal around its eight and a half foot haft at half foot
intervals. Wielded as a +3 spear, the Gavelock stores and wields souls as a
source of power. The spear acts as a spirit container and its wielder can
cast Binding as if the hand holding the spear was a free hand. Upon landing a
critical hit, the enemy struck is immediately put under the effects of a
Binding spell of the appropriate level to capture their soul, with the
Gavelock as the targeted container. For an attuned user, every soul contained
within the spear, a crystal ring begins to glow. Each soul fragment contained
within grants the wielder +1 maximum hit points, maximum +10, every lesser
soul grants +1 damage, maximum +5, and common souls confer +1 on attack
rolls, maximum +3. For each of up to six greater souls contained, the wielder
of the Gavelock gains one spell level each day with which to cast Binding.
These can be used as individual 1st level Binding spells or combined for
higher level castings of the spell. A legendary soul held in the spear gives
the wielder an action surge once each day, to maximum of two action surges
each day. While there are only 15 crystal rings along the spear’s length, none
have yet discovered a limit to how many souls it can hold. Souls held by the
spear cannot be used to create magic items, constructs, or undead. Jabbing
the spear through the air while uttering the command phrase “Lunge forth,
Gavelock” will to cast Soul Spear, consuming a spirit of the wielder’s
choice.) |
70000 |
7000 |
Bound |
0471 |
|
Gem of
Seeing (Staring through this green prism gives its user True-Sight after a
few seconds, automatically seeing through illusions and invisibility effects.
It even functions well enough to see creatures on other planes not normally
visible but crossing through the material plane, such as through who astral
project, ethereal jaunt, or shadow jump. It functions continuously, but
looking through the prism for more than 5 minutes in one day requires a CON
save (DC 7 + minutes used) each minute or the user becomes nauseous and blind
for 1 minute and further use of the Gem of Seeing instantly makes the user
blind and nauseous for another minute.) |
6000 |
600 |
Gear
Up |
0472 |
|
Genie's
Lamp (This brass, scented-oil lamp, when rubbed, calls forth a trapped Djinn.
The Djinn is bound to its summoner to grant three Wishes according to the
exact wording of the request. Djinn are usually clever about twisting the
wording of a request to discourage creatures from using such lamps,
especially for greedy and selfish wishes. Selfless and kind wishes are
interpreted more charitably. After granting three wishes, the Djinn is freed
and can return to their home plane. Lamp owners rarely make it to their third
wish before the lamp is lost or stolen, or they are killed or ruined by an
errant wish. An empty Genie’s Lamp lit with incense worth at least 10000 SP
forces any Djinn that can smell the incense to make a Will save (DC 18) or
become trapped in the lamp. A successful save makes the Djinn immune to that
use of incense. Using a trapped Djinn for wishes is considered neutral or
even good to Djinn kind depending on the wishes requested, so long as it gets
the Djinn free. However, trapping a Djinn earns the enmity of all Djinn-kind
once the trapped Djinn gets free or can make its situation known. Djinn will
never grant a request for more wishes, or those that could reasonably result
in free wishes, but pending the wording of the request, may turn the user
into a Djinn, trapped in the own lamp to grant wishes to whoever rubs the
lamp next…) |
120000 |
12000 |
Charged |
0473 |
|
Gentle
Touch (Named the Gentle Touch by the ‘information
experts’ that created it, this simple looking black bullhide sap
causes an astounding amount of pain. Instead of its normal damage, it deals
3d6 damage and is a +2 weapon. It gets its name from being completely unable
to deal lethal damage, unable to kill anything or even leave bruises, going
so far as to stabilize a creature hit with it if that creature is dying.) |
10000 |
1000 |
Gear
Up |
0474 |
|
Gentle
Wind Horseshoes (Made of iron tempered to a light blue color, this set of
four horseshoes provides a steady, gentle breeze at the back of its wearer
while they are in motion. When attached to a mount or vehicle, they gain 5
ft. of movement speed when moving in a straight line and while traveling,
move 50% faster while ignoring headwinds. A set of horseshoes that will
provide a gentle breeze behind the wearer while they move. Can be attached to
vehicles as well.) |
3000 |
300 |
Arcane
Arsenal |
0475 |
|
Ghost
Caller's Pipes (Sounding these assorted, mismatched, metal tubes spreads
eerie and resounding tones out 200 feet. When chimed as an action and for
five minutes afterwards, undead of all types that can hear the sound will
head directly for the pipes, except for undead with specific orders
preventing such action or those unable to reach the sound through means
apparent to their intelligence level. Intelligent undead must make a Wisdom
save, DC 12, each round or spend all their actions moving towards the pipes
until they succeed on a new Wisdoms save at the end of their turn. Undead
that resist the call of the pipes are immune to its effects for the next 24
hours. The sound carries through up to 3 feet of solid material like stone or
up to 6 feet of loose material such as earth or sand. Undead dislike the
sound and will attempt to destroy the pipes once they are within reach. As an
action they will automatically break the pipes and a second action will
destroy them. If held, the undead will make their normal attacks and the
wielder must choose to either take the damage of any that hit or let the
pipes be broken. If the pipe’s attuned owner can summon or control undead,
they can do so to 3 HD more undead each day than their usual limits. Any
undead they lose control of while holding the pipes or due to losing the
pipes become immediately and viciously hostile towards their previous
master.) |
6000 |
600 |
Profane
and Profound |
0476 |
|
Ghoul
Venom (Purple-grey saliva gathered from between the claws of dead ghouls or
bought from intelligent ghouls is a weak paralysis poison. Touched with the
poison, living creatures must make a weak constitution save (DC 11) or be
slowed for one round. On the following round, such a slowed creature must
make a second save or be paralyzed for 1d6 rounds.) |
150 |
15 |
Gear
Up |
0477 |
|
Ghoultooth
Hungering Blade (Whirring and hungry, this longsword stirs to life when held
with a tightly clenched fist, when the twisted teeth along the length of the
chain encircling the blade can feel your hatred for your foe. The hunger and
hatred of ghouls are bound to this weapon, and it is thought that anyone who
would wield this weapon will become a ghoul themselves when they die. As a
slashing weapon, the blade cuts deep and rolls weapon damage twice, totaling
together. The weapon’s doubled damage dice are treated as this blade’s
instability dice. Each consecutive day that the teeth of this blade have
tasted fresh blood they grow hungrier and will howl and clamber when drawn,
increasing the damage die for the sword by one step. Each day the blade goes
without tasting fresh blood, the sword’s damage dice drop by one die size. If
both weapon damage rolls are greater than the weapon’s normal maximum damage
roll, the teeth leap free of the chain, dealing double to everything in a
10ft burst, including the wielder. To replace the teeth of an exploded
Ghoultooth Hungering Blade requires all of the teeth from the recently dead
skulls of a number of ghouls whose total HD equal the damage dealt in the
toothy explosion that ruined the blade.) |
15000 |
1500 |
Modern
Mayhem |
0478 |
|
Giant
Hide (Made of cured, hill giant skin, this magical leather armor allows the
wearer to increase their strength score to 21 for a total of three minutes
each day, with minimum increments of one minute. During this time, they are
able to throw large rocks, or similar objects, for 2d6 bludgeoning damage
with a range of 60 ft. Giant-kind is at best unfriendly to those who own
Giant Hide armor.) |
1000 |
100 |
Profane
and Profound |
0479 |
|
Giant
Staff (A staff made for giants, the Giant Staff is a thick tree stump that
medium creatures can only barely hold with two hands and a strength score of
15 or higher. It grants Giants an additional spell slot of the highest spell
level they can cast. Any spellcaster can use the staff to cast the following
spells by using an equivalent or higher spell of their own: Longstrider,
Enlarge/Reduce, Spirit Guardians, Stoneskin, Bigby’s Hand.) |
12500 |
1250 |
Profane
and Profound |
0480 |
|
Giant's
Braid (A single plait of hair cut from the scalp of a giant. Braided into
one’s own hair, it provides some luck against being crushed by rocks. The
wearer has advantage on saves against being crushed by falling rocks and
takes one less damage per die from falling rocks or earth. Giants find
plaited hair superbly lucky and will never cut one off of their own accord,
so they often respond to “luck-thieves” wearing a Giant’s Braid by stoning
them to death, which the braid offers no protection against as the rocks are
thrown, not falling.) |
50 |
5 |
Profane
and Profound |
0481 |
|
Gilded
Vest (While a Gilded Vest starts its life as a plain sackcloth vest, as its
attuned wearer accumulates and donates wealth, its fibers fill with gold. It
is associated with deities for whom prosperity and charity are signs of godly
favor. For every order of magnitude of wealth donated to a church or charity
with such a prosperity gospel plus half of the wealth owned by the wearer as
non-functional wealth, they gain a cumulative +1 bonus. As a free action, the
attuned wearer can draw on the power of the Gilded Vest to apply that bonus
to a skill check or attack roll after rolling but before hearing the result.
Each use weakens the vest, lessening the bonus by 1, but the vest is restored
to its full potency at the end of each long rest. When using the Gilded
Vest’s ability on checks related to financial or business management, the
bonus applied to the check is doubled.) |
5000 |
500 |
Profane
and Profound |
0482 |
|
Girder
of the Cephalopod (This purple-red, octopus-leather girdle grows tentacles
when tied and cinched shut. The wearer sprouts four tentacles at ordinal
angles from the belt. These tentacles are 10 feet long and are fully
controlled by the wearer, as if they had been born with tentacles jutting
from their midsection. They each have a damage die one size smaller than the
unarmed damage of the wearer. As a single attack, they may attack with all
four tentacles with proficiency. The suction cups on them grant a climb speed
of 10 ft, while the tentacles themselves increase the wearer’s swim speed by
50 ft. When out of the water, the wearer must pour one waterskin over the
girdle every hour or else the tentacles will dehydrate and retract. They stay
this way until the wearer is fully submerged in water for five minutes. Other
climates can require water as often as each round or as little as every
hour.) |
3000 |
300 |
Save
Vs. Disease |
0483 |
|
Glamoured
Armor (Glamoured armor can change both its own appearance and that of its
wearer. As a free action, the armor can be made to look like any piece of
clothing and the wearer can change their appearance to any type of humanoid
within 1 ft. of height and 50 lbs of their normal attributes. If the wearer
is trying to copy a specific set of clothes or humanoid, they must make a
disguise check with advantage to determine how closely their appearance
matches the original.) |
2500 |
250 |
Gear
Up |
0484 |
|
Glamoured
Studded Leather (This magical studded leather can be magically altered on a
whim into three other forms: noble’s dress, pauper’s
rags, or a set of normal clothes. The leather still provides its full armor
bonus in any form.) |
500 |
50 |
Gear
Up |
0485 |
|
Glass
Armor (Glass armors are normal armors with brittle, magically conductive
glass plate insets. This brittleness means that they have a higher chance of
breaking, with only one tenth the normal hit points. Touch or ranged touch
spells are drawn in towards the glass plates, imposing a -1 penalty on the
wearer’s saves. However, on a successful save, the glass plates redirect the
entirety of the spell’s energies away from where they would cause harm,
negating the damage of the spell entirely.) |
2000 |
200 |
Fantasy
Foundry |
0486 |
|
Glass
Weapon (A glass weapon is a terrible choice as an offensive weapon, as its
quality is very low, making it prone to breaking, with a 10% of shattering on
each attack. Glass does not hold an edge well, and any glass weapon drops by
one damage die size. Where glass weapons are useful is that they are
excellent foci for touch spells and beam attacks. Touch and ray spells cast
using a glass weapon as a focus gain +1 to their save DC and +1 damage per.) |
1000 |
100 |
Fantasy
Foundry |
0487 |
|
Glow
Flies (Shake this clear glass bottle for light. Inside, dozens of small,
glowing insects crawl about. They must be fed fresh vegetation each day or
they’ll die slowly die off, with the light radius dropping by 10 feet each
day. Smooshing the bugs and rubbing the yellow goo in someone’s eyes grants
them 1d6 minutes of darkvision. This is quite painful.) |
25 |
2.5 |
Save
Vs. Disease |
0488 |
|
Glow
Flies (Shake this clear glass bottle for 30’ of dim light from the bugs
inside. Dozens of small, glowing insects crawl about the container. They must
be fed fresh vegetation each day or they’ll slowly die off, with the light
radius dropping by 10 feet each day. The reduction in light is permanent and
when it reaches 0 feet, all the Glow Flies have died. Crushing living Glow
Flies and rubbing the yellow goo in someone’s eyes grants them 1d6 minutes of
darkvision. This is quite painful and they suffer a -1 to all rolls during
this darkvision.) |
25 |
2.5 |
Insectoid
Armory |
0489 |
|
Glyph
of the Reaper (This slate glyph bears a complicated rune that when squinted
at can appear to be a robed figure, armed with a scythe standing over three
skeletons. Slathered with any ink like substance or pigment, this slate can
be stamped to create a magical sigil that will animate corpses and damn the
living. One stamp will create a 5ft radius of miasma that will kill creatures
below 3d8 health instantly and reanimates corpses into zombies or skeletons
as appropriate. The kill threshold is rolled by the DM secretly when the
stamp is placed. Three overlapping stamps will increase that radius of the
miasma to 10 feet, increase the instant death threshold to 5d8 hit points and
instead animate those corpses into intelligent skeletons and zombies. Five overlapping
stamps creates a miasma that instantly slays living creatures within 15 feet
that have less than 50 hit points and can reanimate up to one creature as per
Revive, as an action so long as the glyph wielder can see the sigil and the
creature to be revived. All other corpses in the miasma are raised as zombies
and skeletons that retain the same intelligence and skills they had in life,
if none of their memories or empathies for the living. Undead created by the
Glyph of the Reaper can be controlled by the wielder by brandishing the glyph
as an action to dominate up to 20 HD of undead within sight. Only 20 HD of
undead can be controlled in total, and the oldest undead are lost first when
new undead are controlled. Unintelligent undead are mindless destroyers of
living creatures when they are free. Intelligent undead created by the glyph
will seek to gain control of the glyph for their own use. Both types will
attempt to destroy the sigil and glyph wielder that created them upon being
raised, unless they are quickly controlled. Revived creatures act normally
but have a vague resentment towards their reviver. Up to five stamps can be
placed each day, and up to ten can retain their magical powers at any time.
Stamps last as long as the dye used is legible, until newer stamps replace
them, or until they fade in one hour.) |
40000 |
4000 |
Charged |
0490 |
|
Gnarled
Staff of the Tree-folk (This is a large, overgrown, mossy sapling in the
vague shape of a staff. Treefolk gain an additional spell slot of the highest
level they can cast while attuned to this staff. The staff is actually alive,
but hibernating, any who can speak to trees can wake it up to have it walk
with them, with a 20 ft. movement speed, instead of having to carry the large
staff. The sapling staff is large enough to require two hands and a strength
of 19 for creatures of medium size and smaller to carry. It counts as being
wielded as long as it is within 30 ft and within line of sight. While
walking, it has an armor class of 14, uses the saves of its wielder, and can
take thirty points of damage before dropping to the ground unable to be wielded
for three days. Spell-casters can use the staff to cast the following spells
by using an equivalent or higher level spell of their own: Hail of Thorns,
Moonbeam, Conjure Animals, Aura of Life, and Awaken.) |
12500 |
1250 |
Profane
and Profound |
0491 |
|
Gnomish
Noise-box (This small noise box can be set to make a clambering, metallic,
noise. It can be set to one of three settings: go off immediately, go off
1d6+1 rounds, or go off in 1d6+1 minutes. Gnomes using this device are privy
to the actual delay amount rolled, but still cannot set it to a specific time
or cancel it once it is set.) |
150 |
15 |
Gear
Up |
0492 |
|
Gnomish
Staff (A quarterstaff neatly sawed in two, given a colored glass inlay, and
decorated with knick-knacks, whatsits, and thing-a-ma-bobs. Attuned Gnomish
wielders gain an additional spell of the highest spell level they can cast.
Illusion spells cast while wielding this staff gain one additional sensory
effect on their targets: touch, sight, smell, taste, sound, etc. Poking this
staff through an illusion, if the wielder themself is aware of the illusion,
grants a new save to all within line of sight against the illusion effect. A
spellcaster can use this staff to cast the following spells with an
equivalent or higher level spell slot: Grease, Animal Messenger, Major Image,
and Polymorph.) |
10000 |
1000 |
Profane
and Profound |
0493 |
|
Gnomish
Troop Transport (A wheeled catapult the size of a small hut with a built-in
step ladder up to the position where the end of the throwing arm will rest
when ready. The catapult magically cranks itself over the course of a full
round and will fire with a command word as a normal catapult. With a
different command word, the object launched from the troop transport will
have a delayed feather fall effect applied on it a few seconds after launch.
The feather fall effect will last for 5 rounds, or until the creature it is
applied to willingly ends it.) |
8000 |
800 |
Arcane
Arsenal |
0494 |
|
Goat
Hoof (The severed Goat Hoof increases the speed of its wearer in the case of
ties. The wearer is treated as having a movement speed of 5 ft faster in a
situation in which they would normally tie with an opponent. While the bloody
stump isn’t observably preserved in any way, it never seems to rot. There is
a 3 in 6 chance that the goat hoof will register as evil to magical senses.) |
100 |
10 |
Profane
and Profound |
0495 |
|
Goat-horn
of the Giants’ Voice (A small trumpet sitting on a handle, turns your voice
into the booming voice of a giant. Originally created by an enslaved wizard
forced to perform for giants, the wizard stole the voice of his masters and
used their own voices to trumpet his freedom and taunt his captors. Jesters
and tricksters have ‘improved’ some designs, adding a small trigger that
emits clanging or chirping sounds when squeezed. The user can be heard at 10x
the normal distance and gains advantage on intimidation checks. This device
uses a d10 instability die. Immediately after each use, the instability die
is rolled and then decreases by one size. The horn’s instability slowly
decreases, increasing the instability die size once each day at sunrise. If the
same instability number is rolled on two consecutive uses, the device
resonates with feedback, deafening everyone within 20 ft of the user for 1d6
minutes. Everyone but the user can make a DC 15 CON save to reduce this to
1d6 rds. Crystalline objects or creatures must make this save or take 2d6
damage.) |
750 |
75 |
Modern
Mayhem |
0496 |
|
Goblin
Staff (This muck-covered, gnawed staff is carved from the chitinous leg of a
large insect and has bones, coins, sticks, rocks, or other junk tied to it
with grimy strings of leather. Goblins gain one additional spell slot of the
highest level they can cast. While wielding this staff, creatures’ sense of
smell improves, conferring advantage on any check relying on a sense of smell
while also imposing disadvantage on saves against any penalties due to smell.
Targeted spells cast with advantage against the target deal an additional 1d6
damage of their type, last 1 round longer, or have a spell DC 1 higher. A
spellcaster can use this staff to cast the following spells by expending an
equivalent or higher level spell slot: Witch Bolt, Darkness, Stinking Cloud,
or Giant Insect.) |
6000 |
600 |
Profane
and Profound |
0497 |
|
Gold
Armor (Gold alloyed armor is as strong as steel, although twice as heavy.
Loosely bonded to the alloyed metal are interwoven wires of gold. By
channeling harmful magic of targeted spells away from vital points, the gold
reduces magical damage taken by 6 and lessens the duration of a hostile
spells by ¾.) |
3000 |
300 |
Fantasy
Foundry |
0498 |
|
Gold
Weapon (Golden weapons were once thought to be merely status symbols, the
kind of foolish puffery of nobility, until hedgewizards discovered in ancient
tomb the first crude golden weapons, created and used by wizards for their
power enhancing effects. Non-magical kings likely adopted gold weapons to
copy the ancient wizard kings power. The exact method of making such powerful
tools were lost, but the idea of using gold alloys to boost spells was
rediscovered. Spells cast through gold weapons deal an extra 3 damage. The
gold weapons deform easily and deal one less damage.) |
3000 |
300 |
Fantasy
Foundry |
0499 |
|
Golden
Fleece (The Golden Fleece is a fluffy, +3, cloth armor that functions as a
chain shirt. Once each lunar cycle, the golden armor will instantly revive
its wearer after death. They are restored whole and well rested -as if they
had just completed a long rest- on the round following their demise. In order
to benefit from this revival, the armor must have been attuned to the wearer
and only the wearer since the last full moon.) |
20000 |
2000 |
Profane
and Profound |
0500 |
|
Golden
Harp String (When this shining harp string is used as part of a held
instrument or as an accessory while performing, it grants a small boon to its
wearer. Once between rests, the wearer may use their reaction to provide a
1d4 bonus another creature within earshot. That creature may expend this
inspiration to add its result to a skill check, attack roll, or damage roll.
For a wearer with any levels in bard, when a creature using one of their
inspiration dice fails on its resulting skill check or attack roll or has its
resulting damage reduced to 1 or less, the bard may use their reaction to
reassure the creature. It faintly glows with gold light and gains temporary
hit points equal to the result of that inspiration die roll plus half the
wearer’s Charisma bonus, rounded down, minimum of 1.) |
800 |
80 |
Exposed
to the Elements |
0501 |
|
Golem
Manual (This iron plated book contains all the ritual knowledge and arcane
power needed to bring a flesh, clay, stone, or similarly powerful golem to
life. It is limited to creating 14 total HD of golem or golems. It also
includes some common construction diagrams of golems so that a person
proficient in the appropriate tools for the chosen material with access to
100 SP of materials per HD could craft the golem body. Deviating from the
humanoid, quadruped, or insectoid designs within is tough and may require
more expensive materials. Alternatively, the manual has enough energy to
create twice as many HD of golems of the lesser varieties: cloth, straw, or
wood. Golems are usually Large size. Each smaller size down allows an
additional golem to be made with the single use manual.) |
20000 |
2000 |
Arcane
Arsenal |
0502 |
|
Golem
Manual, Greater (Mithril leaf covers this leather-bound tome stuffed with all
the magic and rituals needed to bring an iron, steel, crystal, or similarly
powerful or exotic golem to life. It is limited to creating 30 HD total of
golem or golems. It also includes some humanoid, quadruped, and insectoid
constructions of such golems that a person proficient in the appropriate
tools with access to 1000 SP of materials per HD could craft one. Greater
golems are usually Huge size. Each smaller size down allows an additional
golem to be made with the single use manual. Also, the manual can instead be
used to create twice as many HD of golems that could normally be made with a
Golem Manual.) |
45000 |
4500 |
Arcane
Arsenal |
0503 |
|
Golem
Manual, Lesser (This leather-bound book contains everything arcane needed to
bring a wood, straw, cloth, or similarly powerful golem to life. The creation
or creations are limited to 6 hit dice total. It also includes some common
constructions of those golem types that a person proficient in the
appropriate tools with access to 50 SP of materials per HD could craft the
body of those golems. Deviating from the basic humanoid, quadruped, or
insectoid designs is tough and may require more expensive materials. Lesser golems
are usually Medium size. Each smaller size down allows an additional golem to
be made with the single use manual.) |
5000 |
500 |
Arcane
Arsenal |
0504 |
|
Gordian
Knot (Gordian Knots are thick balls of coiled and knotted rope. They are
hopelessly knotted, so much so that untying any individual string from it
does nothing to reduce the overall knot itself. Oftentimes, other fibers,
hairs, and threads get themselves caught in one of these. Once each day, one
of these balls can be tossed at a creature as an Entangle spell affecting
only that creature until it escapes or the knot takes any slashing damage.
Once a knot receives slashing damage it falls to pieces, hopelessly
destroyed, leaving behind 3d10 pieces of rope which are each 1d10 feet in
length along with numerous rope scraps. Untying a piece of rope from the knot
requires an intelligence or dexterity check over the course of five minutes,
then the user rolls a die no larger than the result of their roll to
determine the length of the piece they freed.) |
300 |
30 |
Profane
and Profound |
0505 |
|
Grains
of Paradise (Retrieved from the flowers of herbs grown in any of the good
afterlives, these citrusy and pungent spices can be expended during the
casting of any scent based spell to provide reprieve from the effects on up
to 3 targets within sight during casting. Those creatures automatically
succeed on their saving throws against the spells effects.) |
200 |
20 |
Profane
and Profound |
0506 |
|
Grindstone
Chain (This +2 chain mail is woven of layers of small stone rings hanging
from a large stone wheel fitted on the wearer’s neck. When donning or
removing the armor, the wheel becomes malleable enough to squeeze into our
out of but it is otherwise solid stone. Attackers will quickly find
themselves worn down after attacking the Grindstone Chain. On each successful
attack, the attacker must make a Constitution save, DC 12, or suffer one
level of exhaustion. This magical exhaustion grinds on the joints, muscles,
and energies of creatures that would normally be immune to exhaustion,
reducing their immunity to resistance instead.) |
15000 |
1500 |
Profane
and Profound |
0507 |
|
Grinning
Gambeson (Lined with patches of comedic, stylized, cloth masks, this +3 padded
armor can create clouds of chemical warfare with a joke. An attuned wearer of
this armor can move any magical gasses or cloud effects they have created by
up to 30 ft. as a free action by asking the clouds nicely. By making a joke
or pun and expending one or more charges as an action, the wearer of this
armor creates one of the following effects: 1 charge Fog Cloud, 2 charges
Stinking Cloud, 3 charges Burning Cloud that functions like Incendiary Cloud
but deals 4d6 damage each round instead, and 4 charges for a laughing gas
that gives a level of exhaustion to each creature that fails a DC 14
Constitution save in its 20 ft. radius of effect and lasts for 1 minute.
Those that die from the effects of the created clouds or while within the
clouds die with a broad grin on their face. The Grinning Gambeson creates 1d4
charges each day and can hold a maximum of five.) |
10000 |
1000 |
Arcane
Arsenal |
0508 |
|
Guttwist
Beetles (This opaque gallon jug, contains numerous large maggots that causes
large creatures digestive discomfort. Upon ingesting the worms, something
only large or larger creatures can do, the creature makes a DC 11
Constitution save. On a successful save, the creature vomits the entire
contents of its stomach. On a failed save, the creature is sickened so as
long as the maggots remain inside their stomach, reducing all their rolls by
2. The sickened creature makes a new save each hour to vomit up the maggots
in their stomach. Intelligent creatures may diagnose their symptoms and force
themselves to vomit. After three failed saves, the maggots are too well
burrowed to dislodge and the creature needs to eat thrice as much food as
before or face starvation, although they are no longer sickened. After a
month of growing in their bowels, the mature beetles are passed out in the
creature’s waste to continue their next stage of life. Gutwist maggots have
black and white blotchy markings and cute, baby-proportioned faces. They are
the size of kittens, with a thin coat of fuzz. The maggots have cute little
faces and tiny little legs. They must be fed rotten or partially digested
meat every three days while in the jar or they will die. They are rumored to
be the larval stages of a purple worm.) |
100 |
10 |
Save
Vs. Disease |
0509 |
|
Hair
Ointment (This runny, brown, walnut smelling oil grows hair ten times as fast
as normal. The oil, once applied to a hairy area of a creature’s
body, lasts for a week unless washed off. Some of these ointments have gone
bad and grow hair 1d100 times as fast for 1d100 days instead. Their is a 20%
chance of any oil having gone bad, and bad oils cannot be washed out of the
hair. Any magic enchanting the applier will have odd effects on the hair
grown during its duration, like changing its color or taking on minor magical
effects.) |
100 |
10 |
Fantasy
Foundry |
0510 |
|
Halfling
Staff (This small walking stick has a hooks and slings carrying a miniature
utensil kit, a small frying pan, fire-starter, and a few pouches for food.
Halflings attuned to this staff get one bonus spell slot of the highest spell
level they can cast. This staff creates a small amount of food for each
Halfling meal time in its pouches, equivalent to a total of one ration each
day. The staff’s aura increases the comfort level of any campsite, improving
the wielder’s and up to twelve allies’ natural healing rate. Any spell cast
through this staff that grants or improves a movement speed is improved by 10
ft. A spellcaster using this staff expend an equivalent or higher level spell
slot to cast the following: Tasha’s Hideous Laughter, Invisibility, Speak
with Dead, or Freedom of Movement.) |
10000 |
1000 |
Profane
and Profound |
0511 |
|
Halo
(The Halo is a polished steel breastplate conferring a +1 magical bonus to
armor class and five additional maximum hit points to an attuned wearer. In
many regions divinity is correlated with bodily health and since the wearers
of this armor appear to have a healthy glow, Halo’s are incorrectly presumed
to be of divine origin.) |
5000 |
500 |
Profane
and Profound |
0512 |
|
Halo
Infused Holy Water (When an angel’s halo is willing dipped in a basin of
blessed water, this is the result. A single thimble of this water can be
scattered in the air as part of a healing spell to heal each creature within
5 ft. by 1 hit point per spell level. A single vial of Halo Infused Holy
Water contains seven thimbleful of water. Angels are reluctant to do this
freely, as they are faintly changed by the immorality of each creature this
water heals.) |
700 |
70 |
Profane
and Profound |
0513 |
|
Hammer
of the Anarchist (This simple hammer appears unremarkable, until it is held
in the hands of someone with martial purpose and a hatred for Law. Attuned to
someone who hates Law or the rulers of their land, the hammer turns a deep
crimson red. It then deals damage as a +2 warhammer, and deals triple damage
to structures. If it is used to strike someone who has proclaimed their
authority over the wielder of this hammer, true or false though it may be,
that target must make a Wisdom saving throw, DC 12, or drop to zero hit
points and begin dying. Against those who openly favor the wielder’s
proclaimed ruler or are Lawful-aligned, this weapon does an extra 1d10
damage.) |
10000 |
1000 |
Profane
and Profound |
0514 |
|
Hammer
of Thunderbolts (Rumored to be inferior copies of a thunder god’s implement,
the hammer of thunderbolts charges the air around its wielder. The hammer is
too heavy to wield normally, unless the wielder has meditated with the hammer
and become attuned. It is a +1 maul wielded in one hand that deals an
additional 1d6 shock damage on each hit. It can be thrown to great effect,
traveling up to 20 ft. When thrown it deals its normal weapon damage to the
target along with dealing 1d6 electricity and 1d6 sonic damage to all those
within 10ft of the target. It returns to its wielders’ hand at the end of the
round, striking them for its weapon damage if they have no open hands to
catch it.) |
8000 |
800 |
Profane
and Profound |
0515 |
|
Handmaiden's
Case (The Handmaiden’s Case is jokingly referred to as the only handmaiden
that can actually keep a secret. When any jewelry is put in the small, velvet
lined box and the box is shut, the jewelry is polished and cleaned to peak
condition. This does not remove imperfections or damage from the jewelry and
any grime cleaned from the piece is moved to underneath the lining for later
disposal.) |
100 |
10 |
Profane
and Profound |
0516 |
|
Harem
Pillow (A soft pillow drenched with colors and fringes, these legendarily
soft pillows are rare only because they’ve been single-mindedly
pursued by a single collector to line the grand bedroom of his harem wives
and husbands. A Harem Pillow adds +2 comfort to one’s rest, or +3
if it is shared by someone who is at least a close friend. Such a pillow is
comfortable enough to even allow one to sleep standing up, head cocked to the
side with the pillow between head and shoulder. That sleep will still be more
restful than the king’s finest down mattress. It is whispered to
improve one’s fertility, but it’s owners routinely deny
such an effect.) |
1000 |
100 |
Gear
Up |
0517 |
|
Hat of
Disguise (A wide brimmed, beaten up old hat can, with a flick of the bent top
cone, transform the clothes of its wearer and can make minor cosmetic change
to the wearer. The hat, however, remains unchanged. This can include changes
of up to six inches in height and 50 pounds of weight.) |
200 |
20 |
Gear
Up |
0518 |
|
Hawk
Eye Goggles (Hawk Eye Goggles are thick lenses sitting on a thin metal frame
about the wearer’s eyes. The wearer’s sight for near
distances is vastly improved. Any skill check that requires focus on very
detailed or fine objects is rolled with advantage, such as assembling a trap
or appraising jewelry. In addition, the wearer can read nigh-illegibly tiny
text, allowing twice as many spells per page in a spellbook or conferring the
ability to hide secret messages with illegibly tiny text.) |
1000 |
100 |
Gear
Up |
0519 |
|
Healer's
Balm (This light purple lavender jelly increases natural healing speed.
Spread topically on the skin, the user regains 1 hit point per hit die over
the course of a short rest. The jelly dries quickly and the user must stay
still or it will crack apart to dust without healing.) |
10 |
1 |
Gear
Up |
0520 |
|
Healer's
Ointment (This natural oil, rubbed into the skin, jolts the system of any
living or dead creature with a metabolism. It provides a weak regeneration of
1 hit point per hit die each minute, lasting for one hour. There is enough
oil for ten hours of total regeneration. Any creature exposed to its effects
become ravenously hungry, needing to eat two day’s worth of food
during each hour of ointment use or they gain a level of exhaustion.) |
1000 |
100 |
Gear
Up |
0521 |
|
Heart
Mender (Made of a young willow sapling, and a magically preserved spirit of
springtime, this flexible quarterstaff is a +2 weapon with a reach of 15 ft.
Upon striking a target with half of fewer hit points remaining, the creature
is instead healed by an amount equal to the staff’s damage roll instead of
harmed by the blow.) |
20000 |
2000 |
Profane
and Profound |
0522 |
|
Heartfeather
Scale (A Heartfeather Scale is a palm sized, balance scale with a feather
stuck to one hanging basket. A user need only touch the scale to a willing or
helpless creature to turn the small device into a truth-diving object. With a
thought, the wielder can judge the target creature against either the truth,
the morals of the target, or a sworn oath made by the target. Should the
target fail to live up to the chosen standard, the Heartfeather Scale will
tip such that the feather laden arm swings up. If they are telling the truth,
living up to their own morality, or sticking to their oath, the feather arm
will fall down. With regards to the target creature’s morality, their deity
or a sympathetic deity is the one that makes the judgement of their moral
character and imparts the wielder of the scale with a vague sense of what
moral principle the creature has broken of their own moral code.) |
10000 |
1000 |
Profane
and Profound |
0523 |
|
Heated
Armor (Fine, black dust coats every surface of this armor. When hit by an
attack from a source within 5 ft., the armor sparks and the black soot
catches fire momentarily, launching a flare dealing 1d6 fire damage at the
source of the attack.) |
4000 |
400 |
Exposed
to the Elements |
0524 |
|
Heated
Weapon (A weapon enchanted this way is almost too hot to touch. Metal weapons
exude a deep red glow while wooden weapons appear charred. On a hit, a heated
weapon engulfs the target in a momentary cloud of embers and soot, dealing an
additional 1d6 fire damage. Heat from the wielder’s own vitality empowers
this weapon, and they deal an additional 1d6 fire damage if they are at or
above their maximum hit point total.) |
4000 |
400 |
Exposed
to the Elements |
0525 |
|
Heavy
Wine (Casks of wine laden with a slurry of iron dust and ox blood sealed in
the light of the full moon ferments further into a heady concoction. Downing
a wineskin of of this slurry puts the drinker’s body under enormous
tension: their veins bulge obscenely, their skin reddens and becomes hot to
the touch. The effect lasts for 10 minutes, during which it doubles their
constitution and strength bonuses. At the end of its duration, the Heavy Wine
begins to rip into the drinker’s organs as their body tries to
remove it. Each day for the following 3 days, their is a 1-in-3 chance that a
serious internal injury develops.) |
50 |
5 |
Fantasy
Foundry |
0526 |
|
Hell-wasp
Honey (This tin-colored molasses buzzes and hums in a pleasant,
almost-hypnotizing pattern. An urn of the honey held close at night makes it
easy to fall asleep. It is much more useful when applied to the skin. Rubbed
into the skin, Hell-wasp Honey makes one’s nerves incredibly sensitive. For
the next ten minutes, the hyper-active neurotoxin burns through the user’s
nervous system, doubling their dexterity and intelligence modifiers, positive
or negative. As the user comes down from this high, their overextended nerves
recoil at the slightest touch, making all sensations painful: the user takes
an additional 4 damage any time they would take damage. This sensitivity
reduces by one point every 1d6 hours. If they die under the effects of the
honey or its withdrawal, their brain will transform into a single Hell-wasp
queen over the next day that will crawl out of their mouth, and look for a
place to start a new hive. They retain their sentience and memories, but are
now aligned with Hell-wasp kind.) |
750 |
75 |
Save
Vs. Disease |
0527 |
|
Hell-wasps
(Hell-wasps are kept in a large clay urn filled with sedative smoke. Infernal
in origins, the insects do not need food or air. Once released, the hypnotic
sedative makes the wasps sympathetic to the one who released them, attacking
as a swarm on command. The swarm occupies four contiguous five foot cubes of
space. The swarm can enter and control fresh corpses of a combined total HD
of 10 or less, raising them as intelligent zombies under the control of their
owner. The hypnotic sedative wears off in 24 hours, after which the wasps
will go their own way unless suitably convinced. The Hell-wasp Swarm: 10HD
(100 HP) L, ATK -*, DMG (Sting 2d4 + Poison**), MOV 5ft/ FLY 60ft. *Swarm
deals its damage automatically to any creature that starts its turn in the
swarms space. **Hell-Wasp Poison: 1d6 poison and 1d6 necrotic damage each
round, DC 14 Constitution save ends. A creature that dies while suffering
from this poison is bolstered, gaining +4 STR and 50% bonus to movement speed
if it is raised to undeath.) |
3000 |
300 |
Save
Vs. Disease |
0528 |
|
Hemlock
(Strong, pine, bitter flavor made of crushed seed and root of the hemlock
plant is a potent pale green poison. If the concentrated powder is ingested,
it results in a creeping, total paralysis from the toes upward. When it
reaches the chest in 2d10 minutes, it causes suffocation. The paralysis lasts
for 1d4 days even if the creature survives. With a very difficult healing
check, diluted doses can be given to a willing creature to numb pain or stop
seizures. Failure on this check paralyzes the creature for 2d10 minutes and
critical failure inflicts the full noxious effect on the ingester.) |
100 |
10 |
Fantasy
Foundry |
0529 |
|
Heroes
Bread (A stiff bread that can be used as a great club, soaked in water to
turn a chunk into a moldable substance that will dry hard, and can be eaten
as a while soft. Each Heroes Bread contains four rations of food, but each
ration eaten or molded reduces the damage die size of the rest of the bread
by one. When eaten, the damage die of the bread is rolled and the eater gains
that many temporary hit points. Each ration can instead be molded while soft
using a crafting skill check to make an object of tiny size or smaller. The
resulting skill check is the maximum result that can be obtained when using
the resulting object for a skill check after it is dried.) |
100 |
10 |
Arcane
Arsenal |
0530 |
|
Hexing
Doll (A small bundle of straw is lashed together with rusted iron wire to
look humanoid in shape. The Hexing Doll has needles jammed in its head and
body. If the wielder of the Hexing Doll has a personal effect of the target
creature, attaching it to the doll as an action allows the wielder to damage
the doll to harm the target creature each round. As a bonus action, stabbing
the Hexing Doll with the pins deals 2d6 nonlethal psychic damage to the hexed
foe, imposing a penalty on their rolls equal to the fear damage they receive
until the end of their next turn. The target makes a Will save, DC 15,
against each attack with a success halving the damage and rendering them
immune to the Hexing Doll for one day. A personal effect used with the Hexing
Doll to affect a creature cannot be reused, a new personal effect must be
used each time. Only one personal effect can be attached at a time. While in
sight of a target, with or without a personal effect attached to it, the doll
can be used to taunt that target as a free action, imposing a -1 penalty on
the target's rolls while the doll is held pointed menacingly at the foe.) |
8000 |
800 |
Arcane
Arsenal |
0531 |
|
Hive
Home (Small holes and bumps polka-dot this +1 hide armor made of thick-cut
cow leather. When the wearer is struck in combat, 1d4 hornets crawl out from
a few of the few holes and buzz around the armor. With a mental command,
hornets will dive bomb a target within 30 ft., stinging them for 1 poison
damage each. This attack automatically hits, excepting any magical
interference, but is fatal for the hornets. If there are more than 5 hornets
surviving at the end of combat, the extra hornets land and crawl back into
their tiny hives with a buzz.) |
3000 |
300 |
Insectoid
Armory |
0532 |
|
Hoarder's
Robes (These robes have two dozen pockets of all shapes and varieties inside
the lining of both sides as well as 6 pockets down each of the outer sides. A
pocket of this robe can hold exactly one item, reshaping itself to a
representative shape of that item. That same pocket can hold any number of
that type of object in the same space: a pocket that holds a dagger can also
hold a +1 dagger, a poisoned dagger, a broken dagger, etc. When reaching into
a pocket, the exact item the wearer is thinking of is the first one they
touch, allowing items to be drawn from the robe as a free action. Others that
reach into one of the Hoarder's Robes pockets receive a random item from that
pocket instead. The robe always weighs 30 pounds, regardless of how many items
are inside it. Uncontained non-solids, items larger than the wearer of the
robes, or heavier than 200 pounds each will not fit in the magical pockets.) |
9000 |
900 |
Arcane
Arsenal |
0533 |
|
Holy
Avenger (Immaculate. Pure. Platinum handled. Pearl and diamond studded. Holy
weapons such as these are born from the kindest of deeds done by the humblest
hearts. First seen when a small congregation of one hundred pilgrims of an
ancient sun god were beset upon by a horde of demons and undead, the staves
and tools they clutched became true weapons, touched by their god’s blessing.
To this day, it is rumored that only one hundred of these weapons exist in
the world, and they supposedly fade from the world once no longer needed to
be ready to appear where they will do the most good. It acts as a +3 weapon
once attuned to its wielder, dealing an additional 2d8 radiant damage to
undead or evil outsiders and can be called upon to smite a foe three times each
day. Smiting a foe adds damage to the Holy Avenger’s blows equal to its
wielder’s number of hit dice to its attacks until the beginning of the
wielder’s next turn. An evil creature that becomes attuned to this blade must
either take an oath of goodness, release the Holy Avenger, or take 2d6
radiant damage each round it remains in their possession.) |
20000 |
2000 |
Profane
and Profound |
0534 |
|
Holy
Water (Water drawn from a pure spring is blessed with a small sprinkling of
gold dust and holy oils in a short divine ritual. Any dead or impure flesh it
touches reacts quite violently. Undead flesh is returned to its rightful
decomposing, inanimate state. Demonic or alien flesh burns in a heatless
white flame. A small splash or a coated weapon deals 1 holy damage, with a
single flask containing 5 such uses. Thrown as a splash weapon, it instead
deals 2d6 damage to the target and splashes all adjacent creatures. Undead
that lose more than ¼ of their remaining hit points lose a random limb.
Demons or aliens that lose more than ½ their remaining hit points are
banished to the own worlds.) |
25 |
2.5 |
Gear
Up |
0535 |
|
Honorbound
Plate (Honorbound armor is a +1 breastplate made of woven bamboo splints.
Thick, protruding shoulder pauldrons bear small sticks of burning incense and
a wax-stamped parchment. Upon the aged, yellowing paper is written the name
of every person that the armor has been sworn to protect. When called upon by
an attuned wearer, the armor will add a new creature’s name to the top of the
list, and as long as that creature is within 20 ft, the armor can redirect
any attack against the protected creature to the wearer of the armor. If the
creature takes damage from another creature’s attack, due to the wearer being
more than 20 ft away or the wearer choosing not to protect their charge, the
armor’s magic is dispelled until the wearer makes a personal sacrifice for a
stranger or completes a quest for an authority figure then completing a long
rest of meditation. The wearer can swear to protect a different creature or
remove a creature from the armor’s protection as a free action so long as no
known hostile creatures are present.) |
8000 |
800 |
Profane
and Profound |
0536 |
|
Hookseed
(The interior of this canvas pouch is coated with slick wax and holds a multi-colored
mass of nettles mixed with a thin, earthy paste. Spreading a covering of the
barky nettles on a creature as an action will create a layer of hooked seeds
that latch onto the next three creatures making melee attacks against the
creature. For 5 minutes after those attacks pull the nettles form the paste,
they will dry and the attacker will leave a trail of dyed hulls and seeds
that can be easily followed. Alternatively, if Hookseed is spread across a
surface as an action, any creature that touches the 5 ft. square it is placed
on leaves the same trail. There is enough paste in the pouch for four uses.) |
50 |
5 |
Exposed
to the Elements |
0537 |
|
Horde
Rags (Horde rags are +1 rags of fancy, if stained and crumpled, underworld
silk. No matter the size of the wearer, they always seem sized one size too
small. As an action, up to three times per day, the wearer of these rags may
split themselves into any number of look-alike goblins, splitting their
remaining hit points as desired between them and designating one of the
goblins as the ringleader that remains wearing the rags while the others
appear as parodies of the wearer in shabby clothes within reach. They act as
a single mind on the same turn under the direction of the wearer of the Horde
Rags. Ability score modifiers, equipment, magical effects, proficiency bonus,
and other attributes are divided up amongst the goblins as the wearer
chooses, otherwise defaulting to +0 on rolls, 10 AC, and 1d3 unarmed damage.
The goblins all have a 20 ft. movement speed, plus any movement speed above
that amount the wearer has, divided amongst them as the wearer chooses. Any
goblin that leaves either a 30 ft. radius of the ringleader or sight of the
ringleader takes a cumulative 1d6 damage at the end of their turn. The
ringleader can reabsorb any number of goblins in sight or within 30 ft. as an
action or absorb any number of goblins within reach as a free action, applying
any remaining hit points, effects, equipment, or statistics to the
ringleader. The wearer may also reform in the place of the ringleader as an
action, losing any hit points or statistics possessed by unabsorbed goblins,
with the lost hit points or statistics returning after a long rest. If all
goblins and goblin corpses have been absorbed, the ringleader can return to
their normal form as a free action. If the ringleader is killed, all goblins
take 1 damage and a new ringleader is chosen by the user of the Horde Rags.) |
4000 |
400 |
Arcane
Arsenal |
0538 |
|
Horn
of Destruction (The Horn of Destruction is a platinum horn that deals 6d6
sonic damage in a 60ft line, with a Dex save (DC 16) for half damage. This
damage is doubled against inanimate object. It can be blown three times a
day, with each use after that having a cumulative 10% chance of destroying
the horn, dealing 10d6 sonic damage to its user. Hitting the same target in
successive rounds adds +1 damage per die for each previous round the target
has been struck in a row. Destroyed objects shatter into tiny pieces.
Destroying a building, one that took over 10,000 man-years to build, with
this horn and burying it in the rubble will transform it into an Epic Horn of
Destruction.) |
20000 |
2000 |
Charged |
0539 |
|
Horn
of Destruction, Epic (The epic version of the horn of destruction billows
sonic energy out of its etherium body. When blown, it deals 10d6 sonic damage
against any number of targets within a 60ft cone, with a Dex save (DC 18) for
half damage. Inanimate objects take double damage from this horn and any not
destroyed by this damage must make a save (DC 12) or be destroyed. It can be
blown three times in a day, with each further use after three having a 10%
chance of exploding the horn. This explosion destroys the horn and deals 20d6
sonic damage to the blower and everything within a 5 feet. With a performance
check (DC 5+ sum value of the target objects in thousands of SP) the user can
leave destroyed objects in the form of their component parts: metal ingots,
wooden boards, rope, etc. Striking the same target in successive rounds adds
+1 damage per die for each previous round the target has been struck
successively. It also increases the DC of the objects’ save by one. A
destroyed Epic Horn of Destruction, if buried in the rubble of a building
that took over 100,000 man-years to build that was just destroyed by the
wielder, will be restored to perfect condition after being dug out.) |
45000 |
4500 |
Charged |
0540 |
|
Horn
of Destruction, Lesser (A silver horn that when blown does 3d6 sonic damage
to one target within 60 feet, with a Dex save (DC 14) for half damage.
Inanimate objects take double damage from this horn. It can be used twice
each day; each further use has a cumulative 25% chance of catastrophic
self-resonating, dealing a 6d6 sonic damage to itself (destroying it) and to
its user. Objects destroyed by the horn are left cracked, bent, and useless.
Destroying a building or object, one that took over 100 man-years to build,
with this horn and burying it in the rubble will transform it into an Horn of
Destruction.) |
4000 |
400 |
Charged |
0541 |
|
Hovering
Armor (Translucent bat, bird, or insect wings flutter slowly on the back of
this enchanted armor. The wearer can hover at will. While hovering, they can
move horizontally up to their normal movement speed but cannot jump while
doing so.) |
12500 |
1250 |
Arcane
Arsenal |
0542 |
|
Humble
Sash (Tied tightly around the waist, this sand-colored sash has a calming
mental effect. It grants a +1 bonus to saves against mental effects. Its
wearer may spend a short rest meditating, doing nothing strenuous to increase
the bonus by +1. The bonus may be increased to a maximum of +4. Whenever the
wearer makes a saving throw against a mental effect, the bonus is reduced by
1, to a minimum of +1. Should the wearer fail a save and come under the
effects of a compulsion or other mental effect, they may spend a free action
to become restrained and prone instead, meditating for the remaining duration
of the mental effect.) |
2000 |
200 |
Profane
and Profound |
0543 |
|
Hungry
Weapon (“Empty. Hungry. *Snarl*” are shouted in the mind of the wielder when
they pick up a bloodthirsty weapon. Trying to put it down takes a bit of
work, and when you do let go of it, it falls away with a *pop*. Bloodthirsty
weapons have a barbaric intelligence, one that is thankfully not self-aware.
Striking with such a weapon deals an additional 1d6 damage, but it also bites
its wielder for 1 damage.) |
750 |
75 |
Save
Vs. Disease |
0544 |
|
Hunter’s
Backpack (This buckskin rucksack lined with pouches is heavily reinforced
with leather stitching patterned as various animals.. Its main pouch, four
large side pouches, and ten various smaller pouches are each secured with a
leather tied-down and bronze clasp. Water, oil, and other liquids roll off
the pack effortlessly. The backpack itself is resistant to damage, both from
the inside and out. Each pouch is supplemented by both a minor holding
enchantment, reducing the apparent weight by half while allowing the main,
large, and smaller pouches to hold 100 pounds, 40 pounds, and 5 pounds each,
respectively. Non-living organic material inside a pouch will experience time
at approximately one one-thousandth normal speed, such that each day appears
to the internal pouches as a single minute. A knob on the main pouch’s clasp
allows it to function as a dehydrator, speeding up the drying of non-living
organic matter by one hundredfold, such that every ten minutes of normal time
is the equivalent of a full day of drying or smoking, should the pouch be
provided with appropriate wood and coals. Weighing only 5 pounds itself, the
Hunter’s Backpack is completely immune to scent, retaining no smells on its
surfaces nor on any material securely closed inside.) |
1500 |
150 |
Gear
Up |
0545 |
|
Ice
Flux (Glaciers that are at least a century old can be mined for their ice
cores. When the ice mined from deep in those glaciers are melted with yeti or
winter wolf breath, it turns into a permanent slush. This slush can be
scattered into the air as part of a cold or illusion spell to inflict a -2
penalty to damage rolls, minimum 1, on the target or targets for a number of
rounds equal to twice the spell level. Ice Flux is kept in a thick leather
pouch and holds enough for ten spells.) |
300 |
30 |
Exposed
to the Elements |
0546 |
|
Ice
Ghost Robes (When the attuned wearer of these +2 robes makes a targeted
attack, an illusory duplicate of the wearer as a ghost appears and attacks
from a different angle or flanking the target, with a 50% chance that the
attack’s effect comes from either the wearer or comes from the illusion via
limited ethereal portal. The ghostly image then fades after the attack.
Against targets that the wearer has advantage against, the attack deals an
additional 1d6 cold damage. The wearer chooses where the ghost appears and
attacks from, limited to any occupiable, visible space within 30 ft. When
taking the withdraw action, the wearer may instead become surrounded by 1d4+2
illusory ghost duplicates that all flee in directions chosen by the wearer up
to their movement speed, then the wearer may teleport to swap places with any
surviving duplicates before they all disappear. Ghost duplicates hit with any
attack disappear immediately. The wearer gains resistance to cold, although
they will feel cold to the touch.) |
6000 |
600 |
Arcane
Arsenal |
0547 |
|
Ice
Javelin (Made by slowly dripping frigid water over hanging javelin until they
are coated in magically enhanced ice, an Ice Javelin is then thawed free,
ready to return to its ice-sheathed state. As part of an attack action, the
javelin can be coated in ice and on a hit, the ice explodes dealing 1d6 cold
damage in a 5ft. burst. That ice thaws and then freezes, turning that area of
effect into difficult, icy terrain for one round. If it misses, it explodes
in that burst wherever it lands. An Ice Javelin can only perform this feat
once each day.) |
400 |
40 |
Exposed
to the Elements |
0548 |
|
Ice
Meld (When old glacier ice is mixed with the potent magical blood of ice
trolls, abominable snowmen, or similar creatures, it forms a thick blue gel.
