Minor Magic Items, 5 (d100)

Also known as not-quite-wondrous items, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts, these objects are essentially cantrips and weak magic spells in physical form. Useful for more than just combat, these items create light, entertain, clean, play music, flavor food, heat, cool, warn, inform and generally raise the quality of life for their bearers. They can act as unique world building items, magic shop filler objects, barter and trade goods as well as ingredients to create or upgrade stronger magic items or enchantments.

d100 Result

1

Rabid Skin: A large asymmetrical set of hide traveling clothes consisting of tainted animal skins, grisly hunting trophies and foul misshapen runes that are painful to look upon. A bearer who utilizes the wildshape, polymorph or other transforming ability or spell to turn into a beast, transforms into a rabid, vicious version of that animal that is clearly twisted and diseased. While in the animal form, all of the bearer’s natural attacks deal and additional dagger’s worth of poison damage (1d4). While transformed, the bearer suffers disadvantage on all checks made to pass himself off as a normal, inconspicuous or typical animal he has transformed into.

2

Felix Felicis: A sealed glass vial containing an elixir the color of molten gold, with large drops leaping like goldfish from its surface, never spilling. If consumed, the drinker is infused with exceptionally good luck and feels as though they are likely to succeed in all endeavors in which success is possible. The user has a strong perception of this effect and gains a high level of confidence and a sensation of infinite opportunity. There is enough liquid in the vial to take three small sips. After taking a sip, for the next 1d4+1 hours, whenever the drinker makes a skill check, attack roll or saving throw he can treat a d20 roll of 10 or lower as an 11. The elixir is not without a price however, as the solution is toxic can cause giddiness, recklessness, and dangerous overconfidence if taken in excess. There is also a 'coming down’ period when Felix Felicis wears off. During this time, the drinker’s sense of confidence fades, and unlucky circumstances can quickly catch up to him if he is not vigilant. It is unclear whether the elixir wearing off actually increases the user’s bad luck in a small overbalancing period, or whether the drinker is simply unused to the return of 'ordinary’ levels of luck and all the subsequent challenges and dangers. After the lucky effect wears off, the drinker is considered to be poisoned as the exiler’s toxic contents works through his system and whenever drinker makes a skill check, attack roll or saving throw he must treat a d20 roll of 12 or higher as an 11. These negative side effects last for twice as long as the lucky effect lasted for.

3

Vulcan’s compass: A fist size chunk of solidified magma which still feels warm to the touch. When held, the stone imparts the bearer with the direction of the nearest active volcano. The obsidian glows red with the intensity of a candle’s flame if that volcano will naturally erupt within the next seven days.

4

Scroll of Wild Magic: A ragged scroll, haphazardly pieced together from dozens of scraps of other spell scrolls. The bearer can read the scroll as part of casting a spell to activate the varied collection of magical effects. The caster immediately rolls on the Wild Magic Surge table and applies the result to the spell that was cast. The deluge of power rushing through the patchwork scroll is enough to tear it asunder and there is a 5% chance (A 1 on a d20) each time the scroll is used that it bursts into flame. This deals fire damage equivalent to two daggers (2d4) to the caster and completely consumes the scroll. —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll.

5

Sacred Chime: A handbell made of blessed silver stamped with the divine symbol of the divine aspect of Roll on "Good Domains". The pure, high pitched ringing the instrument creates physical is harmful to hellspawned devilkin. As an action equivalent to making an attack, the bearer can ring the bell in one hand causing all Fiendish creatures within 30 feet to suffer thunder damage equivalent to a dagger plus the wielder's level (1d4+level). If the bearer is proficient in handbells or the Perform skill, the Sacred Chime deals damage equivalent to a longsword plus the wielder's level (1d4+level) and the area of effect is increased to 40 feet.

6

Ring of Indecision: An otherwise ordinary silver ring, save for a swirl of question marks engraved on the surface. Wearing the ring instills a subtle feeling of doubt within the bearer. This vague ambiguity can be harnessed and used to alter reality itself. Once per day after attuning to the band, the bearer may replace the result of any attack roll, skill check or saving throw d20 roll he makes for any reason by activating the ring. The bearer then rolls 3d20’s and uses the middle value of the three as the roll. If two or three of the results are the same, use that number. The bearer can harness the ring’s power after making the initial roll but before the outcome is determined and replaces the roll with the ring’s result even if it’s worse. The ring must be worn for at least eight continuous hours for the bearer to attune to it.

7

Badge of the Watch: A brightly polished brass badge in the shape of a kite shield that lacks any sort of marking or identification. When worn by a creature who has not broken any of the laws of the local area in the past 48 hours, the badge physically changes to a perfect copy of the types of badges worn by local authorities. Specifically the badge changes to look like that of the lowest ranking position of guard, watch member, peace officer, military police, deputy or other legitimate law enforcement of the area. The badge displays the bearer’s correct name and generates a random unused serial number if the local badges need either. The badge reverts to its blank state if it leaves the bearer’s possession for more than a minute and takes one minute of wear for it to shift into a local badge.