If the gel is applied to a creature it becomes frozen and that creature is
immune to damage and dying as long as it remains frozen. The creature
unfreezes when warmed or after 1d4 hours. If the Ice Meld is burned, it glows
with a white-blue flame and functions like alchemical fire that deals cold
damage instead. It is stored in thick glass vials treated to resist shattering
from temperature changes.) |
500 |
50 |
Exposed
to the Elements |
0549 |
|
Idle
Fingers (These smooth leather gloves mold themselves to fit their wearer’s
hands. With a thought, their appearance can be changed to any type of hand
covering or jewelry, although their physical form remains the same under the
glamour. An attuned wearer gains a spiritual ‘coin’ for every order of
magnitude of value they have stolen from the corrupt or vainglorious.
Additionally, the attuned wearer gains a separate ghostly ‘coin’ for each
tenth of those goods that were subsequently donated to the poor and
downtrodden. The sum of these two determines the maximum number of coins the
wearer can have at one time, as if they had a coin purse attached to their
soul. Once per roll, the wearer can expend a ‘coin’ to get a +1 bonus added
to the result of one ability check or saving throw. The wearer can expend
three instead to reroll the ability check or saving throw instead. Once
spent, the wearer will feel the coins replenish themselves at the end of each
long rest.) |
15000 |
1500 |
Profane
and Profound |
0550 |
|
Illusionist's
Deck (This deck of cards can be pulled from, with each thrown card creating a
full illusion of a summoned monster. There is a 25% chance that it is no
illusion and the summoned monster is very real. The deck can be pulled from
five times each day, with the summoned/illusory creature lasting for 2d6
minutes. The creature is under the complete control* of the Deck’s wielder,
changing hands as the deck does. Illusory creatures move as normal but deal
no damage and if they would take damage, the illusion is dispelled. Creature
types (at random): Fat Rabbit [2], Gelatinous Cube [3], Insect Swarm [4],
three Ghouls [5], four Kobolds with traps [6], Minotaur [7], Drake [8],
Skeletal Cyclops [9] Roc [10], Large Elemental [Jack], Diva/Archon [Queen] , Demon/Devil
[King], Adult Dragon [Ace], and Doppelganger* [Fool] Roll randomly for the
type of creature when called for. The Fool’s doppelganger comes as a parodied
version of the Illusionist’s Deck user, which has all of the same abilities
and items as the user that it will use in the least effective, but maximally
comedic manner possible to achieve the ends the deck wielder commands of it.
These items are inseparable from the doppelganger and disappear if removed.) |
8000 |
800 |
Charged |
0551 |
|
Illusory
Dust (Whenever a child laughs without cause, it is said to be invisible
faeries gathering some of their imagination to make this powder. A pink,
waxed leather pouch holds a few ounces of scintillating sugar crystals.
Crushed and sprinkled over an object, the user can alter the sensory
appearance of a medium sized object or creature with a single use, with
larger or smaller objects requiring proportionally more or less powder. The
illusory magic remains until it is washed off, dismissed by the creator, or
someone makes a pun within five feet. It appears fully real, to the limit of
how creative the creator is, and must be interacted with to get a save to
disbelieve, Wisdom save (DC 10 + creator CHA). Every bag has thirteen uses
when created.) |
1250 |
125 |
Gear
Up |
0552 |
|
Immovable
Plate (This +1 steel plate mail is covered in vertical columns of deep red,
adamantine rivets. With a mental command as a free action, the armor becomes
immovable. The armor cannot be moved by anything less than 5 tons of weight
or a strength check of DC 30, which will cause the rivets in the armor to
spark and its magic to fail for 1 minute before it can become immovable
again. Limbs of the armor can be made immovable individually, but the joints
and bones of the wearer inside are not immovable when doing so nor are they
immune to harm. A second mental command will end the effect.) |
14000 |
1400 |
Arcane
Arsenal |
0553 |
|
Immovable
Rod (This Damascus mix of adamantine and iron is formed into a rod. With the
push of its button, the Immovable Rod cannot be moved with anything less than
a DC 30 strength check or 2 tons of weight. Moving it while it is engaged
causes it to malfunction for 1d6 minutes before it recovers and can be used
again.) |
8000 |
800 |
Gear
Up |
0554 |
|
Imp
Pact Crystal (An Imp Pact Crystal is a bit of hardened soul, coalesced into a
small, cloudy, lumpy gem. The dubiously virtuous soul that forms the crystal
is only worth a contract with a low level imp or demon, the kind that would
see the demon or devil do anything in its power to fulfil the wording of the
contract in exchange for the soul of the signer after their death. This can
be done by signing such a contract using the gem instead of one’s own blood.
Alternatively, evil creatures use these to barter, with these crystals and
more powerful ones taking on value equivalent to what their respective demons
could perform as part of a contract, although this fluctuates as more or
fewer mortals are bargaining with demons at any given point in time.) |
1250 |
125 |
Profane
and Profound |
0555 |
|
Implosive
Vial (Implosive Vials are formed with earth magic to grow a quartz vial, then
expand it until its thin walls are barely able to keep air from crushing it
to fill its empty volume. When used as the focus of a flight spell, the
target or targets have their flying speed increased by 5 ft for the duration.
At any time as a reaction, the caster can crush the implosive vial, causing
each target to create a small thunderclap as air rushes towards them. They
lose the bonus movement speed, but they deal 1d4 force damage per spell level
to all creatures within 20 ft. Those creatures make a Strength save and on a
failure are pulled 10 ft closer to origin of the thunderclap. Unused
Implosive Vials have a 1 in 10 chance of imploding at the end of the spell’s duration.) |
1000 |
100 |
Profane
and Profound |
0556 |
|
Incandescent
Blue Ioun Stone (An Incandescent Blue Ioun Stone is an upside-down,
bright-blue pear-shaped crystal that rotates about its center a few inches
above its owner's head once grasped and tapped to the head. It provides a +2
bonus to wisdom while worn.) |
9000 |
900 |
Arcane
Arsenal |
0557 |
|
Inconspicuous
Weapon (An inconspicuous weapon is one in a large category of different
weapons. These include everything from items that function as weapons, those
that have hidden weapons, weapons that are concealed as other objects, or
other concealed-weapon type devices of a similar nature. Such weapons are
easy to hide and give advantage on sleight of hand to hide or conceal them.
While other weapons might be disguised or re-purposed, inconspicuous weapons
are designed especially for that purpose and take no penalties nor are they
slow to the draw. Inconspicuous weapons grant advantage on the first attack
made in combat if it was previously in its inconspicuous form.) |
500 |
50 |
Gear
Up |
0558 |
|
Infinite
Box (The Infinite Box is an ebony and ivory trunk, 4 ft wide by 3 ft deep and
3 ft tall that has many wooden boxes stacked inside, 1 ft x 1 ft x 1ft. An
endless number of these pinewood boxes can be pulled out of this chest. The
boxes have 10 hit points each, weigh 5 pounds, and can support up to 100
pounds.) |
7000 |
700 |
Gear
Up |
0559 |
|
Infuser
(This device is a large stone oven seamlessly made from a single piece of
white marble, struck through with veins of gold and platinum. One with magic
senses can see the invisible lines connecting these veins, which turn the
seemingly random assortment of precious metals into an intricate geometric
design. Placing an item in the furnace, filling the Infuser’s lower hatch
with twenty pounds of magma, and feeding it magical Essence in its tiny top
hatch, allows its user to enchant that item without need of any required
spells, except for a read magic spell to use the magical controls along the
side. This process requires one ounce of Essence for each 1000 SP it would
normally cost to craft the intended item, fractional amounts of Essence can
be used. Some non-magical slag from the infusion process is left behind after
the hour-long work is completed, leaving a thin, mutative dust coating on the
new item that must be wiped off. Unprotected exposure to this slag or the
infuser while it is running has a cumulative 1% chance of causing a mutation
after the first usage of the infuser each week. The Infuser can only enchant
magical properties to the item and cannot provide magical effects that come
from different materials.) |
20000 |
2000 |
Arcane
Arsenal |
0560 |
|
Inquisitor's
Censure (Long, thick, iron chains bind a screaming face of metal to the
forged handle. Carved intricately along the chains are mantras against a
great many sins. When swung or used in battle, the +1 flail will emit a
noxious incense. Striking a foe will splatter this incense upon them, which
makes it impossible for them to speak or cast spells for 1 round, as the mist
forces itself down their throat. Alternatively, it can be swung in a circle
over the head to spray the thick mist in a 20 ft. radius, blocking all speech
and spellcasting inside for as long as the mace is swung plus one round
after. Effected creatures can attempt a Charisma save, DC 13, to overcome the
effect but they suffer 2d6 radiant damage on a failure.) |
4000 |
400 |
Profane
and Profound |
0561 |
|
Interlocking
Armor (Armors with this ability are meant to lock together in formation. They
have clasps, chains, and hooks along their edges. When next to another
individual with interlocking armor, the two will attempt to link
together. An interlocking shield gets a +1 bonus to its base armor class for
each other interlocking item in the same formation or next to it, maximum
+2.) |
600 |
60 |
Gear
Up |
0562 |
|
Interplanar
Shackles (These shackles bind a creature in place, physically and
spiritually. It is rendered immobile and paralyzed. As an action, these can
be applied to a helpless or willing creature of any size, reshaping to bind
the target’s form appropriately. The creature can only be moved by another
creature pulling them along, allowing them to hobble, float, fly, swim, or
burrow only as quickly as the one leading or pushing them along allows. The
one holding the shackles or any rope/chain attached to it can Silence the
shackled creature at will, no save. Additionally, the Interplanar Shackles
allow the holder to magically clean the bound creature as Prestidigitation
and to provide enough magical energy to prevent any negative effects of
starvation, dehydration, or exhaustion from accumulating further. The owner
of the Interplanar Shackles may also cast Geas on a shackled creature once
each week, with old Geas effects fading when a new one takes hold. The
shackles may be made immaterial at the will of the owner, allowing the
shackled creature to move freely until they are made material again. A bound
creature cannot teleport, change planes, or otherwise magically move without
the permission of the owner of the shackles. Only spells of seventh level or
higher can break a creature free from these shackles.) |
27000 |
2700 |
Profane
and Profound |
0563 |
|
Intimidating
Armor (The last part of the ritual to make an Intimidating armor or shield
requires painting a scowling visage on the armor with the blood of the type
of creature the enchanter fears most. The wearer of this armor gains
resistance to intimidation effects and three times each day can apply
advantage to an intimidation effect of their own.) |
1500 |
150 |
Profane
and Profound |
0564 |
|
Intrigue
Earring (The Intrigue Earring will answer the first three questions its
wearer makes each day relating to social gossip, rumor, or scandal. Once
asked, the elongated crystal earring will turn dark green and whisper in the
user’s ear. The one or two sentence statement will be cryptic, vague, and
misleading, but can be confirmed or refined with an Insight check, with a
difficulty proportional to how few people know the answer. Only secrets told
to someone else and possible to be uncovered can be spoken by the earring.
There is a 25% chance that the Intrigue Earring will give an answer the
wearer wants to hear rather than what is true, but this chance goes up to
100% for questions the Intrigue Earring cannot answer.) |
1500 |
150 |
Arcane
Arsenal |
0565 |
|
Inverted
Spellbook (Only a single spell is contained among the thirteen pages of this
small leather book. The spell is full of self-referring phrases and
complicated loops of logic that all require different portions of the spell
to be cast first. Once its user has become attuned to it, they gain the Null
spell as a spell of any one level they can cast. The spell itself cannot be
cast and if it is, the spell energy fizzles uselessly without effect. Should
the ability to cast that spell be lost due to any effect, the mental space it
formerly occupied is freed up, granting the user an extra action usable only
to cast a spell or concentrate on a spell. This extra action must be used
before the end of their next turn, before the freed up mental space is
consumed by idle thoughts. Casting a spell using this extra action does not
count against the normal limits of spellcasting per turn. Once the Inverted
Spellbook is used in this manner, it cannot be used again until the user
completes a short rest, which causes the Null spell to return. The spell
level of the Null Spell can only be changed during a long rest.) |
2000 |
200 |
Exposed
to the Elements |
0566 |
|
Invisibility
Powder (Procured from secretive faerie merchants and smugglers, this fine,
glassy powder turns one medium sized object completely invisible with just a
small pinch of tossed powder. Academics posit that faeries create the powder
by somehow distilling down childrens’ natural invisibility from
stolen teeth and toys. A standard pouch holds about a four ounces of dust,
enough for thirteen uses if carefully rationed. The invisibility lasts until
the affected creature or object attacks, is splashed with water, or the next
full moon rises into the night sky.) |
4000 |
400 |
Gear
Up |
0567 |
|
Invisible
Ink (Invisible Ink is normal black pigments that have been treated with fairy
magic, most often accomplished by getting a fairy to sneeze into an inkwell.
This ink, when applied, can be given a set of instructions, up to thirteen
words in length, on how it should appear. Common uses are for passing hidden
messages or condensing multiple pages of text onto one page. The illusion
magic inherent in the ink masks itself from low level magic detection,
although an astute sense of smell can smell fairies in the ink.) |
25 |
2.5 |
Gear
Up |
0568 |
|
Iron
Horse (The Iron Horse is an iron golem in the form of a horse that will bear
up to 5 tons and obey the verbal commands of whoever is wearing the matching,
steel, horseshoe necklace. It will not tire nor need any upkeep and will not
rust under non-magical conditions. Iron Horses understand any languages its
attuned owner does. Larger sized Iron Horses cost an additional 1000 for each
increase in size category, although smaller sized Iron Horses do not save
enough material costs to cover the added complexities of holding the
enchantment on a smaller form. HD 14 (80), L, AC 18, ATK +9 (Stomp) DAM
1d8+4, MOV 60', S 23 D 13 C 19 I 4 W 11 C 7 *Iron Horses have the same magic
immunities as iron golems.) |
15000 |
1500 |
Arcane
Arsenal |
0569 |
|
Iron
Maiden (This 10-foot-tall iron golem is sculpted in the form of a beautiful
maiden down to the last detail of each shimmering strand of metallic hair.
Upon her ring finger is a simple golden band. She will obey the verbal
commands of whoever wears and is attuned to the matching gold ring. HD 18
(120), H, AC 20, ATK +12 (Slam, Capture*) DAM 3d6+6, MOV 40', S 25 D 13 C 21
I 13 W 11 C 19 *The Iron Maiden's chest opens like a huge mouth and swallows
a medium sized creature or smaller. She can deal 2d6 piercing damage each
round to a captured creature as a free action. **Iron Maidens have the same
magical immunities as iron golems. Iron Maidens have the specialized function
of capturing enemies or in some cases, escorting their master safely inside
her chest. Captured enemies can be repeatedly stabbed with rapidly moving
spikes and must deal 20 damage to the Iron Maiden torso to break free. The
golem rapidly closes those holes so each creature must fight its own way out.
Damage can be dealt to an internal creature in the same manner, by opening a
hole in the Iron Maiden with 20 damage targeted on her torso.) |
20000 |
2000 |
Arcane
Arsenal |
0570 |
|
Iron
Thrashbird (Designed by gnomes that were considered too eccentric and crazy
to work on the Wheeled Rattlefire, this whirring death trap of spinning
blades and flapping metal bits swirls through the air, sounding like a
chuckling blast furnace. The Iron Thrashbird is as maneuverable (and as
heavy) as an adult dragon, consumes two gallons of oil per minute, as large
as a carriage, and can carry 2,000 pounds. Its oil tank can hold up to 60
gallons. The Iron Thrashbird starts with a d20 instability die. As an action,
the driver can speed up or slow down the flying carriage by one category,
with a difficult drive or disable device check letting them modify the speed
by up to 1d3+1 additional categories. Each increase in speed drops the
instability die by one size and each decrease in speed increases it by one
size. This can be done as part of the drive action to control the carriage’s
movement. The instability die is rolled whenever the Wheeled Rattlefire is
turning more than 30 degrees in a round, doing a stunt, driving through
difficult terrain, taking a swipe at a target, or colliding with something.
As part of the drive action, the driver can swipe at a 10ft line of enemies
within 10 ft. with the thrashing wings and blades, for 6d6 damage to those
foes. This deals 1d6 damage to the thrashbird. Rolling a ‘1’ on the
instability die results in a crash, dealing damage to the carriage, any
objects collided with, and the Thrashbird’s riders as if they had fallen a
distance equal to ¼ its current speed, rounded down. No protection spells
cushion the riders from this damage. The carriage has 80 hp and when it drops
to 0 hp, it falls from the sky at its current speed. This will deal falling
damage or crash damage, whichever is greater, to the riders and a 15 ft radius
impact area. A Dexterity save, DC 20-the current instability die size,
reduces the damage to creatures in the impact area by half. Instability (die
size) vs speed (ft./round): d20 0 (hovering); d12 100; d10 200; d8 300; d6
400; d4 500; d3 600; d2 700.) |
200000 |
20000 |
Modern
Mayhem |
0571 |
|
Ironback
Belt (Thick iron bands constrain the wearer’s posture, keeping their back
straight. With a thought, they may feed the magic of one item in their
possession to the belt to gain a +1 bonus to their armor class until the end
of their next turn. The bonus is increased by 2 for every rank higher than
common the magic item’s category is, to a maximum of +5. This is done as a
bonus action. Enchantments fed to the belt regain their magic after 24 hours
have passed.) |
9000 |
900 |
Exposed
to the Elements |
0572 |
|
Ironbones
Amulet (Ironbones Amulets are made with a thick iron chain welded to a thick
chunk of raw iron ore that hangs heavily around the neck. The wearer gains +2
to both their Strength and their Constitution. In addition, they are treated
as if they were one size category larger opposed grapples, sliding, moving,
or other cases where the wearer would gain a bonus if they were treated as a
larger size, excluding weapon damage.) |
7000 |
700 |
Gear
Up |
0573 |
|
Ironbones
Amulet, Greater (The Greater Ironbones Amulet is a thick chain of iron ore
blocks hanging an iron ingot around its wearer’s neck. The wearer
gains +4 to their Strength and Constitution scores and count as one size
larger for their weapon damage and two sizes larger for any other purpose in
which it would confer an advantage to be heavier or larger. The wearer is
made much more dense and their weight increases by 50%.) |
18000 |
1800 |
Gear
Up |
0574 |
|
Ivory
Apprentice (A small chess piece the size of a pawn in the shape of a
humanoid, holding tiny tools. Presenting it with a tool, it rapidly grows
into a dull-white humanoid servant of medium size, skilled in a single trade
whispered to it and related to the tool it was given. It obeys the orders of
the one who summoned it, but can only perform functions related to its
skilled trade using a +10 bonus. It wears down over time, starting with 50
hit points upon creation and losing 1 hit point each week. Its hit points
cannot be restored or repaired.) |
1250 |
125 |
Arcane
Arsenal |
0575 |
|
Ivory
Armor (Ivory must be alchemically treated and pinned with lead rivets to be
as strong as iron or hide armors. Done well, this treatment retains ivory’s
innate properties for channeling good magic. Healing spells cast on the
wearer heal 1 additional hit point per healing die and non-harmful spells
last 10% longer.) |
2000 |
200 |
Fantasy
Foundry |
0576 |
|
Ivory
Assassin (Given a gem covered in blood, the Ivory Assassin calmly opens its
blank, white eyes. As it grows to full size, it icily requests a target.
Attacking as a specialized rogue of moderate skill, the assassin will hunt
down its target and kill it in the quickest way possible. Unless it is given
specific direction in the killing, this usually means a frontal attack at the
first opportunity likely to succeed. Against difficult foes, it will plan
complicated and intricate details to complete its task waiting if necessary
to secure a high chance of success. Once a death is confirmed, the assassin
will report to its master. A black shadow overtakes the ivory assassin as it
completes its report and when it disappears into the floor; only an inert
ivory statuette remains. HD 6 (40), M, AC 17, ATK +8 (Shortsword) DAM 1d6+5*,
MOV 30', S 15 D 19 C 15 I 16 W 14 C 12 *The Ivory Assassin attacks with
advantage against unawares or flanked enemies. It can expend advantage on an
attack to deal an additional 4d6 damage. By studying an enemy as an action
for 3 rounds, the Ivory Assassin gains advantage on attacks against that
target until making a successful hit. **The Ivory Assassin is skilled in
stealth, perception, acrobatics, poisons, and athletics.) |
10000 |
1000 |
Arcane
Arsenal |
0577 |
|
Ivory
Butler (The Ivory Butler figurine depicts a posh humanoid in a permanent
half-bow. Bending the butler straight causes it to grow to the size of a
medium humanoid made of ivory. The first being to give it an order or make a
request becomes its master, to whom it will serve. Its skills are
commensurate with all the social graces and housekeeping skills an expensive
butler would have, using a +10 bonus to any rolls using related skills. The
alabaster skinned construct will dutifully serve for two months at the end of
which it will give thanks to its master as it bows for a final time.
Following this, it quickly shrinks down into a mundane statuette, inert.) |
250 |
25 |
Arcane
Arsenal |
0578 |
|
Ivory
Child (This is a tiny statue of a wide-eyed child. Putting a copper piece in
its hand while whispering a name or description of a person or place, the
Ivory Child will grow to the size of a human child and run off to spy on the
named target. The child will return after 1d3 hours with information that a
child of moderate intelligence could give. The marbled child is not
invisible, but is easily ignored by adults, requiring a Wisdom save, DC 15,
to notice the child. Creatures have disadvantage unless actively searching or
guarding an area. Once it returns with the information, it can be sent out
again to the same or a new target. After observing and reporting for 100
hours total, the child will grow into an adult then grow old before
dispersing into a cloud of fine dust. A single, non-magical ivory child
figurine clatters to the ground where the cloud dispersed.) |
400 |
40 |
Arcane
Arsenal |
0579 |
|
Ivory
Guard (Inscribing a name or place on the shield of this tiny humanoid soldier
causes it to rapidly swell to medium size. The Ivory Guard will protect the
named person or place from all aggressive actions and persons. Only the owner
of the place or the named person can give further instructions, but the guard
will only obey them as they align with its primary duty. What it means to be
protected and what constitutes harm can be modified by the target, but is
otherwise taken as the assumed cultural norms of the summoner. The guard
fights as a mid-level fighter skilled in defensive tactics. With its duty
fulfilled, the guard will remove its ivory helm and kneel as it rapidly
shrinks back into a small figurine, now non-magical. HD 5 (60), M, AC 19, ATK
+7x2 (Halberd*) DAM 1d10+4**, MOV 20', S 19 D 13 C 14 I 12 W 13 C 9 *Reach
weapon **Opportunity attacks by the Ivory Guard force the struck target to
end their movement.) |
1000 |
100 |
Arcane
Arsenal |
0580 |
|
Ivory
Judge (A small human shaped, robed figure stands with book in hand. Placed in
front of a written work and heralded as a scholar, the Ivory Judge reappears,
as a medium humanoid. Whatever type of scholar or expert the statuette is
announced as, it will be, granting it a high skill in that field of
knowledge, or a +10 on related knowledge rolls. It will also have basic
knowledge of all other fields of academic pursuit, using a +4 bonus on
related knowledge rolls. The judge can read through mundane text as fast as
it can turn the pages or look over the work, able to summarize the contents
or make calculated judgements with good accuracy. It will answer the
questions of its summoner completely truthfully as it accompanies them on
their travels. The white-robed figure extends this same privilege to any who
ask out of an interest in knowledge rather than personal gain, which it can
intuit with an insight bonus of +10. It will not participate in battle,
except to flee. HD 3 (10), M, AC 11, MOV 20', S 11 D 12 C 9 I 17 W 16 C 13
After three months, the ivory judge will finish reading one last book or text
before giving brief goodbye's and disappearing as quickly as it came. A tiny,
ivory figurine is left behind, inert.) |
500 |
50 |
Arcane
Arsenal |
0581 |
|
Ivory
Priest (With a prayer, this bent old humanoid made of stone will step forth.
He will quickly gain in size until fully grown as a medium size humanoid.
Given medical supplies and described a class of injury, the Ivory Priest will
relentlessly pursue the healing of that type of injury and the relief of its
symptoms. It is highly skilled in healing, +10, and can also magically heal a
limited amount of injuries each day. Wounds or diseases of the type specified
are healed much more efficiently, healing at 5 times the normal rate while
under the care of the Ivory Priest. Only someone with a pure heart can give
orders to the priest, otherwise it will heal all non-aggressive creatures,
the most wounded first. It will not fight in combat, and will only flee if
its attackers will not be willingly healed. HD 5 (30), M, AC 12, MOV 30', S
13 D 14 C 12 I 11 W 19 C 14 *Ivory Priest can cast Heal Wounds to heal a
total of 30 hit points each day, to a maximum of 2d4+4 hit points with each
action. Hit points may be spent to instead count as a day of healing and rest
for other injuries or diseases.) |
6000 |
600 |
Arcane
Arsenal |
0582 |
|
Ivory
Squire (Placed on a shield or next to the handle of a weapon, this armored
figurine expands to full size as a medium sized humanoid. The squire will
serve as defender, helper, and combat aid to whoever summoned it or whoever
was named during its summoning by the summoner. The squire will aid the
target in combat, bear their equipment, repair their items at night, and act
as the target's errant. Although it will not take direct attacks in battle,
it will use its actions to aid its summoner, defaulting to aiding their
defense if no other orders are given. After a month of service, the squire
will kneel before the target, present their equipment for returning, and
crumble into dust. In the dust pile, a small, inert stone figurine is left
behind. HD 3 (24), M, AC 14, MOV 30', S 15 D 14 C 13 I 10 W 11 C 9 *Ivory
Squire is proficient on skill checks to repair and care for arms, armor,
mounts, and equipment.) |
2000 |
200 |
Arcane
Arsenal |
0583 |
|
Ivory
Steward (With a mock coronation ceremony and a paper crown, the ivory steward
saunters forward, growing into a medium sized humanoid. The paper crown grows
with it, leafing itself in gold. With a marbled scepter in hand and keen
mind, the steward will manage an enterprise, investment, or estate as
effectively as an intelligent nobleman, using a +8 on intelligence, wisdom,
and charisma checks related to this task. The steward starts to crack and
flake away over time, finally falling to pieces after five years of total
stewardship. A tiny, mundane figurine will be left behind in the final,
crumbled pile of stone. Unless otherwise instructed, the steward will try to
keep up a moderate growth in the value of the charged enterprise without
engaging in too much risk and keeping within cultural norms of the summoner.) |
5000 |
500 |
Arcane
Arsenal |
0584 |
|
Ivory
Warrior (Stout and well armored, the Ivory Warrior can be called forth by
declaring a military target and handing it a flag. Armed and skilled as a
low-level fighter, this ivory human soldier will fight towards its created
goal with allegiance to whatever flag or banner it was given. Only those of a
higher rank within the faction represented on the flag can give the soldier
orders, and it can detect falsehoods in this area with +4 insight. It will
seek a straightforward path to victory, leading, following, or gathering
troops where prudent, given its resources. It will adopt the common military
practices of its faction, as known by its summoner, unless otherwise
commanded by a superior. After three years, the warrior will perform its last
rites and lie down, after which it will shrink back down to a non-magical
ivory statuette. HD 3 (30), M, AC 15, ATK +6 (Longsword), DAM 1d8+3 MOV 30',
S 16 D 13 C 15 I 10 W 9 C 9 *Once each day, the Ivory Warrior may take an
extra action.) |
750 |
75 |
Arcane
Arsenal |
0585 |
|
Ivory
Weapon (Many large tusked animals are hunted purely for this ‘White Gold’. It
makes weak weapons that have their damage die reduced by one, but it is a
boon for non-harmful spells. Any non-hostile spells cast using an ivory
weapon as a focus will last 10% longer and heal 1 more HP per healing die
rolled. Ivory weapons deal normal damage against demons and devils.) |
1000 |
100 |
Fantasy
Foundry |
0586 |
|
Ivorywood
Bough (Like its lesser cousin, this ivorywood branch makes a strong focus for
druidic and ranger spells. This larger branch comes from an ivorywood tree
that has grown large in its druid grove. It adds +2 to the attack or save DC
of a spell cast using it as a focus, increases any damage by 2 per damage
die, and increases the duration by 2.) |
7500 |
750 |
Profane
and Profound |
0587 |
|
Ivorywood
Bough, Greater (When an ivorywood tree reaches the end of its long life, it
peels itself open, exposing its gleaming white heartwood to the druidic
circle that cared for it. The thick piece of heartwood can be carefully
crafted into power druidic foci, each of which grants a +3 bonus to the
attack and save DC of spells cast using it. Also, those spells deal an
additional 3 damage per damage die and last 3 units of time longer.) |
20000 |
2000 |
Profane
and Profound |
0588 |
|
IvoryWood
Bough, Lesser (Ivorywood grows only inside the protected and cultured groves
of druidic circles. In return for its protected growth, the tree absorbs
magic from the word and allows a few of its saplings to be harvested for foci
by druids. Druid spellcasters using this 1-3 foot stick of snow-white wood as
a focus for their spells get +1 damage per die, increase their spell’s
duration by 1, and increase their attack bonus or save DC by 1.) |
2500 |
250 |
Profane
and Profound |
0589 |
|
Jackalope
Foot Earring (This rabbit’s foot earring hangs from a small crescent of
antler. If the wearer’s Dexterity is less than 15, it is increased to 15. If
it is 15 or higher, the wearer gains +5 ft. of movement speed.) |
400 |
40 |
Gear
Up |
0590 |
|
Jade
Crown (This is the crowning piece of the Jade items of the Jade God, an
ancient emperor-god long since ascended. The Jade crown gives +2 charisma for
the purposes of calculating hirelings/followers for each jade item worn. It
also increases the maximum level of any follower or hireling to one level
below the wearer, or allowing followers of the same level if four Jade items
are worn. Once per day per Jade item worn, the crown can cast Mass Suggestion
with a spell DC of 14. When four Jade items are worn, this crown grants the
wielder’s hirelings and followers a +1 bonus on all rolls when within 60 ft.
of the wearer.) |
12500 |
1250 |
Profane
and Profound |
0591 |
|
Jade
Mimic (Created as decoys or bait for those seeking to collect the Jade items,
Jade Mimic’s take on the appearance and magical signature of a random Jade
item upon creation. During testing, the Jade Mimic appears to perform the
functions of the Jade item it is copying but in real usage, the Jade Mimic
will reverse its function. Bonuses for the wielder will become negatives,
spells will reverse their targets from friend to foe, summoned or controlled
creatures will turn on the wielder, or the effect will maliciously act to put
the wielder in a worse standing within its scope of power. Once a Jade Mimic
has revealed itself in this way, it becomes automatically attuned, counts as
if the wielder was wearing two fewer Jade items, and cannot be removed except
by effects 5th level or above. After being removed, a Jade Mimic will
teleport to a random location within 1 mile and change appearance to a random
Jade item. Only very clever observers analyzing the item would be able to
discover its trickery.) |
1000 |
100 |
Profane
and Profound |
0592 |
|
Jade
Platter (Offerings like candles, incense, food, or luxuries allow the attuned
user of this green, embossed tray to make a stronger connection to the
divine. By placing 10sp of offerings as a ritual they may cast bless, with
100sp they may cast weal/woe instead, and 500 sp allows the casting of talk
with dead to commune with spirits, fey, ancestors, or the like depending on
the beliefs of the user. If they lose their concentration during the ritual
or fail a charisma check after casting the spell, DC 15, the spell consumes
the offerings. Offerings count as if they were an additive 10% greater for
each other Jade item attuned to the user. When attuned to three or more Jade
items, one half of the modified value of any consumed offerings are returned
the the user instead.) |
1000 |
100 |
Profane
and Profound |
0593 |
|
Jade
Scepter (Any creature the wielder touches with the Jade Scepter takes 1d6
poison damage for each Jade item the wielder is wearing, the scepter can be
wielded as a mace. When four Jade items are worn, the scepter can be touched
to the ground to call forth a Snake Swarm as a free action, but only four
such swarms can exist at any point in time. These swarms obey the verbal
commands of the scepter holder. Swarms can be dismissed with a touch of the
scepter as a free action.) |
2500 |
250 |
Profane
and Profound |
0594 |
|
Jade
Scroll (Peering into the delicate green stone paper of the Jade Scroll allows
its owner to see into the future, as Auger, at will. It also gives its holder
limited future-sight, allowing them to reroll one d20 for each Jade item they
wear. When four Jade items are worn, the scroll lets its owner turn one d20
roll into a ‘20’ each day. These rerolls must be used after the roll but
before the result is announced.) |
6000 |
600 |
Profane
and Profound |
0595 |
|
Jade
Signet (One of the weakest Jade items, the Jade Signet grants the ability to
use Arcane Mark at will and also to cast Knock or Hold Portal once per day
per Jade item by tapping a door with the signet. This jade ring bearing gains
a faint glow when four Jade items are worn. When in this state, the wearer
can cast Dimension Door by rotating the signet ring wearing hand in the air
as if it turning an invisible doorknob. They may perform any number of these
dimension doors but only for a total distance of 100 feet each day, with a
minimum expenditure of 5 ft worth.) |
500 |
50 |
Profane
and Profound |
0596 |
|
Jailer's
Rod (This flat rectangular bar topped with a cast iron tip has a thick
leather grip and strap. It deals no damage even with the most furious strike,
but any creature touched by the cast-iron end must make a WILL save (DC 14)
or be paralyzed for 1d6 rounds. Holding the metal part in one hand and
turning the leather handle shoots forth a net from the metal rod’s end. This
acts as a 5 foot burst attack on any point within 60 ft. Creatures in that
area must make a DEX save (DC 14) or become entangled in the silk net.
Creatures in the net must make a WILL save (DC 12) each round of be paralyzed
for 1 round. Escaping the net requires 20 damage or a Strength/Dex check (DC
16). The net can be fired three times each day. Only creatures immune to
electricity or without corporeal forms are immune to the paralysis effect.) |
10000 |
1000 |
Charged |
0597 |
|
Javelin
of Lightning (This short javelin is made entirely of iron, but anyone
touching it can feel the electrical charge it holds as it makes their hair
stand on end. Twice each long rest, if thrown while the thrower imagines a
thunderstorm, the Javelin of Lightning surrounds itself in a bolt of
electricity midflight. This deals 4d6 electricity damage in a 5 ft. wide, 60
ft. line in the direction of the throw. A Dexterity save, DC 8 + the
wielder’s attack bonus, reduces the damage by half. The user still makes
their attack roll as normal for the mundane portion of the javelin attack.) |
2500 |
250 |
Exposed
to the Elements |
0598 |
|
Jellied
Bone (Alchemically treated bone has turned soft and spongy, then squeezed
into a tiny parcel of wax paper. It burns in a quick black fire when consumed
as a material component of a spell summoning or targetting undead. The
resulting spell grants the affected undead minor regeneration of 1 hit point
per HD each minute, to a maximum of 1 per spell level, although they also
lose any resistance to slashing or piercing damage they might have. This
effect lasts for the duration of the spell.) |
300 |
30 |
Profane
and Profound |
0599 |
|
Jester's
Tights (These skin-tight, bright-green leggings let their wearer cast Minor
Illusion 3/day and Silent Image 1/day.) |
300 |
30 |
Charged |
0600 |
|
Jinxtail
(A Jinxtail is a braided vine whip surrounding a metal cable core bristling
with magically reinforced shards of broken mirrors. It deals damage as a +1
shortsword with a 15 ft. reach. Upon striking a creature, the target suffers
a -1 penalty to their rolls. This lasts for 1 minute or until they have made
a number of rolls equal to the weapon damage die. If struck again while under
the effects of this bad luck, the effects do not stack, but the larger
duration replaces the shorter duration. Additionally, once each day, the
Jinxtail can grow around the target, leaving them ensnared in a glass thorned
growth that deals 1d3+1 damage each round at the beginning of their turns for
1 minute or until they spend an action to succeed on a Strength or Dexterity
save, DC 14, to escape. They suffer a penalty to their rolls equal to the
damage they took from the vine since the beginning of their turn. This bladed
and barbed whip will inflict minor penalties of luck to the attacked
creature. Once per day, it can be called to weave itself around the target,
leaving behind a barbed leather “vine” that will inflict ongoing bad luck and
damage.) |
5000 |
500 |
Arcane
Arsenal |
0601 |
|
Joint
Wrap (A Joint Wrap is a sturdy length of flaxen cloth decorated with a long
mantra or verse of black ink. Wrapping it around a joint, hand, or foot, the
wearer can draw upon it power to strike with an unarmed attack as part of the
attack action against a creature within reach, using Strength or Dexterity
for the attack with proficiency and dealing 1d4 damage plus strength or
dexterity. After successfully landing a hit with this bonus attack, the
wearer must complete a short rest before being able to do so again. If the
wearer has any levels in monk, they can, as part of an attack action once
between short rests, take the disengage action.) |
800 |
80 |
Exposed
to the Elements |
0602 |
|
Jumping
Caltrops (A bag of loose beetles, each outfitted with elaborate chitin spike,
are held in magical hibernation awaiting activation. On the command word or
upon a significant impact, these metallic-grey beetles swarm forth in a ten
foot radius around the bag. The beetles rise up, splaying their spikes to act
as living caltrops. Creatures that enter the space of the swarm or begin
their turn their take 2d6 piercing damage as the beetles jump to plunge their
spikes into the creature, bite, and scratch. The magical command word, spoken
as a free action, allows the activator to direct the swarm to move up to ten
feet. The Jumping Caltrops maintain their defensive posture until destroyed
or they starve, being magically compelled to defend even at the expense of
taking in nourishment. The swarm has an AC of 14 and 60 HP.) |
800 |
80 |
Gear
Up |
0603 |
|
Keen
Rapier (This weapon is usually identified not by its blade but by the special
wire mesh hand guard that holds it. The hand guard is of delicate, wire-thin
steel that shifts to the hand of its wielder and extended to cover the lower
third of the blade to protect its wielder. This rapier is so sharp, leaves
that fall upon its blade are cut in twain. It is a +1 rapier with a critical
range of 17-20, deals 1 bleed damage on a critical hit, and deals an
additional 1d6 damage when its wielder has advantage on the attack.) |
4000 |
400 |
Gear
Up |
0604 |
|
Ki-Focused
Gloves (Ki-Focused gloves are made from dirtied and worn cloth strips and are
wrapped around the hands or feet of martial artists. The wearer gains two Ki
points each day, or two additional if they already have Ki points, and can
spend one Ki point to gain a +1 bonus to attack and damage to their unarmed
strikes until the end of their turn. Each additional point increases the
attack and damage of those attacks by a consecutively increasing bonus. Using
the Ki-Focused Gloves’ ability multiple times stacks.) |
4000 |
400 |
Profane
and Profound |
0605 |
|
Kingmaker
(Inside this large, hexagonal, crystal case sits a miniature castle, a
scepter, and a crown. Smashing the case open causes the castle inside to
rapidly grow, becoming a small keep over the course of an hour. It draws in
local stone and materials where possible, but otherwise is of solid stone
construction. Over the next three days, a small town sprouts up around the
keep, with fully formed wood and stone houses popping up like mushrooms. This
town is fully stocked with the tools, goods, weapons, and animals that one
would expect in a wealthy town of 500 - 2000 people. Nearby vermin are
transformed into uniformed servants, guards, and workers that follow the
crown wearer's commands. Areas lacking such animals will see such servants
formed of ooze, humus, or other organic material. When not commanded, they
will follow the last orders they were given or simply stand still. HD 1 (2),
S, AC 9, MOV 20', S 13 D 13 C 7 I 4 W 7 C 3) |
15000 |
1500 |
Arcane
Arsenal |
0606 |
|
Kitsune
Tail Scarf (A red and white woolen scarf is styled to appear as a fox tail,
complete with the occasional twitch. If the wearer’s Charisma if less than
15, it is increased to a 15. Otherwise the wearer can, once per short rest,
create a distracting prank psychically granting advantage on one attack or
opposed skill attempt against an opponent unless they succeed on a Wisdom
save, DC 8 + your Charisma modifier + proficiency..) |
400 |
40 |
Gear
Up |
0607 |
|
Knight
Banner (Knight Banners are the catch-all term for the many different magical
flags and relics that crusaders bring to battle to inspire their fellow
troops. The symbology they bear is directly drawn from the god or ideology
they support. Troops that can see the Knight Banner within 200 ft and are
aligned with the wielder gain a +1 bonus to rolls regarding their morale as
well as +1 temporary hit points per hit die. An attuned bearer of this banner
or relic receives advantage on charisma checks to hire, convince, or
negotiate others into enjoining a battle or war for a common goal.) |
12000 |
1200 |
Profane
and Profound |
0608 |
|
Knightsquire
(An animated set of light armor with the ability to store, for the attuned
wearer of its associated ring, up to three weapons, three shields, a suit of
armor, a single mount no larger than Huge size, and a pack of miscellaneous
items that a creature with strength 15 could carry. The Knightsquire is an
animated chain shirt worn over a tunic, leggings, boots, leather gloves, and
helm standing about 5 ft. tall. Any items it is storing are kept in an
extradimensional space that the Knightsquire can be dismissed to and summoned
from with a command of the ring as part of any action. In combat, the
Knightsquire can wield any martial weapon and shield, but will only use its
actions to support the ring owner’s actions, at the ring wielder’s command,
acting as their squire during the wielder’s turn. Outside of battle, the
Knightsquire has a +5 bonus to rolls related to maintaining equipment or
caring for a mount and can help its owner don even the most exotic armor and
can saddle even the most unusual mounts.) |
4000 |
400 |
Arcane
Arsenal |
0609 |
|
Knitted
Tongues (Knitted Tongues are a small bundle of dried crow tongues. Placing
one of the dozen dried tongues in the mouth of helpless or willing creatures
being targeted by a spell that gives bonuses to language or speech also
grants that bonus when the targets are dealing with animals. If the spell
grants a bonus to speech based abilities, it now also applies as a similar
bonus to using animal handling skills in the same manner. If the spell would
grant fluency or understanding of another language, the caster chooses one
type of animal per language that the targets can now communicate with.
Conversely, for spells that inflict penalties to language or speech, those
penalties also extend to animal communication or handling. Knitted Tongues
may be recollected after the spell wears off and, if dried properly, avoid
rotting to be reused.) |
1000 |
100 |
Profane
and Profound |
0610 |
|
Kobold
Staff (Lashed to this large reptilian bone is a single kobold skull, its eye
sockets stuffed with slowly burning bark incense. This staff grants a bonus
spell slot of the highest level for attuned kobold wielders and it lets its
user cast the following spells using an equivalent or higher-level spell
slot: Grease, Cloud of Daggers, Fly, Wall of Fire. The kobold skull whispers
secrets and tips to its attuned wielder, allowing them to set traps at only
80% of their normal cost in materials and time, and those traps deal an
additional damage per damage die.) |
4000 |
400 |
Arcane
Arsenal |
0611 |
|
Land
Ship (A large, steel-prowed, oak cog plows through the dirt like a ship in
the water, pulled forward by its large white sails. It has space for a prow
mounted ballistae and has an archer post on the rear. Its starboard and port
sides have ports for rowers to stick its long metal oars out from small
hatches into the earth below, to row and move the Land Ship forward like an
oared ship in the water. It passes through stone walls and hills as if they
were waves, going over them if they are too large to push through.) |
50000 |
5000 |
Arcane
Arsenal |
0612 |
|
Lavender
and Green Ioun Stone (A Lavender and Green Ioun Stone, a convex cube, absorbs
spell levels of any spell cast on the wearer while it circles them after
being grasped and tapped twice. It hovers just over the wielder’s shoulder,
absorbing 50 spell levels before imploding in on itself with a *POP*.) |
40000 |
4000 |
Arcane
Arsenal |
0613 |
|
Leader
Lancet (When wielded during a charge, this 8 ft., red-and-gold +2 lance
projects a beam of cutting force upon contacting a foe. This allows the
attacker to use their attack roll against the armor class of any number of
targets in a 30ft. line. The targets to be attacked must be chosen before
making the attack roll, with damage split up amongst the struck targets as
the wielder of the Leader Lancet chooses, to a minimum of 1 each. Up to three
times each day, the Leader Lancet’s charge ability can be used on an attack
not made during a charge.) |
6000 |
600 |
Arcane
Arsenal |
0614 |
|
Leaping
Cap Spores (Leaping Caps are exotic fungus which spread using an explosive
chemical reaction to launch their spores. Harvested when a hard frost makes
the volatile mushrooms slow to detonate, it can be mashed into a paste.
Gently applied to an object as a bonus action, the next creature or object to
touch the patch triggers a forceful explosion. Whichever is a smaller size
between the attacker and defender is pushed 5 ft. This explosion causes no
direct damage. In the case of a tie, they are both pushed back. If the
explosion is triggered by or on an object currently held, use the holder’s
size if greater than the object. If an object with Leaping Cap Spores is
thrown or fired as a projectile, the thrower is automatically pushed back,
whether or not the defender is also pushed. There are ten uses in this pouch
kept cool by its admixture with alchemical slush until used. If multiple uses
are spread on an object, the explosive push increases by 5 ft. for every
additional portions of spores used. Once removed from the treated pouch, the
Leaping Cap Spores will warm up after ten minutes and have a 50% chance of
self-detonating each round thereafter.) |
200 |
20 |
Exposed
to the Elements |
0615 |
|
Learned
Wurms (Bookworms that have eaten through old spell books can be captured and
harvested for the latent undigested magic. If a Learned Wurm is used as a
material focus for a divination spell, whatever answers the divination spell
generates are also copied into the mind of the larval bookworm. Should the
bookworm be eaten, whoever eats the worm will have the questions and answers
of the original divination spell imprinted into their mind. It can be cooked
or seasoned, provided it is eaten quickly after doing so as the information
dies within a half hour of the wurm’s death. After one day per spell level of
the divination spell, the bookworm larva will molt into its adult beetle
form, consuming the remaining magic in the process. There are three larvae
suspended in alchemically induced comas in each jar.) |
300 |
30 |
Profane
and Profound |
0616 |
|
Leech
(A large, darkly stained oaken club has a wet sheen and is sticky to the
touch. Upon picking it up, it flops slightly to one side and it swings like a
dead fish. In addition to being a +3 club, the Leech can re-size itself to
become a great club on command, it restores its wielder's hit points for one
half the damage it deals, and once per day can be commanded to steal an
ability from an opponent it has just hit. The stolen ability can be used for
1 hour, during which time the opponent cannot use it. It can only steal an
ability the target gained when it had half or fewer HD of the wielder (if the
wielder has 10HD, they can only steal level 5 abilities or abilities from
creatures with 5 HD or less).) |
14000 |
1400 |
Save
Vs. Disease |
0617 |
|
Levitating
Boots (Levitating Boots are metal bottomed knee-high boots. On the right boot
there is a red, blue, and white tri-color dial. Pulling this dial out engages
a levitation effect. When the white dial, the default, is flipped up, the
boots levitate at their current height, unable to fall below as if a plane of
force extends flatly beneath the height at which the dial was pulled.
Flipping the blue portion to face upwards causes that plane to drop slowly,
at 10ft each round. The red face reverses this effect, raising the user up by
10ft each round. The boots can only hover up to 30 feet above a solid or
liquid surface. Heights beyond this limit cause the boot’s dial to
pull in, dropping the wearer. The dial can only be pulled up when the user
stands still on a solid surface. Pressing the dial back in disengages the
levitation effect. All of these button presses can be performed as a free
action.) |
9000 |
900 |
Gear
Up |
0618 |
|
Lich
Dust (Distilled from the sweat of wizards, collected during their progression
into full lichdom, although not necessarily from only the wizards that
survived the process, this dust can be snorted to empower magic users. Taking
a dose of Lich Dust halves the Constitution of living users, rounded down.
Once taken, it allows its user to cast a spell once each minute without
consuming it or it’s spell slot. This effect lasts for five minutes after
which the user must make a constitution save, DC 20, or lose half of their
spell slots for the next two days. Alternatively, it can be used to mirror
other magical components to provide up to half of the necessary components,
using up a fraction of a dose equivalent to the value of the component
copied.) |
10000 |
1000 |
Arcane
Arsenal |
0619 |
|
Lighted
Armor (A Lighted armor emits a 30ft radius of bright light on command until
extinguished. It will retaliate against successful hits against the wearer by
creatures within 5 ft. with a flash of white light that deals 1d6 radiant
damage.) |
5000 |
500 |
Profane
and Profound |
0620 |
|
Lightning
Rod (The Lightning Rod is a +1 steel breastplate with rivulets of copper and
gold winding down the center of the chest and around a large inset ring of platinum.
Magic spells cast against targets within 20ft of the wearer are redirected to
target the wearer of the Lightning Rod. The wearer gets +2 on saves against
those redirected spells. If the wearer successfully saves against a spell,
the platinum ring in their chest fills with one third of a charge. Once it
reaches a full charge, lightning rapidly builds up on the surface of the
armor and if the wearer does not spend an action on their next turn wave
their arms at a target, the lightning will fire at a random target within
30ft. Wherever the lightning is aimed, it is a 30 ft. line of lightning that
deals 5d6 electricity damage with a DEX save (DC 14) reducing the damage by
half.) |
9000 |
900 |
Charged |
0621 |
|
Lion's
Shield (A large lion head juts forth from the front of this silver, +3, large
shield. As a free action each round, the shield can be mentally commanded to
make a bite attack using its wearer’s melee weapon attack bonus to deal 1d8+5
piercing damage. The golden maned beast can be commanded to roar instead of
attack. Creatures in a 30 ft cone must make a Wisdom save, DC 12, or become
frightened for 1 minute. Those creatures may attempt a new save as an action
on their turn. The lion may roar up to three times between each long rest,
but after roaring a third time it closes its eyes and falls asleep, unable to
perform its bite attacks until its wielder completes a long rest.) |
10000 |
1000 |
Profane
and Profound |
0622 |
|
Living
Crystal Armor (Crystals first discovered by mountain dwarves will grow slowly
around any shape. Dwarven smiths made a craft of forming these crystals into
armor and tools. Living crystal armor is made of these crystals. Having been
locked into its final form by dwarven alchemy, if this armor is broken while
even one single piece remains, the largest surviving shard will regrow back
into the full suit of armor over one week if submerged in a suitably sized
pool of mineral water. The smaller pieces will grow to full size but will
crumble at a touch.) |
1000 |
100 |
Fantasy
Foundry |
0623 |
|
Living
Crystal Weapon (Stone weapons are normally inferior to steel, but this
special, dwarven-grown crystal holds an edge just as well as steel. If it is
broken or even completely shattered, it can be regrown by submerging a single
shard for a week in mineral water found in deep caves. Only the first weapon
regrown this way holds its integrity, others grown from the pieces of the
same weapon crumble at the slightest touch as magical resonance weakens their
structure. The crystal retains its magic and any spells cast upon it,
suspending them, until the weapon reforms.) |
3000 |
300 |
Fantasy
Foundry |
0624 |
|
Living
Wood Armor (Originally practiced by Elves, the art of growing delicate
saplings into living tools, structures, and armor is enjoyed by many druidic
craftsmen as well. Living Wood armor has bark as tough as steel and will
regrow from even the smallest fragment. A single piece of broken living wood
armor will germinate and sprout from fertile soil, growing into a full suit
of armor in one week, or three days in full sun. While all the pieces will
grow into full armors, only the first piece harvested will hold true, while
the others wilt away when uprooted.) |
500 |
50 |
Fantasy
Foundry |
0625 |
|
Living
Wood Weapon (Wooden weapons formed from freely given branches of dryads and
Tree-folk are magically preserved by druid rituals for Living Wood weapons.
Living Wood will regrow from almost any damage. The largest remaining
fragment of wood, when planted in fertile soil and tended for one week, will
regrow to its normal size and full hit points. If the living wood is planted
in the sun, the weapon regrows in only three days. Once a year, living wood
weapons sprout a fist-sized bloom. If the weapon is undisturbed by combat use
for a full fortnight and are brought near another blooming living wood
weapon, each will bear a fruit over the course of the next two weeks. The
seed of these fruit will grow into new living wood weapons that is a cross
between its two parents.) |
1000 |
100 |
Fantasy
Foundry |
0626 |
|
Lockslime
Wand (A metallic, hollow wand contains a mass of dull grey slime. Squeezing
one end of the wand will force the goo out the other end, where it will push
apart the lock mechanisms or machine parts it is fed into. With a loud
screech of deforming metal, it will disable any lock or machine, leaving
highly visible evidence of tampering when the goo is withdrawn as the wand
handle is released. The wand takes an action to start and cannot be released
until the user’s next turn or it will fail to break the mechanism. A new
Lockslime Wand can destroy a lock or machine with a DC of 25 or less, but
each use of the Lockslime decreases the DC it can affect by 1 as it gets
gummed up with oil and debris.) |
750 |
75 |
Arcane
Arsenal |
0627 |
|
Lorebond
Bookmark (Usually placed between the pages of a wizard’s spellbook or a
clerical tome, this silver bookmark bears the engraving of an open eye. Its
owner gains a +1 bonus to their knowledge and history skill checks if they
have an uncast spell slot of 1st level or higher. Once attuned, the bonus is
instead equal to the spell level of the highest unused spell slot they have
available. This bonus only applies to books that the wielder has had
continuously in their possession for at least one long rest.) |
3000 |
300 |
Profane
and Profound |
0628 |
|
Lotus
Powder (Lotus Powder is a fine white powder made of dessicated and ground
lotus. As a narcotic, it works as a contact poison to make the targets
muscles seize, stunning them for 1d6 rounds unless they make a DC 13
Constitution save. Applied to open wounds or inflicted on the point of a
weapon, the powder also doubles the target's Charisma modifier while dealing
1d6 ongoing poison damage for 1d3 minutes, with two successful saves ending
both effects.) |
300 |
30 |
Fantasy
Foundry |
0629 |
|
Lotus
Sickle (A delicate, purple-black bamboo handle holds a bright steel sickle. A
Lotus Sickle is treated as a +1 sickle but when swung it summons large black
petals of magical energy that cut in its wake. An attack from the Lotus
Sickle deals damage to enemies in a 10 ft. line instead of targeting a single
creature. A single attack roll is made against each of the targets individual
armor classes to determine which are struck by the blow. Enemies slashed by
the falling petals must make a Constitution save, DC 10, or take 5 poison
damage each round until they succeed on a new save at the end of each of
their turns.) |
5000 |
500 |
Profane
and Profound |
0630 |
|
Luck
Blade (Gold leafing is flaking from the handle of this long bladed dagger and
a dull red gem is seated in the pommel. In addition to being a +3 dagger, the
dagger also confers a +1 bonus to all rolls by improving the owner's luck.) |
35000 |
3500 |
Profane
and Profound |
0631 |
|
Luck
Blade (1 wish) (A shining gold-handled dagger holds a shining red ruby in its
pommel. This +3 dagger also confers a +1 bonus to all rolls its attuned owner
makes, thanks to a small boost to their fortunes. Also held in this blade is
the ability to call for a single Wish to be fulfilled. The Wish, as the
spell, is completed according to the intent of its wielder and is generally
accomplished as much as possible through seeming coincidence and good luck.
Once the wish is called upon, the gold handle begins to flake and the ruby
dulls.) |
15000 |
1500 |
Gear
Up |
0632 |
|
Luck
Button (Crushing the tiny, disguised clay accessory gives the wearer three
rerolls. The concentrated fortune magic grants a bonus to the wearers saves
equal to the number of remaining rerolls. One reroll fades each minute after
the effect is activated. Luck Button’s are often camouflaged as
lucky coins, pins, trinkets, or charms hanging off hooks that shatter the
button when ripped off.) |
1000 |
100 |
Gear
Up |
0633 |
|
Luck
Mail (This +2 chainmail has a few coins melted onto its chain links and a
whole host of knick-knacks and jewelry around its neck; one piece is devoted
to each god or demi-god of fortune and fate. Luck Mail confers a +1 bonus to
all rolls the wearer makes.) |
20000 |
2000 |
Gear
Up |
0634 |
|
Luck’s
Bane (Luck’s Bane are the supposed result of those wishing for more wishes. A
+3 gold-handled dagger with an inset but dull ruby and some gold flakes
missing, it looks and functions just like a depleted Luck Blade, including a
+1 bonus to all rolls for the attuned wielder. However, should the wielder
ever wish for something out loud, the Luck’s Bane will then shift in
appearance. It’s handle will turn to fool’s gold and its ruby into a weeping,
bloody pustule. The blade will then cast Wish and will attempt to twist the
wording of their wish into something punishing, harmful, or undesirable for
the wielder. Luck’s Bane avoids harming innocent bystanders if possible. The
grander the wish and greedier the wielder’s desire, the more liberty a Luck’s
Bane will take to twist the effects. Once revealed, the dagger with remain
attuned to the wielder, providing a -2 penalty to all rolls, unable to be
removed except by a spell effect of 6th level or higher. Luck’s Bane still
functions as a +3 dagger even after revealing itself. If it senses the
opportunity, usually after one victim has died or become unattuned, it will
again cloak itself in the guise of a depleted Luck Blade to wait for a new
victim.) |
10000 |
1000 |
Profane
and Profound |
0635 |
|
Luckstone
(This flat piece of basalt slightly larger than a coin grants a +1 bonus to
all D20 rolls its holder makes. It need only be somewhere on ones person and
if it would be accidentally dropped or purposefully stolen, it will
fortuitously remain on its owner’s person until they willingly give
it up. It can get quite odd in how it keeps showing up.) |
18000 |
1800 |
Gear
Up |
0636 |
|
Luminous
Chain (Radiant, coppery metal forms the rings of this +1 chain shirt armor that
gives off dim light out to 5 ft. unless covered. At will, as an action, the
attuned wearer can create a Dancing Lights or Silent Image effect. Once each
day, when making one of those effects, a Spiritual Weapon spell can be hidden
inside the lights or illusory image. The ghostly weapon or weapons are formed
of pure light taking whatever weapon shape are desired. The weapons deal a
total of 2d8+4 radiant damage, divided however the wearer chooses among them,
using the wearer’s proficiency bonus + 3 for their attack rolls. The wearer
of the Luminous Chain can mentally command the weapons to move up to 20 ft.
and make an attack each round as a free action. The spiritual weapon effect
lasts for three rounds) |
2500 |
250 |
Arcane
Arsenal |
0637 |
|
Mace
of Disruption (Clerics have called on secret rituals to consecrate simple
maces or morningstars and transform them into powerful weapons against the
undead. A Mace of Disruption deals an additional 2d8 radiant damage against
the undead. Words carved into the handle detail how to perform last rites,
and can be used once each day to lay a dead body to true rest, sanctifying it
against necromancy.) |
500 |
50 |
Gear
Up |
0638 |
|
Mage's
Hand (A mummified hand of an uncautious former apprentice or robbed from the
corpse of a dead spell-caster, the Mage’s Hand grants its wearer
some minor magical abilities. It is worn on a thin chain around the neck. The
wearer can cast prestidigitation at will as a free action, can
lift/manipulate/move an object no heavier than 5 pounds at a distance of 30
ft, and can receive the benefits of an additional magic ring worn on one of
its desiccated fingers.) |
1000 |
100 |
Gear
Up |
0639 |
|
Magic
Resistant Armor (This enchanted armor or shield is covered in a fine coat of
almost-invisibly-tiny feathers. Magic and liquids of most sorts slide right
off the armor. The wearer gains advantage on saves against spells of 4th
level and below and also imposes disadvantage on attack rolls against the
wearer for magic spells of 4th level and below.) |
7500 |
750 |
Arcane
Arsenal |
0640 |
|
Magic
Tome (The Magic Tome can store more spells and scrolls inside than it would
appear to be able to fit from a casual inspection. It has 500 pages magically
sized to fit inside this handheld tome and it has empty clasps that can store
up to 30 levels of scroll-based spells. An attuned user of the Magic Tome
can, with a thought, instantly flip to the correct page containing the scroll
or spell they desire. The gold engravings set in the cover of this thick,
leather-bound book depict a robed man reading atop a stack of books and
papers while zombies climb up the sides of the stacked texts. In addition to
its greater capacity, attuned users have a 2 in 6 chance of copying stored
scrolls when casting them or consuming them while studying the spell, leaving
behind a ghostly copy as the original scroll is consumed. These ghostly
copies may be cast like a scroll and disappear once cast. A Magic Tome is
immune to non-magical damage, resistant to magical damage, and has 40 hit
points.) |
9000 |
900 |
Arcane
Arsenal |
0641 |
|
Magic
Tome, Greater (This book is nigh immune to damage, only epic creatures,
artifacts, and spells of 9th level or higher can damage this tome, and it
still has resistance to such damage and 100 health. The Greater Magic Tome
has an infinite number of pages for writing spells and rituals on. In
addition, it can store up to 100 levels worth of scrolls in its appendices at
the back. An attuned user has a 3 in 6 chance of creating two ghostly copies
of a stored scroll when casting or consuming the scroll for research. These
ghostly copies may be cast like a scroll and disappear in the process.
Additionally, an attuned user of the Greater Magic Tome can instantly turn to
the correct page for any spell or scroll within. The cover is an elaborate,
platinum leaf inlay depicting a wizard, bag stuffed with parchments and
scrolls, deflecting a roaring silvery dragon-blast and shimmering Balor's
sword strike with one dismissive hand while the other hand rummages through
the papers at their waist.) |
20000 |
2000 |
Arcane
Arsenal |
0642 |
|
Magic
Tome, Lesser (The Lesser Magic Tome is decorated with a silver relief
depicting a frail old wizard searching through a large library. The leather
bound spellbook can store many written spells on its 150 pages. It is
resistant to non-magical damage including mundane fire and has 20 hit points.
Most importantly, inserting a scroll into the back of the tome stores it,
with up to 10 levels of scrolls able to be stored at one time. Scrolls cast
from this spellbook by an attuned user can be studied to learn them after
being cast instead of being completely consumed, vice-a-versa for being able
to cast a scroll after researching a scroll’s spell.) |
4000 |
400 |
Arcane
Arsenal |
0643 |
|
Magic
Trapping Armor (With a reaction, the wearer can trap a spell targeting them.
They make their save with advantage. If both saves are successful, the spell
is captured by the armor or shield instead of affecting the wearer. Magic
Trapping can store up to three spell levels at a time. Stored spell levels
can be used to replenish spells or spell-like abilities by expending an
amount of levels equal to the restored spell’s level. Attempting to
store more levels than the enchantment can hold causes it to overflow with
arcane magic, dealing 1d4 damage to the wearer for each extra spell level.
The extra spell levels are lost.) |
8000 |
800 |
Arcane
Arsenal |
0644 |
|
Magic
Trapping, Greater Armor (With a reaction, the wearer can trap a spell
targeting them. They make their save with advantage and with a +2 bonus. If
both saves are successful, the spell is captured by the armor or shield
instead of affecting the wearer. Magic Trapping can store up to nine spell
levels at a time. Stored spell levels can be used to replenish spells or
spell-like abilities by expending an amount of levels equal to the restored
spell. Attempting to store more levels than the enchantment causes magical
feedback, dealing 1 damage to the wearer each round for each extra spell
level stored above the normal maximum. The wearer gains a free reaction each
round to be used in this manner.) |
20000 |
2000 |
Arcane
Arsenal |
0645 |
|
Magic
Trapping, Lesser Armor (With a reaction, the wearer can activate the weak
arcane spellwork of this armor or shield to trap a spell targeting them. They
make their save against the spell with advantage. If both saves are
successful, the spell is captured by the armor or shield instead of affecting
the wearer. The Lesser Magic Trapping enchantment can store up to one spell
level at a time and the stored spell level can be expended to restore a 1st
level spell. Attempting to store more levels than the enchantment can hold
causes it to overflow with arcane magic, dealing 1d6 damage to the wearer for
each extra spell level above the maximum of one, then the excess spell levels
are lost.) |
2000 |
200 |
Arcane
Arsenal |
0646 |
|
Magician's
Wand (A Magician's Wand is a knobby-wooden wand that allows its attuned
wielder access to one additional known cantrip of each spellcasting class
list that they have access to.) |
200 |
20 |
Arcane
Arsenal |
0647 |
|
Magma
Saucer (An endless supply of hot lava can be poured forth or ladled from this
obsidian saucière. The handle is insulated from the heat, but the container
itself is extraordinarily hot, dealing 1 fire damage on a touch to
unprotected creatures and objects, or at the start of each turn if contact is
maintained. As a bonus action, the Magma Saucer’s lid can be turned and lava
poured out to create a 5 ft. pool of the white-hot liquid. The poured lava
deals 1d6 fire damage to the target, unless a Dexterity saving throw is made,
DC 15, to take half damage. This damage is dealt to each creature that starts
in its area of effect or enters it for the first time on their turn. If the
pour is sustained with bonus actions on consecutive rounds, the fire damage increases
by 1d6 to a maximum of 6d6. When it reaches 6d6 of damage, the pool grows to
10 ft. in size. Once the pouring is stopped, the lava cools, decreasing by
1d6 fire damage each minute. If the lava is in contact with water of
sufficient volume, the lava cools each round instead. Alternatively, as an
action, lava can be splashed on a creature as a ranged attack roll with
proficiency with a range of 15 ft. for 1d6 fire damage. Each consecutive hit
deals an additional 1d6 fire damage, to a maximum of 8d6, but each turn the
creature goes without being hit reduces the damage by 1d6.) |
20000 |
2000 |
Exposed
to the Elements |
0648 |
|
Manta
Ray Poncho (Manta Ray Ponchos are grey-blue leather squares with a central
head hole and a double-pointed hood. The poncho is equivalent to leather
armor. The lower, back corner twists up in a long, pointy tail when the
poncho is worn. Pulling the hood up over the head, the wearer gains a swim
speed equal to their fastest movement speed and can breath water as the
poncho pulls tight to their skin like loose wings or fins. The Poncho can be
used for a total of 10 minutes each day.) |
1000 |
100 |
Charged |
0649 |
|
Manticore
Tail (Spines grow from the wood of clubs or great-clubs that are so enchanted
with this ability. In addition to being a +2 weapon, a Manticore Tail can
fire spines at foes within 30ft as part of any attack. Each attack shoots up
to 2d4 short spines, that each deal 1 damage, distributed in any way against
any number of targets within 30ft. A Manticore Tail holds a maximum of 10
spines. The spines regrow after five minutes.) |
6000 |
600 |
Charged |
0650 |
|
Mantle
of Blood (This is a flowing cape of overlapping red silks from bright pinks
to dark burgundies draped from dark leather pauldrons that constantly flake
off brown-black bits. As the wearer deals more damage, new silk pieces grow
from the pauldrons and each of these silk strips can be commanded to aid the
wearer’s combat efforts, expended for a reroll for an attack roll, damage
roll, or death saving throw. For every order of magnitude of damage dealt,
the Mantle of Blood sprouts a new red silk ribbon. Only one reroll may be
used each turn. If the wearer has any rerolls left when they begin a long
rest, half of them wither away, rounded up, and the damage total of the
wearer is reset allowing for more silks to be earned by dealing damage.
Dealing the first point damage since the last long rest sprouts one silk,
having dealt 10 total damage grants another, and a third after dealing 100
damage, and so on.) |
9000 |
900 |
Profane
and Profound |
0651 |
|
Mantle
of Doppelganger’s Charisma (This silver-grey short cloak partially mimics the
colors of its surroundings. Your Charisma score is increased by +1 or to a
17, whichever is greater.) |
3000 |
300 |
Gear
Up |
0652 |
|
Mantle
of Dragon’s Charisma (This white leather is studded with a rainbow of
chromatic dragon scales and secured to the shoulders with a polished dragon
tooth pin. The usefulness of this mantle requires that it be fashioned from
freely given materials, necessarily requiring a skilled diplomat and
negotiator to gather its components. Your Charisma score is increased by +6
or to a 23, whichever is greater. Spells and abilities you use against an
unaware, distracted, or surprised foe have their save DC’s increased by 2 or
their attack rolls are increased by +2. Foes you charm are not immediately
roused from their ensnarement upon being attacked by you or your allies, and
instead get a new save with advantage to end the charmed effect. Once each
short rest, you can roar and force all creatures within 60 ft that can see
and hear you to make a Charisma saving throw, DC 8 + your proficiency +
Charisma modifier, or be frightened by you for one minute or until they spend
an action to succeed on a new save.) |
80000 |
8000 |
Gear
Up |
0653 |
|
Mantle
of Lamia’s Charisma (This beige cloak is lined with purple and red scales and
two ruby encrusted fasteners. The calming smell of incense drifts off this
cloak. Your Charisma score is increased by +2 or to a 19, whichever is
greater. Spells and abilities you use against an unaware, distracted, or
surprised foe have their save DC’s increased by 2 or their attack rolls are
increased by +2.) |
9000 |
900 |
Gear
Up |
0654 |
|
Mantle
of Siren’s Charisma (This aquamarine sailcloth cloak is studded with bits of
coral, shells, and driftwood. It smells faintly of the sea. Your Charisma
score is increased by +4 or to a 21, whichever is greater. Spells and
abilities you use against an unaware, distracted, or surprised foe have their
save DC’s increased by 2 or their attack rolls are increased by +2. Foes you
charm are not immediately roused from their ensnarement upon being attacked
by you or your allies, and instead get a new save with advantage to end the
charmed effect.) |
27000 |
2700 |
Gear
Up |
0655 |
|
Masochist's
Bindings (An assortment of chains, black leather straps, and iron manacles
make up this +1 studded leather armor. Unless the wearer is a trained escape
artist or skilled with ropes, the armor takes 30 minutes both to don and to
remove. For every five damage the wearer has taken since the end of their
last turn, they gain a +1 to attack and damage rolls. This bonus is doubled
if the wearer has half or fewer of their hit points remaining.) |
6000 |
600 |
Profane
and Profound |
0656 |
|
Masterwork
Armor (Fine craftsmanship of armor reduces armor’s encumberance by
one category in terms of its penalty for skill checks and raises its quality,
making it less likely to wear out or break. Often, masterwork armor bears the
name of its creator and the creator’s personal flourish or style.) |
150 |
15 |
foundry? |
0657 |
|
Masterwork
Weapon (Signs of a named craftsman adorn this weapon, and show the care and focus
that went into its creation. Fine craftsmanship confers a +1 bonus to attack
rolls and an increased, -1 quality.) |
300 |
30 |
foundery? |
0658 |
|
Medusa's
Gazing Lens (These goggles are made from the petrified eyes of a Medusa,
shaved razor thin to transparency. The lenses are suspended in a tightly
fitting leather head wrap. The wearer gains darkvision and is immune to other
gaze attacks. In addition, while worn, the goggles perform the gaze attack of
a Medusa as a free action each turn, forcing creatures within a 60 ft cone to
make a Constitution save, DC 13, or become paralyzed for 1d6 rounds. The gaze
attack must be made each round unless the wearer covers the lenses or closes
their eyes for their entire turn. Paralyzed creatures struck by the gaze
attack must make a Constitution save or turn to stone for 1d6 rounds.
Petrified creatures must save or be rendered permanently stone. The wearer is
not immune to their own gaze attack being reflected back at them. The tight
fit of the lenses and their vision altering properties will leave the wearer
stunned for 1 round after they are removed or donned, during which time the
wearer is blind.) |
100000 |
10000 |
Profane
and Profound |
0659 |
|
Medusa's
Ointment (Medusa’s Ointment is olive green oil squeezed from the
shed snakeskin from the hair of its namesake. A liberal coating of of the
oil, slathered on a petrified creature, restores the creature to life over a
full round. If the oil is left to dry on a living creature, the oil will
slowly turn the creature to stone. The oil takes a full minute to dry and
must cover a majority of the creature’s skin. After the oil dries,
the creature must make a DC 15 Constitution save each round or become
paralyzed for 1d6 minutes. A second failed save petrifies the creature but
two consecutive successful saves before petrification ends the
oil’s effect. A single jar of the ointment is enough for three
medium sized creatures.) |
4000 |
400 |
Gear
Up |
0660 |
|
Merchant's
Bane (This clay urn of paste turns normal parchment and leaves into a magical
papier mache. With a craft check, it can be formed to mimic the appearance of
anything known to the crafter. Its value is only limited by the craft check,
with every 5 points of the skill check result corresponding to an order of
magnitude of value: 5 or less, 10gp or less; 6-10, 100gp or less, 11-15, 1000
gp or less, etc. The resulting creation waits, dormant, until the command
word or pull-tag, created by the sculptor, is activated. After a number of
minutes equal to craft check result, minus a random d% percentage of its
total duration, the Merchant's Bane reverts to its true papier mache form.
This does not mimic magic effects or auras but otherwise appears for all
intents and purposes as the object copied, along with a minor illusion aura.
A single pot is enough to create one medium sized object or a proportional
number of larger or smaller objects. Multiple pots of Merchant’s Bane can be
combined to create larger objects.) |
500 |
50 |
Arcane
Arsenal |
0661 |
|
Mercurial
Guillotine (Worshipers of death hold in high regard this black steel polearm
both because of the symbolism of the weapon but also because of the deadly
mercury contained within. The internal cavity of sloshing mercury gives this
+2 scythe a more deadly critical blow. Its critical range is increased by 1
and it deals an additional two weapon damage dice on a critical hit. If it is
broken or damaged, it leaks mercury when swung on all within 5 ft. and the
tainted metal forces creatures to make a Constitution save, DC18, or take 1
Constitution damage each long rest until two successive saves are passed at
the end of those long rests.) |
8000 |
800 |
Profane
and Profound |
0662 |
|
Messenger
Cap (Putting a written note in this hat, which can be of any type or make,
teleports it to the inside of another, known Messenger Cap chosen by the
sender. Magical scrolls and notes containing more than 13 words cannot be
transferred. Messages take a full minute to arrive (or return, indicating the
chosen recipient’s hat no longer exists) and new messages cannot be
sent until this occurs.) |
200 |
20 |
Gear
Up |
0663 |
|
Metal
Stamp Icon (This cheap, stamped, metal religious symbol is battered and worn,
but its iconography is unmarred despite the damage. They can be worn pinned
to a cloth garment or on a necklace. While worn, its wearer can call upon the
divine power as a bonus action to heal a creature with a touch, expending the
icon’s hit points to heal the target. After each long rest, the Metal Stamp
Icon is infused with 1d4 hit points, replacing any remaining hit points it
previously had stored. A wearer with any levels in paladin may expend hit
dice in order to refill either their lay on hands ability or the Metal Stamp
Icon by the amount rolled. This is done as an action, expending up to two hit
dice, and cannot be repeated until the wearer completes a long rest.) |
800 |
80 |
Exposed
to the Elements |
0664 |
|
Metallurgist’s
Bane (This half plate is formed of an eclectic mix of different alloyed
metals, such as bronze, steel, brass, pewter, and others. When struck by a
weapon or item made of alloyed metals, the armor resonates with a supersonic
blast, casting a Shatter effect, cast as a 2nd level spell, centered on the
wearer of the armor, that affects only objects made of alloyed materials,
ignoring items worn or held by the wearer. This effect can be activated as a
reaction to an attack once each day. Attacks by alloyed metals otherwise take
1d3 sonic damage on striking this armor, with magic weapons getting a save,
DC 10, to reduce the damage by half, rounded down.) |
1200 |
120 |
Arcane
Arsenal |
0665 |
|
Metamagic
Armor (The Metamagic enchantment, when placed on armor allows its wearer to cast
spells through it for a metamagic boon using the physical arrangement of
crystal patches, arcane markings, and metal wire to improve the effectiveness
of spells. The focus of the armor is chosen upon its creation. Twice each
day, the wearer may cast a 4th level or lower spell with the metamagic boon
of the armor without risk to the enchantment. Each additional use of the
weakened enchantment beyond that has a cumulative 20% chance of causing the
Metamagic enchantment to become inert. While casting a spell through the
armor the wearer mentally traces out the runes and shapes on the armor.) |
2500 |
250 |
Arcane
Arsenal |
0666 |
|
Metamagic
Armor, Greater (Arcane sigils' geometry burns invisibly to the naked eye.
Three times each day, the wearer may cast a 6th level or lower spell with the
metamagic boon of the armor. Each additional use of the weakened enchantment
beyond that has a cumulative 20% chance of causing the Greater Metamagic
enchantment to become inert.) |
12500 |
1250 |
Arcane
Arsenal |
0667 |
|
Metamagic
Armor, Lesser (Pockmarked with half-finished runes and carved geometric
shapes, this armor is attuned to one principle of metamagic by its creator.
Once a day, this armor can focus the casting of a magical spell of 2nd level
or lower through the armor's metamagic focus. Each additional use of the
weakened enchantment beyond that has a cumulative 20% chance of causing the
Lesser Metamagic enchantment to become inert.) |
500 |
50 |
Arcane
Arsenal |
0668 |
|
Metamagic
Rod (A small gold rod, the Metamagic Rod can be used three times each day to
cast a 6th level or below spell under the influence of its associated
metamagic, chosen during creation.) |
12000 |
1200 |
Arcane
Arsenal |
0669 |
|
Metamagic
Rod, Greater (The Greater Metamagic Rod is a small, bar of platinum with an
aura of heavy, inscrutable magic. It can be used three times each day to cast
an 8th level or below spell under the influence of its metamagic, chosen
during creation.) |
24000 |
2400 |
Arcane
Arsenal |
0670 |
|
Metamagic
Rod, Lesser (This small silver rod can be used to cast three, 4th level and
below spells under the influence of its associated metamagic effect each
day.) |
6000 |
600 |
Arcane
Arsenal |
0671 |
|
Metamagic
Rod, Minor (A Minor Metamagic Rod is a small copper cylinder that can be used
three times each day to cast a 2nd level or below spells under the influence
of its metamagic effect.) |
3000 |
300 |
Arcane
Arsenal |
0672 |
|
Meteorite
Weapon (Hard metals fallen from the heavens that have been forged into a
strong weapon. Meteorite’s black metal retains a passing warmth and a shining
finish. Meteorite weapons ignore the hardness of materials weaker than
adamantine, additionally dealing double damage to weapons as weak or weaker
than iron. All meteorite weapons must be made by skilled smiths and add +1 to
attack.) |
2000 |
200 |
Fantasy
Foundry |
0673 |
|
Midas'
Touch (This golden +3 plate armor confers a bonus and a curse. All other
creatures that attack the armor with melee weapons, touch attacks, or touch
the armor for extended periods must make a Constitution save, DC 15, or take
3d6 necrotic damage. Creatures dying to this attack are gilded in gold but
wither to dust beneath the gold layer. A golden husk is worth 100 SP per HD
of the dead creature. The wearer can not eat or drink while wearing the
Midas’ Touch, any edible object or potable fluid they touch are turned to ash
and flecked with gold flakes. The golden flakes are worth 1 SP each. The
armor can only create 5,000 SP of gold each day, beyond that the gold created
is worthless, yellowed clay. The suit can only be removed with a
curse-breaking spell effect of 6th level or higher.) |
15000 |
1500 |
Profane
and Profound |
0674 |
|
Mimic
Clay (Mimic Clay will copy any object it is pressed against within a few
rounds, taking double the time for every size category larger than tiny the
object is. It copies all physical properties of the object and is returned to
its light orange, soft-clay form with a kiss. This is rumored to be ground up
bones mimics mixed with river clay.) |
1000 |
100 |
Gear
Up |
0675 |
|
Miner's
Hope (A Miner’s Hope is a two part pair, consisting of a pinewood
coffin singed to display a crossed pick and shovel, and a bronze medallion.
When clutched tightly, its wearer is teleported to the inside of the coffin.
The coffin must be within 500 ft. and empty, otherwise the medallion warms
but does nothing. The medallion is left behind when the user teleports.
Inscribed on the ridge of the medallion is, “Do not fear the dark;
for it visits every night while we dream”.) |
2500 |
250 |
Gear
Up |
0676 |
|
Mining
Rod (This well-worn, walnut rod is based with a cast-iron handle wrapped in
tattered leather. Pointing the Mining Rod at earth or stone while squeezing
the handle tightly digs through a five foot diameter circle of natural stone
or earth, depositing the debris behind the wielder as loose gravel. It can
dig up to 100 feet each day this way. Against worked stone, reinforced earth,
or otherwise strengthened earth and stone, it costs twice as many feet to dig
a hole only two feet in diameter. Any ores are chunked into gravel as well,
but unnatural or foreign material is left untouched by the digging.) |
5000 |
500 |
Gear
Up |
0677 |
|
Minion's
Glass Eye (Minion’s Glass Eye is a pair of matched monocles. Looking through
the sees instead what the other monocle is viewing. This only functions if
both monocles are worn. Most Minion’s Glass Eyes are one-directional, with
one monocle inscribed, “Master”, and the other “Servant”. Only the “Master”
monocle can see what the other sees, and the “Servant” monocle acts as a
normal monocle would. This ability is not limited by distance but both
monocles must be on the same plane.) |
3000 |
300 |
Save
Vs. Disease |
0678 |
|
Minotaur
Pelt Greaves (Dark brown, shaggy fur covers these thick rawhide boots. If the
wearer’s Constitution is less than 15, it is increased to 15, otherwise the
wearer can delay the onset of an injury or a loss of consciousness for 1
round.) |
400 |
40 |
Gear
Up |
0679 |
|
Mirror
Sphere (This one-foot diameter sphere of quicksilver causes mind-affecting
effects to rebound. A Mirror Sphere becomes attuned to the most recent user
of a mind-affecting effect that affects its current attuned owner. During
that attunement and afterwards, when the attuned creature generates a
magical, mind-affecting effect and any of their targets succeed on their
saving throws, the Mirror Sphere reflects the original effect back on the
creator with the creature with the highest saving throw result from among the
targets becoming the controller of the reflected effect. This attunement can
put a creature over its normal attunement limit and if it is unattuned, it
will attune to the first creature to create a mind-affecting effect within
300 ft. It will float after the creature it is attuned to, moving as quickly
as they do and counting as held for the purposes of joining a teleportation
effect. Otherwise, it will lay seemingly inert on the ground.) |
4000 |
400 |
Exposed
to the Elements |
0680 |
|
Mirrored
Armor (Mirrored armor or shields are coated in an alloyed mix of quicksilver
and steel that never loses its polish or shine. With a reaction, the wearer
can reflect a spell targeting them. The wearer that attempts to reflect then
makes their save with advantage. If both saves are successful, the spell is
redirected to target the caster, leaving the wearer unaffected. Otherwise,
the spell is not reflected.) |
30000 |
3000 |
Fantasy
Foundry |
0681 |
|
Mithril
Armor (Mithril metal is a light, green alloy originally made by Elves, but
the secret of its manufacture is now fairly well known: highly purified steel
is mixed with equal parts mithril ore heated over a flame with pure spring
water and treated elven hair. Armors made of mithril are half the normal
weight and count as being one armor category lighter for all purposes except
armor proficiency.) |
2000 |
200 |
Fantasy
Foundry |
0682 |
|
Mithril
Weapon (A special, silvery metal of elven make that is as strong as steel but
half the weight. Their secret formula of blending a special steel alloy with
pure spring water and strands of treated elven hair has since leaked to other
smiths. Mithril weapons must be made by skilled smith, conferring a +1 to
attack. Mithril weapons are durable and flexible, granting a 30% chance to
ignore any damage to the weapon.) |
250 |
25 |
Fantasy
Foundry |
0683 |
|
Mobile
Caltrops (Tiny tin soldiers make up the mass of these caltrops. Once
scattered, they activate and angle their tiny swords and armor spikes to hurt
anything that steps in the twenty foot diameter circle they cover. On
initiative count 0, the Mobile Caltrops move up to 30 feet to center
themselves around the last creature they wounded. Creatures that move through
their territory take 1d6+2 damage for every five feet of movement. Any damage
dealt to the caltrops short of fire or acid strong enough to melt them is
regenerated on their turn. They have 20 hit points per five foot square.) |
350 |
35 |
Gear
Up |
0684 |
|
Mobile
Cavalry Spikes (Mobile Cavalry Spikes are small wooden soldiers that grow to
form a living palisade 40 feet in length when tossed. Each five foot section
has a reaction that it will use to counter-charge anyone trying to charge the
barrier, attacking with a +5 bonus to deal 2d6+6 damage. To pass through the
barrier, it has to be destroyed or the mover has to take 2d6 piercing damage.
Each five foot section has 30 hit points and regains 10 hit points on
initiative count 0. The thrower can order the spikes to reposition, moving
any or all sections up to 5 feet on initiative 0.) |
500 |
50 |
Gear
Up |
0685 |
|
Mood
ring (The wearer of this grey-brown porcelain ring chooses one of the eight
elemental moods during each short rest, or no mood, and the ring changes
color to match. A Mood Ring with a chosen mood adds the wearer’s proficiency
bonus to rolls for the associated skill, or doubling their proficiency bonus
if they are already proficient. Red Anger (Intimidate) v. Orange Courage
(Religion), Green Disgust (Deception) v. White Joy (Performance), Yellow Fear
(Perception) v. Purple Calm (History), or Blue Sadness (Insight) v. Black
Curiosity (Investigation). This affects the tendency of their moods and
reactions towards that chosen mood. It is much easier for the wearer to fall
into both the chosen mood or its direct opposite from overcorrection.) |
7000 |
700 |
Exposed
to the Elements |
0686 |
|
Mordek’s
Meerkats (A bronze whistle calls forth these shimmering rodents, a family of 2d4+1
tiny creatures. Their insubstantial forms will “burrow” to create a network
of ethereal tunnels that they patrol as well as tunnel entrances they can pop
out of to keep watch, in a schedule and placement chosen by the whistler.
Their tunnel network must have between one and three holes per meerkat and no
tunnel can extend further than 120 ft. between entrances. The ghostly rodents
can move up to 40 ft. per round in their tunnels and have a good perception
skill, rolling with a +6 even at night and are always considered actively
watching. A Perception or Investigation check, DC 20, is required to spot the
ethereal meerkats. A second blow of the whistle, or if the whistle moves
further than 300 ft. from closest meerkat, will cause the ghostly sentries to
disappear. The can be given instructions to make a shrill squeak or go to a
specific entrance when they notice a creature, excluding categories or types
of creatures designated by the whistler. Only one set of Mordek’s Meerkats
can exist at one time.) |
3000 |
300 |
Arcane
Arsenal |
0687 |
|
Morphing
Wand (This wand can consume a scroll of other single-use spell item to change
what it casts. A Morphing wand is a wooden wand with hinges and sliders that
allow its handle to be opened large enough to be fed a scroll or small
object. It regains 1d4 x 500 SP of equivalent magical energy each day, and
casting a spell from the wand uses up energy equal to the cost of the scroll
loaded into the wand. It can store a maximum of 4,000 SP worth of energy Once
it is fed a new scroll or single-use spell item, that item is destroyed and
the Morphing wand now casts the spell(s) or spell-like ability(s) of the
consumed item when used as an action, replacing any previous spells. If there
is not enough energy to cast the spell, the wand emits harmless sparks instead.
If a user attempts to feed a scroll or single-use spell item to the wand with
a value greater than its maximum or with a reusable magic item, the wand
rejects the item with a choking sound. {Alternatively, the Morphing Wand
regains up to 1d4x10 charges each day, with one charge able to cast a spell
consumed from a common item and 10 charges for an uncommon item equivalent
spell. It can only store 80 charges at one time.}) |
3000 |
300 |
Exposed
to the Elements |
0688 |
|
Mosquito
(A long, thin rapier or dagger with a fine ridging on the blade that makes it
appear thinner and shorter than it truly is. The +2 weapon combines magically
enhanced sleight of hand with a long thin blade to disguise its damage for
the first five rounds until the foe catches on, with any successful attacks
appearing as misses. After this time, damage is noticed normally. On a
critical hit, the Mosquito causes bleed damage of 1.) |
8000 |
800 |
Insectoid
Armory |
0689 |
|
Motte
(This +2 brigandine is emblazoned with a golden keep and allows its wearer to
trade hit points for temporary armor class. At will during their turn, the
wearer can infuse the armor with their essence, taking 1 point of damage to
increase their armor class until their next turn, protected by an aura of
translucent, immaterial stone. This bonus stacks with itself to a maximum of
+5 armor class. As a reaction, the user can momentarily call forth ghostly
stone ramparts between them and their attackers to freely move up to five
feet without triggering an attack of opportunity.) |
6000 |
600 |
Exposed
to the Elements |
0690 |
|
Mournwood
Harp (This harp, when played, dampens creatures’ moods. When played as a move
action each round, and for one round after, it impedes all creatures with an
intelligence score within 30 ft that can hear it with a -2 penalty to attack
and damage rolls. Morose, lethargic emotion washes over the affected
creatures. It can also be used to create a Calm Emotions spell twice each
long rest. After the second use, the harps notes carry no more magical
sadness until completing a long rest.) |
2500 |
250 |
Profane
and Profound |
0691 |
|
Movement
Bonus Armor (Cheetah skin stretches over the thighs or calves of this armor,
holding the enchantment embodying the animal’s patent abilities.
Movement Bonus armor increases the wearer’s movement speed in all
movement forms by 20 ft.) |
10000 |
1000 |
Gear
Up |
0692 |
|
Movement
Bonus, Lesser Armor (A small rabbit-foot charm hangs off the ankle or leg of
this enchanted armor. The wearer’s movement speed in all forms is
increased by 5 ft.) |
1000 |
100 |
Gear
Up |
0693 |
|
Mudstaff
(A Mudstaff is a gnarled walking stick covered in layers of different colors
of dried mud and functions as a +1 quarterstaff. After its wielder stikes a
foe with it or slams it into the ground as an action, the Mudstaff turns a 10
ft. radius around the wielder into difficult terrain. This has no effect in
non-earthen areas. Creatures within the area of this transfiguration when it
happens must Dexterity save, DC 10, or fall prone in the mud. Once per day,
the staff can turn up to 500 cubic feet of contiguous earth to mud and up to
500 cubic feet of contiguous mud to earth. No section of the effect can be
thinner than 6 inches across. The wielder is not affected by non-magical mud
or quicksand while wielding the Mudstaff, and they have advantage on saves
against magical mud and quicksand.) |
4000 |
400 |
Exposed
to the Elements |
0694 |
|
Mummy
Dust (Ground up, dusty wrappings are held in this brightly colored urn. Mummy
Dust is a contact poison that can be directly applied as a touch attack or
scattered as an action in a 10 ft diameter cloud within 20 ft to inflict
mummy rot. The dust remains virulent until it is struck directly by
moonlight, so missed attacks and thrown dust can create hazardous terrain to
exposed skin. Those exposed to its touch or the cloud must make a
Constitution save, DC 16, or become afflicted with mummy rot. The wasting disease
deals 1d4 Constitution damage each day unless the afflicted succeeds on their
Constitution save. Only a curse removing spell effect of 5th level or higher
will clear the affliction from the body. While infected, the creature is
immune to all other diseases and magical diseases. A single jar of Mummy Dust
is enough for three uses.) |
2250 |
225 |
Profane
and Profound |
0695 |
|
Mummy
Dust, Diluted (A pinch of Mummy Dust can be diluted with holy water to create
a thin paste that when dried, creates a weaker version of the deadly disease
powder. It inflicts a very minor mummy rot at a touch. A touch attack or
scattered as an action in a 10 ft diameter cloud within 20 ft will inflict
the weakened mummy rot. The diluted dust requires a Constitution save, DC of
13, or it will take root. Each day, the afflicted must make a save or their
maximum hit points are reduced by 1d4. Only a curse removing spell effect of
3rd level or higher will clear the weakened mummy rot from the body. While
afflicted with weakened mummy rot, the creature is immune to all non-magical
and magical diseases. One jar of Diluted Mummy Dust holds nine doses.) |
450 |
45 |
Profane
and Profound |
0696 |
|
Mundane
Pigments (These powders are sifted from the ashes of the corpses of
particularly boring individuals. Mixed with the right oils, it creates a
watery grey ink that can be applied during the casting of any defensive,
abjuration, or armoring spell, muting the apparent effects. The effects
appear weaker, smaller, and duller, dropping the apparent spell level by
four, although the spell actually retains its full potency. This may cause
weaker enchantments or spells of level three or lower to appear ordinary.
Extraordinary, heroic, villainous, or flashy actions by the bearer of the
effect with more than five sapient witnesses will cause some of the applied
Mundane Pigments to flake away and reduce the effectiveness by one spell
level. There are enough pigments to apply to twenty spell levels worth of
spells.) |
4000 |
400 |
Profane
and Profound |
0697 |
|
Mycelin
Spores (These pacifying spores were stolen or bought from mycelin and other
fungus people. Opening or striking against a hard surface the waxed cloth
they are contained in causes the spores to explode in a 10’ radius. Breathed
in, the victim must make a Wisdom save, DC 13, or be pacified. Pacified
creatures must make a Wisdom saving throw in order to take a hostile action
unless it is the only possible action. This lasts for 1d4 minutes. Ingesting
the pale rainbow powder instead requires the creature to make a DC 15
Constitution save or suffer the pacifying effect for 2d6 hours. After the
duration ends for the ingested spores, the creature gains a permanent
mushroom patch growing from a random limb unless they make a DC 15 CON save.) |
400 |
40 |
Save
Vs. Disease |
0698 |
|
Necklace
of Fireballs (The Necklace of Fireballs is a golden beaded necklace. The
beads can be pulled free by the wearer as an action as if the chain were
immaterial. There are thirteen beads on the necklace, of various sizes. The
largest bead is in the middle, with successively smaller beads flanking the
central bead. These golden orbs act as a Fireball when tossed up to 120 ft.,
dealing fire damage based on their size. The largest bead deals 9d6 damage in
a 20 ft. radius, with each successively smaller bead dealing 1d6 less damage.
Dexterity saving throws, DC 14, reduce the damage taken by half. The necklace
also passively protects against cold and fire damage, reducing damage taken
from those two types of damage by an amount equal to the number of beads
remaining on the necklace. Roll damage dice of the weakest remaining bead. If
the result is less than or equal to the cold or fire damage, that bead’s
magic is consumed protecting the wearer from the cold or fire damage and it
crumbles into pyrite dust.) |
3000 |
300 |
Exposed
to the Elements |
0699 |
|
Needler
(A hand crossbow stylized to look like a small rodent. It can be loaded with
up to ten bolts in a single action, which are then stored in the
‘back’ of the rodent like spines. Bolts fired from this
+2 crossbow seek out their target and will swerve around cover and through
holes, ignoring any cover while the wielder has line of sight to the target.
The bolts are so unswerving that they hit for half damage on a near miss
within 5 of the target’s AC.) |
9000 |
900 |
Profane
and Profound |
0700 |
|
Needler
(A hand crossbow stylized to look like a small rodent. Up to ten bolts can be
loaded into its spine covered back with one reload. Bolts fired from this +2
crossbow seek out their target and will swerve around cover and through
holes, ignoring any cover so long as the wielder has line of sight to the
intended target. Additionally, if the attack would miss by 2 or less, the
attack still deals half damage.) |
9000 |
900 |
Profane
and Profound |
0701 |
|
Nest
Mother (This small, red, wooden henhouse, when fed with spell energy, will
septuple the speed at which eggs, larvae, or other immature forms of
non-sapient creatures will grow to maturity. Cantrips fed into the bronze
plaque just above the small door will power it for 10 minutes while higher
level spells will power it for an hour per spell level, squared.
Additionally, the young creatures hatched or matured inside will grow much
healthier, rolling their hit points or other variable factors of the maturation
process with advantage such as height, weight, etc. There is a chance of more
powerful spell fed into the Nest Mother causing the young creature to gain a
mutation. For a 3rd level spell there is a 10% chance the creature rolls for
three mutations, gaining the most beneficial one, with higher level spells
expended this way either increasing the chance by 10% or increasing the
number of mutations rolled by 1, as chosen by the user of the Nest Mother
while casting. Unpowered, the Nest Mother will merely double the speed of
maturity of the non-sentient young inside and provide no other bonuses.) |
4000 |
400 |
Arcane
Arsenal |
0702 |
|
Noble’s
Support (This golden broach is a boring oval with a single inlaid pearl of
moderate size set in its center. When its attuned wearer is attacked, small
planes of force will interpose themselves in the way of the attack. This
grants a +2 magical bonus to armor class and saving throws against targeted
magical effects. However, if the wearer is not of the specific bloodline the
broach was crafted for, the barriers will shatter to add 1d4 force damage to
each source of received damage instead of providing an armor class bonus.
Those who use the Noble’s Support without permission are forcefully attuned
to the broach and it can only be removed by one with permissions or after the
wearer is dead, unless a curse removal effect of 4th level or higher is used.
A Noble’s Support does not and cannot actually check lineage, however, but is
instead controlled by the person who was granted master privileges over the
magical device during its creation. The master of each Noble’s Support can
designate new masters and grant or remove permissions to wearers over the
course of a long rest, although adding blood relatives of an existing user
can be done during a short rest. Should the last master die without adding
another, the broach will remain fixed in who it will protect.) |
3000 |
300 |
Exposed
to the Elements |
0703 |
|
Nobles
Word (A folded leather cloth conceals a finely engraved rectangular wooden
token denoting a name and likeness. The token is linked, via econo-mancers,
to its owners vault and title. Many nobles appreciate its convenience over
carrying gold, but others are not so quick to trust money mages. The owner
can utilize this token to transfer their gold to another’s vault or conjure a
certificate redeemable for gold. Money mages rarely create these tokens for
anyone with less than 100,000 gold pieces in saleable land, title, or goods.
The owner of the token starts with an instability die of d4. Unauthorized
users start with an instability die of d10. Each charge, purchase, or
conjured certificate made in a month requires a roll of the instability die,
as well as increasing in the die by one size. The instability die drops one
size each week of non-use, to a minimum of d4 for the owner or d10 for
others. Rolling a ‘10’ or higher on the instability die means that money
mages freeze the account to investigate. Expect assassins, or worse, lawyers
inbound with plenty of divination support. They will not stop until recouping
their costs, or losing more than ten times the purchase price in pursuing the
fraud. For every magnitude that the purchase is larger than 100 gold, the instability
roll gets a cumulative +1, rounded up: 101 gp- 999 gp, +1; 1000 gp - 9999,
+2; etc.) |
4000 |
400 |
Modern
Mayhem |
0704 |
|
Nocturnal
Dew (Nocturnal Dew is a misleading name for the black nectar harvested under
moonlight from blighted lands. It is diluted with water and scattered in the
air during the casting of a sleep or curse spell. Any targets for the spell
that failed their saves are covered in a thin sheen of condensation when the
effects fade. For one round per spell level, those creatures gain
vulnerability to cold and electricity damage but also gain resistance to fire
and acid damage. One skin of Nocturnal Dew water contains enough for five
uses.) |
2000 |
200 |
Profane
and Profound |
0705 |
|
Noisy
Armor (Creaky, clanking, purposefully loud armor, Noisy armor imposes a
disadvantage on stealth checks for the wearer but grants a +2 bonus to the
stealth checks of others who would be heard by the same listener. The armor
is designed to create varied noises at intermittent and chaotic intervals,
perfect for covering up the accidental noises created by others trying to
sneak.) |
500 |
50 |
Gear
Up |
0706 |
|
Notched
Handle of Crafts (The plain wooden handle is well worn but meticulously
maintained. With a mental command, it can take the form of any masterwork
tool, providing a +2 bonus to the related skill checks. For tool kits or
skills that use multiple tools concurrently, the Notched Handle of Crafts
transforms into a suitable multi-tool or quickly changes between multiple
forms to fulfill the same function. Each item created using this magical tool
is granted a single-use reroll against its first failed saving throw or
opposed check that would result in its destruction.) |
2000 |
200 |
Profane
and Profound |
0707 |
|
Nurses
Chain Shirt (A simple white shirt sewn over this +1 chain shirt has a large
red sun emblazoned on it. Across cultures, the red symbol changes, but it
always matches the local customs for healing symbolism. On the battlefield,
only the cruelest and least intelligent soldiers would kill one wearing this
armor, an enemy healer can be captured and put to saving your own soldiers
after all. A Nurse’s Chain Shirt confers a bonus to healing spells the wearer
casts, healing an additional 2 hit points per spell level.) |
2000 |
200 |
Profane
and Profound |
0708 |
|
Oasis
Staff (This sandstone staff topped with palm fronds is keyed to no race but
provides a bonus spell slot of the third highest level available to its
wielder, minimum 1st level spell slot, while they are in a desert or similar
environment. The wielder of this staff can go twice as long without food or
water while attuned to this staff. Tapping this staff thrice on the sand,
gravel, or dirt while under sunlight grows the staff into a 20 ft. tall palm
tree, providing a 10-foot radius of cool shade. It can be shrunk back down to
a staff by rapping thrice on its trunk. A spell caster using this staff can
cast the following spells using an equivalent or higher spell slot: Create or
Destroy Water, Purify Food and Drink, and Gust of Wind.) |
3000 |
300 |
Arcane
Arsenal |
0709 |
|
Oathsworn
Bow (While the style of an Oathsworn Bow may change and its size may vary,
all Oathsworn Bows will whisper when picked up, promising vengeance to the
wielder’s enemies. The wielder of the +2 bow can request an oath of death
against a foe that grants a +2 bonus to attack and +2d8 weapon damage against
that foe until they complete a long rest or until the target dies. While the
bow is so sworn, the wielder suffers a -2 penalty attack and damage against
all other targets while also gaining no magical bonuses from Oathsworn. If
the wielder completes a long rest without killing the sworn enemy, the
wielder loses all magical bonuses from the Oathsworn until they kill that
enemy, until they spend a short rest recommitting themselves to the bow under
the light of a full moon, or they successfully hunt a dangerous beast. For a
beast to count, it must have a challenge rating equal to or higher than their
level when they broke their oath and they must be the one to cause the
majority of damage to it.) |
10000 |
1000 |
Profane
and Profound |
0710 |
|
Obscured
(This blurred, grey-shade is impossible for anything short of a true-seeing
effect to distinguish as the +1 short sword it truly is. It is hard for
sentient creatures to remember or notice it, granting its wielder advantage
on bluff checks to disguise it, hide it, feint with it, or other similar
checks. Creatures that have not been attacked with the weapon in the last few
minutes must make a Wisdom save, DC 10, or forget about its presence.
Creatures unable to remember Obscured will rationalize or fill in the blanks,
perhaps assuming the wielder had a short sword but dropped it out of reach or
that they had been attacked by another source allied to the wielder. The
attuned wielder is partially immune to its effects but unattuned users must
make a Wisdom save, DC 10, to draw Obscured.) |
2000 |
200 |
Arcane
Arsenal |
0711 |
|
Obsidian
Armor (Obsidian armor is created by sewing or riveting razor sharp obsidian
plates onto other armor. The jagged stone edges deal 1d6 damage each round to
any creature or object grappling or grabbing the wearer. The stones lose
their edge once they have dealt at least 40 damage. Once dull, they must
be replaced for one quarter this enhancment's cost.) |
200 |
20 |
Fantasy
Foundry |
0712 |
|
Obsidian
Weapon (Glossy black shards of volcanic rock line a piece of hardwood
mimicking the shape of a metal weapon. Obsidian weapons are not as sturdy as
their metal counterparts, reducing their weapon damage by one die size,
suffering disadvantage on saves against shattering, and having the hardness
of stone. It is a useful replacement where metal weapons cannot be used and
it also leaves jagged wounds, causing 1 bleed damage when it rolls even
weapon damage.) |
100 |
10 |
Fantasy
Foundry |
0713 |
|
Ochre
Powder (This yellow-orange powder enhances spells that specifically target
metals as well as electricity based spells that hit metal objects. Utilizing
a pinch of Ochre Powder in the casting of the spell, metal objects struck or
targeted begin to oxidize and rust unless they succeed on a saving throw with
a DC equal to 5 + the spell’s level.. They are damaged as if they had gone a
year without maintenance in unfavorable conditions, imposing a -1 penalty to
their usage until they are repaired. Repeated targeting of the same object
continues to damage the item, though the item’s penalty applies to the saving
throw DC as the rust has a hard time penetrating deeper. A pouch of Ochre
Powder holds a dozen pinches.) |
500 |
50 |
Profane
and Profound |
0714 |
|
Ogre
Milk (Uncorking the crude glass jar exposes one’s nostrils to a heady mix of
the smell tar and chunky, heavy cream. Ogre Milk is thoroughly nourishing but
does not treat other species’ stomachs well. When a non-ogre drinks it, they
must make a DC 11 Constitution save or vomit. Failing that save makes the
drinker nauseous for 1d4 hours. Otherwise, the milk strengthens the bones and
fills the belly. Ogre Milk lets the user count as one size larger and well
fed for as long as 3 rations would normally feed the drinker.) |
100 |
10 |
Save
Vs. Disease |
0715 |
|
Oil of
Etherealness (Rub the Oil of Etherealness on an object to make it ethereal
and intangible to things on the material plane. The runny, liquid-like smoke
is held in a fragile eggshell of salt and holds enough oil to affect one
medium creature and their equipment. Alternatively, it can cover a similar
mass of combined objects. The etherealness lasts for 10 minutes but coming in
contact with salt causes the remaining duration to bleed out ten times as
fast. A tossed handful of salt drains 1d3 minutes from the duration, halved
on a successful DEX save, DC equal to the attack roll of the attacker.) |
250 |
25 |
Gear
Up |
0716 |
|
Onion
Bomb (A husk of garlic surrounds a small clay pot holding a noxious mix of
rotten eggs, onions, and alchemical salts. When tossed, it shatters on any
hard surface to release a 20 foot cloud of stinking gas. The gas lingers for
2d6 minutes, forcing any creature that ends its turn in the cloud to make a
DC 9 CON save. Creatures that fail are sickened for 1d4 rounds. The Onion
Bomb’s vapors move with the wind currents and are dissipated in 1
round in a strong wind. Any creature in the bomb’s radius cannot use
their sense of smell and suffer disadvantage on perception checks as the
acidic vapors irritate mucus membranes.) |
50 |
5 |
Fantasy
Foundry |
0717 |
|
Oracle
Staff (The Oracle Staff is a twisted staff with a wooden claw holding a
fogged-glass orb at the top. Blind spell casters that are attuned to this
staff gain a bonus spell slot of the highest spell level they can cast. In
addition, the wielder of this staff gains blind-sense out to 15 feet. A spell
caster using this staff may cast the following spells by expending an
equivalent or higher level spell slot: True Strike, Sanctuary, Zone of Truth,
Remove Curse, Speak with Dead, and Locate Creature.) |
15000 |
1500 |
Profane
and Profound |
0718 |
|
Orcish
Staff (This is a shepherd’s crook inset with small blades stabbing inwards on
the hook end. It grants a bonus spell slot of the highest level they can cast
for attuned orcs and half-orcs that wield it. The staff may be wielded as a
scythe and as an action, may be hooked around a helpless creature’s neck,
forcing them to make a Constitution save, DC 13, or die. On a successful
save, the creature takes 4d4 slashing damage instead. This cannot be done to
creatures lacking anatomy or that are immune to critical hits. If the wielder
would be reduced to 0 hit points or fewer, they stay at 1 hit point for one
more turn than normal before succumbing to those wounds and dropping to 0 hit
points. Additional wounds still affect them normally and can still kill them
before they can act. An Orcish Staff lets its user cast the following spells
by expending an equivalent or higher spell slot: Hunter’s Mark, Shatter,
Haste, and Dominate Beast.) |
7000 |
700 |
Profane
and Profound |
0719 |
|
Otherbomb
(Charged with discordant magical energies of opposing disciplines, schools of
magic, and philosophies, colors smash against each other inside this glass
sphere. Holding this sphere aloft and commanding it with an action causes all
creatures within 60 ft to make a Wisdom save, DC 14, or temporarily lose
their sense of self. Affected creatures become passive for 5 rounds. The
passive creatures act only with basic self-preservation instincts to avoid
harm but otherwise do nothing except attempt a new save at the end of each of
their turns. Alternatively, the sphere can be covered in cloth to release its
energies in a slower, more controlled manner against a helpless creature and
forcing it to make two Wisdom saving throws, DC 14, with disadvantage or lose
1d4+1 minutes of memory of the user’s choice. If the target succeeds on both
saves, they are unaffected. If they succeed on one, they are aware of memory
tampering but not what memories were lost. Lost memories and gaps are filled
in with plausible false-events based on suggestions of the Otherbomb wielder.