8

Bitter Knot: A ring carved from a knot in the root of a long-dead tree. It is charred and rough to the touch. The bearer becomes extraordinarily resilient to any harmful poisons, diseases, alchemical concoctions or potions taken through the mouth and automatically passes any saving throws on toxins consumed in such a way. However the ring’s nullifying magic is not of discerning tastes (Literally and figuratively) causing all food and drink tastes like ash to the wielder no matter how it’s flavored and whenever the bearer consumes a beneficial potion there is a 50% chance that the ring dispels it completely and the potion has no effect. The ring must be worn for at least 24 hours before the effects begin and the magic affects the wielder’s metabolism for ten minutes after the ring is removed.

9

A leather bandolier holding Resolve: {Roll 2d4+2} vials of a specialized acid known as Ironbane. This alchemical solvent affects only iron and other metals weaker than adamantine and is completely harmless when exposed to skin or non-metallic items. Each vial of Ironbane deals triple the damage acid normally deals, but only to metal objects or creatures made entirely of metal (Such as iron golems) and ignores material hardness and resistances. The bearer can throw Ironbane acid as a grenadelike weapon, in which case it damages any metal armor, weapon, or shield that the target might be wearing or wielding.

10

Horseshoes of Water-Striding: A set of four, scintillating, blue-iron horseshoes with wave designs hammered into them. Any mount fitted with these shoes can walk on calm water up to five feet deep as if it were solid ground. The water’s current (If any) will carry the animal along as if the ground were moving under their feet. Rushing torrents, rough seas and rapids are difficult and hazardous footing that will dump the mount in the water if he is not careful. If the water is more than five feet deep, the horseshoes instantly cease to function until the animal returns to the shallows.

11

Book of the Past: A large ornate tome filled with fine paper, decorated with tooled leather over wood cover plates, with a handprint design on its front. If a willing creature places their hand on the handprint design and says “My life.” a detailed objectively written biographical history of their life will instantly write itself in the pages over the course of the next hour. The book can be updated by the same creature or overwritten by a new creature at any time. The book will contain the history of the last creature to have used it. It will not work on dead or deceased creatures.

12

Traveling Tankard: A dented tin drinking tankard which imparts its wielder with the direction of the nearest tavern. If it hasn’t had any alcohol in it within the past 24 hours, the handle turns into a pair of legs and the tankard will begin drunkenly stumbling towards the nearest tavern at a rate of half a mile per hour.

13

Bridle of Tricks: A finely crafted bridle of polished steel and blue-dyed leather, it can be placed on any animal or magical beast with an appropriate shape to wear a bridle (See Note). While wearing the bridle, the animal is treated as if it was a well-trained mount, loyal to its rider and is capable of performing a number of tricks regardless of its actual training, which include: Fetch, Stay, Move, Run and Come. The bridle only affects the animal while it is worn and the creature reverts to its previous training after the item is removed. —Note: Possible mounts include as riding dogs, ponies, horses or camels. Creatures with unusual anatomies such as gryphons, pegasi, a perytons, rhinoceri, or tigers may be included per DM discretion.

14

Compass of the Empty Man: A small hinged wooden box that once held a compass but is now completely hollow. A creature making direct skin contact with the compass feels empty and emotionless, as if all the things that they used to care about and the goals that fueled their motivations and aspirations suddenly didn’t matter. The bearer is imparted with the direction of the nearest living creature who was born or created with a soul but who currently lacks it. Typically these creatures have sold their souls to demons, had them stolen or sucked out by wraiths, forcibly removed by malicious curses or have willingly placed them in a receptacle such as a soul gem or a phylactery.

15

Crown of the Sunken King: A heavy crown of dull, chipped coral that has lost most of its former glory. Knowledgeable PC’s will recognize it as the royal crown of the sunken city-state of Hellionsberg. The relic retains remnants of royal magic and as long as the bearer is standing at least waist-deep in water, aquatic creatures will not take aggressive actions towards him unless first provoked. Even intelligent creatures such as merfolk regard the crown with respect and refuse to attack unless the bearer of said crown betrays their respect by attacking them first. The same protection and respect does not extend to the bearer’s allies who may be targeted instead. The bearer gains advantage on any diplomacy or persuasion checks made to attempt peaceful negotiations with aquatic creatures.