There is a 1 in 10 chance of one minute of memory returning to the victim at
the end of each long rest, as dreams help them remember. Once used three
times, the Otherbomb becomes an empty glass sphere. Recharging the Otherbomb
requires the simultaneous expenditure of four spellcasters using the spell
energies of a 3rd level spell or higher. None of these spellcasters can share
the same class or expend a spell from the same school of magic.) |
10000 |
1000 |
Profane
and Profound |
0720 |
|
Outsider
Bone Armor (Burying the bones of outsiders in desecrated soil during a full
moon turns them into a pearly translucent substance that is harder than
steel. Necromancers form these into powerful armors. Outsider bone armor
grants a clerics the ability to use turn undead attempts on outsiders as if
they were undead with twice the HD. The cleric may also use their necromancy
spells to raise the corpses of dead outsiders of half the cleric’s normal
number or HD total. Raised outsiders keep their supernatural abilities.
Outsiders’ corpses disintegrate after the raised corpse is killed or when
spell ends. ) |
2500 |
250 |
Fantasy
Foundry |
0721 |
|
Outsider
Bone Weapon (Necromantically infused bones of outsiders, like angels or
demons, are functionally steel weapons. Outsider bone is great for channeling
touch spells through its glossy, translucent form. On a hit, outsider bone
weapons deal normal weapon damage and the user can release a held touch spell
on the target. That spell gains a +2 to save DC and deals 1 additional damage
per spell level of necrotic damage.) |
1500 |
150 |
Fantasy
Foundry |
0722 |
|
Outsider
Contract (This bound scroll is a contract for the services of an outsider or
outsiders with a combined total of 8 HD. Often the appearance of the scroll
belies the type of outsider it summons. An Outsider Contract contains
everything needed to summon the servant over the course of a short rest using
only the energy in a drop of blood. Payment for their services is already
paid for at the time of the contract’s creation. An Outsider Contract is open
ended and they may be commonly called to do one of the following: serve as a
henchman for 1 week, complete one goal counter to their alignment, or provide
minor services such as spellcasting, advising, or skilled crafting for a
month. Longer service beyond those amounts or better service can be obtained
with appropriate compensation along with a Charisma check. This check is made
with advantage if the request aligns with the outsider’s alignment or at
disadvantage if the task is at odds with their alignment. While this contract
is a standard size, larger and smaller contracts are possible. These are
priced proportionally, but smaller contracts are not usually worth the hassle
for spellcasters to make and larger ones are hard to make as powerful
outsiders, or even large groups of weaker ones, require very careful wording
and compensation. Should the contract user attempt to cheat the intent of the
contract such as being given a task beyond a reasonable scope, the contract
will be destroyed and rendered null.) |
2500 |
250 |
Profane
and Profound |
0723 |
|
Owl
Eye Necklace (An Owl Eye Necklace holds a round gem with diamond-shaped iris gently
in its copper chain. It provides a bonus to both intelligence and wisdom, a
+2 bonus to each. It also allows the perfect recall of written or oral
information encountered up to two days prior. This might allow the wearer to
perfectly reproduce a language unknown to them for someone else to translate,
for instance. The wearer wins any ties in initiative.) |
7000 |
700 |
Gear
Up |
0724 |
|
Owl
Eye Necklace, Greater (A large concave gem bearing a diamond-shaped iris sits
on this thin gold chain. The Greater Owl Eye Necklace provides a +4 bonus to
both intelligence and wisdom. Its wearer can perfectly recall anything seen
or heard in the last month. By pressing the gem against another
creature’s forehead, the wearer can impress a chosen memory into
that creature’s mind, bypassing any chance of miscommunication. The
wearer rolls initiative and perception checks at advantage and wins any
ties.) |
18000 |
1800 |
Gear
Up |
0725 |
|
Pain
Glyph (A slate stamp, the Pain Glyph can be used to place stamps. Up to three
stamps can be placed each day, with up to 5 at any one time remaining active.
Newer stamps replace older ones if this maximum is reached. Once a stamp is
placed, all other creatures within 20 ft of the stamp suffer a needling of
their nerves for a -1 pain penalty on all rolls. This effect lasts for 1
round after the creature leaves the area of effect. Placing stamps to overlap
increases the penalty by 1/2 (round down), adds 10ft to the radius, and the
effect lasts for an additional 2 rounds after the creature leaves. The stamps
last as long as they remain legible, until new ones are made, or 1 day,
whichever comes first.) |
6000 |
600 |
Charged |
0726 |
|
Pale
Blue Ioun Stone (The pale blue cube floats just above the shoulders of its
user once grasped, given a hard squeeze, and released. This stoic cube
provides a +2 bonus to strength.) |
9000 |
900 |
Arcane
Arsenal |
0727 |
|
Pale
Green Ioun Stone (Meandering around the body just above the surface of its
wearer's clothes, the Pale Green Ioun Stone provides a +1 luck bonus on all
d20 rolls until it is retrieved and put away. This Ioun Stone the size and
shape of a large coin is activated with a quick kiss and prayer for luck. It
hides up sleeves, in pockets, and under hats, reappearing with a warm touch
after danger passes.) |
25000 |
2500 |
Arcane
Arsenal |
0728 |
|
Pale
Lavender Ioun Stone (This lavender tetrahedron, the Pale Lavender Ioun Stone,
absorbs spells of 4th level and lower targeting the wearer. It absorbs 25
spell levels, gradually picking up rotational speed until it hits 25, after
which it accelerates until it vanishes with a blur and a faint pop as air
collapses into the space it occupied. Its user activates it by grasping it
and motioning in a circle around themselves, after which the stone flits
about the surface of the three-foot radius sphere around the user, rushing
intercept magical energies approaching its wearer.) |
20000 |
2000 |
Arcane
Arsenal |
0729 |
|
Paper
Mail (Paper Mail is a bone white +1 suit of plate mail made entirely of
pieces of folded paper. It weighs only 3 pounds and counts as light armor for
all purposes including proficiency. The paper can be scribed like a scroll at
no cost, and can store up to eight levels of spells across its paper
surfaces, with no single spell higher than fourth level. Inscribed spells can
be cast from the Paper Mail as scrolls. When the Paper Mail is struck with a
blow, when the attack would hit if not for the non-magical armor bonus of the
mail, some of the paper is torn and the armor bonus of the mail drops by one
point. If there is an inscribed spell on the armor, one of these spell’s
magical energies will be dispersed instead of the armor taking damage. The
armor consumes one inscribed spell randomly from among the lowest available
level of spells. Slashing damage destroys two armor points or spell levels
and fire damage destroys four points or spell levels. To repair a single
point of armor damage, Paper Mail requires a skilled paper artisan two hours
and 500 SP of arcana infused paper to fold new pieces for the armor.) |
10000 |
1000 |
Profane
and Profound |
0730 |
|
Parable’s
Book of Stories (A rudimentary book of hand-copied children’s stories, bound
with colored twine, allows spells cast using it as a focus to exclude
non-combatant children at will. Healing spells cast using this book as a
focus heal 25% more, rounded up, but the extra healing cannot put a creature
above ½ its hit point maximum.) |
1000 |
100 |
Profane
and Profound |
0731 |
|
Parasitic,
Crushed Golem Armor (A destroyed and bent iron golem has been hammered into a
crude +1 breastplate with two dragging metallic arms attached halfway down
the torso on both sides. The golem shifts and adjusts regularly, requiring
the wearer to make balance checks, DC 13, or fall prone if they move more
than half their base speed. The arms are controlled by the golem, but have a
strength score of 16 and follow simple instructions. They can hold items,
attack, or other manipulations that do not require fine motor skills. The
golem will carry out the command, given as a free action, until it cannot
continue that order or a new order is given. Each arm can deal 1d6 + 3 damage
with an attack bonus of +5 as a slam attack.) |
7500 |
750 |
Save
Vs. Disease |
0732 |
|
Parasitic,
Elemental Energy Armor (A parasite from the elemental planes is bound to this
+2 chain shirt. It is only usable by a creature with spells or spell like
abilities. Non-magical creatures that wear this shirt will feel a sharp
psychic pain and begin taking 1 psychic damage each round. The elemental
coursing through the metal links in the shirt drains the magic energy of the
wearer, consuming the energy of five spell levels or equivalent spell-like
abilities after the shirt is donned or after the wearer’s spells rejuvenate
upon rest. If the wearer is aware of the parasitic nature of the armor, they
can choose which spell slots or spells are given to the parasite, otherwise
the spell loss is randomly chosen from the lowest spell levels first. The
elemental parasite will protect its host, creating an elemental field around
the wearer for 1 round after being struck. The elemental field grants
resistance to all elemental damage (fire, cold, electricity, poison, psychic,
and acid), concealment, and a 10 ft. elemental aura that deals 1d6 damage of
an elemental type the wearer chooses to creatures that start their turn in
its radius.) |
10000 |
1000 |
Save
Vs. Disease |
0733 |
|
Parasitic,
Fungal Spores Armor (Fungal Spore Parasitic armor must be donned in a very
specific manner. The wearer must wear a full-body, cloth robe of organic
materials, submerge themselves in warm water, then roll themselves in dirt
mixed with fungal spores gathered from crumbling the previous suit of Fungal
Spore armor. Over the course of the next three days, tough, spongy grey-brown
flesh grows up and over wearer, increasing by 3 armor points a day, from 0,
until it becomes plate mail equivalent armor. The armor is always considered
light for purposes of encumbrance. When peeled off, the spongy flesh bits are
edible and so long as the wearer retains the sporecap portion, can be used to
regrow a full set of Parasitic Fungal Armor. Parasitic Fungal Armor makes it
difficult to move, imposing a -1 penalty to attack and damage as well as a
10ft penalty to movement speed. Poisonous fumes are exuded constantly from
the armor, creatures within 10 ft. must make a Constitution save, DC 12, or
be poisoned for 1d6 rounds. Poisoned creatures have disadvantage on their
rolls. Creatures that save against this effect are immune to the poisonous
spores for 24 hours. Wearing this armor makes one immune to poisonous gasses
or spores, as the fungus temporarily sprouts around and in the breathing
organs of its host in response to those hostile gasses, shedding its own
neutralizing spores.) |
2000 |
200 |
Save
Vs. Disease |
0734 |
|
Parasitic,
Insect Hive Armor (Insect Hive armor is a thick-cut hide armor made of
interlocking hexes of tanned hide lashed together with a heady mix of yellow
wax and silk. The hide armor moves like a second skin. During the initial
days of wearing this armor, small insects burrow into the wearer, digging
channels to the wearer’s veins and anchoring the armor the wearer’s bones
with silky threads. The mixture of spiders, beetles, and flies feed off the
blood of the wearer, weakening the wearer by 2 maximum hit points per hit
die. The wearer needs to eat and drink twice as much as normal. Only organic,
material plane creatures can benefit from this armor. Non-organic or material
plane creatures wearing this armor take 1 poison damage each round from
biting insects. Any creature that strikes the wearer or is struck by the
wearer in melee will be boarded by a small horde of insects if the wearer
chooses. These insect packs deal 1 damage each round. Only 3 boarding parties
can be released at a time, further attacks on or by the wearer have no
insects to call on. The boarding parties can return at the command of the
wearer, flying 60 ft each round back to the Insect Hive. Otherwise, the
insects can be killed by submerging oneself in water or fire, or by spending two
actions plucking and killing them, not necessarily in the same round. Killed
boarding parties are replaced during long rests. The wearer regenerates 1 hit
point each round as worker insects help stitch wounds and repair damage.
Graver wounds naturally heal twice as fast: broken bones, burns, fractures,
etc.) |
4000 |
400 |
Save
Vs. Disease |
0735 |
|
Parasitic,
Outsider's Soul Armor (The refugee soul of an outsider, a demon, angel, or
otherworldly alien takes residence in this +3 breastplate. The outsider
drains life force from its host to survive; the wearer is considered one
level lower for all purposes including: hit dice, proficiency bonus, spells,
and class abilities. The parasite partially reforms the wearer into a more
perfect version of themselves, increasing all their base attribute scores by
2 points, setting their ability scores to a minimum of 16. The outsider also
protects their host, granting immunity against the first damage type received
after a short rest. This damage immunity lasts until the wearer takes another
short rest. The wearer does not need to eat, sleep, breathe, or drink and
ages at ¼ the normal rate. The outsider may have goals or requests to make of
the player, but they are usually comatose, slowly rebuilding their own
energies in order to manifest at a later date.) |
15000 |
1500 |
Save
Vs. Disease |
0736 |
|
Parasitic,
Vermin Cloak Armor (Putrid, tangled rags hang stiffly around the wearer with
four gaps that could loosely be construed as a neck hole, two arm holes, and
an open bottom. Tiny vermin of all sorts squirm and worm through the rags:
toads, snakes, rats, slugs, and worms. The soiled rags are encrusted thickly
enough to function as chain mail. While worn, the armor gives the wearer a
constant, minor cold. The wearer is prone to minor coughs, sneezes, fevers,
and runny noses: -2 to Constitution rolls. The generously described
‘clothing’ imposes disadvantage on all social encounters. The wearer can
command their vile residents into a swarm occupying a 5 ft space per four HD
of the wearer. Forming the swarm or directing the swarm is a free action. The
swarm has 20 hit points per 5 ft square, and the creatures automatically deal
1d6 piercing and 1d6 poison damage to creatures that start their turn in one
of the swarm’s spaces. The vermin can move along the floor or walls at 15’
per round. If killed or scattered, the swarm can be replenished by spending a
long rest in sewers, garbage, or other areas of filth.) |
4000 |
400 |
Save
Vs. Disease |
0737 |
|
Pauldrons
of Chimera Constitution (A bronze lion, iron goat, lead snake, and copper
dragon heads decorate these metal pauldrons. Your Constitution is increased
by 1 or to 17, whichever is greater.) |
3000 |
300 |
Gear
Up |
0738 |
|
Pauldrons
of Hydra Constitution (Dozens of intertwined copper snake heads form splaying
shoulder pauldrons. Your Constitution is increased by 4 or to 21, whichever
is greater. Once each day, spend an action to gain regeneration 2 for five
rounds during which you gain vulnerability to acid damage. You may make
grapple checks using their constitution modifier instead of dexterity or
strength.) |
27000 |
2700 |
Gear
Up |
0739 |
|
Pauldrons
of Kraken Constitution (Acid-etched, blue damascus steel is formed into
swirling wave patterns on these shoulder armor pieces. Your Constitution is
increased by 6 or to 23, whichever is greater. Once each short rest, you may
spend an action to gain regeneration 2 for five rounds. You may make grapple
checks using their constitution modifier instead of dexterity or strength.
You can make one free grapple check as a bonus action on your turn as
blue-steel tentacles reach forth from these pauldrons.) |
80000 |
8000 |
Gear
Up |
0740 |
|
Pauldrons
of Troll Constitution (Greenish metal has been formed into sneering,
distorted faces on the ridges of these shoulder guards. Your Constitution is
increased by 2 or to 19, whichever is greater. Once each day, spend an action
to gain regeneration 1 for five rounds during which you gain vulnerability to
fire and acid damage.) |
9000 |
900 |
Gear
Up |
0741 |
|
Paxton’s
Pocket Plane (Paxton’s Pocket Plane is a roll of wooden slats linked
together. Unrolled, the slats have a lifelike painting of a door across their
collective surface and a doorknob popping out. Turning the knob, the door
opens to reveal a house or structure. This is a copy of an existing building
or home, no larger than a large, single family home, chosen upon the creation
of this pocket plane including furnishings: a rough volume of approximately
40 ft x 40 ft x 2 8 ft floors. Windows and exits other than the front door
open out to a black void, and anything exiting into the void returns through
the front door. Locking the front door causes the roll of wooden slats to
vanish, while unlocking the door returns the unrolled slats to the nearest
unoccupied space from where they vanished. The pocket dimension contains
enough fresh air for ten medium sized creatures at rest to breath for a week.
Paxton’s Pocket Planes are keyed to unique instances of dimensions that exist
even when not connected with a portal, although some special requests have
resulted in planes with more than one portal device keyed to them.) |
20000 |
2000 |
Gear
Up |
0742 |
|
Paxton’s
Pocket Plane, Greater (As its lesser cousins, Paxton’s Greater Pocket Plane
is a device that opens a gateway to a personal dimension. In this case, the
smooth wooden cube’s dial, when turned, causes the device to unfold into an
elaborate stone archway gated with wrought-iron. Beyond the iron bars is a
farmstead, pasture, or other area of land copied from a real location at the
time of the plane’s creation: up to ten acres horizontally and a few hundred
feet vertically. The pocket plane functions as if the land were normal,
rivers continue to run, animal frolic, except that those entering the plane
cannot step beyond its bounds, delineated by a semi-transparent grey barrier
distorting the landscape around it. The view beyond this barrier is a lightly
obscured picture of the world beyond the copied location, as estimated by the
magic of the dimension. The stone and iron gate remains as the exit to the
original plane. Within this gate sits a peephole that offers a complete view
of the entrance’s surroundings, even when the gate is collapsed. Controls on
the opposite arch of the gate cause the gate entrance on the original plane
to close, open, vanish, appear, show a static image of the pocket dimension
through the bars, or show the actual state of the pocket plane through the
bars. Some greater pocket dimensions are keyed to multiple gates, selectable
with the controls.) |
80000 |
8000 |
Gear
Up |
0743 |
|
Paxton’s
Pocket Plane, Lesser (Black cloth twisted into a ten foot rope is secured at
each end by a clasp. Locking the clasps the together turns the Paxton’s
Pocket Plane into a loop that forms a 3 foot diameter portal to a barren,
rocky surface. That area is a tiny dimension of irregular rock, roughly 20 ft
in diameter on average, floating in a black void. From the inside, a loop of
rope hangs or lays in a mirrored fashion to its position in the original
plane. Unclasping the rope on the inside causes the outer rope to vanish.
Reclasping the rope from inside the pocket plane returns the outer rope loop
to its original position, or the nearest unoccupied space. Anything that
falls off the floating rock falls 10 ft before landing on the middle of the
rock. Destroying the rope from either side collapses the pocket plane and
shunts everything within to the nearest unoccupied space, dealing fall damage
equivalent to the distance shunted. The pocket dimension, once closed, holds
enough fresh air for five medium creatures to calmly breathe for four hours.
Paxton’s Pocket Plane are almost always keyed to unique dimensions that exist
even when no portal is active, but rare versions exist with multiple portals
to the same plane.) |
5000 |
500 |
Gear
Up |
0744 |
|
Peacekeeper
(Held in great regard by pacifists and gang enforcers alike, the Peacekeeper is
a long metal rod, loosely wrapped with a thick chain. It deals damage as a +2
club, but all of its damage is non-lethal damage. Any creature struck by the
Peacekeeper is charmed to be unable to attack until they make a Wisdom save,
DC 12, at the start of their turn or until they are the target of an attack.) |
8000 |
800 |
Profane
and Profound |
0745 |
|
Pearl
of Power (A Pearl of Power is a polished white pearl that just fits
comfortably in a human palm. Twice each day, this pearl can be touched to
restore the use of one spell slot or spell-like ability of 4th level or
lower.) |
4000 |
400 |
Arcane
Arsenal |
0746 |
|
Pearl
of Power, Greater (The Greater Pearl of Power is a shiny black pearl about
the size of a fist. Thrice each day, this pearl can be touched to restore the
use of one spell slot or spell-like ability of 6th level or lower.) |
20000 |
2000 |
Arcane
Arsenal |
0747 |
|
Pearl
of Power, Lesser (Once per day, this marble-sized, dull-grey pearl can be
touched to restore the use of one spell slot or spell-like ability of 2nd
level or lower.) |
500 |
50 |
Arcane
Arsenal |
0748 |
|
Pearly
White Ioun Stone (The clear white sphere of the Pearly White Ioun Stone flits
to and fro around the user, like a hummingbird seeking nectar, occasionally
landing on random parts of their body. The wielder of the stone regenerates
slowly, healing 1 hit point each minute and regaining two hit dice after each
short rest. In addition, the owner rolls death saving throws with advantage.
The Pearly White Ioun Stone is activated by touching the sphere to a cut,
scar, or injury, even a superficial one.) |
10000 |
1000 |
Arcane
Arsenal |
0749 |
|
Pendant
of Nine Lives (A Pendant of Nine Lives is a black obsidian and white ivory
spotted cat idol suspended from a golden twine thread. If the wearer would
die; instead, they are returned to life with 1/10th of their hit points,
rounded up, restored. They are whole and unharmed, no matter what the cause
of their untimely demise. This pendant can be used nine times before it
crumbles into dust, with a sad mewling.) |
9000 |
900 |
Charged |
0750 |
|
Pendant
of Stygian Ashes (A small golden urn holds unknown ashes on a thin chain
necklace. Whenever the attuned wearer uses the last of a disposable item, the
lid of the urn opens slightly and a wave of hot ash bursts forth. This might
include using the last of a healing kit, drinking a potion, using a spell
scroll, or any other object rendered permanently useless by its usage. Other
creatures in a 15 ft. radius are dealt 1d6 fire damage with a Dexterity save,
DC 13, reducing the damage by half.) |
3000 |
300 |
Exposed
to the Elements |
0751 |
|
Percy’s
Patently-Poor Polyglot Pad (Flipping through pages of cross matched words
lets you translate anything quickly, as if you were fluent. Using the book is
mentally exhausting, roll the pad’s instability die for every few minutes of
use and for each separate language. The instability die returns to a d10 at
each dawn. 1: You must add one swear word, or an adjective with three or more
syllables, in each sentence you make with that language for the next 24
hours, or lose your next turn stumbling over your words and fumbling through
the pages. The DM can choose to mistranslate this or another piece of
dialogue in this language to or from you over the next 24 hours. 2-3: You can
speak and understand normally, except you cannot use verbs, or else you lose
your next action tripping over your tongue. The DM is encouraged to skip
verbs or mistranslate the verbs in this set of dialogue. 4-5: Decrease the
instability die size by one, but otherwise translate normally. 6+: Percy’s
Pad translates normally.) |
1000 |
100 |
Modern
Mayhem |
0752 |
|
Piercing
Weapon (When the Piercing enchantment is applied to a weapon, the weapon
gains a good deal more heft, without changing its weight or balance. Reach
weapons can make a second attack roll at a second target adjacent to the
first target for half damage, while ranged weapons can make a second attack
for half damage at a target behind the first target in the same trajectory
within the weapon's normal range. When the Piercing enchantment is applied to
a non-reach, non-ranged weapon, the wielder can forgo advantage on their
attack to reduce the damage resistance to this attack. This turns piercing,
bludgeoning, or slashing immunity to resistance and ignores those resistance
types.) |
4000 |
400 |
Arcane
Arsenal |
0753 |
|
Planar
Gates (These etherium rings, can be twisted to expand up to a maximum of a 10
ft in diameter or as small as six inches. Changing the size of one of the
pair also changes the size of the other. With a command word, this pair of
rings bridges the gap between them with stabilized portal magic. When both
rings are activated, they are separated by a thin film of water-like energy.
Anything passed through one portal appears out the other, as if the two were
separated by the thickness of a soap bubble. Each side functions as a portal
to the opposite side of the matching Planar Gate and creatures can use their
senses through the portal if appropriate, although the portal’s thin film
prevents air pressure or other dangerous ambient conditions to leak through
without confirmation from the one who activated it. If anything is inside the
ring when the portal is activated, it is split by the ring, disjointed by the
magic without harm and still functional. Their bisected form is visible on
the surface of the opposite ring and nothing can be passed through where
their form is. It is possible to link a Planar Gate to more than one other
ring, but the arrangements involve either switching between rings via special
commands or pairing up the faces of the linked rings in an unusual configuration.) |
60000 |
6000 |
Exposed
to the Elements |
0754 |
|
Planar
Gates, Greater (Greater Planar Gates function as their normal cousins, but
these etherium rings are embossed with a fractal pattern of platinum leaf
that grows and shrinks as the rings are resized. They can be opened to a
maximum size of 20 ft across or shrunk as small as half an inch across. The
gates function across any distance or number of intermediary planar
boundaries and they may make a saving throw with a +5 bonus against
disruptive magic of 6th level or lower in order to function normally.) |
90000 |
9000 |
Exposed
to the Elements |
0755 |
|
Planar
Gates, Minor (Minor Planar Gates are a pair of iron rings with an inset ring
of etherium on the inner edge. With a twisting motion they can be resized as
large as 5 ft in diameter or as small as 1 ft in diameter. They function in
the same manner as Planar Gates except that they can only be activated if all
of the linked rings are on the same plane. When activated, the portal has a
milky appearance that imposes disadvantage on perception checks made through
it and it counts as 10 ft of movement to cross the semipermeable membrane.) |
35000 |
3500 |
Exposed
to the Elements |
0756 |
|
Plate
Mail of Etherealness (The glossy metal of this +2 plate mail always appears
slightly out of focus. As a free action, Plate Mail of Etherealness and its
attuned wearer turn ethereal and invisible for up to 1 minute, with a minimum
usage time of 1 round. This time limit is reset after each short rest. While
ethereal, the wearer gains a fly speed of 40 ft with perfect maneuverability.
The invisibility lasts until the wearer makes an attack. If the wearer would
lose etherealness inside a solid object, the wearer is shunted to the nearest
available space, taking 1d6 cumulative damage per 5 ft of shunting distance.) |
10000 |
1000 |
Profane
and Profound |
0757 |
|
Plate
Mail of the Poltergeist (This plate mail looks and functions as the Plate
Mail of Etherealness until the first time its wearer becomes ethereal. At the
start each of their turns while ethereal, the Plate Mail of the Poltergeist
casts Telekinesis while maintaining concentration on up to 1d4 Telekinesis
spells previously cast. The poltergeist infusing this armor is intelligent
and hostile towards all material plane creatures, with a slight preferential
hatred of the armor wearer and their allies. The wearer of the armor may
spend their action to make a Wisdom or Charisma save, DC 15, to counter 1d4
Telekinesis effects of the poltergeist. Once the wearer is no longer
ethereal, the poltergeist maintains 1d4-1 telekinesis effects each turn.) |
2000 |
200 |
Profane
and Profound |
0758 |
|
Platinum
Armor (Large, thin interlocking rings of platinum are bolted to this armor.
These platinum rings are geometrically organized to pull magic away from
sensitive parts of the body. Platinum armor reduces targeted magic damage
taken by 8 or reduces the duration of hostile spells by 9/10.) |
9000 |
900 |
Fantasy
Foundry |
0759 |
|
Platinum
Weapon (Steel weapons can be made of platinum instead with no decrease in
effectiveness or quality. Platinum weapons used as spell foci conduct the
magical energies more than perfectly, energizing spells channeled through it.
Any damaging spell cast through a platinum weapon deals an additional 5
damage.) |
9000 |
900 |
Fantasy
Foundry |
0760 |
|
Pocket
Divining Augur (Only its attuned master knows the specific set of runes to
awaken the oracle spirit from its slumber within this small hand mirror. The
oracle can perform a number of actions: answer a question an average scholar
could know, answer an obscure question with a 50% chance, give directions to
a location, give directions to an obscure location 50% of the time, create a
miniature painting of what it is pointed at, copy and replay a minute of
sound, convey a short message to another Pocket Augur owner that you know,
identify a normal magic item, identify a cursed item or an artifact 50% of
the time, or store a spell of level 4 or lower as a scroll. You attune to
this device by inserting an offering of small pieces of two different types
of metal, worth 50sp each. This offering resets the device’s instability die
to a d6. Roll the instability die after each use. When a ‘1’ is rolled, the
instability die size decreases by one step. If a d2 die would decrease,
instead the Pocket Divining Augur sparks and goes blank until a new offering
of metal is made, resetting the magical device. Upon rolling this die, if the
number matches the previous number rolled on the die, the oracle
misunderstands your request. The DM chooses your mishap based on the exact
wording and complexity of your request. Sample mishaps may include casting a
stored spell with random targets, sending a message detailing your current
valuables to a thief, detailing embarrassing secrets to a foe, angering a
mysterious new enemy, or giving a plausible but dangerously incorrect answer
to a question.) |
9000 |
900 |
Modern
Mayhem |
0761 |
|
Poison
Ivy Smoke (Poison Ivy Smoke is stored as a bundle of tinder soaked in the
essential oils of poison ivy and wrapped in waxed canvas. Burning it creates
a growing smoke cloud that smoulders in creatures lungs. The smoke starts out
covering a 5 foot cube, expandings its radius by 1 foot each round to a
maximum of a 20 foot radius. Any creature that ends its turn in the cloud
takes 1d3 damage and must make a DC 11 CON save. Failure imposes disadvantage
to perception and makes it hard to speak, with these effects lasting for 1d3
rounds after leaving the cloud. Suffering this effect a second time blinds
the creature and makes them unable to speak until these effects are removed
by a DC 20 Heal check or magical healing.) |
150 |
15 |
Fantasy
Foundry |
0762 |
|
Polyglot
Oil (Massaging this silver ink into your tongue allows you to be able to
speak all common languages fluently for 3d4+12 hours. Under its effects, all
food and drink gain a slightly sweet, metallic taste. Weird, archaic, or dead
languages require the oil to touch a source of that language for the Polyglot
oil to work. Once applied, the user must lick a piece of writing or a fluent
speaker, but before it is applied a drop of oil touching such a source of
language is sufficient to empower the whole black glass inkpot with that
language permanently. Some merchants sell improved or dosed Polyglot Oils for
a premium.) |
250 |
25 |
Gear
Up |
0763 |
|
Polymorph
Oil (Polymorph oil is a thick, rubbery black goo housed in a small wooden box
lined with wax. Shades of darker black tumble and roil inside, shifting
amalgamations of man and beast that stare silently at anyone opening the box.
Rubbing this oil on oneself transforms the user and their equipment into any
beast, magical beast, or humanoid with a challenge rating of less than 4.
Applying the Polymorph Oil takes an action and the effect lasts for 1d4+1
hours. If the user attempts to copy a specific, known creature, they must
make a disguise check with disadvantage. They use that result as the DC for
any creature actively looking for oddities or discrepancies in their
appearance. Taking damage or failing a save against a mental effect forces
the user to make a Constitution save, DC 10 + CR of the transformation
target, or the polymorph effect ends in 1d4-1 rounds, with a 0 indicating
that the effect ends at the end of the current round. The user can choose to
end the effect at any time as a move action.) |
800 |
80 |
Arcane
Arsenal |
0764 |
|
Polymorph
Oil, Greater (Touching this shiny, black glob of oil to the skin makes it
ooze out in a flash, covering the user's skin and equipment and transforming
them into any creature they choose with a challenge rating of 6 or less.
Stored in an opal-flecked stone box, this oil takes effect quickly and can be
performed as a bonus action or even a reaction if it is in hand. This effect
lasts for 2d4+4 hours and can even copy a specific creature with a detection
DC equal to a disguise check the user makes when they transform. If the user
suffers damage greater than their original HD or fumbles a save against a
mental effect, they must make a Constitution save, DC 10 + CR of the
transformation target. If they fail this save, the polymorph effect ends in
1d6 rounds. The user can choose to end the effect at any time as a free
action.) |
1500 |
150 |
Arcane
Arsenal |
0765 |
|
Polymorph
Oil, Lesser (A simple oak box lined with tar contains a thin layer of dull black
oil that bubbles when looked upon: tiny, innocent eyes of man and beast peer
out from the thin concoction. Lesser Polymorph Oil lets the user transform
into any beast or magical beast with a challenge rating of 2 or less by
spending a full round applying the oil to their skin and equipment. This
effect lasts for 1 hour and cannot copy any specific creature. Taking damage
or failing a save versus a mental effect causes the polymorph effect to fail
unless a Constitution save, DC 10 + CR of the transformation target, is made.
The user can choose to end the effect at any time as an action.) |
400 |
40 |
Arcane
Arsenal |
0766 |
|
Polymorphed
Weapon (An animal magically and permanently morphed into the shape of a
weapon. A polymorphed weapon retains a few of its animal characteristics and
its animal intelligence. Polymorphed weapons can be trained and tamed like a
normal animal with 3 intelligence to do tricks such as: activate an ability
on command, refuse to attune to others, come (move at a slow 5ft. a round),
stay (make itself difficult to pick up), fetch, etc.) |
300 |
30 |
Save
Vs. Disease |
0767 |
|
Poppy
Seeds (These tiny, blue seed pods dissolve into a milky paste as you chew
them. Suck out the juice and spit out the mash. You gain 2d6 temporary hit
points and lose half of any pain penalties you are suffering, rounded up.
After ten minutes, you drop back down by one temporary hit point each minute.
When you have no temporary hit points from the poppies, your pain returns.
Every time you eat Poppy Seeds, after the first handful each week, you must
make a CON save, DC 12, or become addicted.) |
25 |
2.5 |
Fantasy
Foundry |
0768 |
|
Portable
Hole (Black circular piece of tarp four feet in diameter. Placed on a
surface, it creates a hole four feet deep. If this is enough to reach to the
other side, it does. If not, it creates a portal to a four foot deep, four
foot diameter extradimensional space. This extradimensional space is affected
by the gravity of the material plane while it is place, take care placing
this on walls and ceilings.) |
4000 |
400 |
Gear
Up |
0769 |
|
Portable
Moat (This roll of green-blue cloth is 10 feet wide along its 120 ft. length.
When fully unrolled it transforms into a 120 ft. half-cylindrical stretch of standing
water 5 feet deep with thick mud at the bottom, extra-dimensionally extending
into the surface it was unrolled on. The Portable Moat is unrolled as part of
the move action walking down the intended area of effect. If it is stretched
while being unrolled, it can be made to reach up to 240 ft., although the
user must halve either the depth or width of the resulting moat. The Portable
Moat, if unrolled anywhere except flat on the ground, will dump muddy and
stagnant water on the unroller before winding itself closed again. A chosen
command word or a pull of the small tab of fabric hidden by the user during
the unravelling of the cloth will cause the Portable Moat to roll itself most
of the way up.) |
3000 |
300 |
Arcane
Arsenal |
0770 |
|
Potion
of Climbing (The white powder of the Potion of Climbing are poured over hands
and feet for a better grip while climbing. The potion takes an action to use
and grants advantage on climb and balance checks for 10 minutes.) |
50 |
5 |
Gear
Up |
0771 |
|
Potion
of Delusion (A Potion of Delusion is a rainbow swirl of colors inside its
crystal bottle. Upon touching the air, it becomes a thin, clear syrup. It has
no taste or smell, but ingesting it forces a Constitution save, DC 14, or the
drinker goes into a fugue. For the next 1d6 minutes, they are easily
manipulated, highly suggestible, and have trouble distinguishing reality from
fantasy. They have disadvantage on all mental ability checks and saves, while
others have advantage on mental ability checks to manipulate the creature
afflicted by the Potion of Delusion. After the effect ends, they will vaguely
remember their delusions while under the effects of the potion as being true.
Once they've had a long rest, their memories will get sorted out and they will
clearly remember everything that happened, aware of both their delusions and
reality, and can choose which they want to remember.) |
600 |
60 |
Arcane
Arsenal |
0772 |
|
Potion
of Diminution (This wax-capped thimble holds just a drop of golden wax.
Smearing the Potion of Dimunition in your ears and nose almost instantly
shrinks you down four size categories. A quick dab on your equipment shrinks
it along with you, up to your normal carrying capacity of inanimate objects.
The size change lasts for one hour or upon death, then the shrunken creature
grows by one size each round up to their normal size. The effect can be
undone earlier by rubbing off the wax while breathing in deeply.) |
1000 |
100 |
Gear
Up |
0773 |
|
Potion
of Flying (Powdered feathers and pixie dust treated for the Potion of Flying
must be snorted or rubbed into the gums for it to work, so non-living
creatures or xenobiological creatures cannot use it. This potion grants a fly
speed of 60 feet with perfect maneuverability and lets the user take a bonus
action to move up to their fly speed. A Potion of Flying lasts for four
hours. At the end of the duration or while unconscious, the creature floats
slowly to the ground.) |
5000 |
500 |
Gear
Up |
0774 |
|
Potion
of Healing (A standard potion of healing is a vaguely red liquid that
restores 2d6+2 hit points when drunk. The source of the red is often likened
to a trademark, with some major brewers leaving rose hips, holly, blood, or
candied fruit in the vials as a calling card.) |
50 |
5 |
Gear
Up |
0775 |
|
Potion
of Healing, Empowered (Different shades of light to dark red dance and swirl
in the glass. Drinking the Empowered Potion of Healing restores 4d6+2 hit
points. Somewhat rarer than its standardized cousin, these potions see some
flair to indicate their upper scale: intricate blown glass vials, carved wax
seals, or red, marzipan hearts floating inside.) |
150 |
15 |
Gear
Up |
0776 |
|
Potion
of Healing, Perfect (The gold standard of healing potions, the Perfect Potion
of Healing restores the drinker to their full, maximum hit points and hit
dice. The wine-red liquid is shot through with small flecks of pearl and gold
while its crystal decanter is protected in a specially fitted purple
heart-wood case.) |
1000 |
100 |
Gear
Up |
0777 |
|
Potion
of Heroism (Drinking this heady mix of ambrosia and thick wine goes right to
your head. You become immune to being frightened, gain 2 temporary hit points
per hit die, and add 1d4 to your attack rolls and saving throws for 1
minute.) |
500 |
50 |
Gear
Up |
0778 |
|
Potion
of Invisibility (The Potion of Invisibility appears as an empty vial, until
shaking it reveals its weight and a swishing of liquid inside. Downing the
invisible liquid from the small glass flask turns you invisible until you
attack or take a hostile action. After attacking, the illusion struggles to
keep up, distorting light imperfectly to give you a +2 bonus to AC and attack
instead of full invisibility. The potion’s effects last for 5
minutes; but for the next few hours, your sweat and body fluids stain, making
things appear slightly blurry until washed.) |
400 |
40 |
Gear
Up |
0779 |
|
Potion
of Longevity (This position is a mix of enchanted milk and honey, infused
with the essence of youth. Sometimes gathered by stealing years and sometimes
distilled from gifts of immortals, the key ingredient of youth essence is
always expensive to find. Drinking this potion removes 2d4 years of physical
age from the drinker, restoring that many hit points, and halves the user's
rate of physical aging for the next 10 years. It does not restore limbs lost
or remove afflictions already present. Each cumulative use of a Potion of
Longevity removes one fewer year of physical aging, possibly reducing the
restorative effect to 0.) |
4000 |
400 |
Arcane
Arsenal |
0780 |
|
Potion
of Mind Reading (Gritty bits of copper float in the thick jelly of this
potion. Massaging it into your scalp gives you the effects of a Detect
Thoughts spell for five minutes. A creature that saves against the effect
does not end it, but is instead immune to further mental probing you attempt
for the next 24 hours. Each round, if there are more creatures within the
range of the telepathy than your wisdom modifier, you must make a DC 10
Wisdom save or suffer 1d6 psychic damage.) |
500 |
50 |
Gear
Up |
0781 |
|
Potion
of Poison (A Potion of Poison mimics the consistency and appearance of the
last potion it touched. On its own, it is a sickly green color. Drunk, it
poisons the drinker for 3d10 minutes unless they make a DC 15 Constitution
save. On a success, they only take 1d6 poison damage before vomiting. Each
minute they spend poisoned, they suffer 1d6 poison damage but their blood
becomes poisonous. Any creature that gets your blood in their wounds or body
must make a DC 13 Constitution save or suffer 1d6 poison damage each round
for 5 rounds. They may make a new save against the poison each round.) |
200 |
20 |
Gear
Up |
0782 |
|
Potion
of Speed (Upon quaffing this fine white sugar dust laced with fairie powder
puts the user under the effects of a Haste spell for 10 minutes. Any fatigue,
exhaustion, or Slow effects are removed for the duration. The
user’s metabolism vastly speeds up, granting them advantage on
Constitution saves and healing them by 1 hit point each round for the
duration. When the effect ends, the user becomes exhausted and incapacitated
for 1 minute as their body violently stabilizes. They must eat ten times their
normal amount for each of the next three days or begin to starve.) |
6000 |
600 |
Gear
Up |
0783 |
|
Potion
of Waterbreathing (The skin on your neck gets itchy and dry, peeling up into
a set of flaps like gills. You could stick your fingers deep in their and
reach your throat. After eating the small jar of pickled, orange fish eggs,
you can now also breathe underwater. Once the effect ends after a number of
minutes equal to your constitution score, the gills mostly heal, leaving
behind wide, shallow cuts on your neck. Some potions of this kind are cursed
and remove your ability to breathe normal air for the duration.) |
100 |
10 |
Gear
Up |
0784 |
|
Prayer
Beads (These ten, well varnished wooden beads hang from a silver thread. They
can clasped in a prayer to request aid from a sympathetic deity to perform an
effect a 6th level or lower spell could accomplish. As an action, this can be
attempted once between each short rest. The percent chance of intervention is
equal to four times the number of remaining beads. If successful, one bead
vanishes. A bead can be crushed as action to scatter as a healing powder.
This generates 10d8+30 hit points which can be spread as the user chooses
across any number of creatures within 60 feet. The healer can spend 10 points
of that healing on a creature to create a Lesser Restoration or Remove Curse
effect. They may also spend 50 of those healing points to cast Revive on one
creature. Creatures healed by this effect also have their injuries healed as
if they rested under the guidance of a skilled healer for a number of days
equal to the hit points healed.) |
20000 |
2000 |
Profane
and Profound |
0785 |
|
Prayer
Beads, Apostate’s (These exotic wooden beads are nicely polished, but have
been tainted by their former user’s apostasy from their deity. If a wielder
attempts to use them for prayer or crush them for healing, the whole set of
beads becomes intangible and bound to the wearer with a powerful curse. Only
a divinely sourced remove curse effect of 5th level or higher or a 7th level
or higher remove curse effect of non-divine origin can remove the Apostate’s
Prayer Beads. These cursed, ghostly beads inflict a spiritual malaise and
heaviness to the wearer, lowering their available spell slots as if they were
two levels lower in their divine spellcasting classes, divided as evenly as
possible if they have multiple. If the wearer attempts to cast a beneficial
spell effect on a creature, that creature must make a Wisdom or Charisma save
against the wielder’s spell DC or they suffer a minor curse along with the
benefits. This curse inflicts disadvantage on their rolls until they spend an
action performing a superstitious or religious act to ward away the malignant
energies.) |
5000 |
500 |
Profane
and Profound |
0786 |
|
Prayer
Beads, Greater (The Greater Prayer Beads are a necklace of ten wooden beads
on a gossamer string. Grasping the beads as an action, the wearer can attempt
to call a divine favor once between each short rest to create any effect an
8th level or lower spell could create. The percentage chance of this favor
occurring is equal to five times the number of remaining beads. If a miracle
is successfully called, one bead vanishes. Like its lesser cousins, the beads
may also be removed and crushed to generate healing. The beads from the
Greater Prayer Beads can distribute up to 20d8+60 hit points among any number
of target creatures within 90 ft. They can be spent in the same way as the
Prayer Beads to provide additional effects. Also, the wearer may spend 120
healing points to cast True Resurrection on one creature. Creatures healed
this way also heal injuries as if they had been tended by a skilled healer
for twice as many days as hit points healed and gain resistance to damage for
one minute.) |
40000 |
4000 |
Profane
and Profound |
0787 |
|
Prayer
Beads, Lesser (The finely polished, mixed wood beads on this leather strap
can be embraced with a quick prayer to perform minor miracles. The Lesser
Prayer Beads allows it wearer to request the aid of a sympathetic demigod as
an action once between each short rest to perform an effect a 4th level or
lower spell could accomplish, with the chance of the prayer succeeding being
equal to twice the number of remaining beads. If the miracle occurs, one bead
crumbles to white ash. For more immediate effects, a bead can be squeezed
tightly to create a powerful healing effect. This healing generates 5d8+15
hit points to be spread across any number of creatures within 30 ft as the
user decides but it consumes the bead in a small flash of white fire. Those
creatures’ injuries are healed as if they had rested a number of days equal
to the healing received. Ten points of healing can be spent to create a
Lesser Restoration or Remove Curse effects on one creature. A Lesser Prayer
Beads has 10 beads when it is created.) |
10000 |
1000 |
Profane
and Profound |
0788 |
|
Precision
Scorpio (A medium sized ballista made of runed cast-iron mounted on a
two-wheeled cart. At the pull of its trigger or spoken command phrase, once
its runic array is fully powered, the Precision Scorpio will fire 1d4+1
javelin sized bolts of force at any number of targets within 300 ft., divided
as desired and dealing 3d6+3 force damage each. This ballista takes five
minutes to recharge, though this can be sped up by feeding magical energy to
the siege weapon. Each spell fed into the engine counts as a number of
minutes of charging time equivalent to the spell’s level, with cantrips
counting as four rounds of charge time, meaning continuous cantrip power cuts
down the recharge time to 1 minute.) |
9000 |
900 |
Arcane
Arsenal |
0789 |
|
Predator
Pheromones (A double layered cap of this smoked glass vial holds in the
pungent scents of one of a number of magical beasts. Mundane beasts, vermin,
and magical beasts with fewer than 6 hit dice that would be wandering
monsters must make a Wisdom save, DC 13, or flee. Creatures of the same type
as the musk that succeed on this save will instead be enraged and
automatically attack. Intelligent creatures or those with greater hit dice
are unaffected, although they may respond adversely to the smell of the musk.
Each vial contains enough to dab up to eight medium sized creatures or
objects. The smell lasts for six hours, with submersion in water or mud
doubling the speed at which it wears off. Additionally, the magically
distilled pheromones convert part of the target’s natural smells, giving
creatures disadvantage to smell the target’s original scent beneath the
pheromone.) |
200 |
20 |
Gear
Up |
0790 |
|
Predator
Pheromones, Greater (Careful interlocks of intricate alchemical working
ensure that only the tiniest drop of the powerful scents contained within
this glass thimble are able to be squeezed out at a time. These pheromones
are gathered from legendary creatures such as dragons, kraken, or unicorn,
done so as to impart a portion of their magical auras. Mundane beasts,
vermin, magical beasts, and other creatures with fewer than 9 hit dice that
would be wandering monsters must make a Wisdom save, DC 15, or flee. Creatures
of the same type as the musk that succeed on this save will instead be
enraged and automatically attack. Those with greater hit dice are unaffected,
although they may respond adversely to the smell of the musk. Each vial
contains enough to dab up to eight medium sized creatures or objects. The
smell lasts for eight hours. Additionally, the magically distilled pheromones
totally displace the target’s natural smells for the duration, even going so
far as to partially mimic the creature’s natural aura. This imposes a
disadvantage on attempting to detect the underlying creature’s magical aura
and makes it impossible to smell their original scent while the musk lasts.) |
800 |
80 |
Gear
Up |
0791 |
|
Predator
Pheromones, Lesser (An unguent of glass holds distilled musks of one type of
predatory beast, such as a lion, wolf, tiger, or bear. Mundane beasts and
vermin with fewer than 3 hit dice that would be wandering monsters must make
a Wisdom save, DC 12, or flee. Creatures of the same type as the musk that
succeed on this save will instead be enraged and automatically attack.
Intelligent creatures or those with greater hit dice are unaffected, although
they may respond adversely to the smell of the musk. Each unguent contains
enough to dab up to eight medium sized creatures or objects. The smell lasts
for four hours, with submersion in water or mud doubling the speed at which
it wears off.) |
50 |
5 |
Gear
Up |
0792 |
|
Predator
Tooth (An enchanted fang dyed red-brown with blood from being plunged into a
carnivore's heart provides benefits to summoners when snapped into pieces
while casting a conjuring or controlling spell. Beasts, magical beasts,
plants, vermin, or other nature-based creatures conjured or controlled by a
spell empowered by a Predator Tooth gain a vicious strength. Those creatures
gain +2 Strength, +1 temporary hit point per HD, and have advantage on attack
rolls. This also manifests as a need to attack each round. If there are no
hostile creatures within their movement speed, they will instead move to
attack the nearest target regardless of their given orders. After a number of
rounds equal to the spell level, the ferocity fades along with the bonuses and
restrictions.) |
900 |
90 |
Profane
and Profound |
0793 |
|
Pricktooth
(Pricktooths are hollowed out wyvern teeth with attached venom-sacks that
have been enchanted to be able to draw out the venom from the blood of a
living afflicted creature. Use offensively, they can also preemptively steal
the toxins from a venomous or poisonous creature as an attack with the
creature losing one use of the stolen poison or venom if it fails a
Constitution save, DC 10. In either case, the struck creature takes damage as
if stabbed by a dagger and one dose of toxins are drawn into the Pricktooth,
randomly chosen if the creature has multiple doses or types of poisons or
venoms. If the Pricktooth already has a poison inside when stabbing a
creature, the toxin is released into the victim. A creature with proficiency
in creating or handling poisons can squeeze out the dose of poison from the
Pricktooth into another container, where it will keep for up to 1d4 days
before spoiling.) |
600 |
60 |
Arcane
Arsenal |
0794 |
|
Projectile
Trapping Armor (A tiny charge is present on the outer surface of this
enchanted armor or shield. Feathers, leaves, and other small light objects
often stick to this armor or shield. The wearer can use a reaction to trap a
projectile fired at them. This effect can only be used on projectiles no
heavier than 20 lbs. The trapped projectile is caught harmlessly and may be
reused. The wearer gains a free reaction each round that can only be used in
this manner.) |
5000 |
500 |
Arcane
Arsenal |
0795 |
|
Projectile
Trapping, Greater Armor (An electric charge permeates the outer surface of
this armor or shield, such that small objects momentarily stick to the armor
before falling to the ground. The wearer can use a reaction to attract and
trap a projectile fired at a single target within 5 ft., including the wearer
themselves. The trapped projectile is caught harmlessly and may be reused.
The wearer gains a free reaction each round that can only be used in this
manner.) |
10000 |
1000 |
Arcane
Arsenal |
0796 |
|
Projectile
Trapping, Lesser Armor (When targeted by a single projectile no heavier than
10 lbs., the wearer can spend a reaction to catch it with the faint
attractive charge present on this armor or shield. The projectile is caught
harmlessly in the armor or shield and does no damage to the wearer. The piece
of ammunition can be reused if appropriate.) |
800 |
80 |
Arcane
Arsenal |
0797 |
|
Prophet's
Crystal Ball (A Prophet's Crystal Ball is an unwieldy, 3 foot sphere of
clouded glass. When it is used as the focus in any divination ritual, the
ritual is cast in half the time and with advantage on any rolls made for it.
During the full moon, peering deep into the swirling misty glass allows one a
cryptic knowledge of a possible future. The player gives the Dungeon Master a
short phrase that will be incorporated into the near future and the Dungeon
Master will choose one roll to grant them advantage on, related to their
prophesied future. Under the light of a blood moon, the Prophet’s Crystal
Ball will show dark portents related to how the viewer will die. In
hindsight, these portents are always eerily accurate, even if they are little
help to divining the exact nature of the future demise.) |
90000 |
9000 |
Profane
and Profound |
0798 |
|
Psionic
Paper (Psionic Paper alters itself to suit it’s master’s
wishes. Once one gains attunement with the paper, they can alter it at will.
If copying a known paper, book, scroll, or document, better memory and
knowledge of the original improves the copy. If creating or falsifying a
document, creativity and attention to detail determine how convincing the
fake is. The Psionic Paper cannot mimic magical properties.) |
3000 |
300 |
Gear
Up |
0799 |
|
Pugilist's
Bands (These two brass knuckles fit comfortably in the hand. Once worn, the
wearer feels a strong aversion to covering their torso where unnecessary,
wielding weapons, and cowardice. The bands induce chest hair growth and keep
a shirtless wearer comfortable in most normal climates. While worn,
Pugilist’s Bands return the wearer to their peak physical condition,
restoring any age losses, and improving their physique greatly, with a +4
bonus to strength, constitution, and dexterity. The wearer will become
knowledgeable of the fighting style of pugilists, where one trades blows with
a single opponent. The wearer may make a single, unarmed melee attack as an
action with their fists with a bonus to attack and damage. This attack deals
+3d6 damage and gets a +3 bonus to attack, but no other attacks can be made
on the same turn. The wearer gains a mental picture of the creature they last
attacked, granting a +3 bonus to AC and saves against the abilities of that
creature.) |
22500 |
2250 |
Profane
and Profound |
0800 |
|
Puresight
Lantern (Casting the green light of this lantern reveals any illusions,
invisibility, blinking, blurring, or any other effect that would be revealed
by True Sight. The range of this lantern’s light is a 60 ft cone.
The lantern does not provide illumination, but allows everything in its
‘light’ to be seen regardless of light levels or magical
obscuring.) |
30000 |
3000 |
Gear
Up |
0801 |
|
Purple
Worm Bile (Runny black liquid fills this thick glass canister. Purple Worm
Bile is the strong stomach acid from its namesake beast. The sticky digestive
is boiled down a molasses thickness to prevent accidental spillage. Poured on
an object, it can eat through any material except pure gold, silver,
platinum, or specially treated containers at a rate of 5d6 damage each round,
ignoring hardness. Applied to a weapon, Purple Worm Bile deals its acid
damage to both the weapon and the target on a hit, remaining attached to the
weapon until it neutralizes. A vial of the acid lasts until it rolls its acid
damage 20 times, after which it has become neutralized. Smaller portions of
the acid can be poured out, but each fifth of the vial deals 1d6 acid damage.
A difficult check would allow someone to scrape the acid back into its
container, at a cost of one acid damage roll from its remaining potency.) |
4000 |
400 |
Exposed
to the Elements |
0802 |
|
Quartz
Armor (Acting as a magic larder of sorts, quartz crystals bound together with
thin silver wire are riveted together to form a replacement for metal armors
and shields. Somewhat weaker than steel, quartz armor provides one less AC
than normal for its type. Magic is refracted and circulated in the crystal
clusters, doubling the duration of self targeted magic and magic accepted
willingly while increasing the duration of targeted hostile spells by 50%.) |
2000 |
200 |
Fantasy
Foundry |
0803 |
|
Quartz
Monocle (This monocle is formed from a single piece of polished quartz, rough
and opaque at the edges but crystal clear at the center. Once between each
long rest, it can be used as an action to examine as the Identify spell or
study an incoming spell as a reaction, releasing orderly magical energies to
attempt to counterspell a 1st level or lower spell. A creature with one or
more Wizard levels can access a stronger ability: once each long rest, they
may replace a prepared 3rd level or lower spell with a spell up to one level
lower from another class’ spell list. The user loses that prepared spell
after casting it once and the original prepared spell returns after
completing a short or long rest.) |
800 |
80 |
Exposed
to the Elements |
0804 |
|
Quartz
Weapon (Quartz used for weaponry is dusty pastel crystal mined from huge
veins deep in the earth. The purple, pink, green, white, and blue varieties
can all be alchemically treated to function as a weak substitute for a
bladed, crushing, or piercing weapon. Quartz weapons drop down by one damage
die size and suffer disadvantage on saves against shattering. The crystal
acts as a secondary focusing lens for the magical energies of spells and
inherent abilities, albeit with some instability. With a DC 10 casting check
each round, the wielder of a crystal weapon can maintain a second spell that
requires concentration. Attempting to use this ability but failing the check
causes both spells to fail instead.) |
1000 |
100 |
Fantasy
Foundry |
0805 |
|
Quetzal
Feather Splint (Made from overlapping sections of Quetzal feathers, this +1
splint mail shifts and sparkles across a rainbow of colors. An attuned wearer
may, by expending an action and maintaining concentration, detect creatures
in either a 120 ft. cone, a 300 ft. line 5 ft. wide, or a sphere with a 60
ft. radius. It costs a free action to switch between these detection modes.
So long as concentration is maintained, the wearer may spend a free action to
be alerted to the presence or absence of living creatures in the area of
effect, excluding the wearer themselves. By spending an action instead, the
Quetzal feathers’ residual knowledge and life aura will reveal the types of
creatures in the area of effect (beast, monstrosity, etc.), a second action
spent searching the same area will reveal the number of each type of
creature, and a third action will reveal the exact distance of each
creature.) |
2000 |
200 |
Arcane
Arsenal |
0806 |
|
Quickbrush
(Artists can use this zebrawood and horse-hair brush as a focus or tool when
crafting art to produce the items five times faster, although they suffer a
-5 penalty to the related skill check. Additionally, the user may choose to
pour their own vitality into their work, suffering levels of exhaustion to
gain a +2 bonus on the crafting check for each level of exhaustion they
choose to suffer.) |
500 |
50 |
Profane
and Profound |
0807 |
|
Quickstep
Drums (Cheetah hide is stretched over an acacia wood drum. Playing the Quickstep
Drums as a bonus action confers a +10 ft movement speed bonus and a +1 bonus
to attack and damage for each 10 ft moved in that round, to a maximum of +4
to any number of allies within 60 ft that can hear the drums. The effects
lasts after the user stops playing for a number of rounds equal to their
Charisma modifier.) |
5000 |
500 |
Profane
and Profound |
0808 |
|
Quill
Dust (Scroll and spellbook quills only have so long a lifespan before they
are no longer useful. Grinding up the quill nubs results in a shiny grey
powder if alchemically treated. When used as part of a spell that reveals
hidden creatures, spells, objects, or the like, the quill dust will fly forth
to outline the targets with glowing words. The words list the information
uncovered by the spell, making it visible to all, not just the caster. The
writing hangs in the air for 1 round per spell level or until the spell ends,
whichever is greater. A pouch of Quill Dust is plentiful enough for
innumerable spells.) |
1000 |
100 |
Profane
and Profound |
0809 |
|
Quilspur
(A massive writing quill made of a pristine roc feather that can be wielded
like a +3 dagger or athame. Its magical bonus also applies to the attack
bonus or save DC of spells cast using it as an implement. Any spell with a
range of touch can be cast as part of the attack action. The spell is then
held inside the Quilspur until the wielder chooses to release it upon a
struck creature. There is a 50% chance that a spell cast this way upon a
creature will leave the creature tattooed with the equivalent of a spell
scroll for that spell in addition to suffering its effects. An attuned
wielder of the Quilspur may instead choose not to have the spell take effect,
in which case the tattoo has a 95% chance of appearing. Magical tattoos
created by this effect appear in a place chosen by the wielder of the
Quilspur and take up a percentage of the skin’s surface area equal to half
the proportion of spell levels to HD of the creature, covering up to half
their body in magical text. The magical ink will fade after one week from a
living creature’s skin but will only maintain its effectiveness for 24 hours
on the skin of a dead creature. A creature’s skin can only hold a number of
spell levels equal to their HD. Creatures with the appropriate spellcasting
abilities can expend the magical ink tattoo in the same manner as a spell
scroll, including the one they are inscribed upon if in a location they can
read. A willing or helpless creature can have the section of skin removed by
the Quilspur by outlining it as a 1 minute ritual, dealing 1d4 damage to the
creature per spell level of the stored magical spell.) |
10000 |
1000 |
Arcane
Arsenal |
0810 |
|
Qwik
(Qwik is a white, starchy adhesive that will quickly bond any two items
together, requiring a DC 15 strength to pull them apart. Metals or glass
being glued this way only need a DC 12 check to pull apart. In a pinch, Qwik
can bind a wound closed, reducing bleed damage by 1d4, requiring a full round
action to hold the wounds closed while the glue dries enough to hold.) |
50 |
5 |
Gear
Up |
0811 |
|
Rage
Vine (Angry, still living plant vines and leaves wrap around the body to form
a +1 studded leather equivalent armor. If its wearer is dead, it will slither
onto any unarmored creature that touches it. As a free action, the wearer can
root the armor in place, reducing their movement speed to 0 to regain 1 hp
each round while they stand on non-toxic ground. This regeneration increases
to 2 hit points each round in soil, and 5 hit points each round in lush or
fertile ground. While rooted, the wearer cannot be moved except with a
strength check, DC 20, or an equivalent amount of force. After slaying an
enemy, the Rage Vine’s tendrils become excited and grab hold of the wearer’s
weapons to attack for the wearer. This effect grants +5 feet of reach for 3
rounds after downing a foe. If far away from any foes during this time, the
Rage Vine instead whips thorns at the nearest enemy within 60ft for 1d6
damage each round. The armor will grow back, repairing itself with a full
day’s worth of sunlight if it is ever damaged. Each week without 8 combined
hours of sunlight will cause the armor to weaken, -1 AC until it dies
completely when it hits 0 armor bonus. If it dies from lack of sunlight, it
cannot be restored by mundane means. Each armor point to be restored requires
8 hours of sunlight and watering the armor with a cup of blood while rooted
in fertile soil. The vine dislodges any worn armor when it attaches and if
the wearer tries to put on armor while wearing the vine, they take 1d4 damage
each round until the armor is removed. The Rage Vine must be destroyed or its
wearer killed to be removed.) |
5000 |
500 |
Fantasy
Foundry |
0812 |
|
Rainbow
Gauntlets (This pair of light metal gauntlets is studded with thirteen gems
around the wrist and as the gauntlets work, the multi-colored gemstones slide
around the user’s wrist so that the active stone is on top. They attune the
wearer to a random type of damage that changes each round, adding +2d6 damage
of that type when that type of damage is dealt by the wearer. The order is
radiant, fire, electricity, slashing, poison, psychic, necrotic, piercing,
cold, acid, bludgeoning, thunder, force. The attuned wielder starts each
combat attuned to a random type of damage from among those thirteen and the
gauntlets progress to the next affinity in order at the start of each of the
wearer’s turns during combat, starting back at radiant after reaching force
affinity. Ongoing effects created by the wearer only have their damage
increased when that damage’s specific affinity is currently attuned.) |
5000 |
500 |
Exposed
to the Elements |
0813 |
|
Ram's
Head (The Ram’s Head is a +1 shield bearing a steel sculpture of the bust of
a ram lowering its spiral horns for a charge. As a move action, its wielder
can move up to their base movement speed and then make a bash attack. If the
attack hits, it deals 1d8+1 damage and knocks the enemy prone unless they
make a Strength save, DC 13. If the wearer has moved at least twice their
base movement speed in a straight line to make this attack, the damage is
tripled and the steel ram bleats should the target be knocked down.) |
9000 |
900 |
Profane
and Profound |
0814 |
|
Redirect
(A rounded steel buckler with a swirl design painted on its face. Once each
day as a reaction, the wielder can redirect a non-magical projectile
targeting them, batting it (1d4-1) * 5ft. in any direction. If the distance
result is 0, the wielder deflects it into themselves and is struck.
Otherwise, the creature in the space the projectile lands is targeted by the
attack but they get a +2 to AC against it. Once each day as a reaction, the
wielder can attempt to change the target of a single target spell, forcing it
to instead target a random creature within 5 ft. of the shield, including the
wearer.) |
500 |
50 |
Arcane
Arsenal |
0815 |
|
Refined
Lotus Powder (Purified in the white hot flames of distilled palm oils, this
powder is a powerful tool for opening up creature’s mental
energies. Touched to a creature’s skin, that creature must make a
DC 15 constitution or they become incapacitated for 1d10 + 2 rounds. If the
powder gets in a creature’s blood or is ingested, instead the
creature’s Charisma and Wisdom modifiers are doubled while they
take 1d6 ongoing psychic damage each minute for 2d6 minutes. Two successful
constution saves ends both effects. The duration of any wisdom or charisma
based effects of the creature are doubled for the next 24 hours.) |
3000 |
300 |
Fantasy
Foundry |
0816 |
|
Reforged
(This item has been reworked into new forms so many times that with a bit of
minor magic, its wielder can appease it to gain some karmic luck. While
reforging is often cheaper than building from scratch, usually sourcing
salvaged items, it can cause the item to yearn for its past life. When used
for a purpose the item isn’t intended for, actions for which its proficiency
bonus is not applied, the item has a chance to relive a past life. If the
resulting check is a success, the item gains one reroll that can be used on a
future check to which its proficiency bonus applies. The inherent spirit of
this item will not be placated with artificial or contrived scenarios, only
those with a realistic chance of failure and consequences. A Reforged item
can store up to 1 reroll, plus one for each point of magical bonus it has.) |
500 |
50 |
Exposed
to the Elements |
0817 |
|
Regrowing
Armor (This enchantment can only be applied to wooden, hide, or other organic
armors. The armor or shield regrows from any damage it receives, short of
being completely cut apart, one tier of damage each day.) |
500 |
50 |
Profane
and Profound |
0818 |
|
Repelling
Stones (Repelling Stones are small grey stones that fit in the palm of the
hand. The pair is lashed together by three inches of twine string. They push
apart with a Strength score of 16, less twice the distance between them in
inches, to a minimum strength score of zero.) |
50 |
5 |
Gear
Up |
0819 |
|
Resistant
Armor (Resistant armor or shields grant resistance against one damage type. In
addition, once each day, they can nullify all damage of that type from one
source or attack. Resistant armors are often decorated in stylized alchemical
symbols of the damage type they ward against.) |
10000 |
1000 |
Gear
Up |
0820 |
|
Resting
Shawl (Swiping this gossamer cloak at creature within 30 ft as a free action
drives the shivering touch of death into their soul. The target must make
death saving throw as if they were at 0 hit points. If this results in a
failed death saving throw, it lingers until they complete a long rest or they
recover after dropping to 0 hit points. Once touched by a Resting Shawl, a
creature is unaffected by it for 24 hours. Creatures which do not make death
saving throws that are touched by the shawl feel death claw at their essence,
forcing them to make a Constitution or Wisdom save, DC 13, or take 2d8+2
damage. Corpses touched by this cloak or creatures killed while under its
effects cannot be raised from the dead or bound by undeath. A Resting Shawl
will not harm its attuned wearer.) |
12000 |
1200 |
Profane
and Profound |
0821 |
|
Restoration
Potion (This overly briny, sea-foam green potion heals the drinker of a up to
three diseases, poisons, up to 5 points of statistic drain, or other
malignant spell effects of spells of level 3 or below.) |
500 |
50 |
Gear
Up |
0822 |
|
Restoration
Potion, Greater (The dark blue, watery potion is thoroughly saturated with
magical salts that heal the drinker of all maladies, poisons, statistic
drain, or other malignant spell effects that do not require a specific Wish
spell to cure. Pouring this into the mouth or open wounds of a creature that
died in the last three rounds will revive it, restoring it to 1 hit point.) |
2500 |
250 |
Gear
Up |
0823 |
|
Retributive
Armor (Painted with a set of golden scales, Retributive armor returns damage
back on its attackers. When the wearer takes damage, this armor fires a bolt
of magical energy to deal 1d4 damage of the same damage type back at the
source if it is within 30 ft.) |
2500 |
250 |
Exposed
to the Elements |
0824 |
|
Retributive,
Greater Armor (Greater Retributive armor responds aggressively when attacked,
dealing 1d10 damage to all within 5 ft. of the attacker if the attacker is
within 100 ft. The burst of magical energy alters itself to deal the same
damage type or types as the original attack. A platinum, silvery scale in
engraved into the torso or other conspicuous section of the armor, heavily
tilted to one side.) |
25000 |
2500 |
Exposed
to the Elements |
0825 |
|
Retributive,
Lesser Armor (The minor enchantment coating this armor responds to hostile
attacks with a small spark of magical energy, dealing 1 damage of the same
damage type to any attacker within 5 ft. that successfully deals damage to
the wearer. Copper paint is sloppily slathered on the armor in the shape of a
balance scale, tilted slightly to one side.) |
250 |
25 |
Exposed
to the Elements |
0826 |
|
Returning
Weapon (The handle softly molds to the hand that holds it; a returning weapon
that is thrown will quickly slide, bounce, and glide back to its
thrower’s hand after the attack. If the thrower cannot hold the
weapon or they are no longer in the same spot, the weapon will drop to the
ground where it was thrown from. This feature lets the wielder make multiple
attacks in a single round using the same thrown weapon.) |
2000 |
200 |
Gear
Up |
0827 |
|
Reviving
Armor (The first time the attuned wearer of this armor is dropped to 0 hit
points or fewer between each short rest, the armor leaves them at 1 hit point
and allows them to heal or spend hit dice as if they had completed a short
rest. A yellow half-circle on the torso changes colors to track the health of
the wearer, from a bright yellow and blue sunrise to a red-orange and purple
sunset. When the wearer would drop to 0 hit points, the orb briefly dips down
in a sunset, but then rises back as the wearer is reinvigorated.) |
18000 |
1800 |
Profane
and Profound |
0828 |
|
Rhino
Hide (A cracked-leather, black +1 Rhino Hide armor is created from the hide
of large horned beasts from exotic lands known for their fearsome charge.
Rhino Hide adds +1d6 damage to melee attacks made following the wearer moving
at least their base movement speed.) |
2500 |
250 |
Profane
and Profound |
0829 |
|
Riddle
Wick (A waxy substance made from the tallow of otherworldly or divine
creatures, burning this small candle when casting a spell with radiant or
psychic causes the target or targets to be clouded in a confusion effect.
Those creatures, if they make an attack or cast a damaging spell, deal a
portion of the resulting damage to a random valid target. 1/10th of their
damage per spell level of the original spell is dealt to the random target,
which can include themselves. This effect lasts until they succeed on a
Wisdom saving throw, DC equal to the original spell, as a move action to
clear their thoughts. A Riddle Wick burns when used according to the spell
level it is used with, and each one can provide its bonus on up to a total of
21 spell levels worth of spells.) |
4000 |
400 |
Profane
and Profound |
0830 |
|
Ring
Blade (This innocuous iron ring is able to alter its appearance and size to
match any style or shape of ring on any finger, toe, ear, or other piercing.
Whispering its command word extends a blade of force out from the ring,
usable as if it were a +1 dagger. Repeating the command word ends the effect.
Code phrases vary depending on their clandestine use, but might include,
“Unsheath”, “Shhh”, or even
“There are daggers in men’s smiles”.) |
1500 |
150 |
Gear
Up |
0831 |
|
Ring
of Backstabbing (This black leather ring fits on easily, but chokes down
tightly one the worn finger. When attacking with advantage, the Ring of
Backstabbing gives +1 to attack and +1d6 damage. When attacking an unaware
foe or one that has not yet acted in combat, it grants a +1 to attack and a
+1d6 to damage.) |
9000 |
900 |
Gear
Up |
0832 |
|
Ring
of Climbing (The Ring of Climbing provides advantage on climbing checks and
on any rope use roll related to climbing. It also reduces fall height by 10ft
for purposes of taking damage.) |
1000 |
100 |
Gear
Up |
0833 |
|
Ring
of Counterspells (A Ring of Counterspells is a tri-colored band of ceramics
swirls with reds, blues, and yellows. One spell can be cast into the ring to
permanently key the ring to counterspell that spell. This effect also
functions against any natural counterspells, such as a Light spell against a
Darkness spell. In addition, when counterspelling, this ring treats the spell
used to counter as one level higher.) |
3000 |
300 |
Gear
Up |
0834 |
|
Ring
of Elemental Absorption (Inset with a gem matching the color of the element
this ring is attuned to, a Ring of Elemental Absorption converts its chosen
type of damage into healing for its wearer instead. The intricate gold ring
feathers out into delicate metal swirls that spiral up the wearer’s fingers
and flex with the wearer’s movements. When struck by damage of its chosen
type, this ring first converts half of that damage into healing, rounded up.
The wearer has advantage against attacks and saves that deal the chosen
damage type. On a failed save or hit, the wearer suffers the remaining damage
but they take no damage on a miss or successful save.) |
70000 |
7000 |
Exposed
to the Elements |
0835 |
|
Ring
of Elemental Command (A Ring of Elemental Command is a set of interlocked
platinum plates, a set of plate-mail armor for one finger that ends in a
sharp claw formed from a flawless gem. The color of this gem matches is
chosen element and the ring grants it wielder extensive control over that
element. The wearer is immune to the effects of that element and
automatically succeeds on their saving throws against any related effects. As
an action, the ring can be commanded to launch raw bursts of elemental energy,
manipulate elemental sources, or shape spells. The first use fires up to four
bolts of energy dealing 1d6+1 elemental damage each, as Magic Missile. The
second shapes, alters, extinguishes, or controls the area of effect of any
ongoing effect of the corresponding element: moving it up to 30 ft. each
round, modifying its area of effect by ¼ the base size to a minimum of 0 or
maximum of twice its normal size, or extinguishing it as Dispel Magic cast as
a 6th level spell. The third effect allows the wielder to cast any spell of
2nd level or lower from any spell list so long as it primarily deals damage
of the chosen type or primarily manipulates the chosen element. Cantrips cast
this way can be cast as a bonus action.) |
100000 |
10000 |
Exposed
to the Elements |
0836 |
|
Ring
of Elemental Resistance (Keyed to one particular element upon its creation,
this ring grants resistance to its elemental damage type, disadvantage to
attackers using that element, and advantage on saves against that elemental
type. Its gem, seated in a silver band, matches this chosen element’s color.) |
8000 |
800 |
Exposed
to the Elements |
0837 |
|
Ring
of Spell Storing (Twenty quartz gems are arranged around the golden Ring of
Spell Storing. This ring can store up to 20 levels of spells, with no
individual spell being greater than 6th level. To do this, the wearer casts a
spell into the ring, with as many quartz gems lighting up as spell levels of
the spell cast. If there is not enough space for the spell to fit into the
ring, the spell energy is simply lost. Stored spells can be cast from the
ring by any creature that wears the ring, using the original caster's save DC
and attack bonus, but still requiring the normal casting time for the magical
energies to work their way out of the quartz gems.) |
10000 |
1000 |
Arcane
Arsenal |
0838 |
|
Ring
of Spell Turning (This ring allows its wearer to spend a reaction to
Counterspell, even if they had not prepared to counter a spell. A Ring of
Spell Turning is a metal band depicting a single crowned Naga devouring its
own tail. Any spell successfully countered by the attuned wearer can, at the
ring wearer's choosing, be reversed and redirected against any valid target
from the wearer’s perspective, but using the spell's original save dc and
attack bonus. Three times each day, the ring may be called upon to counter
and turn a spell of 5th level or lower automatically as a reaction, without
needing to expend a spell slot. The wearer gains one free reaction that can
only be used for counterspelling.) |
60000 |
6000 |
Arcane
Arsenal |
0839 |
|
Ring
of Sustenance (This magical ring of fine gold is carved with images of grain
and fish. A Ring of Sustanance keeps the wearer well fed and hydrated, as if
they had eaten heartily and drank deeply. The wearer does not need to eat or
drink, but doing so causes them no harm. Magical or additional sources of
hunger affect them normally. This effect only functions for someone who has
at least worn the ring for an entire long rest.) |
1500 |
150 |
Gear
Up |
0840 |
|
Ring
of Swimming (The blue, painted wood ring gives advantage on any swimming
checks and removes any penalties imposed from swimming, but not any penalties
due to being underwater. The wearer of the Ring of Swimming can swim for
twice as long before tiring or making any checks related to endurance or
resisting strong water currents.) |
1000 |
100 |
Gear
Up |
0841 |
|
Ring
of Telekinesis (A Ring of Telekinesis is a band of pure ruby that allows its
wearer to cast Telekinesis up to five times each day. In addition, any spell
or mental effect the wearer has that allows it to move objects or creatures
at mental command is empowered. They may move 50% more weight (or an
additional size category of creature) and while maintaining significantly
finer control over those movements than they otherwise would, moving the
object with near perfect maneuverability.) |
35000 |
3500 |
Charged |
0842 |
|
Ring
of Telekinesis (A Ring of Telekinesis is a band of pure ruby that allows its
wearer to cast Telekinesis up to five times each day. In addition, any spell
or mental effect the wearer has that allows it to move objects or creatures
at mental command is empowered. They may move 50% more weight (or an
additional size category of creature) and while maintaining significantly
finer control over those movements than they otherwise would, moving the
object with near perfect maneuverability.) |
35000 |
3500 |
|
0843 |
|
Ring
of the Chameleon (This lizard scale-covered, wood ring turns the wielder and
their worn equipment to match the colors of their surroundings, adapting
quickly to camouflage the wearer. Each round without moving increases the
wearer's concealment by 20%, to a maximum of 80%. Moving more than 15 feet in
a round causes the color changes to lag the wearer’s movement, dropping the
wearer's concealment bonus from this ring down to 0. This effect changes the
physical color of the wearer and is not defeated by true-seeing abilities.
The wearer’s colors return to normal over the course of one round after
removing the ring.) |
10000 |
1000 |
Arcane
Arsenal |
0844 |
|
Ring
of Water Walking (When wearing the feather-stylized, silver Ring of Water
Walking, the wearer along with their carried and worn items can walk on
water. The wearer cannot be pushed under the water’s surface easily
while wearing this ring, treating the water’s surface as if it hard
stone. Putting on this ring while underwater results in the wearer not being
able to dive any lower, and movement upwards raises this
‘floor’ along with them. A creature so inclined could
essentially climb the water to the surface.) |
500 |
50 |
Gear
Up |
0845 |
|
Ring
of Wishes (This lucky ring was a gift from Efreeti-kind for services
performed to their race and contains within it three wishes, as the Wish
spell. The oversized, gaudy, bronze band is set with three flashing rubies.
As each wish is used, one ruby dulls permanently. Outside of the wishes, the
ring also grants a +1 luck bonus to all the wearer’s rolls, as the baseline
good-will of the efreeti pushes reality ever-so-slightly to grant the
wearer’s desires.) |
80000 |
8000 |
|
0846 |
|
Ring
of Wishes (This lucky ring was a gift from Efreeti-kind for services
performed to their race and contains within it three wishes, as the Wish
spell. The oversized, gaudy, bronze band is set with three flashing rubies.
As each wish is used, one ruby dulls permanently. Outside of the wishes, the
ring also grants a +1 luck bonus to all the wearer’s rolls, as the
baseline good-will of the efreeti pushes reality ever-so-slightly to grant
the wearer’s desires.) |
80000 |
8000 |
Charged |
0847 |
|
Ring
of Wizardry (This flat iron band set with a prism-cut ruby doubles the number
of first level spell slots of an attuned wearer. A Ring of Wizardry can be
built to double higher-level spell slots as well, although this triples the
cost for each spell level above the first the ring also effects. A more
powerful Ring of Wizardry that doubles first and second level spells would
cost 27000 for example, and a ring that doubles first, second, and third
would cost 81000, etc.) |
9000 |
900 |
Arcane
Arsenal |
0848 |
|
Robe
of the Arcanus (The flat-black Robe of Arcanus is intricately laced with
silver threads and magical runes. The wearer of this robe regains one spell
or spell-like ability of their highest-level spell slot whenever they take an
hour-long short rest to meditate in these robes, drawing on the echoes of
knowledge of past spells cast from wearers of this robe. Wearing the Robe of
Arcanus allows one to expend a spell slot, spell-like ability, or activation
of a magic item to recharge an equivalent or lower level magical effect on a
target item. For items without a similar spell, an approximation of a magic
items equivalent spell level is by dividing the value by one thousand and
rounding down the square root of the result. Cantrips count as ½ a spell
level.) |
50000 |
5000 |
Arcane
Arsenal |
0849 |
|
Rock
Otter (A big flat, gray rowboat sits low in the water with a large water
wheel rotating slowly on its back. Magic spins the water wheel, moving the
boat without needing the aid of oars nor sails. The Otter sails forward at
its speed each round, and its captain can spend an action to speed up, slow
down, or turn. A difficult sailing or disable device check allows the captain
to modify the die size by up to 1d4 steps instead. The water wheel requires a
steady supply of oil, consuming a gallon of oil each minute, and slows down
by two speed steps each round after it runs out. Its tank can hold up to 50
gallons. It can carry a maximum of 10,000 pounds without slowing, and every
ton above that weight decreases the boat's instability die size by one.
Starting with an instability die of 1d30, each increase in speed decreases
its die by one size and each decrease in speed increases the die size. When
the captain is turning more than 30 degrees in a round, doing a stunt,
sailing into hazardous waters, or colliding, roll the instability die.
Rolling a ‘1’ results in a crash, dealing damage to the boat and its riders
as if they had fallen a distance equal to ¼ its current speed. Riders must
then make a Dexterity save, DC equal to the current speed divided by 10, or
be sent overboard. The boat has 100 hp. If the boat drops to 0 hp, it will
sink in 1d6 rounds. A crash slows the boat's speed by 2 steps. Collisions
deal crash damage to the boat and the obstacle. Instability (die size) vs
Speed (ft./round): d30 30; d20 60; d10 90; d12 120; d8 150; d6 180; d4 210;
d3 240; d2 300.) |
60000 |
6000 |
Modern
Mayhem |
0850 |
|
Rockets
(A red paper cylinder encircles each of these two-foot-long rockets. The
bundle of twenty-five, wood finned rockets are linked together by their fuses
inside a wooden frame, mounted on a small wooden cart. Quality gunpowder
lines the serrated metal insides of each rocket. Volley: 25 Rockets. Barrage
Damage: 6d6/5d6. Blast Radius: 10 ft. Range: 120 ft. Spread: 2d6-2 ft.) |
5000 |
500 |
Arcane
Arsenal |
0851 |
|
Rockets,
Crude (Crude rockets are thick wads of gunpowder paste mixed with sharp metal
shards wrapped around a thin wooden dowel. A paper fuse wraps around the
gunpowder, sealing it and allowing it to be tied to a longer fuse or its
fellow rockets. Each one foot rocket is capped with a simple conical tip and
affixed with three paper fins to guide it during its flight. It and its 19
siblings are arranged together in a wooden frame, with their fuses lashed
together. Volley: 20 Rockets. Barrage Damage: 4d6/3d6. Blast Radius: 5 ft.
Range: 90 ft. Spread: 1d12+3 ft.) |
2500 |
250 |
Arcane
Arsenal |
0852 |
|
Rockets,
Refined (Refined rockets are housed in a sturdy frame custom built to channel
each rocket to its target, mounted on a cart with stabilizing legs. Crimson
rocket heads are built with a rifled cone, with the spiraling pattern and
ceramic fins improving the accuracy of the rocket. The black body of the
rocket houses refined gunpowder interspaced with fine metal blades inside
ceramic compartments. Single deployments of Refined Rockets have turned the
tides of battle or battered through a single reinforced window hiding a
cowardly king. Volley: 30 Rockets. Barrage Damage: 8d6/6d6. Blast Radius: 20
ft. Range: 300 ft. Spread: 1d6-1 ft.) |
10000 |
1000 |
Arcane
Arsenal |
0853 |
|
Rod of
Absorption (Like the Rod of Cancellation, this red, porous, magmatite rod
casts Dispel Magic on any source of a continuous magical effect it touches.
It also drains creatures of a random one of their magical abilities when it
touches them, dispelling a random enchantment or spell slot which cannot be
regained for one day. This can also affect the wielder if they use the rod
without protection. The Rod of Absorption can only be used to dispel a
magical effect three times each day. This functions as a Dispel Magic cast as
a 9th level spell. If it successfully dispels an effect or drains an ability,
the Rod of Absorption gains a number of magical charges equal to the spell
level of the dispelled effect. This energy can draw forth from the rod to
restore a magical ability or spell slot of an attuned wielder. The cost of
this is a number of charges equal to one plus the spell level of the restored
slot or ability. The Rod of Absorption can only store 20 charges at a time.
If it would absorb a 21st charge, the rod discharges all its held energy in a
10-foot burst for 1d6 magical damage per point released. The holder of the
rod gets no save, but other creatures may make a Dexterity save, DC 18, for
half damage.) |
30000 |
3000 |
Arcane
Arsenal |
0854 |
|
Rod of
Arcane Doom (A Rod of Arcane Doom bears eldritch scars along its three foot,
thin cylinder of iron, blackened and twisted. It grants a bonus to spells
cast by its attuned wielder: +2 damage per die, 2 additional units of
duration, and +2 attack bonus or save DC. Like its lesser cousin, mages using
this as their foci may pour their life force into their spells. Doing so
deals 1 or 2 damage per spell level, depending on how much the mage decides
to overchannel. Taking 2 damage per spell level instead of 1 doubles the
effects of overchanneling. Overchanneled spells gain one of the following
bonuses: they last an additional unit of time per spell level, they deal an
extra 2 damage per spell level, or their save DC/attack bonus is one point
higher.) |
7500 |
750 |
Arcane
Arsenal |
0855 |
|
Rod of
Arcane Doom, Greater (Faintly glowing, and hot to the touch, the four foot,
iron Greater Rod of Arcane Doom faintly pulses from its black and acid-pitted
surface. The rod boosts spells cast using it as a focus. Those spells deal an
additional +3 damage per die, last an additional 3 units of time, and have
their attack bonus or save DC increased by 3. Overchanneling with this rod
can take the form of overchanneling for 1, 2, or 3 damage per spell level.
Taking the full three points of damage per spell level triples the effect of
overchanneling, while taking 2 points of damage per spell level merely
doubles the effects of overchanneling. Overchanneled spells gain one of the
following bonuses: they last an additional unit of time per spell level, they
deal an extra 2 damage per spell level, or their save DC/attack bonus is one
point higher.) |
20000 |
2000 |
Arcane
Arsenal |
0856 |
|
Rod of
Arcane Doom, Lesser (Using this 2-foot blackened and bent iron rod a focus
for spells grants +1 damage per die, increases the spell's duration by 1, and
increases the attack bonus or save DC by 1. In addition, spell-casters may
overchannel their spell by using some of their own life-force to boost the
magical potency. If the mage chooses to overchannel, they take 1 damage per
spell level. Overchanneled spells gain one of the following bonuses: they
last an additional unit of time per spell level, they deal an extra 2 damage
per spell level, or their save DC/attack bonus is one point higher.) |
2500 |
250 |
Arcane
Arsenal |
0857 |
|
Rod of
Cancellation (This black obsidian rod, when touched to any continuous magical
effect, casts Dispel Magic as a 9th level spell. targeting that magical
effect. When touched to a creature with magical, supernatural, or
spell-casting abilities, it randomly removes an active enchantment, magical
ability, or spell slot and that ability cannot be regained for 24 hours. The
dispelling ability can be activated three times each day and the wielder is
not immune to its power if they touch it with bare skin.) |
15000 |
1500 |
Arcane
Arsenal |
0858 |
|
Rod of
Divine Power (The Rod of Divine Power is a golden scepter that takes on
symbols and appearance of a tool of a chosen deity or faith, according to its
wielder's wishes. It also empowers spells cast by its wielder: +2 damage per
die, increasing the spell's duration by 2, and boosting the attack bonus or
save DC by 2. When the wielder casts a spell that provides a lasting bonus or
penalty to another creature they can take on bloody stigmata, like the Lesser
Rod of Divine Power, to magnify that spell's effect on the target. Taking on
the stigmata gives the opposite penalty to the wielder in the case of a boon
or the same penalty as the cursed creature in the case of a curse. Doing so
doubles the boon or curse effect on the target. The stigmata last for as long
as the spell would, plus two units of time.) |
7500 |
750 |
Arcane
Arsenal |
0859 |
|
Rod of
Divine Power, Greater (Greater Rods of Divine Power are cast entirely from
platinum and bend to their holder's wishes, appearing as whatever instrument
of faith, the wielder chooses. It provides bonuses of +3 damage per die,
increasing the spell's duration by 3, and boosting the attack bonus or save
DC by 3. The wielder may take on stigmata when casting a boon or curse on
another creature. In the case of a boon, the wielder takes the opposite
penalty of what the boon provides and in the case of a curse, they suffer the
same curse penalties. The stigmata of the Greater Rod of Divine Power
increase the original spell's effect to two and a half times the normal bonus
or penalty, rounding up, and the stigmata lasts if the original spell would
plus three units of duration.) |
20000 |
2000 |
Arcane
Arsenal |
0860 |
|
Rod of
Divine Power, Lesser (This evenly cast, bronze scepter has the minor property
of shifting to the outward appearance of a symbol of the wielder’s deity.
When lying about their deity, it presents as whichever deity it was last
stated as. Casting spells using this rod as a focus grants a boon to spells:
+1 damage per die, increasing the spell's duration by 1, and boosting the
attack bonus or save DC by 1. Additionally, whenever the wielder casts a boon
or curse on another creature, they may take a penalty, manifesting as bloody
stigmata, to increase the potency of that spell. The penalty they receive is
the exact opposite of the boon or the equivalent effect of the curse. By
taking on the stigmata, the Lesser Rod of Divine Power increases the boon or
curse by half, rounding up. The stigmata must be taken on at the time of
casting and lasts for the entire duration the spell effect would last plus
one additional unit of time.) |
2500 |
250 |
Arcane
Arsenal |
0861 |
|
Rod of
Lordly Might (This stately, golden scepter is adorned with numerous gems of
high quality and its handle is bound with a soft, purple velvet. It grants
great powers in commanding others and lording over one’s domain. For the
purposes of calculating low-level henchmen, followers, and cohorts, this rod
increases the wielder’s charisma score by 4 and then further increases the
number of commoners that will follow the rod’s owner by 50%, rounding up,
this affects the number or HD of creatures able to be controlled through
other effects as well: undead, summoned creatures, etc. The owner of the Rod
of Lordly Might gains advantage on charisma checks within or when discussing
lands over which they have title. Lastly, once each day it can cast Charm
Person and once each week it can cast Suggestion.) |
15000 |
1500 |
Charged |
0862 |
|
Rod of
Metal and Mineral Detection (An odd rod with a pair of binoculars welded in
the middle of its five foot length. Looking through the lens while twisting
the handle allows the viewer to detect the presence, type, and quantity of
valuable metals, ores, gems, and stones. Twisting the handle further focuses
the view. The Rod of Metal and Mineral Detection looks in a 120 ft cone that
sees through all materials, stopped only by a 1 foot thick or thicker sheets
of metal. Adjusting the view allows it to instead ‘see’
in a 120 ft sphere around the viewer or in a 500 foot long, 10 foot diameter
cylinder. The rod similarly detects worked and refined versions of these raw
materials. The rod can be used for up to 10 minutes each day. Each minute of
use after that requires a Wisdom save (DC 14) or else the user is compelled
to spend the next minute digging furiously for rare metals and minerals.) |
10000 |
1000 |
Gear
Up |
0863 |
|
Rod of
the Snake (This hollow jade tube is banded with wide strips of iron. Etched
into these bands are indecipherable runes. Twisting these runes lets the
wielder call forth a snake from the end of the jade tube as a standard
action. Adjusting these runes, allows one to control the size, type, and
coloration of the snake. The snakes have the normal abilities of a poisonous
or constrictor type snake of their size. Up to 8 HD worth of snake(s) can be
summoned forth from the Rod of the Snake as an action, with up to 20 HD worth
of snakes total. These snakes are under the control of the holder of the rod.
Upon death or a touch of the rod, these snakes disintegrate into green dust.
In addition to summoning snakes, if the wielder has any ability to turn,
control, rebuke, or command creatures of a given type, that ability can also
be used on snakes. The snakes obey the verbal commands of the wielder, given
in a hissing language, and the wielder understands the responses of the
snakes likewise.) |
25000 |
2500 |
Save
Vs. Disease |
0864 |
|
Rod of
Wonder (The Rod of Wonder is a glossy wooden rod inset with a rainbow of
faceted gemstones along the entire length. Each day it generates 1d6+1
charges, holding up to a maximum of seven. With a snap of the wrist, the
wielder of the wand can spend an action to generate a random effect targeting
a spot, creature, or object within 150 ft. For any effects requiring a save,
the DC is 14. Alternatively, the wielder of the Rod of Wonder can expend a
charge to roll twice on the Meek Rod of Wonder effect table, choosing one.1.
Either eight CR ¼ elementals, four CR ½ elementals, or two CR 1 elementals of
a random type are summoned in the nearest available spaces around the target.
They will work together attack the nearest creatures and will not take any
orders.2. The wielder of the rod gains a random mutation.3. The target is
struck by a Fireball cast as a fourth level spell. 4. A 20 ft. radius around
the target is covered in slick, clear ice. It counts as difficult terrain and
creatures ending their turn on the ice or entering the icy area must make a
Dexterity save or fall prone.5. Ghostly vultures and jackals calmly wait for
the first creature within sight of the target to drop to 0 hit points. Then
they will pounce on the creature, devouring it, and then vanishing. If no
creature drops to 0 hit points within sight, they disappear after 24 hours.6.
The user chooses 2d4 5 ft. diameter circles within 30ft of the target. Those
spaces are filled with 5ft deep quicksand pits extending into
extradimensional space. They are difficult terrain and creatures passing
through them or ending their turn in their areas must make a Strength save or
be restrained. Restrained creatures make a Strength save at the end of their
turn or being drowning. Creatures must make a Perception check to notice the
quicksand isn’t just normal sand.7. The target or nearest creature is
affected by a Slow spell cast as a third level spell.8. A ring of books
appears around the target, made up of bad copies of books they’ve read and
empty joke books. The wall has 10 hit points per 5 ft. section and is
vulnerable to fire and slashing.9. All creatures within 30 ft. of the target
gain true-seeing out to 60 ft. for 1 minute.10. The target, or the nearest
creature to it, gains perfect telepathic flight, 60 ft. per round, for 1
minute.11. The target or nearest creature gains a false memory about a true
and useful event such as the location of treasure, a helpful secret, or
hidden information.12. The two creatures nearest the target within 60 ft. are
affected by a Gaseous Form that lasts for ten minutes.13. A 30 ft. radius
surrounding the target is encompassed by a swirling sandstorm. The sandstorm
provides concealment and cover while dealing 1d3-1 slashing damage to
creatures that begin their turn in its space. The sandstorm lasts until it
deals a total of 20 damage, if not creatures are in its space, it deals 1
damage to the surrounding terrain each minute.14. The user is shrunk down two
size categories for one day, unless they succeed on a Constitution save, then
the effect lasts for four hours. Their movement speed is halved, their
Strength drops by 4 and their Dexterity increases by 4 for the duration. 15.
The two creatures nearest the target and the user are all struck by a Hold
Monster spell cast as a 7th level spell.16. The rod casts Haste as a third
level spell on the target or creature nearest the target.17. A random limb or
sensory organ of the user is transformed into solid silver. 18. A 5 ft.
radius surrounding the target is covered with an orb of ethereal, blinding
light. This gives off sunlight out to 90 ft. Creatures attacking a creature
closer to the light make that attack with disadvantage. The light lasts for
1d4 minutes.19. The rod calls an insect swarm on the target with the Insect
Plague spell cast as a 5th level spell.20. The six creatures, possibly
including the target, nearest the target are teleported into the nearest
dungeon, maze, or labyrinth with a Sanctuary effect requiring a Wisdom save,
to attack one another until they exit the dungeon.) |
20000 |
2000 |
Arcane
Arsenal |
0865 |
|
Rod of
Wonder, Meek (This rod made of a swirling rainbow of pastel-colored sandstone
has a simple cloth grip at one end and hundreds of quartz shards embedded in
the other. Each day it generates 1d3+1 charges, holding up to a maximum of
five. With a flourish, the wielder of the wand can spend an action to
generate a random effect targeting a spot, creature, or object within 90 ft.
For any effects requiring a save, the DC is 12.1. A 20 ft. radius cloud of
mist emanates from around the target, obscuring vision, lasting for 1d3
minutes or until a stiff breeze clears it.2. Explosion of rock salt strikes
the target, 3d6 pounds of salt over a 10 ft. radius, dealing 1 damage per
pound. Creatures may make a Dexterity save for half damage.3. The target, or
the nearest object or creature to the point selected, is affected by a Light
spell, no save.4. The wielder becomes cursed, causing disadvantage on rolls
related to two random ability scores.5. A 5 ft. wide line between the wielder
and the target is filled with a stiff wind blowing either towards or away
from the wielder, randomly chosen when summoned.6. 1d6+1 animals of a random
type appear around the wielder, with CR1 or less, and the wielder is
polymorphed into one unless they succeed on a Wisdom save. They may choose to
fail the save.7. The target is tarred and feathered, imposing disadvantage on
checks requiring fine manipulation or intimidation.8. The four creatures
nearest the target are affected by a Bane spell cast as a second level
spell.9. The target or the nearest creature to the target is targeted by a
Healing Word spell cast as a 3rd level spell, healing 3d4 hit points. 10.
User is immediately friendly to the target or the nearest other creature to
the target. They will not be able to take a long rest until they offer
significant aid to their new friend, or 48 hours have past.11. The target or
the nearest creature of object to the target is affected by Invisibility.12.
Water pours out from around the target, creating a puddle of water 30 ft. in
radius and 1 inch deep on a flat surface or filling approximately 200 cubic
feet of volume.13. The user gains the ability to cast Fireball as a 3rd level
spell once, centered on themselves. They cannot cast any other spells until
they cast the Fireball spell.14. The ground below the target in a 10 ft. by
10 ft. space is transformed into a tilled garden of mixed crops suitable for
the climate and fully grown. This will likely include herbs, leafy greens,
grains, and vegetables.15. The target or creature nearest the target is
struck by a Witch Bolt as a 2nd level spell under the control of the user.16.
The target or the nearest creature to the target is covered with a
custom-fitted summoned platemail armor that forms over their other clothes.
It cannot be removed and lasts for 1 hour.17. The wielder of the rod casts
Shatter as a 2nd level spell aimed at the target.18. The four nearest
creatures to the target are affected by a Bless spell cast as a 2nd level
spell.19. A Spiritual Weapon of the Rod wielder is created as a 2nd level
spell at the closest point next to the target. This weapon will move to and attack
the nearest creature on each of the Rod wielder’s turns for the duration.20.
The eight nearest creatures within 120 ft. of the user are sent via dimension
door to be adjacent to the user, unless they succeed on a Wisdom save. They
are aware of the destination, will not be surprised by the jaunt, and can
choose to fail the save.) |
10000 |
1000 |
Arcane
Arsenal |
0866 |
|
Rod of
Wonder, Mythic (This jagged rod made of a solid crystal emanates a faint
light that dances across the full color spectrum. A smooth area at the base
can be gripped and flourished as an action to fire a random effect at a
target spot, creature, or object within 300 ft. Each day the Mythic Rod of
Wonder generates 1d8+1 charges, holding up to a maximum of nine. For any
effects requiring a save, the DC is 16. The wielder of the rod may instead
choose, when expending a charge, to roll twice on the Rod of Wonder table or
thrice on the Meek Rod of Wonder, choosing one of those effects.1. A small,
dark storm cloud forms in the highest point, up to 30 ft. high, above the
target. The cloud has a radius of 20 ft. and each round will fire a 5 ft.
wide line of lightning down at a random creature underneath it. The lightning
does 10d6 lightning damage to creatures in the line, with a Dexterity save
for half damage. The storm cloud lasts for 5 minutes.2. The user of the rod
and the three creatures nearest the target, including the target, are
targeted by Otto’s Irresistible Dance cast as a 6th level spell.3. The
wielder of the rod rolls for three random mutations and chooses one.4. A
random deity intervenes, blessing the wielder according to their ideals with
an effect equal to the power of a 7th to 9th level spell.5. The target or the
creature or object nearest the target is affected by a True Polymorph spell
with a form chosen by the wielder of the Mythic Rod of Wonder. The polymorph
effect lasts for 1 hour.6. An Antimagic Field is created surrounding the
target, cast as an 8th level spell that lasts for 1 hour.7. Inverted light
sweeps over all creatures within 60 ft. of the target. They switch places
with their shadows, effectively becoming ethereal for one minute.8. A Wall of
Stone appears, centered on a point halfway between the user and the target,
perpendicular to the line between the two, with five 10 ft. by 10 ft. panels
on either side. These stone panels are infused with iron bands, giving each
panel an AC of 18 and 60 hit points per inch.9. The target, or creature
nearest the target, gains a petrification gaze out to 30 ft. for 1 hour. Each
creature that starts its turn in the gaze must make a Constitution save or
become slowed. If already slowed, those creatures become restrained instead.
If they were already restrained, they become petrified.10. The user is
affected by a Dominate Monster spell cast as an 8th level spell with the
target or creature nearest the target as the creature the user is charmed by.
11. The target or the creature nearest the target completely forgets about
and is unable to notice anything related to one random ally or friend for one
week, with a Wisdom or Intelligence save reducing this duration to a single
day. The afflicted creature must make a second save at the end of the
duration, and if they fail, the memories they regain about that ally are
joined by false memories of the ally as well. 12. A Reverse Gravity spell is
centered on the target. The user may end the duration at will any time before
it ends at 1 minute.13. The user’s head grows three sizes larger, halving
their movement speed and imposing disadvantage on Dexterity checks for eight
hours. They may use their spell slots to cast any spell on their class list
as if they were known spells for this duration.14. The rod casts Chain
Lightning as an 8th level spell. The rod wielder must select as many of the
four secondary targets as are available within 30 ft. of the original
target.15. The next time the user would be reduced to half their hit points
or fewer, a screeching wail peels from the user’s throat. All creatures
within 30 ft., including the user, must make a Constitution save, or be
reduced to 0 hit points. 16. The wielder of the rod summons a Fey creature
under their control as the Conjure Fey spell cast as a 6th level spell. The
fey creature appears in the nearest available space to the target.17. The
target is surrounded by an Incendiary Cloud spell, cast as an 8th level
spell. The wielder of the rod can move 10 ft. away from them each round as a
free action.18. A 30 ft. radius surrounding the target is filled with six
inches of burning coals, counting as difficult terrain. Any creature that
starts their turn in the area or enters the coals takes 2d6 fire damage, with
a Dexterity save reducing the damage by half. If the coal is in an enclosed
space, the space will fill with smoke, dealing 1d6 fire damage to each
creature at the start of its turn. The coals burn out after 1 hour.19. The
rod casts Heal as a 9th level spell on the target or creature nearest the
target. 20. The target, or the nearest creature to the target, is transformed
into their choice of a red dragon, a kraken, or purple wurm for one day.
While transformed, they do not remember their previous life.) |
50000 |
5000 |
Arcane
Arsenal |
0867 |
|
Runner's
Anklet (A Runner’s Anklet is a plain iron chain that fits loosely
around a creature’s ankle or wrist. While worn, the
wearer’s movement speed is increased by 10ft. Additionally, if they
move their whole move action in a straight line, their movement speed for
that move action is increased by another 20 ft and they impose disadvantage
on any attacks of opportunity that move action triggers.) |
4000 |
400 |
Gear
Up |
0868 |
|
Rust
Mites (Small, larval rust monsters contained in this vented porcelain tube
will eat away at whatever non-precious metal they can touch, dealing 10
points of damage to metal creatures or items, consuming up to 1 pound each
round. Their antennae can only reach out a few inches through a capped vent
in one end to cause metals to rust, patina, and corrode. Paintings on the
ceramic tube show pitted, rusty statues or bent and broken weapons. The
larvae must be fed a pound of metal each week or they will starve to death.
After they have consumed a total of 300 pounds of metal, they will hibernate.
They will rapidly grow, breaking apart the wand and forming cocoons. In a
week they will grow into small rust monsters.) |
150 |
15 |
Save
Vs. Disease |
0869 |
|
Rust
Monster's Grasp (This massive rusty gauntlet is large enough to fit over an already
armored hand of a human sized creature. The Rust Monster’s Grasp instantly
rusts any metal object it touches, including one's own worn armor if care is
not taken. It rusts and corrodes up to 5 pounds of metal each round, dealing
3d10+5 damage to metal objects and creatures.) |
14000 |
1400 |
Save
Vs. Disease |
0870 |
|
Sand
Dollar (Crushing this circular sea urchin in the casting of a protection
spell causes the target or targets of the protective effect to gain five
temporary hit points per spell level when the abjuration effect ends.
Additionally, if the target or targets willingly accepted the spell, they may
end the effect early as a bonus action.) |
50 |
5 |
Exposed
to the Elements |
0871 |
|
Sandman
(A thick wool sap is filled with dust and sand. It can only deal non-lethal
damage and the dust shaking from it on striking has chance of putting enemies
to sleep. On a hit, the target must make a Wisdom save, DC 12, or fall asleep
for a number of rounds equal to the weapon damage. On a critical hit, the DC
increases to 15 and the duration increases to minutes. If the wielder has put
someone to sleep with the Sandman since their last long rest, their dreams
will be more pleasant that night. Sleeping creatures can be roused as an
action and automatically wake up after taking damage.) |
2000 |
200 |
Profane
and Profound |
0872 |
|
Sandstorm
Parasol (This beige parasol can be unfurled and twirled to change the
weather. Activating this parasol as an action removes any chance of normal
precipitation, makes it 10 degrees warmer, and increases the wind speed by
two categories in the surrounding mile when outdoors. The combination of
these factors may kick up a dust or sandstorm in already dry conditions. Each
ten minutes of use after the first total hour each day has a 1 in 6 chance of
leaving the parasol in tatters. Using the Sandstorm Parasol indoors raises
the temperature of a 60 ft. radius by 10 degrees, creates a warm breeze, and
drops the humidity drastically. The wearer is not harmed or bothered by these
weather changes. Each opening of the parasol counts for a minimum of ten minutes
of use, even if it is used for less.) |
6000 |
600 |
Arcane
Arsenal |
0873 |
|
Save
Bonus +1 Armor (Armor with this enchantment confers a +1 bonus to one save,
chosen during the enchanting process, and often has a small trinket: A salt
crystal for constitution, a sealed phial of ink for intelligence, or a
polished pearl for charisma.) |
250 |
25 |
Gear
Up |
0874 |
|
Save
Bonus +2 Armor (This enchantment confers a +2 bonus to one save chosen during
ensorcelling. Trinkets on this armor might include: a stiff piece of yew wood
for strength, a fox paw for dexterity, or glass owl eye for wisdom.) |
2500 |
250 |
Gear
Up |
0875 |
|
Scab
Powder (Scab Powder is held in a waxed handkerchief: the diseased scabs of
some unfortunate victim. Open the tiny bundle and blow the power into a
victim’s open wounds or mucus membranes to expose them to the disease.
Alternatively, if the disease can infect through ingestion or contact, then
the Scab Powder version can as well. Scab powder exists for all non-magical
diseases and has the same save DC and onset time. Particularly rare or deadly
diseases may be harder to collect scabs from and could cost significantly
more.) |
200 |
20 |
Save
Vs. Disease |
0876 |
|
Scab
Powder, Virulent (Mad alchemists or apocalyptic wizards have taken cultures
of prime specimens of disease. Kiln-fired clay seals are used to hold
Virulent Scab Powder in a small metal shaker jar. Popping off the cap and
squeezing the thin metal canister shoots out a puff of diseased smoke.
Getting the powder on open wounds or into mucus membranes exposes the victim
to a potent disease. Alternatively, if the disease can be spread by ingestion
or contact, then the scab powder can as well. The disease functions as its
normal variant except that it makes damage rolls with advantage, has its save
DC increased by 4, and its onset time is reduced to 1/10th its normal time.
Many a dead chemist has been found attempting to perfect even more potent
disease powders. A single canister holds up to three doses of the disease
chosen as the time of creation.) |
1000 |
100 |
Save
Vs. Disease |
0877 |
|
Scarlet
and Blue Ioun Stone (Split in two halves, this red and blue diamond rotates
about its center randomly while floating just over the wearer's left
shoulder. It is activated by the user grabbing the two halves and twisting
them a half turn until they align again. The wearer gets a +2 bonus to their
Intelligence.) |
9000 |
900 |
Arcane
Arsenal |
0878 |
|
Scholar's
Spectacles (These thick rimmed glasses sit heavily upon their
wearer’s face, constantly drooping to the end of their nose.
Scholar’s Spectacles grant a +2 bonus to both intelligence and
wisdom. In addition, the wearer need only spend half as much time copying
spells, writing scrolls, translating languages, or learning new skills. The
material and expense costs of those tasks do not change.) |
7000 |
700 |
Gear
Up |
0879 |
|
Scholar's
Spectacles, Master (Master Scholar’s Spectacles are half inch thick
glasses set in golden rims. Also, small rods hold additional lens of to the
side of the main lenses, allowing them to be swung into place for further
magnification. The wearer gets a +4 bonus to both Intelligence and Wisdom. In
addition, the wearer need only spend one quarter the normal time copying
spells, scribing scrolls, translating written languages, or learning new
skills from written texts.) |
18000 |
1800 |
Gear
Up |
0880 |
|
Scintillating
Shield (Shifting rainbow colors splay across the glossy surface of this +1
shield’s face. Three times each day, it can be used to summon a 10 ft x 10 ft
plane of force within 10 ft. of the wearer. The barrier lasts for 1 minute
and calling it forth is a free action. The plane of force molds around fixed
objects but cannot be placed where it would intersect with moving creatures
or objects.) |
6000 |
600 |
Charged |
0881 |
|
Scouting
Wand (A scouting wand is fletched arrow now missing its head but etched with
an elaborate compass motif. Throwing the wand into the sky, causes it to take
flight and allow the thrower to see, from a bird's eye view, a six mile
radius circle centered up to ten miles away. After five minutes, or after the
thrower recalls it, the wand returns. The wand can be used this way twice
each day.) |
500 |
50 |
Charged |
0882 |
|
Sea
Sponge (This small nub of porous sea creature can be used as the focus of a
spell that transforms a nonliving target. If the sponge is dry, the hardness
of the resulting transformation has its hardness increased by 1, or if the
sponge is wet decreased by 1, for the duration of the effect.) |
25 |
2.5 |
Exposed
to the Elements |
0883 |
|
Seeking
Weapon (When applied to ranged or reach weapons, a Seeking weapon will cause
a weapon's attacks to curve around obstacles and corners to hit a target's
vital points. Cover and corners are ignored, but the wielder must still have
line of sight or a known location of an enemy to target them. On a miss with
any Seeking weapon that is less than 5 under the target's AC, the weapon does
its minimum damage instead. Seeking weapons have an increased critical range
of +2.) |
40000 |
4000 |
Arcane
Arsenal |
0884 |
|
Seer's
Crystal Ball (A Seer’s Crystal Ball is a solid hemisphere of glass one foot
across set in a silver tripod. Gazing into it, a user can see a bird eye view
of a 5 mile radius area. This view can be centered on any point the user has
previously stood up to 100 miles away. The crystal ball can be used freely in
minimum increments of 1 minute for the first 10 minutes each day, but each
minute after that requires a Wisdom saving throw against the number of
minutes already spent using the crystal ball that day. On a failure, the user
gets vertigo and spends the next minute vomiting. Additionally, any vision
based spells cast using the ball as a focus have their range doubled. Any
rolls for those spells are rolled with advantage.) |
60000 |
6000 |
Profane
and Profound |
0885 |
|
Segmented
Weapon (Segmented weapons utilize superior crafting techniques to break a
weapon into segments and join them with flexible material. This flexibility
allows them to be extended or stretched. Melee weapons gain five more feet of
reach while ranged weapons take advantage of higher tension and leverage to
double their range. When a segmented weapon is extended in this way, its
attacks take a -2 penalty. Segmented weapons are also easier to break when
extended doubling the damage they take.) |
300 |
30 |
Arcane
Arsenal |
0886 |
|
Serrated
Weapon (Ragged channels of sharp protrusions line a serrated weapon so that
it leaves a bloodier wound. When a serrated weapon rolls maximum damage on
its damage die, it also inflicts bleed 1.) |
350 |
35 |
Profane
and Profound |
0887 |
|
Shadefern
(This naturalistic leather armor made of fern fronds can do one of two
effects, up to a total of six times each day: create areas of wispy
undergrowth providing concealment or grow areas of thick ferns and plants
granting cover. Both effects cover a 30 ft. radius and can be centered on any
point up to 120 ft. away. The effects last if the wearer maintains
concentration, or up to a minute, whichever is longer.) |
750 |
75 |
Arcane
Arsenal |
0888 |
|
Shadow
Ink Armor (Dark, inky shadow-creatures enslaved by Void Lords in the Plane of
Shadow mine this blackish-brown, flowing metal. Smelted with material plane
iron to form stable metal, shadow ink draws darkness to itself. Shadow ink
armor confers advantage on stealth checks to its wearer, they may cast
darkness 3/day, and they can perform up to 150 ft of Shadow Jumping each day,
divided as the wearer chooses. A Shadow Jump is a Dimension Door effect but
only from one shadow to another.) |
5000 |
500 |
Fantasy
Foundry |
0889 |
|
Shadow
Ink Weapon (Dark, inky shadow creatures enslaved by Void Lords in the Plane
of Shadow mine this blackish-brown, flowing metal. Its sale to outside planes
makes these lords rich and fuels their dark machinations. Smelted with
material plane iron to form a workable metal, shadow ink draws darkness to
itself. The wielder of a shadow ink weapon gains advantage on stealth checks
and attacks made with advantage deal an extra 1d8 necrotic damage.
Alternatively, the interaction of this metal with the Plane of Shadow lets
the wielder stab the shadows of an adjacent enemy, dealing 2d8 necrotic
damage. A shadow ink can only attack shadows in well-lit areas, but it is
unavoidable.) |
8000 |
800 |
Fantasy
Foundry |
0890 |
|
Shadow
Mirror (Void Lords of the shadow dimension would often commission these
weapons for their trusted assassins in order to kill targets that might
otherwise be too well armed. A Shadow Mirror is a completely black +1
shortsword; no light is reflected by it. By cursing at an armed foe within
reach, this weapon covers the wielder with an illusory shadow copy of the
target. If the marked foe attacks while within reach, the Shadow Mirror
illusion lashes out. This grants the wielder one free attack of opportunity,
at half damage, for each attack that the enemy makes.) |
8000 |
800 |
Profane
and Profound |
0891 |
|
Shadowslick
(When living material brought to the shadow plane rots and ferments, it turns
into this oily goop. Used on the material plane, the oil stains whatever it
is rubbed into, concealing them in dimly lit areas. The oil is odorless until
exposed to bright light where it burns away to leave a green-black stain that
smells strongly of mildew. The smoke from an ounce of Shadowslick is thick
and provides total concealment in a ten foot cube for 1 minute. Additionally,
if used in conjunction with an illusion spell, the oil gives substance to the
illusion, increasing its save DC by 1, but an illusion improved in this way
will be dispelled if touched by sunlight. There are four ounces of
Shadowslick in one vial, enough to cover four small objects or one medium
object.) |
250 |
25 |
Profane
and Profound |
0892 |
|
Sharpening
Scabbard (What at first appears to be a simple loop of leather, will actually
resize itself, once touched, to fit as a scabbard for its owner’s weapon. Any
weapon drawn forth from this scabbard will see itself sharpened and made much
more dangerous. Such a weapon increases its critical threat range by 4
points, granting a normal weapon a critical hit on a 16-20 for example. This
bonus threat range decreases by 1 point after each critical hit, until
eventually it returns to 0. The scabbard can only sharpen a weapon three
times each day. A Sharpening Scabbard can even fit improvised or unusual
weapons, but nothing larger than what the wearer can wield in two hands.) |
20000 |
2000 |
Charged |
0893 |
|
Shattering
Armor (Armor with this enchantment is spider-webbed with a great deal of
cracks. After being hit, the armor retorts with a 15 ft. cone of nearly
translucent shards, aimed towards the attacker, for 1d6 force damage. Once
triggered, this ability cannot will not activate again until the start of the
wearer’s next turn.) |
3000 |
300 |
Arcane
Arsenal |
0894 |
|
Shattering
Weapon (Once the enchanting is complete, deep cracks spider web throughout a
Shattering weapon. When a Shattering weapon hits, it showers the area with
damaging shards in a 15ft cone for force, originating from the targeted
creature away from the wielder of this weapon, dealing damage equal to the
weapon’s damage. The weapon is not harmed from the constant shattering, the
shards are force blasts glamored to appear as shards of the weapon. Once
activated, the enchantment will not trigger again until the start of the
wielder’s next turn.) |
3000 |
300 |
Arcane
Arsenal |
0895 |
|
Shatterspike
(A war-pick that is reinforced with thick metal along its wooden haft and is
adorned with a symbol of a crumbled keep surrounded by shattered swords. The
Shatterspike acts as a +1 war-pick, a versatile piercing weapon that deals
the same damage as a club in one hand or as a mace in two hands. It vibrates
violently when it strikes inanimate objects, dealing quadruple damage to
non-magic objects or double damage to magic objects. Once each day, the
vibrations can be focused in an attack to shatter a piece of equipment on a
struck foe. That foe must make a Dexterity save, DC 15, or have that item
broken. Magic items grant advantage on that saving throw.) |
5000 |
500 |
Arcane
Arsenal |
0896 |
|
Shield
Maw (A nasty, boar-toothed, ragged beast-mouth juts from this +1 shield. The
shield has a mind of its own and will lunge out to bite at anything that
draws near. The shield gets one reaction at the beginning of its wielders
turn. It uses its reaction to bite at the first creature to come within 5 ft
of its wielder, enemy or ally. It attacks at +6, dealing 2d6+3 piercing
damage on a hit.) |
4000 |
400 |
Save
Vs. Disease |
0897 |
|
Shifter's
Plate (The Shifter’s Plate is +1 plate mail of sculpted verdigris in the
shape of thorns, vines, and animals. The plate mail adapts to fit its
wearer’s form, conferring its armor bonus and magic effects no matter the
shape of its wearer. Upon shifting forms, the wearer regains 1d6 hit points.) |
6000 |
600 |
Profane
and Profound |
0898 |
|
Shifting
Weapon (Green patina representing thorns, vines, and animals is etched across
the copper plating of a Shifting weapon. Shifting weapons meld into their
master's new form, coating their natural weapons with copper patina. Any
magical or alchemical bonuses granted to this attuned weapon continue to
apply to one of the new form’s natural weapons, chosen at the time of the
change. If the damage die of the Shifting Weapon is larger than the damage
die of the natural weapon, increase the weapon damage die size of the natural
weapon by one.) |
1250 |
125 |
Profane
and Profound |
0899 |
|
Shocking
Armor (Occasional sparks arc across the armor’s surface. Attackers within 60
ft. that hit the wearer are struck by a bolt of electricity a moment after
the air between them and the armor ionizes, dealing 1d10 damage. If the armor
is something conductive, all creatures touching that conductive surface or
volume within 30 ft. of the armor take 1 electricity damage at the start of
each of their turns or if they come in contact with it for the first time on
their turn. This effect includes the wearer if the conductive material is
touching both the surface of the armor and an unprotected portion of their
body, such as when submerged in water.) |
8000 |
800 |
Exposed
to the Elements |
0900 |
|
Shrinking
Boat (The Shrinking Boat is a scale replica of a boat, reduced to the size of
a large backpack and weighing 50 pounds. With a command word, the boat grows
to its full size, given enough space to accommodate it. The base Shrinking
Boat is only a six person rowboat complete with oars and small anchor;
however, larger ships are possible but cost more. A river barge costs 150000,
a small galley 20000, a large galley 40000, a sailboat 50000, and a galleon
100000. It is rumored that a shrinking Astral Ship exists, and even shrinks
its passengers down to miniature size as well, but it has never been
recorded.) |
7500 |
750 |
Gear
Up |
0901 |
|
Shrinking
Forge (This tiny forge is shrunk down to doll-size, allowing it to fit in a
large bag or backpack. It can hold a whole set of blacksmithing tools, an
anvil, up to 100 pounds of metal, and a few hours worth of fuel along with it
when it shrinks. It always weighs 50 pounds when shrunk down, no matter how
many tools, how much fuel, nor what amount of metal it carries with it. When
grown to full size, it needs a full 20 foot cube of space to unfold. The
forge has all the tools one might need for blacksmithing, forging, smelting,
and metalwork.) |
1500 |
150 |
Gear
Up |
0902 |
|
Siege
Engineer's Survey (This staff mounted viewing glass has precise angles and
measurements carved into its elaborate bronze mounting gears. If the user
spends a full minute surveying a structure within 500 ft. and then captains a
piece of siege equipment, that siege equipment has advantage on both its
attack and damage rolls against the surveyed structure. In addition, using
the viewing glass to sight previous attack from the siege weapon grants
double the usual bonuses to an attack from repeated misses with a siege
weapon.) |
9000 |
900 |
Arcane
Arsenal |
0903 |
|
Siege
in a Bottle (A bottle containing an elaborate scene of tiny miniatures,
mid-siege, can be smashed to conjure a working siege camp. In the space
around where the bottle is broken, the miniatures grow to full size,
absorbing the broken glass and pieces. The camp contains all the lumber,
tools, instructions, and materials needed to create siege equipment: 6
mantlets, a capped ram, 1 60-foot siege tower, 200 feet of ladders, 2
catapults, 3 ballistae, 1 trebuchet, and dig 300 feet of sapper tunnels through
dirt or stone. A trio of thirty foot by twenty feet rectangular, treated
pavilions serve as excellent cover from the elements and missile fire. The
equipment made with using a Siege in a Bottle are treated as +2 weapons and
deal an additional 2 damage per die to structures. They also have twice as
many hit points and +2 armor class.) |
6000 |
600 |
Arcane
Arsenal |
0904 |
|
Siltblade
(A simple masterwork scimitar with an elaborate gold handle that carries a
dry air about it. Swings of the blade scatter pinches of sand when it rolls
maximum damage, blinding the target. The target remains blind until an action
is spent wiping their eyes.) |
1500 |
150 |
Profane
and Profound |
0905 |
|
Silver
Armor (Tiny silver rods the size of sewing needles dot this armor, tracing
out the major arteries of a humanoid figure. They pull magic away from
sensitive organs and body parts. Silver armor reduces targeted magic damage
taken by 4 and reduce the duration of hostile spells by ½.) |
900 |
90 |
Fantasy
Foundry |
0906 |
|
Silver
Weapon (Silver weapons are of moderate effectiveness for channeling magical
energies, but hold edges poorly. Silver weapons deal 1 less damage. Any
damaging spells cast through a silver weapon used as a focus deal an extra 2
damage.) |
900 |
90 |
Fantasy
Foundry |
0907 |
|
Silvered
Studded Leather (The gauntlets of this +1 studded leather armor constantly
sheds a fine silver dust that is worthless except for its ability to be slung
up to 15 ft. as an action. Treated as a ranged attack, the thrown dust
ignores natural and non-magical armor bonuses. On a hit, any shapeshifter
struck by the dust must make a DC 15 constitution save or revert to their
natural form and be unable to shapeshift for a number of rounds equal to the
radiant damage they take, minimum 1. Creatures susceptible to silver take
1d4+1 radiant damage from the attack. Once struck by this dust once,
creatures’ allergic reactions to the dust will be subdued, leaving them
immune to its effects until they complete a long rest.) |
1500 |
150 |
Arcane
Arsenal |
0908 |
|
Siren's
Lyre (Played softly as a move action, this four stringed lyre produces a
soothing tone, like a mother cooing to a newborn or a lover humming to a
paramour. The Siren’s Lyre produces a charming effect on enemies that hear
it. Enemies within 300 feet must make a Wisdom save, DC 14, or spend their
move action a to move as close as safely possible to the lyre. They may
attempt a new save against the effect at the end of each of their turn. A
creature that makes its save is immune to the Siren’s Lyre for an hour. The
lyre may cast Hold Person or Hold Monster on a creature affected by its song
up to three times between each long rest. The lyre grants advantage on
performance checks to earn money.) |
9000 |
900 |
Profane
and Profound |
0909 |
|
Sizing
Armor (The armor or shield with this enchantment will magically resize itself
to fit the bodies of creatures up to two sizes larger or smaller than the
original size of the equipment. The resizing takes 1 minute for each size
category it must change. When not worn, it returns to its normal size over
the course of a few hours. Creatures of roughly similar body type as the
original creature will be accommodated, but extra limbs or radically
different body shapes will not be accommodated.) |
250 |
25 |
Arcane
Arsenal |
0910 |
|
Sizing
Weapon (Sizing weapons are enchanted with a simple transmutation charm that
allows them to resize to the hand of any wielder between up to two sizes
larger or smaller than the original size it was crafted for.) |
100 |
10 |
Arcane
Arsenal |
0911 |
|
Sizing,
Greater Armor (Greater Sizing enchanted armor will reform itself to fit the
body of any creature within four size categories of the original armor,
including outlandish or awkwardly shaped creatures. The resizing takes 1
round for each size category it must change, this wait time doubling for
radical body type changes. The armor stays at this size and shape until a new
creature touches it to resize it while it is not being worn.) |
1000 |
100 |
Arcane
Arsenal |
0912 |
|
Sizing,
Greater Weapon (Greater sizing weapons have a resizing charm like their
lesser cousins, but can also use the transmutation effect offensively. The
enchantment allows the wielder to increase the size of the weapon to a larger
size to increase its damage in the middle of a fight. Greater Sizing weapons
can be commanded to increase in size, going up one weapon damage die size and
increasing the weapons reach by five feet or doubling its range while
imposing disadvantage on attack rolls. Growing the weapon more than one size
larger than the wielder's size category makes the weapon too large to wield.
Shrinking the weapon decreases weapon damage die size but also makes it
easier to hide, granting advantage on misdirection. A Greater Sizing weapon
can shift to accommodate wielders up to four sizes larger or smaller than the
original wielder.) |
1000 |
100 |
Arcane
Arsenal |
0913 |
|
Skilled
Weapon (Designed with some skill use in mind, a Skilled weapon is either
magically or mechanically enhanced to improve the use of that skill. The
weapon offers a +1 bonus to that skill.) |
250 |
25 |
Gear
Up |
0914 |
|
Skilled,
Greater Weapon (A Greater Skilled weapon offers a +2 bonus to the skill that
it was designed to aid. The skill bonus type manifests more visibly upon the
weapon: it is perpetually coated in blood to aid in intimidate checks, has
loops or attachments to aid in climbing, has tool compartments to aid in
lockpicking, or other modifications.) |
2500 |
250 |
Gear
Up |
0915 |
|
Slaad
Tooth Amulet (A single, large yellowed tooth hangs from a twisted scrap of
leather cord. It shimmers with a faint, nauseating rainbow of colors. If your
Intelligence is less than 15, your intelligence becomes a 15. If it is 15 or
higher, whenever you roll a critical on a spell attack, you may cast a
cantrip as a bonus action.) |
400 |
40 |
Gear
Up |
0916 |
|
Slaver
Whip (This beast-toothed, barbed whip deals damage as a +1 dagger but with a
reach of 15ft. and a minimum range of 10 ft. Three times each day, barking a
command during an attack will force the defending creature to make a WIS
save, DC 12, or obey. This functions as the Command spell. On rolling maximum
damage, the save DC increases to 15 and the duration increases to 2 rounds.) |
3000 |
300 |
Charged |
0917 |
|
Sleep
Arrow (A dull silver arrowhead on a shaft fletched with down, these arrows
deal non-lethal damage and poof into a cloud of downy feathers. Any creature
struck must make a WIS save, DC 12 or fall asleep for 1d6 minutes. On maximum
damage, the DC increases to 20 and the duration increases to hours.) |
250 |
25 |
Gear
Up |
0918 |
|
Slippers
of Spider Climbing (Sticky, silken stockings hold fast to any surface they
touch. The wearer of the Slippers of Spider Climbing may move at their base
land speed along the walls, ceilings, or other surfaces, so long as they are
not wet or otherwise too slippery or icy that a spider could not climb them.
The stockings will not fit over armored boots.) |
400 |
40 |
Gear
Up |
0919 |
|
Smoke
Bomb (Sandy, soft clay absorbs the impact of tossing this lit smoke bomb.
Dark grey smoke obscures a 20 foot cube. The smoke dissipates in 5 minutes or
in the presence of a strong wind. A moderate wind is only strong enough to
move the smoke cloud.) |
150 |
15 |
Gear
Up |
0920 |
|
Smoke
Bomb, Crude (Crude smoke bombs are clay jars with a knotted rope fuse. Lit
and tossed, the soft, 3 inch, clay sphere pours out smoke, creating a 10 foot
cube of thick grey smoke. The cloud offers concealment but will be moved by a
light wind or dispersed by a moderate or stronger wind. The smoke
bomb’s cloud dissipates on its own in 1 minute.) |
75 |
7.5 |
Gear
Up |
0921 |
|
Smoke
Bomb, Refined (Ashy, black-grey smoke pours out of this bomb after it is lit.
In a single round, the Refined Smoke Bomb billows out a 50 foot cube. The
smoke dissipates in half an hour or in the presence of a very strong wind.
The specially treated smoke is too heavy to be moved by any wind weaker than
a strong wind. The smoke itself grants total concealment.) |
350 |
35 |
Gear
Up |
0922 |
|
Smoke
Bomb, Shadow-stuff (Black, noxious smoke pours out of this smoke bomb doped
with Shadowslick. It contained in a black, clay cylinder that explodes in a
puff of smoke moments after it is lit. The dark smoke covers a 20-foot cube
and provides concealment and a Darkness effect that both last for 5 minutes
before the cloud dissipates. Any shadow or illusion spell cast from within,
into, or through the cloud is made partially real, imposing disadvantage on
saves against their effects. A moderate wind will blow away the smoke in 1d6
rounds and sunlight will cancel the Darkness effect in 1d4 rounds, including
its empowerment of illusion spells.) |
350 |
35 |
Arcane
Arsenal |
0923 |
|
Smoke
Djinn's Bottle (A Smoke Djinn’s Bottle is a bronze incense lamp and appears
indistinguishable from a Genie’s Lamp. However, when this lamp is opened, air
is pulled through its body and smoke pours forth from its mouth. The smoke
fills a 10 ft. cube with smoke each round, or less if the top is partially
closed to limit the airflow. The cubes of smoke move with the surrounding
air-flow but are not dispersed except by winds at least as strong as a severe
wind. In still areas, the smoke cloud instead increases in radius by 5 ft.
every other round until reaching 30 ft across. The heavily spiced smoke
provides concealment against targets less than 10 ft away and total
concealment against any targets further than that. Cinnamon, cloves, and
frankincense scents fill the smoke, obscuring scent-based detection as well.
If the bottle is rubbed, the bronze lamp shakes and pours forth smoke for one
minute, unable to be stoppered or blocked. Smoke from the bottle dissipates
naturally after 5 minutes.) |
6000 |
600 |
Exposed
to the Elements |
0924 |
|
Smoky
Armor (Slightly charred and blackened, wafts of smoke drift off the armor.
Three times each day, the armor can be dusted off with a vigorous swipe to
call forth a smoke cloud. The cloud has a 10 ft radius and lasts for 10
rounds, or until a strong breeze dissipates it. Lesser air currents will
slowly move the smoke cloud. The thick smoke provides concealment against
creatures on the other side or within the smoke.) |
1000 |
100 |
Fantasy
Foundry |
0925 |
|
Snake
Oil (Standing alone, this bottle is a yellow tinted glass with a blank label
about half full of a clear oil. Whether it is dumb luck or intent, the bottle
often ends up in the company of other liquids, oils, and potions. While in
such company, Snake Oil takes on the appearance and functionality of the
majority of such bottles within 5 ft. If Snake Oil, while hiding, is
identified, it will revert to its base form. There it provides +1
preventative bonus against contact poisons and diseases for one hour after
rubbing it on skin. A bottle only holds one use.) |
200 |
20 |
Fantasy
Foundry |
0926 |
|
Snake
Venom (Pale yellow, cloudy syrup slides along the bottom of a small vial.
Milked from poisonous snakes, this venom only works once it is in contact
with an open wound. This can be done by splashing it in a cut or applying it
to a weapon. The target must make a Constitution save, DC 13, or suffer 1d4
Dexterity damage as well as paralysis for that many rounds. On a successful
save, the victim only takes half the Dexterity damage and is not paralyzed.
Each vial contains four doses.) |
50 |
5 |
Save
Vs. Disease |
0927 |
|
Snake
Venom, Greater (Exotic snakes were collected, hunted, and farmed to produce a
vial of this nasty toxin. A victim that gets it in an open wound must make a
DC 15 Constitution save or take 2d4 Dexterity damage and be paralyzed for
that many rounds. A successful save reduces the damage by half and negates
the paralysis. A jar of Greater Snake Venom has four doses.) |
250 |
25 |
Save
Vs. Disease |
0928 |
|
Snake
Venom, Monstrous (The snakes of nightmares and cursed wastelands produce this
faintly hissing amber liquid. A single vial holds four doses of the
dangerously harvested toxin. Those struck with the venom must make a DC 16
Constitution save or take 4d4 Dexterity damage and be paralyzed for as many
rounds. A successful save reduces the Dexterity damage by half and negates
the paralysis.) |
1250 |
125 |
Save
Vs. Disease |
0929 |
|
Snakestaff
(A Snakestaff is a long wooden pole with a carved jade snake wrapped around
its top, eyes gleaming with red glass. An attuned humanoid-snake that wields
this staff gains an extra spell slot of the highest spell level they can
cast. Any spellcaster wielding the Snakestaff may cast the following spells
using an equivalent or higher spell: Comprehend Languages, Alter Self, and
Hypnotic Pattern. Also, at a command by an attuned wielder, the Snakestaff
transforms into a mundane, large python under the command of the wielder. If
the snake dies, it returns to its staff form and cannot be called forth for a
week. In snake form, it can be healed normally. Any wielder that can speak
with snakes can access the staff's abilities while it is in snake form.) |
3000 |
300 |
Arcane
Arsenal |
0930 |
|
Snakestaff,
Great Viper (Like the Snakestaff, the Great Viper Snakestaff grants a bonus
spell slot to attuned humanoid-snakes. This greater staff has a jade snake
wrapped up and down the entirety of the staff, with the snake holding a large
ruby in its mouth at the top. The spells that can be cast through this staff
using an equivalent or higher spell are: Comprehend Languages, Alter Self,
Hypnotic Pattern, and Stoneskin. The staff can transform into a mundane, huge
constrictor snake, at a verbal command by the attuned wielder, and follows
the verbal directions of the staff wielder. If the wielder can talk to
snakes, they can access the staff's abilities even while it is in the form of
a huge constrictor snake. If the snake dies, it returns to staff form and
cannot be called forth for one week. In snake form, it can be healed
normally.) |
12500 |
1250 |
Arcane
Arsenal |
0931 |
|
Snakestaff,
Monstrous (Bearing upon its jade rod a massive, frilled and exotic snake-like
beast, the Monstrous Snakestaff is the peak form of serpentine foci. This
staff grants any attuned humanoid-snake wielder a bonus spell slot of the
highest and second highest spell levels they can cast. Also, the staff
wielder can cast the following spells using an equivalent or higher spell:
Comprehend Languages, Alter Self, Hypnotic Pattern, Stoneskin, Modify Memory,
and Flesh to Stone. The staff itself can be commanded to turn into an ancient
and monstrous snake as an action by an attuned wielder. The serpent is over
sixty feet long, with dark black and gold scales lining its thick, muscular
body. The terrible beast's maw is lined with razor sharp teeth, and when it
moves, a thin coat of golden slime covers its scales. This snake is
intelligent, but allied with its summoner. Any wielder that can speak to
snakes can access the staff's abilities even while it is in snake form. If
the serpent dies, it returns to staff form and cannot be called forth for one
week. In snake form, it can be healed normally. HD 18 (160), G, AC 22, ATK
(+10 Bite x2, Constrict*), DAM 3d6+7, 4d10+20. MOV 60/SWM 100/CLM 60. S 24 D
20 C 18 I 16 W 20 C 12 *If the Monstrous Serpent hits with a bite attack, it
makes a free grapple check to grab the target with its body. Grappled enemies
take constrict damage each round on the serpent's turn until they escape.
Creatures that touch the Serpent's scales are exposed to a contact poison
dealing 3d6 poison damage with a Constitution save, DC 15, for half damage.
Attacks against the serpent by creatures susceptible to fear effects are made
at a -1 penalty, no save.) |
27000 |
2700 |
Arcane
Arsenal |
0932 |
|
Snaring
Rope (Steel threads run through this thin silk rope. Snaring Rope is a 100
foot long living rope. It weighs only a few pounds and can be commanded to
tie, knot, move, and hook itself as an animated rope, moving up to 30 feet
each round. It can also be called on to entangle, bind, and immobilize a
creature within 5 feet of itself. The snaring rope has an AC of 18, from both
its toughness and agility, and the targeted creature must make a Dexterity
save, DC 16, or be restrained. On subsequent rounds, the creature must make
an opposed grapple check versus a +6 bonus at the beginning of each turn, or
be immobilized and rendered helpless. A success by more than five or a
successful opposed grapple check made as an action on their turn allows the
creature to escape the Snaring Rope. The rope has 100 hit points. If it is
reduced to 0 hit points, the rope falls to pieces and loses its magical
properties. It can carry up to 500 pounds and drag five times that much,
given a strong anchoring point to pull from.) |
18000 |
1800 |
Charged |
0933 |
|
Soda
Ash (An object coated in this white-grey dust will take no damage from the
next source of acid damage against it. It takes an action to apply it to an
object. Soda Ash is sold in oiled canvas sacks containing ten uses.) |
25 |
2.5 |
Exposed
to the Elements |
0934 |
|
Solar
Hood (A Solar Hood grants its wearer some revitalizing benefits while in the
sun. The blue-black hexagonal crystals covering the top and back of this
shiny cloth hood heat up to a soothing warmth in the direct sun. The wearer
of the hood regenerates one spell level worth of magical energy for each hour
they spend in the sun. These spell levels can be used to recharge a single
use of an equivalently powerful magic item, spell slot, or supernatural
ability. Each spell level may instead be absorbed to gain 1d8+2 temporary hit
points. Using the magical energies in the Solar Hood takes only a free
action. The hood can only store up to four solar hours of energy at a time,
and they degrade at a rate of one solar hour each day.) |
4000 |
400 |
Charged |
0935 |
|
Songbird
in a Box (A tiny lead bird is chained to the inside of this box. Once opened,
the bird will quietly listen carefully for the next minute, hopping at the
end of its tiny chain. After that, scratching the underside of the
bird’s neck causes it to repeat, exactly, the minute of sound that
it listened to. If the box is shut and reopened, the bird will attempt to
listen to a fresh minute of noise, losing its memory of the previous minute,
unless its fine lead feathers are stroked gently upon opening.) |
50 |
5 |
Gear
Up |
0936 |
|
Soul
(The container may vary, but they are all marked with precious metal ink
denoting the type and value of the soul contained within in an extraplanar
language. Within the container is a caught mortal soul, usually from someone
who sold it in an ill-advised contract, but not always. They make useful
currency with extraplanar beings or the powerful magic creatures that deal
with them, and are worth full price to such creatures. Unfortunately, they
are not always equivalent to a fresh soul; one Soul is the equivalent of 2HD
of the soul of a living creature. Often, these souls are used as temporary
conduits or vessels for magic before being sold back on to the market.
Credentialed souls or notorious souls could be worth much more, if their
origins can be proven to a reputable soul dealer. Swallowing the fist sized
ball of light wracks mortal bodies with pain but grants a +1d10 bonus to each
statistic, rolled separately, for 24 hours. For each statistic increased by
more than the user’s base modifier, they must make a Charisma save, DC 14, or
take on a permanent random madness from the consumed soul.) |
5000 |
500 |
Profane
and Profound |
0937 |
|
Soul
Reaver (The Soul Reaver is a +3 black-bladed scythe with a bone-white, wooden
handle. The Soul Reaver deals its weapon damage as both necrotic and slashing
damage. Upon killing a living enemy, the Reaver captures their soul. Each
soul held by the scythe provides a +1 bonus to weapon damage, up to a maximum
of 7 souls. After a soul has been trapped in the Reaver for a week, the soul
is consumed and disintegrates. When the Reaver is engorged with all 7 souls,
additional souls it would absorb are consumed immediately, giving the wielder
5 temporary hit points. On a critical hit, the enemy must make a CON save, DC
13, or die. Tiny copies of the trapped souls float about the blade of the
scythe. Good creatures that wield this weapon take 1d8 necrotic damage, no
save, for each attack they make. Taking souls with this weapon, even once,
will put the user at odds with Death, who will track how many souls were
stolen from him.) |
50000 |
5000 |
Bound |
0938 |
|
Sparkling
Core Wand (Stolen from the soul of a creature native to an elemental plane,
this wand’s core gives off intermittent sparks of its chosen elemental
nature. When a spell that deals elemental damage is cast through this wand, a
bundle of sparks follows the path of the spell. These sparks deal 1 damage of
the Sparkling Core Wand’s type per spell level of the spell on the start of
the wielder’s next turn as the sparks detonate after a short delay. If the
spell and the wand are of the same element, the extra damage is dealt even if
the creature successfully saves or the spell misses.) |
4000 |
400 |
Exposed
to the Elements |
0939 |
|
Speed
Weapon (With a handle adorned with snake scales, rabbit fur, or cheetah hide,
a weapon of speed moves with incredible speed. To an attuned wielder, the
weapon grants haste while it is held.) |
20000 |
2000 |
Gear
Up |
0940 |
|
Spell
Blade Weapon (Enchanting a weapon as a spell blade requires it to be
intricately engraved with alchemical salts, leaving glowing white lines
running up and down the weapon. When in the hands of a spellcaster, the outer
runes offer numerous effects. A caster can hold up to three touch spells in
the weapon at a time, and can release any number of them on a successful hit.
Those touch spells deal an additional 2 damage per die or have +3 to their
save DC if they deal no damage. A Spellblade gains +1 to attack and damage
for each spell level stored in the blade, with a maximum of twice the magic
bonus on the weapon. The damage bonus does not build from spell levels from
spells released in the attack.) |
20000 |
2000 |
Arcane
Arsenal |
0941 |
|
Spell
Blade Weapon (Enchanting a weapon as a Spell Blade requires it to be
intricately engraved with alchemical salts, leaving glowing white lines
running up and down the weapon. When in the hands of a spellcaster, the outer
runes offer numerous effects. A caster can hold up to three touch spells in
the weapon at a time, and can release any number of them on a successful hit.
Those touch spells deal an additional 2 damage per die or have +3 to their
save DC if they deal no damage. A Spellblade gains +1 to attack and damage
for each spell level stored in the blade, with a maximum number of spell
levels equal to twice the magic bonus of the enchanted weapon. Spells
expended on a hit do not provide the damage bonus.) |
20000 |
2000 |
Arcane
Arsenal |
0942 |
|
Spell
Clicker (A simple metal box, the Spell Clicker clicks more loudly and
frequently the more magical auras and effects are near. The intensity and
frequency of its clicks scale inversely with the distance from these magical
effects.) |
500 |
50 |
Gear
Up |
0943 |
|
Spell
Lancet (A dull, gray dagger with a simple, peeling, leather-bound handle. To
a true-seeing or detect magic, the blade is surrounded by a razor sharp,
invisible pocket of psychic magic. This weapon strikes as a +1 dagger. If it
hits a foe with spellcasting, spell-like abilities, or ongoing magic effects,
the dagger will steal a number of spell levels worth of magic equal to the
damage dealt instead of doing hit point damage. The Spell Lancet drains the
least powerful abilities and effects first, but it may fail to take any spell
levels if the next highest spell slot or magic effect is large compared to
its remaining spell level drain. The stolen spell levels are stored in the
lancet, to the used by the wielder to restore previously cast spells. When stealing
a curse, the target receives a new save against the effect and on a success,
the curse is consumed by the Spell Lancet. On a failure, the lancet ignores
the curse and tries to steal a different spell instead. The maximum spell
level storage in the blade is three times the magical bonus on the blade.
Against those without any magic, the spell lancet does 1d4 psychic damage and
stores one spell level.) |
7500 |
750 |
Save
Vs. Disease |
0944 |
|
Spell
Mites (Specially bred and treated fleas infest this leaded handkerchief. When
given the command of “Feast” in whatever language its creator chose, the
Spell Mites will leap out from the cloth the next time it lands on a solid
surface. They will infest all creatures within 10’ of where the leaded
handkerchief strikes. The leaded weights on its corners can be treated like a
sap or sling stone to be thrown or struck with. Creatures that are infested
by Spell Mites are forced to make concentration checks at disadvantage
whenever they attempt to cast a spell or maintain concentration on a magical
effect. If they fail one of these concentration checks, the mites eat the
spell, cancel it, and deal 1 damage per spell level to the caster. When they
bite down to attach, they cast Arcane Lock to maintain their hold and are
only able to be removed with a suitable spell or by dunking them in expensive
iced wine costing at least 100 gp. They are immune to magical damage and the
owner would need to take 30 damage to rip them out or kill them all, due to
how deep they are embedded.) |
1500 |
150 |
Save
Vs. Disease |
0945 |
|
Spell
Storing (Silver ink sigils cover the right forearm of a Spell Storing armor
or they cover the inside face of a Spell Storing shield. The wearer can store
up to 7 spell levels in this armor or shield to be used to replenish spells
or spell-like abilities. Storing a spell or spell equivalent is as simple as
casting the spell into the armor. Restoring a spell by expending the stored
spell levels is a free action. Extra spell levels above the maximum are
dispersed uselessly into the surrounding environment, randomly causing a
prestidigitation type effect.) |
12500 |
1250 |
Arcane
Arsenal |
0946 |
|
Spell
Storing, Greater Armor (Deep, silver runes cover the right forearm of Greater
Spell Storing armor or the inside face of a shield. The wearer can store up
to 20 levels of spells in these runes that can be recalled later to replenish
an expended spell slot, spell, or spell-like ability. Storing a spell in the
armor counts as casting the spell, but can be done as a move action.
Expending stored spell levels to restore spell energies is a free action.
Spell levels above the normal maximum can be stored in the enchantment, but
magical feedback from the runes deals damage to the wearer when those excess
spell levels are retrieved. The magical feedback burns the wearer for damage
equal to the spell level of the spell slot or ability being restored,
multiplied by the number of excess spell levels stored in the armor.) |
40000 |
4000 |
Arcane
Arsenal |
0947 |
|
Spell
Storing, Lesser Armor (A few, sloppy silver runes are scrawled into the right
forearm of Lesser Spell Storing armor or the inside face of a Lesser Spell
Storing shield. The wearer can store up to 3 levels of spells in these runes
that can be recalled later to replenish an expended spell slot, spell, or
spell-like ability. The wearer may store a spell in the armor by casting it
into the armor, but any extra spell levels over the limit are dispersed
uselessly into the ambient magic of the world. Using spell levels from the
armor to restore spell energies is a free action.) |
4000 |
400 |
Arcane
Arsenal |
0948 |
|
Spellguard
Shield (This small +1 steel shield is a bulwark against spells. It has a faint
glimmer that extends up to three feet beyond its small steel profile. By
using the faintly outlined, immaterial tower shield surrounding the small
steel shield as cover, the wielder gets a +2 on saves versus magic. The
wielder can use their reaction to extend this bonus to another creature
within 5ft, extending some portion of the glimmering outline to that
creature, as well as some portion of the +2 bonus.) |
2500 |
250 |
Charged |
0949 |
|
Spellsuck
(Black Walnut wood is carved into an oblong club with many small, sucker-like
mouths. Once enchanted, a Spellsuck becomes floppy and oozes a thick, clear
slime. When this club hits, attacking as a +3 weapon, one of these mouths
latches on momentarily, draining up to 2d4 spell levels. These stolen spell
levels steal the weakest magic first, from among prepared spells, spell-like
abilities, and ongoing magic spells. The Spellsuck can store up to 15 spell
levels, growing larger with each stored level. For every three stored spell
levels, the Spellsuck gets -1 attack, +2 damage, and +1 spell levels stolen.
These spell levels can be used to restore the wielder’s spells and spell-like
abilities.) |
20000 |
2000 |
Save
Vs. Disease |
0950 |
|
Spice
Bomb (Dried pepper powder contained in this red pouch will poof out into a
large red cloud on hitting a hard surface. Those in the 30’ cloud
at the beginning of their turn, must save, DC 11 CON, or take 1d6 nonlethal
damage. Anyone who enters or is within the cloud has disadvantage on
perception checks for 1 minute, no save, or until they can pour milk in their
eyes and face. A Spice Bomb’s cloud persists for five minutes or
until dispersed by a strong wind.) |
100 |
10 |
Fantasy
Foundry |
0951 |
|
Spider
Cloak (Delicate, white, nearly invisible threads are woven into the
beautifully symmetrical spider-web patterns of the Spider Cloak. Draped about
the shoulders, the cloak is so light it hardly feels as if one is wearing it
at all. The wearer of the cloak is immune to all poisons and webs of spiders
and their closely related monstrous cousins. Additionally, the wearer can
speak with spiders as Speak with Animals and spiders have a naturally
friendly or helpful disposition towards the wearer. With a wave of the cloak,
the wearer can cast Web as an action, at will. They may use this ability to
instead attach a silken thread to a solid surface within 120 feet as a free
action. Wearing the Spider Cloak grants the wearer an astounding
understanding of rope and thread; they gain a climb speed of 60 ft on ropes
and webs, have advantage on checks related to ropes, and treat a fall as 50
ft shorter if they are holding an anchored rope or web.) |
15000 |
1500 |
Charged |
0952 |
|
Spider
Mule (Copper spider legs extend out from a flat platform. The Spider Mule can
carry up to 1 ton of bags, boxes, and items on its nested hooks and shelves
while moving at its full speed of 30 ft/round. It follows basic instructions:
follow, come, go (in a direct path to the spot pointed at), and stay. The
longer they function, the more they begin to take on small behavioral quirks:
following too closely, needing extra prodding to go near water, fetching
anything the owner drops, curling up next to their owner at night, etc.) |
7500 |
750 |
Charged |
0953 |
|
Spider
Venom (Spider Venom is a liquid resembling spit that performs a similar
digestive function in any creature that it gets into. The venom must be
applied to an open wound, which is usually accomplished by doping a weapon
with one of the four doses in this vial. Spider Venom deals 2d4 poison damage
and 1d4 Strength damage initially, with a DC 13 Constitution save for half
damage. Each round after, the poison continues to digest their insides,
dealing an additional 2d4 poison damage, with a Constitution save for half
damage. If maximum poison damage is rolled, the ongoing poison damage also
deals 1 Strength damage. After two successful saves against the poison or
after five rounds, the venom is neutralized.) |
100 |
10 |
Save
Vs. Disease |
0954 |
|
Spider
Venom, Greater (This highly potent digestive venom dissolves muscle and organ
once inside a creature’s wounds. It deals 2d6 poison + 2d4 Strength damage
initially, with a DC 15 Constitution save reducing this damage by half. For
the next five rounds Greater Spider Venom deals 2d6 ongoing poison at the
beginning of its victims turn. Each turn, the victim makes a new save, with
successes reducing the damage by half. If doubles are rolled for the ongoing
poison damage, the afflicted takes 1 STR damage. After two successful saves,
the poison is neutralized. There are four doses of poison in each vial.) |
500 |
50 |
Save
Vs. Disease |
0955 |
|
Spider
Venom, Monstrous (The most horrible spider monstrosities from the deep depths
and exotic hell-jungles create this poison in their fangs. Extracted by mad
druids or supplied by even crazier spider ranchers in the underworld, this
poison has a faint green tint to its otherwise transparent liquid. If it gets
into an open wound, it deals 3d6 poison damage + 2d4 Strength damage, with a
DC 16 Constitution save reducing this damage by half. For five rounds, the
toxin deals 3d6 ongoing poison damage for 10 rounds at the beginning of the
victim’s turn. Each turn, the victim makes a new save, with successes
reducing the damage by half. If doubles are rolled among the damage dice, the
poison deals 1 STR damage. Once two successful saves are made, the poison is
nullified. There are four doses of poison in each vial.) |
2500 |
250 |
Save
Vs. Disease |
0956 |
|
Spider's
Rod (This hollow onyx tube is adorned with loose silk threads. Etched into
these bands are indecipherable runes. Twisting these runes lets the wielder
call forth a spider from the end of the black tube as a standard action.
Adjusting these runes allows the wielder to control the size, type, and
coloration of the spider. The spiders have the normal abilities of a
poisonous, hunting, or burrowing spider of their size. Up to 5 HD worth of
spiders(s) can be summoned forth from the Spider’s Rod as an action, with up
to 15 HD total at any one time. Up to 10 HD of spiders can be summoned each
day.These spiders are under the control of the holder of the rod. Upon death
or a touch of the rod, these spiders disintegrate into a puff of silk
threads. In addition to summoning spiders, if the wielder has any ability to
turn, control, rebuke, or command creatures of a given type, that ability can
also be used on spiders. The spiders obey the verbal commands of the wielder,
given in a whispering, clicking language, and the wielder understands the
responses of their spiders likewise.) |
9000 |
900 |
Save
Vs. Disease |
0957 |
|
Spiked
Armor (Spiked armor and shields deal an automatic 1d6 piercing damage each
round to any creature that grapples with the wearer or restrains the wearer
as these magical spikes align to stab those enemies.) |
500 |
50 |
Gear
Up |
0958 |
|
Spined
Shield (This +2 heavy wooden shield is adorned with a thick nest of porcupine
spines. It functions as a spiked shield for bash attacks, dealing 1d8 damage,
and as an action can fling a handful of spines at a foe within 30ft. The
launched spines deal 1d6 piercing damage. Any attack with the shield requires
that the target make a DEX save (DC 14) or have a few spines stuck in their
skin, imposing a -1 to all rolls until an action is spent to pull them out.
They deal 1 damage when pulled out unless a Heal check (DC 12) is made. The
spines automatically regrow themselves as quickly as they are used. If
plucked out or fallen, the spines rapidly deteriorate into 3-6 inch bits of
limp twine.) |
8000 |
800 |
Gear
Up |
0959 |
|
Spirit
Weed (These broad, fuzzy leaves grow close to the ground and are harvested
under moonlight, right when their white fuzz is the softest and most
flexible. After curing, they retain some of the moonglow and have a faint
shine. Smoking a pipeful of Spirit Weed allows one to see the recently
deceased or lingering spirits and be able to say ten words to and hear ten
words from each spirit before they disappear from the sight. The effect lasts
for ten minutes. It has a minor risk of addiction, causing the addicted to
become increasingly lethargic and paranoid, which smoking Spirit Weed only
partially abates. -2 to initiative and charisma checks while addicted, with
the penalties halved while under the influence of Spirit Weed.) |
75 |
7.5 |
Save
Vs. Disease |
0960 |
|
Springwood
Armor (Springwood is a springy, young wood preserved alchemically to stay
permanently young and lively. When used in shields, the shield’s concave
surface becomes springy. Set on the ground, a springwood shield can be used
as a launching pad to add 20 ft to the leaper’s jumping distance. Their
flexibility allows Springwood armor to ignore the first breakage the armor
would suffer each day.) |
200 |
20 |
Fantasy
Foundry |
0961 |
|
Springwood
Weapon (Young willow saplings cut and magically preserved in holly-infused
water becomes springwood. This flexible, ever-green wood makes for
interesting hafted weapons. Used as part of a jump, a large, hafted
springwood weapon vaults the wielder up to an extra 20ft. farther and up to
10 ft. higher. Springwood weapons’ flexibility makes them less likely to
break, allowing them to ignore the first breakage each day.) |
200 |
20 |
Fantasy
Foundry |
0962 |
|
Spy's
True Face (White ceramic covers the users face in a blank humanoid mask. A
Spy's True Face can store the likenesses, personality ticks, and dress of up
to a dozen people the wearer interacts with, and allows the wearer to shift
between them as a move action. The wearer then becomes physically
indistinguishable from the original. This can be done quickly instead as a
free action but the disguise leaves out a few minor details, necessitating a
disguise check. Likenesses can be gleaned from as little as a momentary
glance at the target's face and body. Accents, speech, and personality quirks
are copied by hearing them speak as few as 10 different words. Basic physical
and minor supernatural abilities are copied as well in this disguise, but
must be seen being performed by the target to be stored with the likeness in
the mask. Armors and worn items meld with this new form after shapeshifting,
and are inactive. The wearer can store their own appearance by using a mirror
to make it easier to access their worn items and equipment, otherwise it
takes an action of concentration to return to their normal form and take off
the mask.) |
30000 |
3000 |
Arcane
Arsenal |
0963 |
|
Staff
of Charming (A Staff of Charming is a purple-heartwood staff topped with bird
of paradise feathers. This staff grants a bonus to charm spells cast using it
as a focus. A creature that has been charmed by a spell cast through this
staff must make a Wisdom save, DC equal to the spell's DC, or not view their
previous mind-alteration with hostility. Instead, they will view it, at
worst, as an unpleasant or annoying time-waste not worth aggression. The
wielder can cast the following spells by using a spell of equivalent or
higher level: Friends or Charm Person.) |
2000 |
200 |
Arcane
Arsenal |
0964 |
|
Staff
of Diplomacy (The Staff of Diplomacy is a well-worn, oak bough carved with
elaborate calligraphy for the word “friend” in innumerable languages, some
long dead. Any attuned creature that can speak more than five languages gains
a bonus spell slot of the highest spell level they can cast while they wield
this staff. A spellcaster can use this staff to cast the following spells
using an equivalent or higher-level spell: Sanctuary, Detect Thoughts, and
Tongues. Additionally, the wielder of this staff rolls Charisma checks to
surrender, parley, or begin negotiations with advantage.) |
5000 |
500 |
Arcane
Arsenal |
0965 |
|
Staff
of Fear (Brown moss and knots of sharp thorns hang from this bent and gnarled
dead-wood staff. A Staff of Fear grants a bonus to fear based spells, a
creature that has been affected by a fear spell cast using the staff as a
focus must make a Wisdom save, DC equal to the spell’s DC, or regard the
staff holder as one step more favorably out of fearful aversion. This
reaction change lasts for up to twice as long as the fear spell’s duration,
continuing for one multiple of the spell’s duration after the fear effect
ends. Other actions may change this as normal. Typical scales for this are
hostile, unfriendly, indifferent, friendly, and helpful. The wielder may also
cast the following spells using an equivalent or higher-level spell: Bane or
Fear.) |
3000 |
300 |
Arcane
Arsenal |
0966 |
|
Staff
of Humanity (A leather grip adorns the middle of this stout oak staff, while
iron caps on both ends make it easy to find purchase in rough ground for
support. The Staff of Humanity grants a bonus spell slot of the highest spell
level its attuned human wielder can cast and lets its user cast the following
spells using an equivalent or higher level spell slot: Heroism, Mirror Image,
Haste, and Mordenkainen's Faithful Hound. When the staff holder attempts to
trade, haggle, or parley, the other party is considered one step friendlier
for difficulty purposes. Random encounters rolls are weighted towards
slightly less hostility.) |
10000 |
1000 |
Profane
and Profound |
0967 |
|
Staff
of Staves (This sleek wooden staff has inset, tumbled, quartz stones along
its length. Over the course of five minutes, the staff can be used to
recharge another magic item from its own energy stores. This recharges other
charged items based on item value, up to 8,000 SP equivalent of magic items
per day, divided amongst the various items as the user chooses but in minimum
increments of a single charge or usage. A Staff of Staves only recharges
while it remains attuned to a wielder, using their willpower to draw in
ambient magical energies to fill the quartz gems with power. It recharges
fully each day. {Alternatively, it gains 160 charges each day, with one
charge able to recharge a common item, 10 for an uncommon item, or 100 for a
rare item each day. It can only store 160 charges at one time.}) |
10000 |
1000 |
Exposed
to the Elements |
0968 |
|
Staff
of Staves, Greater (This short copper staff is lined with a helical pattern
of finely cut quartz gems. Over the course of five minutes, the staff can be
used to recharge another magic item from its own energy stores. This
recharges other charged items based on item value, up to 20,000 SP equivalent
of magic items per day, divided amongst the various items as the user chooses
but in minimum increments of a single charge or usage. A Greater Staff of
Staves only recharges while it remains attuned to a wielder, using their
willpower to draw in magical energies from the astral plane to fill the
quartz gems with power. It recharges fully each day. {Alternatively, it gains
400 charges each day, with one charge able to recharge a common item, 10 for
an uncommon item, or 100 for a rare item each day. It can only store 400
charges at one time.}) |
30000 |
3000 |
Exposed
to the Elements |
0969 |
|
Staff
of Staves, Lesser (This rough wooden staff has rough quartz lodestones lashed
to it with wire. Over the course of five minutes, the staff can be used to
recharge another magic item from its own energy stores. This recharges other
charged items based on item value, up to 5,000 SP equivalent of magic items
per day, divided amongst the various items as the user chooses but in minimum
increments of a single charge or usage. A Lesser Staff of Staves only
recharges while it remains attuned to a wielder, using their willpower to
draw in residual magical energies to fill the quartz gems with power. It
recharges fully each day. {Alternatively, it gains 100 charges each day, with
one charge able to recharge a common item, 10 for an uncommon item, or 100
for a rare item each day. It can only store 100 charges at one time.}) |
6000 |
600 |
Exposed
to the Elements |
0970 |
|
Staff
of Striking (A thick oaken staff that gains a significant amount of weight in
its ends when moved quickly. The Staff of Striking is a +1 quarterstaff, that
has 6d6 bludgeoning damage it can distribute to its attacks each day. The
damage can be added after the attack hits but before the attacker knows the
result of their damage roll, with no more than 3d6 added to a single attack.
Scoring a critical hit with the staff restores 2d6 of the bludgeoning damage
bonus to the staff.) |
4000 |
400 |
Charged |
0971 |
|
Staff
of the Tides (The Staff of the Tides is a pink and blue coral shaft, 5 ft. in
length. An attuned merfolk, merrow, Kuo-toa, or sahuagin wielder gains a
bonus spell slot of the highest spell level they can cast. Wielders of the
staff can cast the following spells using an equivalent or higher level spell
slot: Create or Destroy Water, Pass Without Trace, and Control Water.
Additionally, when the wielder swims through water, water follows the staff,
creating a current that pulls other creatures along. Creatures within 5 feet
of the wielder’s movement through water must make a Strength check, DC 14, or
be pulled 5 feet in the direction of the wielder’s movement. Willing
creatures may instead spend their reaction to make a move action to swim in
the wielder’s wake, moving up to their swim speed but no farther than the
wielder moved. The wielder’s swim speed increases by 20 ft as long as they
hold the Staff of Tides.) |
7500 |
750 |
Exposed
to the Elements |
0972 |
|
Staghorn
Helmet (Great horns sprout from the sides of this gnarled wooden helm after
becoming attuned to its wearer or when after wearer completes a long rest.
For a creature that can change forms, they may choose to keep the horns,
which resize to fit the new form. Additionally, if the wearer has the horns
of the Staghorn Helmet, the magic of the helm allows them to speak or
communicate in all the forms their base form can. The horns provide a +2
bonus to charisma based skill checks and may be used as a weak natural weapon
for whatever size form they take. If the wielder chooses, they may shed the
horns to reroll any single roll.) |
9000 |
900 |
Profane
and Profound |
0973 |
|
Stealthy
(Stealthy armors are designed with well oiled joints, padded buckles, and
other small changes such that they no longer impose disadvantage on stealth
checks. Heavy armors cost twice as much to modify in this manner.) |
1250 |
125 |
Gear
Up |
0974 |
|
Steam
Pipe (This bronze tube, fixed inside a cradle of whirring gears and knobs,
lets loose a constant trickle of warm steam. When its release valve is
levered open, a strong blast of steam billows forth continuously, filling a 5
ft. cube with hot steam each round, expanding outward from the Steam Pipe. A
creature that starts its turn in the steam or enters it for the first time on
their turn takes 2d6 fire damage. The created steam cools rapidly, cooling to
room temperature after 1 minute. The steam itself provides concealment
against non-adjacent creatures and total concealment against any creature
further than 20 ft. away.) |
4000 |
400 |
Exposed
to the Elements |
0975 |
|
Steel
Scarab (This +2 plate mail starts as a fist-sized, blue, steel beetle. If its
head is pressed, the beetle explodes into iron bands and plates, covering the
activator instantly with a full, sapphire-blue suit of +2 plate mail. The
mail can be collapsed into its beetle form by pulling off the helmet while
uttering the command word “Disrobe”. The Steel Scarab’s joints are so finely
joined that they are waterproof. The helmet’s face plate can be closed, with
the wearer sustained by an internal supply of oxygen and able to see thanks
to magical crystal eyes on the outside of the helm.) |
12500 |
1250 |
Charged |
0976 |
|
Stinkbugs
(This tightly sealed jar holds three, fat beetles. Shake them and then open
the lid for an overpowering stink out to a 15’ radius. Creatures within that
radius must make a DC 11 Constitution save or be afflicted with nausea for a
turn, forcing disadvantage on all their rolls. Squeezing the beetles into a
paste makes a more powerful odor out to 30’. The stronger odor requires a DC
13 Constitution save or the affected are nauseous for 1d4+1 rounds. The stink
clouds last for 1 minute and each creature that starts its turn in the cloud
must make a new save against the stink. Additional failures on the save while
nauseous adds to the duration of the effect as well as forcing the affected
to spend their action vomiting. Living stinkbugs can only produce enough
concentrated odor for a cloud of stink once per day.) |
50 |
5 |
Save
Vs. Disease |
0977 |
|
Stoic’s
Slip (This fancy black dress cinches tight to the wearer’s body in a
flattering way with more support than would be expected of the black, silky
cloth. When the attuned wearer spends an action to attempt to end an ongoing
mental effect, they can make a second save attempt at +0 with no penalties
for failure. As a reaction, once per short rest, the wearer may subject
themselves to a mind-affecting ability targeting an ally within sight to
grant that ally advantage on their save. The wearer saves as normal against
the effect.) |
750 |
75 |
Arcane
Arsenal |
0978 |
|
Stone
& Storm (This Gnome-designed two-sided weapon of a hammer and pick was
forged by Dwarves and enchanted by Elves. The +2 hammer is named Stone and
deals 1d6 bludgeoning damage, while the +2 pick is named Storm and deals 1d4
piercing damage and an extra 2d4 on a critical hit. This exotic weapon counts
as wielding two light weapons for the purposes of two weapon fighting. Stone
deals an extra 1d6 bludgeoning damage and stuns the foe for 1 round if the
extra damage die is a 6, unless the creature succeeds on a Constitution save,
DC 13. Storm deals an additional 1d6 lightning damage and 1d6 sonic damage in
a 5 ft burst around the target, excluding the wielder.) |
15000 |
1500 |
Profane
and Profound |
0979 |
|
Stone
Mites (Stone Mites are a pack of dormant rockfish, a misnomer that describes
these fist-sized silverfish. They appear as a bag of rocks and when thrown
against a hard surface or agitated, unfurl in a rage. 2d4 mites land on each
creature within 5’ of the impact, each one attaching with its rows of
chitinous teeth, dealing 1 ongoing damage each round until pulled off. To
pull Stone Mites off takes an action, a DC 5 DEX or STR check to remove one
mite. For every five points the creature beats the DC by, they remove an
additional mite. Removing mites deals 3d4 damage to the victim for each
attempted strength or dexterity check. Only application of boiling water or
ice can dislodge the mites without damage. The silverfish’ bites ignore
hardness and damage resistance for anything softer than metal, and the wounds
they cause cannot be regenerated or healed until they are removed. Once
awoken, they cannot be returned to their rock form, and they will eat until
they consume 100 hit points of flesh each, after which they will burrow into
the ground and pupate. It is rumored that these are just one stage in among
many in the lifecycle of purple worms.) |
300 |
30 |
Save
Vs. Disease |
0980 |
|
Stone
of Blessings (A cornerstone blessed during the founding of a new temple, and
often extracted when an old temple is being replaced or demolished, this
stone has the power to radiate the effects of any bless spell cast on to
friendly creatures occupying the building it is attuned to. To become
attuned, the Stone of Blessings must be an integral structural component of
the building and must have been part of the building for at least a week. A
single bless spell can affect all or part of the building in a ten foot
square. Each spell level higher than the 1st used to cast this Bless spell
doubles the length and width of the area of effect. If the area of effect is
not large enough to encompass the whole building, the caster must choose
rooms contiguous with the location of the Stone of Blessings until there are
no more adjacent rooms small enough to fit in the total area of effect.
Creatures invited in to the building are by default considered friendly
unless consciously excluded during the casting of the spell. The stone of
blessings can inversely be targeted by a bane spell, but the caster must be
aware of each creature they intend to target within the area of effect. Only
the owner of the building, or their designated steward, are able to utilize
the Stone of Blessings.) |
6000 |
600 |
Profane
and Profound |
0981 |
|
Stony
Silence Glyph (This bamboo stamp has a raised, hollow circle with a single,
eldritch character, “Silence”, in the middle. A Stony Silence Glyph can
utilize any substance as its ink, so long as it remains legible after
stamping. Once stamped on a solid surface, the magical glyph enforces a
magical silencing effect within 30 ft. Any hostile creature that attempts to
speak or cast a spell within its radius is accosted by a conjured stone hand
that attempts to clamp over their mouth. Creatures that attempt to
communicate or cast spells using other methods will find those appendages
arrested by a stone hand as well. They must make a Dexterity save (DC 15) or
take 2d6+4 bludgeoning damage and be singularly affected by a Silence spell.
This effect ends when the glyph ends or if the stone hand is destroyed. The
hand has 30 hit points, and resistance to non-bludgeoning damage. Half of the
damage dealt to the hand by any strikes or blows is also dealt to the muffled
creature. If multiple glyphs are overlapped, they combine their effects,
forming one area of effect that has radius 10 feet larger, deals an
additional 1d6+2 damage, and has stone hands with 10 more hit points. If
three or more glyphs are overlapped, any hostile creature that makes noise in
the area of effect is accosted by a stone hand on the source of the noise,
such as footfalls, clanking armor, etc. Up to three glyphs can be placed each
day and up to five glyphs can exist at any one time. These glyphs last for a
week, until the ink used becomes illegible, or it is the oldest glyph when a
sixth glyph would be placed, whichever comes first.) |
18000 |
1800 |
Charged |
0982 |
|
Storm
Giant Sweat (This briny liquid causes the weapon it is applied to to stretch
and bulge, increasing its damage die and size by one category while making it
more unwieldy and inflicting a -2 attack penalty. If the damage die of the
weapon rolls an odd number, the effect wears off and the weapon shrinks back
to normal size. A dash of the sweat can be applied from the dropper bottle as
a bonus action. A single bottle contains twenty uses.) |
100 |
10 |
Exposed
to the Elements |
0983 |
|
Storm
Parasol (Unfurling this black and grey swirling parasol has a high chance of
encouraging inclement weather. Each time the parasol is opened, it increases
the precipitation and wind speed by one step for as long as it is held open,
to a maximum of a normal thunderstorm or heavy rain, effects a 1 mile radius
around the parasol. The parasol can be used for an hour each day with no
risk, with each opening of the parasol counting as a minimum of ten minutes
of use. Every ten minutes of use after that first hour has a 1 in 6 ripping
the thin fabric apart, destroying the Storm Parasol. The wearer is unaffected
by this increase in wind and weather. If opened indoors, a 60 ft. radius
around the storm parasol is affected by a moderate wind swirling in a circle
around the parasol and the humidity increases by one step.) |
2000 |
200 |
Arcane
Arsenal |
0984 |
|
Storm
Vials (By bottling a glass vial of the ionized air immediately following a
lighting strike, storm druids can reliably create an empowering spell
component for electricity spells. Uncorking the rubber stopper during the
casting of an electricity spell causes the spell to deal 1 damage per die in
a 5 ft burst around the target or targets of the spell. Storm Vials are
created in batches and are sold on a length of twine, in strands of three.) |
600 |
60 |
Exposed
to the Elements |
0985 |
|
Stormlord's
Gem (Currently seated in a gaudy but non-magical crown, this trilliant
sapphire sparks with electricity inside its clear blue crystal. The one who
holds this gem and is attuned to it has great power over the weather. They
may change it at will as Change Weather using an action. This gem also makes
its wearer and any number of creatures, buildings, or vehicles they choose
within 100 ft. immune to non-magical weather effects. While outdoors in a
storm, the Stormlord's Gem constantly maintains a Call Lightning effect that
can be directed as a free action once each round, without requiring the
concentration of the attuned wielder. It may likewise be directed to perform
a Thunderwave as an action once each round with a clap of the wielder’s
hands. Finally, the air around this gem swiftly swirls, any non-magical
ranged or thrown weapon attacks against it or its wielder are made with
disadvantage.) |
60000 |
6000 |
Arcane
Arsenal |
0986 |
|
Stranger
Signet (A Stranger Signet bears upon its copper band a single draconic rune meaning
“Forgotten”. No matter how long or how intimately one knows the wearer of
this ring, at first glance, they will not recognize the wearer for 1 round.
They instead see them as a common stranger or uninteresting acquaintance, as
if out of the corner of their eye. Any further scrutiny given to the wearer
will break the illusory effect.) |
400 |
40 |
Profane
and Profound |
0987 |
|
Stretch
Oil (Stretch Oil is kept in an opaque glass vial with a brush attached to the
inside of its lid. This shifting reflective oil applies an illusory effect to
make a weapon or object appear smaller, less threatening, or of a different
composition than it actually is. If an attack by the weapon would miss, the
target must make a Wisdom saving throw, DC 8+attack bonus, or be struck by
the weapon anyway. In either case, the oil is consumed after applying its
effects to one missed attack. There are ten uses of Stretch Oil in each vial
and it can be applied as a bonus action.) |
300 |
30 |
Exposed
to the Elements |
0988 |
|
Striking
Weapon (Care must be taken with a Striking weapon. Any movement with the
weapon quickly accelerates in response to the force enchantments soaked into
its material. Unless the wielder is attuned to the weapon, they take
disadvantage on all attacks with it. The high speeds of Striking weapons add
1d6 damage of its normal damage type and pushes the target back 5 ft. when
that extra damage die rolls a 4 or higher.) |
5000 |
500 |
Arcane
Arsenal |
0989 |
|
Stunning
Bolt (With a special tip designed to maximize the impact but not penetrate
the skin, a stunning bolt forces a CON save DC12 on the target or be stunned
for 1d6 rounds. A critical hit increases the DC to 15 and the stunning
duration to 1d6+3 rounds.) |
1250 |
125 |
Gear
Up |
0990 |
|
Stunning
Weapon (Like its lesser cousin, a Striking weapon, a Stunning weapon moves
quickly and hits hard thanks to a combination of force enchantments and
momentum storage magic. Without attunement, the weapon is nearly unwieldable,
moving far faster than expected and imposing disadvantage and a -5 to attack
rolls. The extra speed gives the weapon an extra 2d6 damage of its normal
type and for each of those two-extra dice that rolled higher than a 5, the
target is pushed back 5 ft. If both dice rolled a 5 or higher, the target is
stunned for one round by the solid blow, unless they succeed at a
Constitution save, DC 15.) |
25000 |
2500 |
Arcane
Arsenal |
0991 |
|
Styx
Coin (A worn and dinged gold coin with a skull on one side and a cradle on
the other. A Styx Coin will lets its user buy their way back from death by
paying off the entity that comes to ferry their soul to its afterlife. These
are not created, but bartered from agents of death, usually as bounties for
killing particularly troublesome cheaters of death or by sabotaging efforts
to nullify death. Users of these coins need not worry about being included in
the rolls of death cheaters, their use is predestined and included in their
natural lifespan. A Styx Coin must be on its user’s person and attuned to
them when they die, where it will turn to a normal coin and a Styx Coin will
appear in their soul’s disembodied hand. Roughly one day after dying, the user
returns to life at 1 hp. Their body is fully regenerated to working order, if
dinged up. However, if their body is totally destroyed, they return as a
ghost.) |
10000 |
1000 |
Profane
and Profound |
0992 |
|
Sun
Blade (A Sun Blade is a +3 short sword. Its cross guard is an ochre sphere
with four, orange, metal rods jutting out perpendicular to the blade. The
blade deals triple damage to undead and double damage to other creatures
sensitive to sunlight. When thrust overhead and called upon, a Sun
Blade’s ochre cross guard brightens and shines with a 60ft radius
of sunlight. This light lasts until extinguished with a mental command. Three
times each day, the shining light can be called forth into a concentrated
blast of 3d6 fire and 3d6 radiant damage, DEX save DC 15 for Half. Undead get
no save against this effect. This use extinguishes the light of the blade
until called forth again. After the third use in a day, the Sun
Blade’s will not shine again until the next dawn.) |
25000 |
2500 |
Gear
Up |
0993 |
|
Sun
Rod (A Sun Rod is a gold rod that shines brightly out to 90 feet. It cannot
be extinguished, but has a black leather holster that allows no light
through. Thrice each day, the Sun Rod brightens fiercely at its command word,
“Sunlight”, extends its bright light radius out to 120
feet, and treats the 30 foot radius around the Sun Rod as sunlight. This
effect lasts for 1 minute.) |
4000 |
400 |
Gear
Up |
0994 |
|
Sun
Rod, Greater (The swirling red-iron and gold handle of the Greater Sun Rod is
topped by an animated ceramic ‘sun’. The Greater Sun Rod casts
sunlight out to 60 ft and bright light out to 160 feet. A small cloth bag
depicting a full moon can be slipped over the ceramic sun to block this light
and instead glow with 160 feet of dim light that only the holder can see,
similar to darkvision. As an action, the wielder can mutter
“Flare”, and the ceramic sun will shoot forth a beam of
searing energy where the rod is pointed. This deals 1d10 radiant and 1d10
fire damage as a ranged touch attack. Three times each day, the wielder can
instead shout, “Nova!”, and the Greater Sun Rod shoots
forth a 160 foot line of concentrated sunlight, for 3d10 radiant and 3d10
fire damage. A dexterity save (DC 16) reduces this damage by half. Undead
struck by this ability automatically fail this save and take maximum damage.) |
15000 |
1500 |
Gear
Up |
0995 |
|
Sun
Rod, Lesser (This peeling yellow, painted wood rod casts a constant light as
a torch out to 30 feet. The Lesser Sun Rod cannot be extinguished, but
usually come with a black felt slip cover for when light is not desired.) |
1000 |
100 |
Gear
Up |
0996 |
|
Sundial
of the Infinite (A stone sundial the size of a compass allows its user some
control over their own flow of time. The user may end their turn as a free
action. This delays any saving throws, effects, death saving throws, effect
durations, etc. This must be done before such a roll or saving throw would be
called for. To preserve the duration of a beneficial effect, the user must
forego their turn at its start. The wearer may still be acted upon normally
and can still take reaction actions, but do not regain their reaction from
skipped turns.) |
2500 |
250 |
Profane
and Profound |
0997 |
|
Sunlight
Tablets (Sunflower-yellow, chalky, chewable tablets grant 2d10 temporary hp
and causes the chewer to spew a 5’ cone of
‘sunlight’ to pour from their mouth for the next ten
minutes. Eating the tablet is equivalent to getting exposed to 24 hours of
direct sunlight and also heals statistic damage by 1d4 points. Dissolving a
tablet in water turns the water into a 5’ source of daylight for
one hour. There are ten tablets in each urn.) |
800 |
80 |
Gear
Up |
0998 |
|
Suture
Beetles (This horned beetle has huge, pronged jaws and a meaty belly. Apply pressure
to pop off its head and force its mandibles open, then release to skewer a
wound closed. This deals 1 damage to the target but stops up to 10 ongoing
bleed damage. The fleshy body is then squeezed to release a purple jelly and
rubbed onto the wound and any smaller cuts to stop blood loss as the insect’s
flesh rapidly coagulates into a maroon scab.) |
50 |
5 |
Save
Vs. Disease |
0999 |
|
Sutured
Rose (Dainty and neat lace stitching holds this magically preserved rose
closed. Cutting open the stichting as part of a healing spell will allow the
healing spell to restore hit points to a creature that has deceased within
the last round. If the healing is greater than the damage of their killing
blow, they are restored to life. If the target had been raised to undeath,
they may still be restored this way, but the creature that raised them into
unlife must make a Charisma save, DC 13, or take damage equal to the amount
of healing received as rose thorns burst from their skin.) |
3000 |
300 |
Profane
and Profound |
1000 |
|
Swift
Weapon (To enchant a weapon as a Swift weapon, mages will often put a haste
enchantment in a cheetah paw, then chain the paw to the pommel or grip of the
weapon. A swift weapon can be called on to make an extra attack three times
per day and make three extra reactions each day. No more than one attack and
reaction can be made each round with the weapon.) |
5000 |
500 |
Arcane
Arsenal |
1001 |
|
Sword
of Subtlety (A Sword of Subtlety has an exceptionally mediocre appearance in
every way; even against low level detect magic spells. Commissioned by a long
dead chapter of thieves, these +3 short swords would live in anonymity had
one not been accidentally swapped with an apprentice artificer’s graduation
project, and then painstakingly analyzed and reproduced. A Sword of Subtlety
has a minor aura that makes it hard to focus on, adding +2 to attack and +2d6
damage when used with advantage. It is empowered with illusion spells to
appear extraordinarily mundane, granting it advantage to being concealing and
disadvantage on others trying to find it while hidden. Three times each day,
the Sword of Subtlety can be called upon to amplify its aura, making the
wielder hard to focus on. This aura counts as a mind altering effect and is
treated as a distraction, allowing the wielder to hide, and grants advantage.
Its effect lasts for 5 rounds or until the wielder attacks. While the effect
is in place, the wielder may hide in plain sight, so long as there are at
least 5 non-combatants within 20 feet.) |
25000 |
2500 |
Charged |
1002 |
|
Sword-maiden’s
Pommel (Affixing this flat, chained whetstone to the handle of a weapon
allows that weapon to be sharpened and maintained as a free action, twice
each day. This is done by squeezing the whetstone and removes any weapon
penalties from wear, restoring up ¼ of the weapons hit points.) |
150 |
15 |
Charged |
1003 |
|
Symbiotic
Shadow Weapon (This weapon is enchanted to fold its own shadow partially inside
itself, darkening slowly to a deep black. During combat, this effect calls
upon that power to lend weight to the weapon’s attacks, as the shadow
recursively folds in on itself to increase the deepness of its power, but the
wielder must choose when to unleash it. At the start of each of their turns
in combat, the bonus damage the Symbiotic Shadow can provide increases by 2.
The bonus can be applied only once to the damage rolls of a single turn with
this enchanted weapon, but once used or at the end of combat, the damage
bonus drops to 0 and cannot accumulate again during the same combat. Once the
bonus has been used three times, the wielder must complete a short rest
before using it again.) |
8000 |
800 |
Exposed
to the Elements |
1004 |
|
Symbiotic
Shadow Weapon, Greater (This weapon is enchanted to fold its own shadow
partially inside itself, darkening slowly to a black so deep the weapon
appears to be a hole in reality. During combat, this effect calls upon that
power to lend weight to the weapon’s attacks, as the shadow’s magical weight
increases the deepness of the internal shadow recursively, but the wielder
must choose when to unleash it. At the start of each of their turns in
combat, the bonus damage the Symbiotic Shadow can provide increases by 3. The
bonus can be applied only once to the damage rolls of a single turn with the
enchanted weapon, but after being used twice in the same combat or at the end
of combat, the damage bonus drops to 0 and cannot accumulate again during the
same combat. Once the bonus has been used three times, the wielder must
complete a short rest before using it again.) |
16000 |
1600 |
Exposed
to the Elements |
1005 |
|
Sympathetic
Weapon (A weapon enchanted with a Sympathetic enchantment is tied to one type
of damage, seen in the colored lines of energy that run from the hilt to the
effective part of the weapon. Using the wielder’s own damage immunity or
resistance of that type as a link, the Sympathetic enchantment bypasses
struck creatures’ immunity, resistance, or reduction to that damage type,
causing them to take 5 damage of the enchantment’s damage type on each hit in
addition to the normal damage of the weapon. This extra damage ignores
immunity and resistance of its chosen type, but any other damage the weapon
deals is still subject to damage resistances as normal. If either the wielder
or the target lack the chosen type of damage immunity, resistance, or reduction,
then the magic fails to find any purchase, adding no damage to the attack.) |
500 |
50 |
Exposed
to the Elements |
1006 |
|
Tailored
Armor (Attended to by a fine craftsmen and modified to fit current fashion
trends, Tailored armor is more appealing to the eye and flattering. It is
equivalent to fine clothes.) |
300 |
30 |
Profane
and Profound |
1007 |
|
Tamer’s
Targe (A red and white swirl-painted metal shield that, with a touch attack,
attempts to absorb a non-sapient creature weakened to below 3 hit points per
HD, or one quarter its normal hit point maximum, whichever is lesser. That
creature may make a Constitution or Wisdom save, DC 15, to resist being
captured. If they are at or below 1 hit point per HD, they roll the save with
disadvantage. A creature that makes its save against this effect
automatically succeed on saves against it for until it completes a long rest.
Only one creature can be stored in the shield at one time, in an
extradimensional space that they occupy frozen in time. As an action, the
wielder of this shield can release a captured creature from the shield, where
it will fight a target chosen by the wielder for 2d4 rounds before it will
either flee or turn on the shield wielder, depending on its nature.) |
1500 |
150 |
Arcane
Arsenal |
1008 |
|
Tar (A
byproduct of pitch production, this black goop will stick to everything. When
applied to a creature or its armor as an action, anyone attempting to exit
the grapple with them suffers a -2 penalty to their roll. Alternatively, this
applies a +2 bonus on checks to stay attached to an object. After 5 minutes,
the tar dries and picks up enough dust to lose its stickiness. Spread across
a 5 ft. square as an action, Tar counts as difficult terrain. A cask of tar
has enough for ten uses, but its viscosity ensures that a minimum of two uses
are expended at a time.) |
100 |
10 |
Exposed
to the Elements |
1009 |
|
Tavern
in a Bottle (A warm fire burns in the miniature tavern scene inside this
large glass jug. Uncorking the bottle will swirl up the tiny furniture
inside, enlarging them as they land around the opener in a maelstrom of
furnishings. Outdoors, the bottle creates a 15 ft. x 30 ft. tavern with
wooden walls, floors, a shingled roof with two attic rooms, and a cobblestone
cellar underneath. The sign out front will bear whatever name and icon the
user desires. Whatever can't fit in the available space around the uncorked
Tavern in a Bottle will have to be mentally place by the user or it will fail
to be summoned. The tavern will fail to grow if a majority of the furniture
or tavern are unable to find space, and the whole bottle will then recork
itself. If opened indoors, it lines the walls and floors within 20 ft. with
nice wood paneling. In either case, the furniture created is suited to the
taste of the user, but always includes the furnishings for food storage, a
kitchen, a bedroom, and two guest rooms. The food and stores in the created
tavern are enough for one hundred meals and drinks, as well as enough
firewood for 50 hours of heat.) |
1000 |
100 |
Arcane
Arsenal |
1010 |
|
Tectonic
Staff (This earth based staff is made from a broken stalagmite. When walking
on unworked stone, it sticks slightly to the stone and if left alone it
stands freely, blending itself in and matching the surrounding stone’s
coloration. An attuned user of this staff gains a bonus spell slot of the
second highest spell slot they can cast while they are underground. The
wielder can cast the following spells by expending a spell of an equivalent
or higher level: Shield, Spider Climb, Meld Into Stone, and Stone Shape.
Additionally, the holder of the staff is extremely stable and has advantage
on rolls against being moved or knocked down. They may cast spells while
prone with no penalty.) |
7500 |
750 |
Arcane
Arsenal |
1011 |
|
Telelocuters
Boots (Fuzzy, furred slippers increase the range of any teleportation effect
the wearer uses and have a soft internal lining that conforms to fit the
wearer’s feet. Telelocuter's Boots allow the wearer to teleport as Dimension
Door as a free action, teleporting up to half their base land speed. The
wearer cannot dash or run in these boots. For one round following a
teleportation effect, the wearer phases in and out of reality, granting a 20%
miss chance against any effect that would not affect an incorporeal
creature.) |
70000 |
7000 |
Arcane
Arsenal |
1012 |
|
The
Censure (Incense burned inside this hollow metal ball hanging from a chain is
amplified into thick, choking fumes. All spellcasting done within 120 feet of
the The Censure requires a spellcasting ability check, DC 8 + spell level,
otherwise the spell casting fails. Failure by 5 or more results in the spell
slot being expended as well. --Slinging spells when that damn thing is lit is
like trying to cast covered in tar. Do not ask me how I know what that is
like. -Yvarren the Wanderer, Elementalist --) |
6000 |
600 |
Profane
and Profound |
1013 |
|
The
Defender (Simple leather binds the handle of this stout sword with a wide
blade and a wider cross guard. The Defender is wielded as a +2 longsword. It
can turn some or all of its wielders attack bonus, up to a maximum of their
proficiency bonus plus the magic bonus of The Defender, into an equivalent
armor bonus. The bonus and penalty must be activated at the start of the turn
and last until the start of the next turn. The wielder may suffer
disadvantage on their attacks for one turn to gain temporary hit points equal
to the armor bonus provided by The Defender. These temporary hit points do
not stack and the wielder cannot use this ability if they already suffer
disadvantage. The more The Defender is drawn upon, the further steel creeps
up the arm of the wielder while shrinking the blade.) |
7000 |
700 |
Profane
and Profound |
1014 |
|
The
Last Stand (Often miraculously found by heroes, martyrs, and those facing
insurmountable odds, this +1 weapon keeps its wielder fighting after they
should have fallen. The rare few that are called forth during causes judged
worthy by the gods will take on the martial form most familiar to their
wielder. Once a god has bestowed The Last Stand to a mortal, the god will be
unable to grant another until the first is destroyed; a bargain to keep godly
conflicts from spilling too greatly into the mortal world. In other cases,
similar weapons can be created by powerful patrons for their champions. If
the wielder of The Last Stand would drop to 0 hit points, they are instead
left at 1 hit point and can take no damage until the end of their next turn.
During that time, the wielder also gains +2 attack and damage and an extra
attack with each attack action. No creature can utilize this ability again
until they have reached their maximum hit point total while having all their
hit dice.) |
7500 |
750 |
Profane
and Profound |
1015 |
|
The
Sandstorm (Long, winding etchings cover this +1 falchion and its guard.
Swinging The Sandstorm in an attack or as an action kicks up a whirling cloud
of sand in a 5 ft radius. The cloud provides total concealment and deals 1d4
damage to anyone who starts their turn in or adjacent to it. The wielder is
protected from the effects of both this blade and non-magical sandstorms. The
cloud remains centered on the sword and lasts as long as the wielder makes at
least one attack or swings it each round, plus one round after.) |
7000 |
700 |
Profane
and Profound |
1016 |
|
Theurgy
Plasma (Ectoplasm harvested from the residue of spellcasting-capable ghosts
is mixed in a 50-50 mixture of arcane spellcaster ectoplasm to divine
spellcaster ectoplasm. Inhaling the blue-green goop as part of casting a
spell allows the caster to cast the spell as either an arcane spell, a divine
spell, both types, or neither. While this has no effect on the potency of a
spell, for casters with the ability to cast spells from multiple sources, use
of Theurgy Plasma allows them to use spell slots from any source to cast a
spell known from another source. The enchanted paper flask holds twenty doses
of Theurgy Plasma.) |
6000 |
600 |
Profane
and Profound |
1017 |
|
Thief's
Ring of Tools (This ring has, nested inside, all the tools a thief needs for
picking locks and working with other small, mechanical devices. Such skill
checks are made with a +2 tool bonus. While closed, it is indistinguishable
from a normal ring except for a minor magical aura. Twisting the ring in a
certain manner opens it.) |
3000 |
300 |
Charged |
1018 |
|
Thief’s
Bells (Thief's Bells are a set of three tiny metal chimes adorning a small
cat-collar tied around the wrist. Flicking a bell casts Knock as the spell.
Instead, if the wearer taps a bell against a door they are holding closed, it
casts Hold Portal as the spell. Each of the three bells can only be activated
once each day, and once used they no longer jingle when tapped. Small pets
and domesticated animals are initially one step friendlier to the wearer.) |
1000 |
100 |
Gear
Up |
1019 |
|
Thieves
Compass (This compass, instead of pointing to the north or any geographic
orientation, aims towards the location of what the user wants to find most. The
more familiar they are with what they hope to find and the closer they are,
the more accurate the Thieves Compass is, ranging from a vague sense of the
cardinal direction down to a fine sense of the exact distance and direction
of the object. If the object is not on the same plane, does not exist, or is
encased in more than 6 inches of metal, the Thieves Compass will spin
wildly.) |
7500 |
750 |
Arcane
Arsenal |
1020 |
|
Third
Eye (A thin, steel chain holds a hemisphere of pearl to the center of its
wearer’s forehead. The Third Eye, once attuned, blinks open to reveal a flat,
circular onyx gem set in the middle of the pearl. The Third Eye grants its
wearer advantage on sight-based skill checks and a +2 bonus on other skill
checks related to visual acuity. Additionally, the wearer of the Third Eye
may astral project as an action, releasing their soul as an invisible,
ethereal form. While they astral project, their body goes limp and comatose.
A Third Eye lets it attuned wearer astral project for up to 10 rounds each
day, after which, the wearer is instantly returned to their body and the
Third Eye closes, offering none of its sight based benefits for the rest of
the day. Killing the spirit kills both the body and the spirit. Destroying
the body leaves the spirit disconnected from the material plane, and they
will likely be sent to the afterlife, an outer plane, or quickly become
ghost. While the user is astral projecting, the Third Eye cannot be removed.) |
7000 |
700 |
Charged |
1021 |
|
Thorn
Bomb (A Thorn Bomb is an eight inch clay sphere wrapped in twine. Lighting
the twine starts the fuse. The bomb is then tossed up to 60 ft as an attack
before it explodes into growths of razor sharp vines, brambles, and thorns.
This deals 2d4 damage to creatures in a 20 ft radius. That area is considered
difficult terrain and creatures moving into or through the area take 2d4
piercing damage for every 5 ft they travel. After 10 minutes, the plant
growth loses its effectiveness and, if located somewhere inhospitable to
plants, will quickly wither away.) |
300 |
30 |
Profane
and Profound |
1022 |
|
Throwing
Weapon (A normal melee weapon is given a perfect balance by a skilled
craftsman and enchanted. It is now throwable, with a range of 20 ft. It also
has a minor returning effect, returning to its wielder’s open hand
at the end of the turn. If the hand is occupied or moved, the weapon drops to
the spot it was thrown from.) |
4000 |
400 |
Gear
Up |
1023 |
|
Timekeeper
(Grown, hollow crystals meet at a metal-enclosed point to form a
three-pronged hourglass balanced inside a flat wire basket hanging from a
thin necklace. Giving the hourglass a spin causes the user to freeze in time
while the small hourglass rotates in place. During this time, from the free
action of spinning the Timekeeper to the end of end of their next turn, they
are invulnerable to damage and cannot be moved or changed. This device may be
used up to five times each day. Ongoing effects on the user are likewise
paused and do not take effect nor expend their duration. To the user of the
Timekeeper, the world around them instantly jumps forward in time, and with
stronger spins they may choose to skip up to five rounds with each use.) |
30000 |
3000 |
Profane
and Profound |
1024 |
|
Timewood
candle (Wood, saplings, seedlings, and other woody substances often get
displaced in time through the side-effects of various spells or divine
interventions. When their wood is used as a wick in a candle, any ritual
spells cast using them as a component can have their activation delayed by up
to 1d6 rounds following the completion of the ritual. If additional Timewood
Candles are used beyond the first, this increases the maximum delay by 1d6
and increases the time unit to minutes, then hours, days, weeks, months,
years, and so on. The delay can be any amount of time up to the maximum
rolled, in minimum increments of 1. Each candle used after the first imposes
a cumulative 5% chance of causing the ritual spell to fail and all but one of
the expended Timewood Candles to burn in reverse, restoring them to their
unburned state. Timewood candles are small and sold in a bundle of four.) |
1000 |
100 |
Exposed
to the Elements |
1025 |
|
Tinkerer's
Staff (This staff, made of bronze gears, tin pipes, and steel wire, stands
almost 4 feet tall and is topped by a panoply of adjustable magnifying
glasses. A Tinkerer's Staff resonates with objects its attuned wearer has
made, granting a bonus spell slot of the second highest level available to
the wielder if they are wearing or wielding at least 4000 SP worth of items
they have personally crafted or enchanted. A spellcaster may also use this
staff to cast the following spells using an equivalent level or higher spell:
Mending, Tenser’s Floating Orb, or Shatter. Finally, the wielder of this
staff is granted many insights into the reuse of scraps and can reuse 5% of
the cost of crafting one object as material for another project.) |
4000 |
400 |
Arcane
Arsenal |
1026 |
|
Titan
Maul (This massive stone maul is a +2 Maul sized for a large creature that
cannot be wielded with proficiency by creatures with 18 or less Strength. A
Titan Maul being used to strike unworked earth or stone as an action shifts
the earth and stone as if the wielder were concentrating on a Move Earth
spell that affected natural stone. Additionally, swinging the maul into the
foundation of a worked structure forces it to make a save, DC 10 + STR, or
crumble. Structures have a saving throw bonus as if they had HD equal to the
number of ten foot cubes it occupies, +1 for every five over 20. It may also
receive bonuses or penalties depending on the materials, its current state of
repair, reinforcement from adjacent structures, and its craftsmanship. The wielder
can choose to smash a single part of a large, complex structure separately.
Each day, the Titan Maul can keep destroying structures until a structure
succeeds on its saving throw, then the wielder must complete a long rest
before it can be used this way again. Worked and natural structures take
triple damage from the Titan Maul.) |
25000 |
2500 |
Profane
and Profound |
1027 |
|
Tobacco
(A pipeful of tobacco or a mouthful of browned chew gives +1 to initiative
for 1 hour and +2 to perception checks. At end of the hour, the bonuses fade,
then after another hour become a -1 to initiative and perception for an hour.
Another use of tobacco removes these penalties. There is a minor risk of
addiction with using tobacco, with addiction imposing a -2 to endurance
checks.) |
10 |
1 |
Fantasy
Foundry |
1028 |
|
Tome
of the Stilled Tongue (A dead, red tongue is nailed to the cover of this
hide-bound tome. This spellbook can hold up to 200 pages of spells, with each
spell taking up pages equal to its spell level. If a dead creature’s tongue
is removed and used to replace the tongue on the front cover, some of that
creature's magical knowledge is transferred onto empty pages. One random
spell of each level from that creature's un-cast spells is copied into empty
pages of the book, from the highest down to the lowest level, stopping if
there are no remaining pages. These spells are written in the creature's
blood and can be copied and studied or cast as a scroll. Once a spell has
been used, it disappears from the tome. The tongue stops writhing once all
the spells it contributed have been used.) |
8000 |
800 |
Arcane
Arsenal |
1029 |
|
Tongue
Tie (A Tongue Tie is a long wicker tube about the size of two fingers
side-by-side and is made of dried and woven lamprey. Placed around a helpless
creature’s tongue, that creature loses its ability to speak as the dried
lamprey mouths latch on to the base of their tongue. It can only be removed
with a password mentally chosen when it is placed, removing the tongue, or by
carefully destroying the Tongue Tie with a Dexterity check , DC 18. Failure
on that check results in injury to the tongue and the tie, while critical
failure harms the tongue without damaging the tie.) |
600 |
60 |
Save
Vs. Disease |
1030 |
|
Torturer
Pipes (Crafted from the bones of children that died painful deaths, this
short white panflute, Torturer Pipes, bring pain and fear to all that hear
them played. When played as a move action, every other creature within 90
feet of the player takes 1d6 nonlethal psychic damage each round and suffers
a -1 pain penalty to all rolls. The music itself is silent, but creatures can
feel it scraping in their bones or pulsing in their minds like tiny hands are
trying to claw free. The effect lasts for as long as the pipes are played and
for a number of rounds after equal to the Charisma modifier of the player.
The Torturer Pipes can be played twice each day safely, and each additional
time after that, the wielder suffers the effects of the pipes doubled unless
they succeed on a Performance check, DC 15.) |
10000 |
1000 |
Profane
and Profound |
1031 |
|
Tower
in a Bottle (A square, circular tower is firmly planted inside this capped
glass vase. Ripping off the paper seal releases a simple, stone tower, 60 ft.
tall and 30 ft. in radius from the shrinking magic. The tower’s growth and
interior layout is controlled by the user, including up to 20 ft. of
underground space to root a foundation for the tower. A Tower in a Bottle
comes stocked with appropriate garrison furniture, armory, tools, and a
storage room with supplies. Also, it springs forth with an exterior stockyard
with raw stone, wood, and mortar for reinforcement, entrenchment, or
expansion. It fails to work if used inside, and will reseal itself for
another attempt if opened indoors, unless there is sufficient space for the
tower to stand around the user.) |
4000 |
400 |
Arcane
Arsenal |
1032 |
|
Trapped
Weapon (Devious traps are built into this weapon so that those who
don’t know its trick will have trouble wielding it. Choose one: one
time trap of 2x weapon damage that disables one hand until healed, a
continual trap of 1 damage for each attack made, or the weapon falls apart
such that it is broken until fixed by someone who knows the trick of the
weapon. Common failsafes are a certain way of gripping the weapon, a secret
switch, or a spoken password for a small magical trigger.) |
500 |
50 |
Gear
Up |
1033 |
|
Traveler's
Staff (A Traveler's Staff is a sturdy walking stick of exotic wood, well worn
with use and oiled to a fine sheen from countless hands holding it. A
spellcaster gains an additional spell slot of the second highest level they
can cast if they are in a kingdom or region in which they do not have their
permanent residence. A spellcaster may expend a spell of equivalent or higher
level to cast the following spells: Guidance, Longstrider, and Cure Wounds.
The wielder of the Traveler’s Staff is more comfortable in a camp,
+1 comfort, and can hustle and march for twice as long between Constitution
checks.) |
3000 |
300 |
Gear
Up |
1034 |
|
Trench
Lynx (Metal claws, a hard yellow hide with black spots, and deep feral growls
are the marks of this construct the size of an elephant. Climbing into the
mouth of this mine cart with an attached metal skeleton, shaped like a large
metal cat, gives access to the panel of runes that control it. The Trench
Lynx can be used as a siege weapon or as a construction tool. As a siege
weapon, it has a resistance to normal damage, 100 hp, a movement speed of 15
ft, and two +8 claw attacks for 2d6+4 damage. It deals quadruple damage to
structures, and has an armor class of 18, equivalent to plate armor. As a
construction tool, it can move 2, 10 foot cubes of earth or wood, or 2, 5
foot cubes of stone each minute. After its first five minutes of operation
each day, roll a d20 instability die for each five minutes of use. When
rolling a '1', the nature gods take affront and the user becomes cursed with
one of the following effects (multiple curses increase the duration or size
of the effect): -Intermittent earthquakes follow the user for a week, the DM
can force the player to reroll three rolls each day as the poorly timed
tremors knock the player off balance. -Vermin within 6 miles are drawn
towards the cursed player. They are hostile to the player. -Any food and water
spoils as they bring it to their mouths for the next 3 days. -Some
cave-dwellers now know of the player and want to sacrifice the player to
their gods. -Fog and rain follows the player for a week, halving their travel
rate and visibility outdoors. -The player’s crops, businesses, and mines
produce no profits for a month.) |
10000 |
1000 |
Modern
Mayhem |
1035 |
|
Trickster
Vest (This travel-vest has 5 small, metal cubes hidden among its many
pockets. Thrown forth from the Trickster Vest as an action, each blank cube
creates an illusory effect centered on itself. Cubes generate the combined
illusory effect of anything a Minor Illusion, Disguise Self, or Silent Image
spell could do individually. When these effects end the cube vanishes and
reappears in the vest. The created illusions are laced with subtle charms;
when the actions of one creature would cause the illusion to break for
another, that second creature only gets a save against the illusion with
advantage instead. Each cube’s duration is chosen when used: 1, 5, or 10
rounds or minutes.) |
4000 |
400 |
Profane
and Profound |
1036 |
|
Trickster's
Last Resort (A single, cast-iron lock hangs open on a thick metal chain. Once
snapped shut, the Trickster’s Last Resort will reincarnate its wearer when
they die. The Trickster’s Last Resort will instantly kill its user at the end
of their third turn without reincarnation if they fail to die before that. If
successful, the reincarnation will restore them to a random new body in the
shadows of a random tavern with the same race and ability scores. At the same
tie, their bodily possessions are teleported, if possible, to this new body
while leaving behind moderately convincing fakes in their place. The new body
has a small metal lock clasped around their heart or similar organ inside
their body. It cannot be retrieved without killing its host, but it can opened
and reused once retrieved by attuning to it over a long rest.) |
14000 |
1400 |
Profane
and Profound |
1037 |
|
Tripwire
(This magical net is bristling with electricity that will shock for 1d6
lightning damage all creatures touching it or in its space, except for an
attuned wielder. When thrown up to 30 ft., the net will cover and entangle
creatures in a 10 ft. radius. Then, due to a rippling static charge, the net
floats just off the floor, causing that 10 ft. radius to be considered
difficult terrain. Creatures entangled must make a Strength or Dexterity
save, DC 12, as an action to escape. Whichever creature that will suffer the
electrical damage for the cumulative two actions it requires to fold up the
Tripwire can become attuned to it. Only one creature can become attuned to it
at a time and a creature attuned to the Tripwire will constantly discharge
small bursts of static shocks and their hair will stand on end.) |
1000 |
100 |
Arcane
Arsenal |
1038 |
|
True
Seeing Gem (Staring through a flat surface of this prism roughly the size of
a fist reveals the true nature of everything seen through it. A True Seeing
Gem acts as a continuous True Seeing effect when looked through. Affixed to a
helm, the effect is continuous for its wearer. Used in a lens of a lantern,
it reveals illusions and makes visible all invisible or ethereal creatures
within a 30 ft cone of light.) |
80000 |
8000 |
Profane
and Profound |
1039 |
|
Truemind
Spirits (The brown glass of this flask holds a clear, high proof, bitterroot
infused alcohol. A shot of this is enough to give you a free save against an
ongoing mental effect as part of a move action. Your regret in having taken a
shot of this vile liquor is enough to get you to think twice the life
decisions that led you to this point. Taken ahead of time, a shot instead
provides a +2 bonus on saves against mental effects for an hour, but imposes
a -1 penalty to initiative. There are 6 shots in each flask. The bitterroot
aftertaste stays in your mouth for for two hours.) |
250 |
25 |
Fantasy
Foundry |
1040 |
|
Trusting
Candle (Trusting Candles are modeled to appear as Truthful Candles and are
often secretly switched in to protect well-connected interrogees. When this
off-white candle is burned, it releases smoke in the shape of small runes and
creates a 50 ft radius of effect. The lighter of the candle must make a
Wisdom or Charisma saving throw, DC 18, or they will believe that the
creatures in the area of effect are under the effects of a Truthful Candle.
On a success, the user will recognize that the candle is not affecting the
creatures in the area of effect. They will believe that any answers the
creatures around them give are not deliberate lies, as if those creatures had
failed their saves against a Truthful Candle. If an answer given is provably
wrong, the user makes a new save against the Trusting Candle. Other creatures
in the 50 ft. radius of effect feel as if they were under the effects of a
Truthful Candle but had successfully resisted its effects. Like a Truthful
Candle, the Trusting Candle can be burned in minimum 1 minute increments up
to a total of 1 hour of time.) |
3000 |
300 |
Profane
and Profound |
1041 |
|
Truthful
Candle (Burning this off-white, tallow candle releases smoke in small runic
shapes for up to an hour. A 50 ft. radius of magically enforced truth is
created. This effect makes creatures that enter the area or start their turn
in its area unable to make deliberately false statements. Any affected
creature, except the lighter of the candle, asked a question or attempting to
lie must make a Wisdom or Charisma saving throw, DC 15. If successful they
may lie or avoid giving an answer to that question or functionally similar
ones for one hour per point of Wisdom or Charisma modifier they have, minimum
1. The lighter of the candle knows whether a creature succeeds or fails its
saving throw. Those affected are aware of the truth and answer compelling
magic and may still use the truth to mislead, provide extraneous detail to
waste time, or other similar tactics.) |
2500 |
250 |
Profane
and Profound |
1042 |
|
Tunn
(Formed from a single, 1 ton slab of adamantine, this sledgehammer head and
shaft are smooth save for a few ripples on the handle for a grip. The
massive, square hammer normally weighs 2,000 pounds, but while an attuned
wielder holds it, it only weighs 100 pounds. It is a +2 hammer that deals
damage 2d6 damage and allows its wielder to apply their strength bonus twice
to damage. If either weapon damage die rolls a 6, Tunn sends the enemy
flying. They get knocked upwards 10 ft. multiplied by 1d6 and away 1 ft.
multiplied by the damage dealt. Large or larger enemies get knocked back 5
ft. instead.) |
10000 |
1000 |
Arcane
Arsenal |
1043 |
|
Turning
Finger Lace (Magical energies dance and spark across the thin fabric of these
lace, fingerless gloves. Their wearer can use them to cast a single sorcerer
cantrip as a bonus action, but they cannot be used again this way until the
wearer completes a short rest. If the wearer has any levels of sorcerer, when
they regain sorcery points, they may choose to empower the Turning Finger
Lace, increasing the DC of the next spell they cast by 2. Once they do this,
they may not do so again until they complete a long rest.) |
800 |
80 |
Exposed
to the Elements |
1044 |
|
Turtle
Cloak (A Turtle Cloak is a thick, green cloak patterned with golden thread in
a hexagonal pattern. When the cloak is drawn up around its wearer and up to
one creature of the same size, it becomes a large, watertight turtle shell
protecting them from harm and granting total cover. It just large enough to
fit its wearer comfortably or two creatures of the wearer's size by
squeezing. The shell can absorb 100 damage before failing, and it regenerates
50 hit points each day at dawn. The cloak can be pulled closed or released as
an action. While the Turtle Cloak has any hit points remaining, its wearer’s
vital points are made sturdier, providing a +2 bonus to AC against attacks
made with advantage.) |
9000 |
900 |
Arcane
Arsenal |
1045 |
|
Twisted
Tine (Despite the metal of this tuning fork being mangled, it still rings
true with a deep note. When held by an attuned user, there is a chance that
any single-use item will not be consumed in use. The user must ring the tine
as part of the action to use the item, to a minimum of a bonus action, then
1d6 rounds later the tine will vibrate. As a bonus action, the user may ring
the fork to stop its vibrating. When it is stopped this way, there is a 50%
chance an unused copy of the original item appears in a free hand or on the
ground adjacent to the user accompanied by a soft chime. Otherwise, a
discordant chime is made and the Twisted Tine stops vibrating. Using the
Twisted Tine can only focus on retrieving one consumable at a time and using
it with a new item will cause it to forget the original item. Hostile curses
and magical effects have a 50% chance of restarting 1d6 rounds after being
dispelled or removed from the one holding the Twisted Tine.) |
5000 |
500 |
Exposed
to the Elements |
1046 |
|
Unburnt
Ash (Unburnt Ash is stored in a small bronze disk the size of a human palm.
Sprinkling the pearly white powder over a burnt or charred object, that had
weighed up to 20 lbs. prior to conflagrating per dose, will rapidly unburn
the object while the power corrodes into a fine ash coating the restored
item. This can restore damage to a living body although not as efficiently,
healing 3d8 damage dealt purely by fire. Corpses restored by Unburnt Ash are
not restored to life unless they perished within the last round purely from
fire damage.) |
600 |
60 |
Arcane
Arsenal |
1047 |
|
Undead
Bait (Specially treated brains are catnip to undead. Mindless undead will go
to the exact limits of obeying their orders to try and eat a piece of this
brain. A single use of Undead Bait will be snatched up and eaten as a free
action by an undead within reach, destroying it in the process even by undead
without digestive systems. Intelligent undead must make a WIS save, DC 15, or
be compelled to try and eat the bait. Each turn they must in some way work
towards getting the brain. Each round they may make a new save, at
disadvantage, to regain their composure and become immune to Undead Bait for
24 hours. A single box of Undead Bait holds ten brain bits, individually
wrapped in wax. Opened Undead Bait can be smelled by undead out to
200’, while sentient undead can only be overpowered by the smell if
it is within 60’.) |
1500 |
150 |
Fantasy
Foundry |
1048 |
|
Underworld
Chitin Armor (Dark chitin mysteriously sourced from the weird creatures of
the Underdark by shady merchants to equally disreputable tanneries offers
numerous advantages for the unscrupulous. In addition to offering advantage
on saves against contact and injury poisons and advantage on saves when
applying poison, Underworld Chitin has a chance to absorb contact or injury
poisons used against it. If both rolls on the save against that poison are
successful, the armor absorbs one use of the poison to be used at the wearers
choosing. Two poison doses can be stored at a time. Absorbed poisons do not
affect the wearer in any way.) |
1000 |
100 |
Insectoid
Armory |
1049 |
|
Underworld
Chitin Weapon (Underowld chitin is made from well preserved and sharpened
chitin from underworld horrors or huge magical insects. Part of the treatment
process forces the exoskeleton to be regularly bathed in poison, attuning the
pores of the weapon to toxins of all kinds. Poisons applied using this weapon
get +2 save DC and it retains enough poison in its pores to be reused in 1
out of 6 times.) |
800 |
80 |
Fantasy
Foundry |
1050 |
|
Underworld
Compass (This sphere of rusty iron is made from three notched and marked
perpendicular circles. The Underworld Compass floats its internal pointer
completely level relative to the center of the world, and allows its user to
calculate their position and direction in three dimensions.) |
500 |
50 |
Gear
Up |
1051 |
|
Underworld
Tunneler (An Underworld Tunneler is a giant metal crab the size of a shed
that tunnels through earth and stone. Standing over 10 feet tall, its
disc-like body can comfortably fit up to a dozen medium sized creatures in
its three rooms. A room at the front houses its controls and viewport. It's
large central room has controls on either side for its tool and grasping arms
and a small airlock for retrieving grabbed objects from the outside. The
small entry room is sectioned off from the central room by a steel door and
the outside by a steel trap door, with a small wheeled gear that can be
turned to extend a ladder down as many as 20 feet. The Tunneler digs with its
giant fore-claws, giving it a burrowing speed of 40 feet per round. It's
normal movement speed is 60 feet forwards or backwards but 100 feet when
moving sideways. It is airtight and can withstand great pressures and heat,
including molten stone, for up to four hours without damage to itself or its
passengers. The Tunneler has an AC of 16, 300 HP, is considered a Gargantuan
creature, and has a reach of 20 feet. It can be used to attack with its claws
twice at +8 for 3d8+8 half slashing half bludgeoning damage. It has grasping
arms, which can be used as free actions, on either side that can also be
fitted with any tool a humanoid could wield. These grasping arms only have a
10 ft. reach. The Underworld Tunneler is controlled at its front room's
panel; it can only perform one action, one move action, and one free action
each round.) |
100000 |
10000 |
Arcane
Arsenal |
1052 |
|
Undying
Oxbone Collar (These white collar bone collar stays connected by dark bronze
lapel chains are constantly growing at a slow rate. It provides a
regenerative source of bone to their wearer that infuse created bone
constructs, necromantic summons, or other bone spells to grant them the
residual strength of oxen. Those creatures and constructs gain +2 strength as
well as +1 hit point per hit die or inch of thickness. Alternatively, the
bone fragments from the collar can substitute for missing bones, allowing the
wielder to create necromantic constructs from badly damaged skeletons that
would normally be unusable.) |
9000 |
900 |
Profane
and Profound |
1053 |
|
Unguent
of Bitters (The hundred-year-old sour vinegars and dissolved citrus peels in
this canister can be splashed onto the hands of a caster performing a poison
or necromantic spell. Creatures that take damage from the spell suffer
disadvantage on perception checks related to taste or smell for one minute
per spell level. They also reroll their initiative and if it is lower than
their current initiative, it becomes their new initiative score as they
flinch in response to the bitter vapors cloying their senses. With careful
application and a bowl to catch the drippings, an Unguent of Bitters can be
used with any number of spells.) |
9000 |
900 |
Profane
and Profound |
1054 |
|
Universal
Solvent (Universal Solvent was mixed and billed as a counteragent for Qwik,
but this enhanced mineral spirit also weakens other adhesive. Applied to a
stuck creature or object, the target recieves a new save to escape at a +2
bonus. Used on untriggered webs or traps, a single use is enough to weaken a
square foot of adhesive by 100 lbs per square inch. There are five dabs of
spirits in this metal canteen.) |
50 |
5 |
Gear
Up |
1055 |
|
Vainglory
Mirror (This handheld, oak-bordered mirror appears to be a Wise Mirror, but
it specializes in giving false answers and false encouragement. If it is
asked a question with the “Mirror Mirror…” command word of its cousin, it
gives whichever answer will cause the most problems for the user, especially
if it could cause the user to make a mistake due to vanity. If being
investigated or if a falsehood would be easily detectable, it will give the
right answer to hide its true nature. One who knows it for a Vainglory Mirror
can turn these powers upon their foes with the phrase “Who is the greatest of
them all” and facing the mirror towards a creature within 30 ft. The mirror
will reply coldly with a phrase describing the targeted creature with a
subtle backhanded compliment. The foe must make a Wisdom save, DC 16, or be
unable to notice any damage they receive for the next 2d6 rounds, seeing
those attacks as near misses or avoided blows. The mirror can only be used
once each combat in this manner.) |
8000 |
800 |
Arcane
Arsenal |
1056 |
|
Valkyrie
Helm (This full helm bears a pair of large, silver wings that start at the
temples then arc up and back. As part of the wearer’s attack action, they may
move up to 10 feet using any type of movement in which they have a movement
speed. Their attacks may take place at any point along this movement.
Additionally, when the wearer receives any healing while at or below half hit
points, the silver wings resonate slightly, doubling the potency of the
healing. A Valkyrie Helm is rumored to provide guaranteed access to a
warrior’s paradise if the wearer of the helm dies.) |
6000 |
600 |
Profane
and Profound |
1057 |
|
Vault
of David (Two crystal shells spiral together to an exceedingly fine point.
About the size of a large trunk or locker, the white and black shells are
pure, finely faceted crystal, inlaid with platinum wire. When twisted apart,
each shell can be used as a container for a soul of any size or HD, suffering
no damage upon discharging the soul. If each shell should contain a soul when
the two are twisted together, the Vault of David will combine the soul,
feeding the weaker to the stronger in a battle of wills. When two soul
fragments are combined, the surviving soul increases to a lesser soul.
Combining two lesser souls creates a common soul. Three common souls make a
greater soul and four greater souls become a legendary soul. Any who have
attempted to combine legendary souls have vanished, along with the souls
within, when they turned the shells together to join a fifth legendary soul.
The black shell retains the strengthened soul, as well as any unused smaller
souls yet to be combined. Souls within the Vault of David are automatically
joined once they reach the requisite number. The owner of the shell will hear
vague whispers in their dreams, “unity is our strength”, “leave not the
weakest of us behind”, or “you must save us”.) |
200000 |
20000 |
Bound |
1058 |
|
Vaxxitrolius’
Survivor Vial (Magical) (A small, stoppered and wax sealed vial holds a
cloudy, salty liquid. Name any disease so the seal can hear it, break the
seal, and drink. Vaxxitrolius’ Vial gives you a fever for 1d4 days, but
afterwards you gain permanent immunity to that disease. Then, roll a d10
instability die for every time you have used a Survivor Vial. If you roll
doubles you become a plague carrier spreading the disease you were just made
immune to. Rolling triples permanently afflicts you with the first stage of
that disease while making you immune to its later stages. On a roll of four
or more of a kind, you are racked with illness and will die in one day.
Minutes later you rise as an intelligent zombie that spreads that disease
with every touch, breathe, and fluid. Vaxxitrolius’ Survivor Vial fills back
up and reseals itself at dawn with a loud sneeze.) |
5000 |
500 |
Modern
Mayhem |
1059 |
|
Vaxxitrolius’
Survivor Vial (Nonmagical) (A small, stoppered and wax sealed vial holds a
cloudy, salty liquid. Name a non-magical disease so the seal can hear it,
break the seal, and drink. Vaxxitrolius’ Vial gives you a fever for 1d4 days,
but afterwards you gain permanent immunity to that disease. Then, roll a d10
instability die for every time you have used a Survivor Vial. If you roll
doubles you become a plague carrier spreading the disease you were just made
immune to. Rolling triples permanently afflicts you with the first stage of
that disease while making you immune to its later stages. On a roll of four
or more of a kind, you are racked with illness and will die in one day.
Minutes later you rise as an intelligent zombie that spreads that disease
with every touch, breathe, and fluid. Vaxxitrolius’ Survivor Vial fills back
up and reseals itself at dawn with a loud sneeze.) |
1000 |
100 |
Modern
Mayhem |
1060 |
|
Vegetation
Bomb (A single flower bud sits on the surface of this 4 in. ball of tangled
vines. When pulled free, the flower causes the Vegetation Bomb moments later.
This is enough time to toss it up to 60 ft. where a 20 ft. radius of writhing
vines and thorns explode from the surface. Creatures that enter this space or
start their turn in it must make a Dexterity or Strength saving throw, DC 14,
or become restrained and take 3d6 slashing damage. Creatures already
restrained by this effect automatically fail the save. As an action, a
restrained creature may make a new Strength or Dexterity save to escape.
After ten minutes, the vines become inanimate, and if grown from a spot
inhospitable to plant life, wither away.) |
600 |
60 |
Profane
and Profound |
1061 |
|
Vein-sight
Goggles (The Vein-sight Goggles allow their wearer to see through solid
material as if it were foggy glass to a limit of 60 feet. The
leather-strapped Vein-sight Goggles have solid metal lenses and faint
etchings on the lens’ faces. The goggles provide penetrating vision
but pure metals are completely opaque to them, while less pure metals are
visible as proportionally opaque glass. It is hard to distinguish non-metals
seen in this way, with the user taking a -10 penalty to perception skill
checks related to non-metals. Using these for more than 5 minutes in a day
requires a Constitution check (DC 5 + minutes used) or the user becomes
nauseous for 1d6 minutes and some of their hair falls out.) |
6000 |
600 |
Gear
Up |
1062 |
|
Vengeful
Weapon (Angry, twisted enchantments turn normal weapons into Vengeful ones.
Vengeful weapons whisper and curse when their wielder takes damage. The
weapon deals an extra 1d10 damage of its normal damage type to any source
that dealt damage to the wielder since the beginning of their last turn.) |
2500 |
250 |
Profane
and Profound |
1063 |
|
Venomed
Weapon (Venomed weapons have a small internal venom glands or an inset fang.
Once each day, squeezing the fang or venom gland will coat the weapon in a
poison that deals 1d6 poison damage at the start of each of the target's
turns unless they make a Constitution save, DC 10. The poison continues to
harm them until they succeed on two saves.) |
300 |
30 |
Arcane
Arsenal |
1064 |
|
Verdant
Pike (Setting this +1 pike formed of an overlarge thistle haft and thick
metal spike against a charge causes ghostly vegetation to sprout up around
the wielder, covering the area within reach with large thorns pointing
parallel with their pike. This allows the wielder to make up to two
additional attacks of opportunity after having spent an action to ready
against charges, although no more than one attack against a single target.
Those bonus attacks can only be made against creature charging at the wielder
or who have moved more than half their movement speed before attacking. In
places with vegetation, the pike may be stamped down to cast Spike Growth as
a 2nd level spell centered on the wielder, filling the area with wickedly
sharp, blooming thistle. The Verdant Pike can only cast Spike Growth once
each day and if the wielder is attuned, they are unaffected by the Spike
Growth spell.) |
3000 |
300 |
Arcane
Arsenal |
1065 |
|
Vermin
Bomb (Vermin Bombs are red and white, garishly painted, hollow wooden
spheres. They will implode on impact with a liquid “PLOOFP”, conjuring a
random collection of junk from the nearest sewer or garbage dump. The
implosion unloads a huge pile of trash and a charmed swarm of mixed vermin
and insects. A 20’ radius around the implosion becomes difficult terrain and
a 5’ radius becomes impassable. The swarm follows the mental command of the
bomber. Mixed insects and vermin make up this swarm that covers 6 contiguous,
5’ squares of ground, dealing 1d6 poison damage to creatures that start their
turn in a space occupied by the swarm. Any creature dealt damage by the swarm
must save or immediately contract a random non-magical disease. The swarm has
AC 13, and 30 HP, and movement speed of 30 feet. The swarm disperses when it
loses its HP or after 1 hour.) |
500 |
50 |
Save
Vs. Disease |
1066 |
|
Vial
of Divine Tilled Earth (A crystal decanter hangs from a short loop of chain.
Inside the sealed vial a handful of earth is overgrown with tiny plants and
moss. The wearer may cast bless, aid, or similar spells over an acre of
cultivated farmland, maintained grazing areas, or the like. This protects the
plants and crops from disease and pests, while increasing fecundity to
increase the resulting yield by half its base production. The effect lasts
for one growing season. For every spell level higher than 1st used to bless
the land, the user may increase the yield by another half its base value,
double the acreage effected, or increase the duration by one growing season.
One tenth of the harvest must be tithed to the hungry or needy, or else the
boon will turn to a five season curse despoiling the productivity of the land
to half its value. For each consecutive use of the Vial of Tilled Earth on a
given acre after the first, the tithe demanded by its effects increases by
1d10 percentage points. Each growing season an acre goes unblessed reduces
the demanded tithe by 2d10 percentage points, to a minimum of 10. Creatures
that derive the majority of their food from acreage blessed by the Vial of
Divine Tilled Earth roll any increases to their maximum hit points with
advantage.) |
50000 |
5000 |
Profane
and Profound |
1067 |
|
Vibrant
Purple Ioun Stone (A bright, royal purple, three-pointed-crown-shaped stone
circles spins just above its user’s head. Once activated by grasping the
stone and placing it above their head, the user can store up to three spell
levels of spell or spell-like abilities in this crown as a free action. As an
action, a creature wearing the Vibrant Purple Ioun Stone may call forth a
stored spell, using the ability modifiers and proficiency of the creature
that stored it.) |
15000 |
1500 |
Arcane
Arsenal |
1068 |
|
Vicious
Weapon (Notches and pits adorn this weapon, oozing a black-red oil that drips
towards the blade, tip, or blunt end. The oil, once there, reinforces and
hardens the weapon. A vicious weapon asks the same of its wielder as it does
to itself: ferocity at the cost of pain. It deals an extra 4d6 damage of its
type but drains 2d6 worth of hp from its wielder on each hit.) |
7500 |
750 |
Save
Vs. Disease |
1069 |
|
Viscous
Slime (When this dormant chunk of green slime is used as part of a mobility reducing
spell, the magic becomes contagious. The first valid target each original
target is adjacent to at the start of their turn during the duration of the
spell becomes another target of the spell. Each new creature makes its own
save against the effect. If the effect spreads, the remaining duration on the
original target is split between the original target and the new target,
rounded up. A spell using the Viscous Slime can be spread by the original
targets a number of times equal to the spell level. As long as the mage is
able to harvest some of the reproducing slime after the spell ends, Viscous
Slime replicates itself sustainably for an infinite number of consecutive
uses.) |
15000 |
1500 |
Profane
and Profound |
1070 |
|
Voice
of the Sea (By holding the conch shell to your ear you can hear the ocean.
Any divination spell relating to the ocean is cast with advantage. Licked,
the shell turns out to be sweet and can be eaten like delicious glass shards.
For five minutes after eating, the shell grants the ability to breathe
underwater and fight as if on land. Multiple people can share the shell,
splitting the total duration between them. Multiple people can share it but
split up the duration between them. Fish and seafolk will often accept these
shells as payment for mercenary services, and it is worth twice its value to
those creatures.) |
750 |
75 |
Gear
Up |
1071 |
|
Volcanic
Staff (This ashen staff smoulders with lines of fire and grants a bonus spell
slot of the highest spell level an attuned creature can cast for as long as
it is on fire, this ability can only grant up to one bonus spell slot each
day. Spellcasters may use this staff to cast the following spells using an
equivalent or higher level spell slot: Burning Hands, Scorching Ray,
Fireball, and Wall of Fire. The wielder of this staff has resistance to
normal fire damage and heat related effects. Fire spells they cast deal an
additional 1 fire damage per damage die that ignores fire resistance and
immunity.) |
7500 |
750 |
Exposed
to the Elements |
1072 |
|
Vorpal
Blade (Deep black meteorite, adorned with an obsidian and pearl pommel. A
Vorpal Blade is a fearsome weapon of legend, having slain many a
previously-thought-invincible foe or hero. This +4 longsword has a penchant
for cutting foes in twain and deals an extra 4d8 damage on a critical hit.
Creatures struck by this critical hit must make a save, DC 20, or be cut in
two.) |
35000 |
3500 |
Profane
and Profound |
1073 |
|
Wand
of Binding (This black wand is tipped at one end with a white knob and
adorned with a single black buttons. The Wand of Binding creates a stringed
connection between any two surfaces it touches while the button is pressed.
This string follows the path of the wand tip, as straight or winding as the
wearer makes it, to the final surface it is touched against. The surface bond
can only hold up to 100 pounds while the rope itself acts as mundane silk
rope. Only 100 feet of ‘rope’ can be created with one
activation. Touching the wand again to a surface bond breaks the bond and
tapping it thrice upon one of its own ropes dispels the rope.) |
3000 |
300 |
Gear
Up |
1074 |
|
Wand
of Enemy Detection (When the owner’s adrenaline kicks in at the start of
combat, they can call upon the magic in this segmented steel wand to push
them slightly faster. Small electric shocks boost the wielders initiative
roll by +1d8. This wand can be used three times each day. While it doesn’t
need to be wielded to benefit from, it must be in contact with the owner’s
skin. Creatures without a discernable biology gain no benefit from this wand.
If this wand or its wielder suffers electric damage, the wand stops working
for that many hours.) |
300 |
30 |
Charged |
1075 |
|
Wand
of Fury (This wand of healing, having been abandoned in a place of demonic
power has had its shaft turn grey and a subtle steak of red now winds through
the soft blue energies. Each day it regains 1d6 charges up to its 7 charge
maximum. Each charge can be used to cast a Cure Wounds spell to heal the
target for 3d4+6 hit points of healing. However, the target must make a
Wisdom save, DC 15, or fly into a rage. They must make a targeted attack
against another creature each turn or take 1d6 damage at the end of their
turn. The rage lasts for 1d4 minutes.) |
300 |
30 |
Exposed
to the Elements |
1076 |
|
Wand
of Leaden Missiles (This slender wooden rod is weighted with a metal core and
affixed with iron sights for aiming. The Magic Missiles cast from this wand
have an unusual weight, giving them a maximum range of five feet but also
increasing their damage to 1d8+1. When used as an action, the wielder of this
wand must make a Strength save, DC 13, or be flung back 10 ft. The wand
regains all 7 charges each day and each casting fires a single, unerring
magical bolt of force at a target in range.) |
200 |
20 |
Exposed
to the Elements |
1077 |
|
Wand
of Magic Missiles (A Wand of Magic Missiles is a sleek silver wand topped
with a pointed, marquise-cut amethyst. Squeezing its handle is enough for it
to send out a burst of pure magical force at the target it is pointed at.
This functions as a Magic Missile spell for one bolt of 1d4+1 force damage.
The wand can be activated up to thirteen times each day as an action.) |
500 |
50 |
Arcane
Arsenal |
1078 |
|
Wand
of the Battle-Medic (A Wand of the Battle-Medic is an ivory rod topped with
an oval-cut ruby. Squeezing its soft, white cotton handle pushes out a
fluorescent ethereal paste. If the paste is immediately applied to a wound,
it heals the target for 1d6+2 points of hp. The wand slowly refills and can
be used up to three times each day. After this magic is exhausted, the
residual paste on the wand provides a soothing pain-killing effect for a +2
bonus to healing checks.) |
300 |
30 |
Charged |
1079 |
|
Wand
of The Generous Host (A Wand of the Generous Host is a two tined golden fork
with a round-cut sapphire pommel. Sticking this wand into meal, multiplies
it, creating 1d4 copies of that meal.. This wand can only be activated twice
each day.) |
200 |
20 |
Charged |
1080 |
|
Wand
Slot Weapon (A small slot or channel has been carved into this weapon. A
handheld wand can be snapped into place such that it will trigger whatever
spell or effect it has when the wielder of the weapon hits with an attack.) |
400 |
40 |
Arcane
Arsenal |
1081 |
|
War
Plow (The War Plow is a large +1 breastplate with a single, foot-long,
jutting prow of angled metal. The wearer can make a charge attack as an
action, moving up to their full speed in a straight line, dealing 2d6 damage
to each creature in that line and shoving them 5 ft. to the side. If a
creature succeeds on a Strength contest made at disadvantage against the
wearer of the War Plow, the charge attack stops after dealing half damage to
them. If they choose to contest the movement but fail, they take double
damage from the charge attack and fall prone. If the wearer has multiple
attacks, this charge attack counts as one attack for the purposes of making
other attacks before, during, or after the charge.) |
7500 |
750 |
Arcane
Arsenal |
1082 |
|
War
Rune (This flat, golden badge about the size of a deck of cards can be
affixed by a sharp pin or metal rivet to one’s armor or clothes. The War Rune
allows its owner to turn their spells and spell-like abilities into a bonus
towards their combat prowess. Expending a spell grants, per spell level of
the expended spell, 1d8 temporary hit points and a +1 attack and damage on
weapon attacks. The channeled magical energy also increases the non-magical
component of their armor class to a minimum of 10 + the spell level. This
effect lasts for one round per level of the spell or equivalent magic effect
expended. Channeling the magical energies into the badge costs a move action.
The wearer may also channel any non-harmful ongoing enchantments affecting
them into the War Rune as a free action, dispelling the effect and empowering
the wearer. Only the highest-level spell inside the War Rune takes effect,
although lesser spells stored in the rune will activate, in descending order,
as the higher-level spells are consumed.) |
12500 |
1250 |
Arcane
Arsenal |
1083 |
|
Warding
Salts (Applying this mix of purple, pink, and silver salts to armor as an
action will allow the wearer of that armor to use either the armor’s
defensive bonus, including magical improvements, or the normal attribute
bonus on a saving throw against a single magical effect of their choice. The
Warding Salts last until used or submerged in running water. A jar of Warding
Salts has enough for three doses.) |
250 |
25 |
Exposed
to the Elements |
1084 |
|
Warning
Glyph (Any liquid that remains legible once dry can be slathered on this
marble stamp and pressed down to place a magical rune that will alert you to
intruders. Up to three stamps can exist at any one time. When a fourth stamp
is created, the oldest surviving stamp flakes and fades. The Warning Glyph’s
sigils ward a 30ft radius. If a creature enters this space, the magic of the
sigil creates a near deafening, minute long cacophony of bird tweets, bird
song, crowing, and cawing that can be heard up to 500 feet away. Creatures
that were touching the Warning Glyph or its wielder as the stamp was created
are ignored by the warding magic. These stamps last until they are defaced or
until they deteriorate after a month. Adding adjacent or overlapping stamps
increases the warding magic. With two stamps, the radius increases to 60
feet, the noise can be heard as far away as 1000 feet, and the noise is
triggered by the glyph being defaced. When all three active stamps are placed
together, the radius of the circle further increases to 120 feet, the
circle’s list of ignored creatures can be modified by the wielder of the
Warning Glyph if they can see the sigil, and the warning also alerts the
Warning Glyph holder telepathically if they are on the same plane as the
sigil.) |
2250 |
225 |
Charged |
1085 |
|
Watch
Owl (This stuffed owl will clamp down on any suitably sized perch it is
placed on and watch for suspicious activity. With a beige dial set in the
back of its head, the Watch Owl can be set to different sensitivities at
which it will begin to loudly *Hoot*. These sizes include inanimate objects
as well as creatures: tiny, small, medium, or large. The Watch Owl looks for
any movement of the set size or large, as a passive perception of 15, with
darkvision out to 60 feet in a 180 degree arc in front of it. If it sees any
movement, it hoots loudly for a minute or until its head is softly stroked,
calming it.) |
1000 |
100 |
Gear
Up |
1086 |
|
Water
Djinn's Ewer (This pure sapphire ewer is capped by an ornate crystal stopper.
The Water Djinn’s Ewer sloshes with clear blue water. With its lid
turned open, it can be poured forth endlessly, creating as little as a pint
of water each round to as much as a high pressure blast of 10 gallons each
round. This is approximately 10 cubic feet of water each minute. The blast of
this water strikes a 30 foot line each round for 1d6 nonlethal damage and
pushes those creatures back 5 feet unless they succeed in a Strength save (DC
14).) |
9000 |
900 |
Gear
Up |
1087 |
|
Watersight
Ring (The Watersight Ring is a wide, smoked-quartz band that sizes itself to
fit on a creature’s largest finger. The wearer of this ring can see
underwater as if they were under clear and sunny skies. When deep underwater,
the ring also provides darkvision out to 60 feet. This ring also removes any
visibility penalty in muddy or obscured waters and liquids treating total
concealment as concealment and concealment as normal vision.) |
4000 |
400 |
Gear
Up |
1088 |
|
Weather
Vane (Holding this flat, metal, bird-shaped Weather Vane at least twenty feet
from the ground outdoors allows the user to forecast the weather. The user
becomes aware of the weather up to three days ahead, with a 20% chance of
misreading the divination magic, giving an incorrect prediction.) |
1000 |
100 |
Gear
Up |
1089 |
|
Weatherstone
Plate (Plate mail formed of overlapping plates of moss-covered stone can be
freely commanded, with continual concentration, to improve the weather in the
nearby area. This effect starts as a 30 ft. radius but its size increases by
30 ft. each round to a maximum of 300 ft. The effect might be used to make
the area a bit sunnier, overcast, increase or decrease precipitation, clear
or thicken fog, minorly change the temperature, weakly modify the wind speed
or direction, or another similar effect no more powerful than a
circumstantial +1 or -1 to rolls. When the wearer’s concentration ends, the
effect ends. Once chosen, the weather effect cannot be changed without
breaking concentration.) |
2500 |
250 |
Arcane
Arsenal |
1090 |
|
Wheel
of Woe (A small, multicolored wheel and pointer that can either be held or
affixed to a shield. With a thought, it can be made to spin, imposing good or
bad fortune from alternate realities. Whenever the wearer rerolls a die or
group of dice, the Wheel of Woe stores the result. As a reaction, the user
can then replace the fortunes of another creature within sight with the
stored fortunes. The target must be rolling the same die or group of dice
that generated the stored result and if they succeed on a Charisma saving
throw, DC 13, the Wheel of Woe expends the stored fortune without effect. A
new result cannot be stored in the Wheel of Woe until the previous one is
used and its effects can only be used to target creatures hostile to the
wearer.) |
5000 |
500 |
Profane
and Profound |
1091 |
|
Wheeled
Rattlefire (This loud, clattering metal wagon completely encases its riders
in metal and glass. A ships wheel sits at the wagons helm, along with the
foot pedals from an organ or piano. Only Gnomes and madmen have been crazy
enough to use crackling fireballs encased in metal to move a cart, bypassing
any reasonable standard of risk to reward. This wagon will automatically move
forward at its current speed each round, unless a driver uses an action to
turn it. The wagon’s speed is tied to its instability die. This rumbling
metal beast feeds off of oil, and consumes a gallon of oil each minute. When
empty of fuel, the Wheeled Rattlefire rumbles to a stop, slowing down two
speed steps each round. It can carry a maximum of 4,000 pounds with no
penalty and up to twice that weight but at the penalty of rolling its
instability die twice, taking the worse of the two results. This explosion
powered wagon starts with an instability die size of d30, which decreases in
proportion with the cart’s increasing speed. As an action, the driver can
speed up or slow down the wagon by one category, with a difficult drive or
disable device check letting them modify the speed by up to 1d4 additional
categories. This can be done as part of the drive action to control the wagon’s
movement. The instability die is rolled whenever the Wheeled Rattlefire is
turning more than 30 degrees in a round, doing a stunt, driving through
difficult terrain, or colliding with something. Rolling a ‘1’ on the
instability die results in a crash, dealing damage to the wagon, the object
collided with, and its riders as if they had fallen a distance equal to ¼ its
current speed, rounded down. The wagon has 50 hp. Protection spells strap
seated the riders to the wagon during a crash, but only while the wagon has
hp remaining. This reduces the damage inflicted on the riders by ½, and they
can react as normal to reduce this “fall damage” further. A collision also
slows the vehicle's speed by 2 steps. Instability (die size) vs Speed
(ft./round): d30 50; d20 100; d10 150; d12 200; d8 250; d6 300; d4 350; d3
400; d2 450 Repairing or servicing the wagon is most likely difficult, as the
sorts of individual who can understand the device, let alone that are willing
to work on them, are likely the sort of risky individuals not commonly still
among the living. Those that are, tend to be expensive or eccentric enough to
be difficult to work with. Take care that the artificer working on the
Wheeled Rattlefire doesn’t test out their latest and greatest “improvements” to
the design while unsupervised.) |
40000 |
4000 |
Modern
Mayhem |
1092 |
|
Whetstone
Pendant (By using the Whetstone Pendant to sharpen, hone, or maintain their
weapons during a short rest, the wearer of this flat, stone pendant gains a
single d6 superiority die. This die can be expended to add 1d6 to a single
attack or damage roll with a weapon. For a wearer with any levels in fighter,
they may copy the keyword of a weapon they are proficient with as a free
action and apply it to a held weapon. The bonus keyword only functions while
in the wearer’s hands and may be transferred to a new held weapon as a bonus
action. This bonus keyword lasts for one minute and after use, the ability
cannot be called on again until the wearer completes a short rest.) |
800 |
80 |
Exposed
to the Elements |
1093 |
|
Whiptail
Hairband (Attaching this metal-beaded length of horse-hair to one's hair
allows the wearer to make whipping attacks with the lengthy hair as a free
action. The wearer of the Whiptail Hairband may make an attack as a move
action with their magically lengthening hair against a foe within 15 feet.
This attack automatically hits a foe and deals 1 non-lethal damage.) |
500 |
50 |
Arcane
Arsenal |
1094 |
|
Whispering
Tooth Earring (The acid damage on this polished tooth has left it pitted with
tiny holes that whistle and whisper in the slightest breeze. Worn as an
earring, its wearer may call upon it to cast Eldritch Blast as a bonus
action. It can be commanded twice this way before the wearer must complete a
short rest to use it again. For a wearer with at least one Warlock level, the
Whispering Tooth Earring grants a second boon. As part of a long rest, the
warlock may meditate to replace one unexpended invocation with another that
they meet the requirements for. When the warlock begins their next long rest,
the original invocation returns and the gained invocation is lost.) |
800 |
80 |
Exposed
to the Elements |
1095 |
|
White
Rose (White spruce wood forms the haft and large, carved rose topper. Healing
spells and spells cast on willing targets cast using this staff as a focus
have their durations increased by 20%, their range increased by 10 ft, and
restore 1 hit point per spell level in addition to their normal effects. If
the spell has multiple targets, this bonus healing is divided evenly among
the willing targets, rounded down. The White Rose functions as a +1
quarterstaff and its magical bonus applies to skill checks regarding
gardening, healing, and foraging.) |
5000 |
500 |
Profane
and Profound |
1096 |
|
Wild
Armor (Wild armor has small vines, animal fur tufts, and shifting monster
parts moving around or on it out of the corner of the eye. Wild armor shifts
forms with its wearer, continuing to apply its armor bonus and magical
effects in the new form.) |
4000 |
400 |
Profane
and Profound |
1097 |
|
Will-O’-Wisp
Bracelet (A sphere of amber clasped in a silver-chain bracelet holds a
shimmering ball of ghostly light. If your Wisdom is less than 15, it is
increased to 15, otherwise you may cast Minor Illusion as a bonus action
whenever you cast a 1st level spell or higher.) |
400 |
40 |
Arcane
Arsenal |
1098 |
|
Willow
Bark (Chewing this hardy bark halves pain or nausea penalties, rounding them
down, for the next 1d4+1 hours. This bonus also haves any concentration check
penalties from damage taken. There is a minor risk of addiction, and
addiction causes the user a slight fever when they haven’t had the
bark in the last 24 hours, imposing a -2 to DEX and CON checks. Addicted
people need to eat an additional dose of Willow Bark in order to benefit from
the pain reduction effect for each week they’ve been addicted.) |
10 |
1 |
Fantasy
Foundry |
1099 |
|
Windlass
(This +2 steel scimitar is surrounded by a sheathe of wind that whistles and
howls when held. Upon making an attack while sheathed in wind, the Windlass
wielder may make a free attack dealing half damage to up to one target
adjacent to the original target. Thrice per day, the wind sheathe of the
Windlass may be expended as an attack to deal half damage across a 15ft cone,
with a Dexterity save to reduce the damage by half, DC equal to the result of
the attack roll. As an action, the wind sheathe of the Windlass may be sent
at a target within 30 ft. as a ranged attack, dealing half damage. Once
expended, the wind sheathe around the scimitar will not return until the
weapon downs an opponent, the wielder moves twice their movement speed in a
single turn, or the wielder performs a swords-dance routine during a short
rest.) |
8000 |
800 |
Arcane
Arsenal |
1100 |
|
Winged
Boots (White feathers adorns the ankles of the white, leather Winged Boots.
Any flying the wearer does or flight effects the wearer is given will have
improved maneuverability, increasing by one step. Additionally, the wearer
may fly with poor maneuverability with a speed of 60 feet for 10 minutes each
day. This flight already factor in the boots own maneuverability increase.
When the entirety of this duration is used, the boots no longer contribute to
the wearer’s improved aerial maneuverability.) |
5000 |
500 |
Charged |
1101 |
|
Winnowing
Needle (Winnowing Needles are finger sized sewing needles. As a bonus action,
a creature may prick themselves with the needle and give up a proficiency
-skill, save, or tool- to raise their proficiency bonus by 1 for one roll.
This stacks with itself and the bonuses can be saved until used, the user
completes a long rest, or they lose possession of the Winnowing Needle. One
forfeited proficiency returns after each completed long rest.) |
5000 |
500 |
Exposed
to the Elements |
1102 |
|
Wise
Mirror (An item mirroring children’s tales, this oak-bordered hand mirror
must be activated by saying “Mirror, Mirror on the wall…”. Following this
activation, the user can ask the mirror a yes or no question that an Augury
spell could answer. It has a 20% chance of not being able to answer that
question, instead making a sarcastic or insulting comment. Each day, it may
be used continuously until it fails to give an answer, after which it will
answer no further questions and merely gives sarcastic replies. If fed with a
particularly juicy piece of gossip, the user may make a Charisma save, DC 15,
to ask another question of a mirror that has turned sour for the day. If this
save fails, the spirit inhabiting the mirror plants a seed of doubt in the
user’s mind, requiring them to make a Wisdom save, DC 12, the next time an
impulsive, jealous, or backstabbing opportunity presents itself to not take
the action.) |
2500 |
250 |
Profane
and Profound |
1103 |
|
Wise
Mirror (An item mirroring children’s tales, this oak bordered hand
mirror must be activated by saying “Mirror, Mirror on the
wall…”. Following this activation, the user can ask the mirror a
yes or no question that an Augury spell could answer. It has a 20% chance of not
being able to answer that question, instead making a sarcastic or insulting
comment. Each day, it may be used continuously until it fails to give an
answer, after which it will answer no further questions and merely gives
sarcastic replies.) |
2500 |
250 |
Arcane
Arsenal |
1104 |
|
Woebegotten
Cloak (This is a magical cloak of stitched together banners, flags, and
clothing. Once attuned, a wearer gains access to boons from the souls bound
to the cloak. Attuned creatures remain attuned to the cloak until another
creature becomes attuned or until they cast curse removing effect with a
spell level of 7 or higher. Creatures attempting to attune to this cloak are
alerted to its true nature. Should they die while attuned, a new strip of
cloth is added to the cloak as their soul becomes permanently bound to the
Woebegotten Cloak. The Woebegotten Cloak holds a maximum of 13 charges and
regains 1 each day, plus an additional 3d4 charges while attuned. The attuned
wearer may expend a charge or charges for any of the following effects
assuming a soul with the relevant ability is bound to the cloak: cast a 1st
level spell or cantrip using your ability modifier (1), 2nd level spell (3),
3rd level spell (6), 4th level spell (10), proficiency for 1 minute (1),
proficiency for 1 hour (2), proficiency for 1 day (4), reroll one roll (5),
add or subtract 1d4 from a roll (2), or gain another reaction (3). A soul
bound to this cloak cannot be regenerated, reincarnated, or otherwise
restored until the cloak is destroyed. Activating the cloak is a free action,
but its granted abilities may take a move or action to use. During
activation, the wearer of the cloak sees the spectral soul appear and aid
them in the chosen task before vanishing back into the cloak. For each use of
the Woebegotten Cloak each day after the first charge is expended, the wearer
must make a Charisma save, DC 8 + charges used since the last long rest, or
the wearer gains a random mania, phobia, tic, or compulsion from the bound
soul they temporarily summon as the bound entity attempts to wrest some
control from the wearer. They may attempt a new save at the end of a long
rest to get rid of the malignant influence. If the influence remains at the
end of seven days, it becomes permanent. Common flaws in the bound souls
include paranoia, megalomania, power-hungriness, and recklessness, the very
character flaws that led them to donning the cloak and eventually perishing
while attuned.) |
50000 |
5000 |
Profane
and Profound |
1105 |
|
Woodmites
(A handful of wood weevils hibernate in a loose net until thrown. Then
they’ll infest the area where the net lands, swarming out to bite and gnaw at
those within a 10’ radius. Each creature that starts its turn in the area
will have 1d4 weevils latch on to them, dealing 1 ongoing damage each. After
10 rounds, the remaining weevils on the net burrow and scatter. The weevils
ignore non-magical damage resistances, armor, and hardness less than stone.
Fire, alcohol, or oil applied to the attached weevils cause them to
immediately drop off and scurry away. Trying to remove them with force
requires a strength check as an action, DC 5, with every 3 points above 5
removing an additional weevil. Removing them this way deals 2d4 damage to the
host per strength check.) |
75 |
7.5 |
Save
Vs. Disease |
1106 |
|
Wounding
(Terrific wounds are the hallmark of a Wounding weapon. Pitted blades,
jutting spines, or swirling barbs of force cause 1d6 bleed on each hit.
Critical hits dealt by a Wounding weapon deal an additional 1d6 bleed and
cause the target to immediately take bleed damage. At the start of the
afflicted creatures’ turns, they take damage equal to their bleed total.
Whenever a creature is healed, it also removes bleed equal to the amount of
hit points regained. A successful healing check, DC 12, removes five points
of bleed as an action.) |
15000 |
1500 |
Profane
and Profound |
1107 |
|
Wyvern
Spinal Fluid (Sprinkling this clear liquid over themselves when casting a
memory or thought changing spell allows the caster to create a backup copy of
the original memory being modified. The original memory coalesces into a
tiny, invisible pustule just behind the ear of each target. The pustule is
unnoticeable to anyone but the caster or creatures using detection effects of
a higher spell level than the original spell. Lancing the pustule will return
the original memory, allowing the target to choose which to keep and which to
forget. Wyvern Spinal Fluid is sold in wax-capped vertebrae each providing
enough fluid for one spell.) |
900 |
90 |
Profane
and Profound |
1108 |
|
X-Bow
(An X-Bow is a composite long bow or short bow shaped like two bows crossing
each other at a shallow angle. It is a +1 weapon and allows an extra arrow to
be loosed with each shot but the extra arrow does not benefit from any bonus
damage.) |
2500 |
250 |
Gear
Up |
1109 |
|
Xeenoz’s
Striders (Xeenoz’s Striders are a pair of boots with a stylized ancient
soldiers helm emblem on the left ankle and a tortoise emblem on the right
ankle. An attuned wearer of these boots can manipulate and distort space and
time in a limited area. For up to two creatures within sight designated by
the wearer as a free action, a 20 ft. radius around the wearer is considered
difficult terrain for movement towards the wearer. Ranged attacks by the
designated creatures outside the aura are considered to be made from twice as
far away. A 10 ft. radius around the wearer for those indicated creatures is
counted as incredibly difficult terrain, costing four times as much to move
towards the wearer. Only a maximum of two creatures can be targeted by this
effect at any time and lasts until the wearer chooses another target or they
leave the wearer’s sight for more than a minute. Twice per day, the wearer
can teleport halfway towards a creature in sight as a move action, rounded
down.) |
2500 |
250 |
Arcane
Arsenal |
1110 |
|
Xionic
Glyph (An indescribably shaped psionic 4th dimensional non-euclidean
construct of folded, dark-green glyphs delivered by alien gods. Its holder is
granted visions of possible futures, allowing them a reroll of any die roll
once each day. They may receive additional rerolls by allowing themselves to
be flooded by the thoughts pouring from the device. Every reroll used beyond
the first requires a random mental saving throw, either Wisdom, Intelligence,
or Charisma, versus a DC of 10 + 3 for each Xionic Glyph reroll the wielder
has used since the last long rest. On a failure, the user gains some form of
insanity or an existing insanity is made worse: compulsions, phobias, manias,
disorders, delusions, or vices.) |
9000 |
900 |
Profane
and Profound |
1111 |
|
Xylem
Verdant (An intricate knot of corded tree fibers, sourced from druidic
groves, can be untied to empower a plant-based spell. Non-sapient plants
created or affected by the spell can be made more or less tolerant to drought
or water shortfalls, either extending their lifespan by 50% or decreasing it
by the same amount after the spell ends. Plant based creatures and permanent
objects are instead granted 5 temporary hit points and gain resistance to
fire and necrotic damage. A single Xylex Verdant braid holds five mystical
knots.) |
250 |
25 |
Profane
and Profound |
1112 |
|
Yarn
of Yarns (Each day, this shimmering thread can be woven into a living story
that serves as inspiration to its holder, improving their skills. This
provides a +2 bonus to one type of rolls chosen when the Yarn of Yarns is
woven: one attribute’s saving throws, one skill or equipment checks, or a
single damage type. Weaving the yarn into a symbolic shape is done over the
course of a short or long rest. Between rests, the user may attempt to
reweave the Yarn of Yarns to change its boon by telling it a story and making
a performance check, DC 10 +5 for each previous time it has been rewoven
since the last long rest. On a failure, the weaving fails, and the yarn
remains unwound without providing any bonus until the user completes a long
rest during which they untangle the Yarn of Yarns.) |
16000 |
1600 |
Profane
and Profound |
1113 |
|
Yawn
of a Lich (The rare, tired exhalation of a recently revived lich, harvested
before their mind adapts to a body that no longer tires nor breathes, is a
useful reagent in any revivifying, resurrecting, or raising spell cast on the
dead. The Yawn of the Lich must be inhaled by the caster as the only air in
their lungs as they finish casting the spell. Targets returned to life or
transformed into undead gain a single-use spell of a level equal to half the
spell level, rounded up, of the original spell cast to reverse their death.
The spell they gain is a spell known by the caster of that level. For the
purposes of casting that spell, the raised creature uses the caster’s
spellcasting ability score minus two. This spell is cast as a free action by
the creature releasing a dry and musty yawn. One flask of this fetid breath
can be used to supplement the casting of up to thirty spell levels of spells,
provided the caster exhales the remaining yawn back into the glass after
casting.) |
30000 |
3000 |
Profane
and Profound |
1114 |
|
Yesterwine
(Drinking this wine sourced from grapes grown during temporal paradoxes will
cause the drinker to resume a previous state of being. One cup reverts them
one day, two a month, three a year, four a decade, and five or more reverts
them by half their lifespan. If they would be reverted to a time prior to
their existence, they cease to exist for the duration of the Yesterwine and
reappear where they were once it ends. The reversion only applies to their
own selves, minds and memories included, although they can vaguely remember
all that has happened from the time they reverted. After an hour, the effects
of Yesterwine quickly fade, snapping them back to their present form,
requiring a Constitution save, DC 10, for each cup drunk, or else the backlash
will cause a permanent loss of one random ability point unless they lose 10%
of their current experience points. A bottle of Yesterwine is as large as a
double-bottle of wine and holds six cups of the vinegary mix of red and white
paradoxically sourced wine.) |
1000 |
100 |
Arcane
Arsenal |
1115 |
|
Ysgaxil's
Symbiote (A large, white slug, of a breed created by Ysgaxil, will attempt to
attach itself to the nearest living creature. While unintelligent, it’s heavy
breathing when unattached to a host sounds like a small child whispering,
“Protect me, Mister”. It will disengage from a dead host and will move 5 ft
each round towards the nearest living creature. Once on a living creature, it
will attach with its suckered mouth onto the back of that creature’s head,
and begins covering them with a thick coat of transparent, light grey gel.
The Symbiote drains 20 Max HP while worn but the thick gel acts as +2 Plate
armor while requiring no proficiency to use. Weaker creatures with fewer than
21 maximum hit points are left with 1 hit point, but the Symbiote will leave
this host for a stronger one as soon as possible. The gel takes damage for
the wearer before breaking and leaving the wearer exposed. The gel has 15 HP
and will be replaced with a new layer with full hp if the old one is damaged
and the wearer has not been attacked in the last two rounds. The symbiote gel
pushes off and unhooks other armors. The Symbiote shares the same gel layer,
but underneath has an AC of 18 and 30 hit points. It has advantage on saves
against area attacks.) |
12500 |
1250 |
Save
Vs. Disease |
1116 |
|
Ysgaxil's
Symbiote, Greater (Like its lesser cousin, this symbiote drains its wearer
but provides protection in return. Whether this is a deliberate improvement
by Ysgaxil or an evolving magical breed, this white slug is as long and thick
as a lance. After attaching to the back of a creature's neck, it coils around
their shoulders. It drains 30 max HP on attaching, and builds a gel armor
that functions like +4 plate mail. This light grey gel has 25 hp, and the gel
will be replaced after two rounds of the wearer not being hit once it has
taken damage. The Greater Symbiote’s gel, when hit with targeted magic for
the first time each round, will fully absorb the magic targeting the wearer.
The Greater Symbiote has an AC of 20, 50 hit points, advantage on saves
against area attacks, advantage against magic, and a movement speed of 10 ft.
The gel pushes off and removes other armors.) |
15000 |
1500 |
Save
Vs. Disease |
1117 |
|
Ysgaxil’s
Curious Antidote (Inside this glass phial lies a sleeping, bulbous leech
about the size and rough shape of a human foot. Attaching Ysgaxil’s Curious
Antidote to one’s flesh allows a creature with spells or spell-like abilities
to expend their magical energies to gain temporary mutations. Expending a
spell allows the user to gain a number of random mutations. The leech bulges
and gulps down this released magical energy, vomiting back scurrying growths
of flesh back into the host that become mutations. The user rolls for as many
mutations as levels of the expended spell. From this selection, the user must
take half of these mutations (rounded up). These mutations last for as many
minutes as the number of levels of the expended spell or spell-like ability.
Activating this effect takes as long as the expended spell or spell-like
ability would take to cast. Additionally, any ongoing magical enchantments or
curses affecting the wearer can be fed to Ysgaxil’s Curious Antidote. If that
effect had a save associated with it, the user must pass a saving throw
against that spell, with advantage, in order to feed the magical energies to
the leech.) |
50000 |
5000 |
Save
Vs. Disease |
1118 |
|
Zebra
Feather (One side of this giant feather is mostly black with white stripes
and the other side is the reverse. As a bonus action, the wielder can turn
the Zebra Feather around in order to cast spells as if they were the opposite
alignment for the purposes of spontaneously cast cure wounds or inflict
wounds. Other effects or abilites that rely on this choice, such as turning
or commanding undead, are also flipped. Magical abilities or spells of 5th
level or lower will perceive the wielder as having this alignment.) |
3000 |
300 |
Profane
and Profound |
1119 |
|
Zest
of Life (The white sand in this sealed jar glows with a golden light shedding
dim light out to 60 ft. Creatures within the faint light make death saving
throws with advantage. The fertility of non-sapient plants and animals are
doubled if they give birth or go to seed within the light, producing or
conceiving twice as many offspring as they normally would while suffering no
ill effects from the extra burden. If the jar is broken, the golden glow
leaves the sand and seeks out the nearest corpse of a creature that died
within the last 24 hours, then restores that creature to life while fully
healing any injuries, poisons, or diseases it had, no matter how old the
injury or ailment. Creatures that had perished due to age will live for
another 1d4% of their original lifespan.) |
100000 |
10000 |
Profane
and Profound |
1120 |
|
Ziggurat
Gravel (Ancient blocks smashed and tumbled until tiny and round, this handful
of small stones can be tossed lightly into the air during the casting of a
spell with an empowering aura or area of effect. Ziggurat Gravel then
scatters to the ground, rolling along the floor to stay near the center of
the area of effect. The caster chooses one skill or tool proficiency and
creatures that benefit from the spell’s bonuses also gain a bonus to checks
of the chosen type equal to one quarter of the spell level, rounded up. That
skill bonus does not stack with other bonuses the spell provides. After the
spell ends, the Ziggurat Gravel can be retrieved for later use.) |
12000 |
1200 |
Profane
and Profound |
1121 |
|
Zionblade
Trisword (This longsword has a triangular cross-section and functions as a +3
piercing weapon dealing 1d8 damage. If the wielder is attuned to this blade,
it functions as more than a simple magic weapon. Every third hit with this
weapon gains a bonus d8 damage die as each hit causes one face of the blade
to light up, flashing with energy upon the third strike. Rolling a 3 on a
damage die of this weapon adds an additional d8 of damage as the blade
rotates 120 degrees around its handle. Rolling a natural 3 on the attack roll
of this weapon counts as a critical hit as the blade lengthens to three times
its normal length to strike unexpectedly. When casting a spell as a third
level spell while wielding this weapon, the wielder rolls a d20, and on a result
of a 3, they regain that spell slot as the blade catches the residual magic
energies of the spell and feed them back into the wielder. To gain
attunement, the wielder must perform a three-minute ritual they instinctively
know upon grasping the blade. This ritual requires the user to take on a
minor geas where they must attempt to do things in threes where possible,
with a Wisdom save, DC 15, required to avoid the compulsion. The minor geas
can be shaken off by spending an action and succeeding on a Wisdom save, DC
13, but the user will lose attunement until they perform the ritual again.) |
33333 |
3333.3 |
Arcane
Arsenal |
1122 |
|
Zombie
Dust Poison (Zombie Dust is a royal purple, fine powder meant to be blown in
the faces of your enemies. With a deep breathe, you can cast it out in a
5’ cone. Affected creatures must make a CON save, DC 12 or make
their initiative and mental saves at disadvantage for 1d4-1 hours. Affected
creatures give off blank stares and feel mentally distant from their physical
forms. Creatures under the effects of Zombie Dust get +2 to attack and damage
and resistance to physical damage while they are under the effects of magical
compulsion. Once it wears off, the callous disregard the creature has shown
for its body hits it hard, imposing a -2 to each physical attribute per hour
spent under its influence, this effect lasts for 48 hours.) |
200 |
20 |
Fantasy
Foundry |
1123 |