16

Darkwood Shard Ring: An ebony ring made of a dark wood from an elder tree in the Shadowfell. Wisps of shadows constantly emanate from the band like fog pouring off of a chunk of ice on a warm day. The bearer can physically feel the dark vapor drifting away from the ring and dispersing into the air, an experience that is not painful but in no way pleasant. The bearer can tense their body, channeling kinetic energy into the ring which causes the darkness to remember the shape of elder tree’s sharp unforgiving branches and thorns and take physical form for a few moments. On the bearer’s turn he can spend half of his total movement to create up to two thorns or one pointed branch of solid shadows (Dagger and javelin statistics respectively) in his unoccupied hands. The umbral weapons retain a fragment of magical potency from the Shadowfell’s grim plane and the conjured weapons count as magical for the purposes of overcoming resistances, damage reduction and other defenses. These shards dissipate into a black puff of dark mist at the end of the turn they were created on.

17

Draught, Cold Iron: A leather belt pouch containing Resolve: {Roll 1d4+2} vials of Cold Iron Draught. An elixir that combines finely ground, cold iron with rare herbs and oils. It has a bluish tinge to it and an unpleasant metallic aftertaste. If consumed, the drinker gains advantage on all saving throws made against the spells and abilities of fey creatures. The glamours of the Fair Folk don’t ensnare the mind of someone whose blood is infused with cold iron and the drinker automatically attempts to disbelieve any illusions created or maintained by fey creatures (With advantage on the roll due to the Draught) and does not need to spend an action to investigate it in detail or physically interact with it as he normally might. These effects lasts for one hour.

18

Ethereal Shackles: A pair of iron manacles that are slightly translucent, and shimmer when viewed from different angles. The iron used to forge the manacles was harvested from the corpses of dead men whose souls rose up as ghostly undead. The half physical, half spiritual manacles are able to interact with ethereal creatures as though they were completely solid. Incorporeal creatures bound by the manacles cannot extend their incorporeality to the shackles and thus cannot pass through solid objects. Ghosts bound by the manacles are no longer able to escape by phasing through the nearest wall and the realness of the iron handcuffs allows them to be bound to a rope, spike drive into the floor or held by a living creature, creating a leashed spirit. The shackles are locked and unlocked through the use of a key which is likewise made of the iron of dead men.

19

Ghostlight Lantern: A brass bullseye lantern, embossed with dancing orbs flitting amid a leaf-and-holly motif. The sealed lantern contains the remains of a dead will-o’-wisp, whose reanimated corpse sheds ethereal cerulean light. The bullseye lantern casts bright blue light in a 60-foot cone and dim light for an additional 60 feet. The lantern can be closed with a simple twist, completely smothering off the light until reopened.

20

Horn of the Pure: The horn of a unicorn that valiantly died protecting the innocent. No matter its circumstances, the horn remains free of scratches, nicks, sweat, blood and gore, remaining untouched as if saving itself. It instills the feeling of purity when held and imparts wielder with the direction of the nearest humanoid virgin, considered an adult among their species. The unicorn’s purpose was probably so that others may seek out and protect innocent maidens on its behalf, however nefarious beings could use the horn to seek out ripe candidates for demonic sacrifices.

21

Obol Pouch: A black coin purse that always contains two thin copper coins with each with a symbol of a skeletal ferryman stamped into them. If removed from the purse, the coins will crumble into dust within one minute if they are not placed over the eyes or under the tongue of a dead creature. Once placed they become powerfully affixed, as if held in place by a large magnet and will not fall off on their own, but can be removed with ten pounds of force. If removed they immediately crumble into dust. If a humanoid corpse has the coins on its body, any attempts to create an undead creature from the corpse automatically fail, though simply removing the coins ends this protection. Knowledgeable PC’s will know that these coins are meant to pay the ferryman Charon in order for him to take their spirit across the river of souls and into the afterlife that they deserve.

22

Phoenix Downs: A brown leather brace containing five sealed glass vials, each filled with a warm, red solution. Knowledgeable PC’s will be able to identify these items as a type of healing potion made from the down feathers of phoenixes. The soft fine feathers were tightly packed and alchemically dissolved into a thick red slurry. If poured into the mouth of a creature who is dying or bleeding out from their wounds, the liquid forces its way down the casualty’s throat and enters its system. The concentrated magic stabilizes their condition, wakes them up if they were unconscious and heals them to a single hit point above zero. It also causes the creature’s skin to emit a momentary reddish glow, then sprout a fine coat of pale down bird feathers which turn to ash after a few seconds. The liquid has no effect on a creature who is not dying or bleeding out. —Note: Based on your game rules these potions could affect any creature at 0 hit points or below, near death, making death saving throws or whatever game mechanic considers the PC “almost-but-not-quite” dead.

23

Ring of Sucker Punching: A thick brass ring that is shaped like a fist. It feels heavier than it should and the bearer feels that a blow against an unsuspecting target would be especially effective. While worn, the wielder’s punches with that hand deal magical force damage equivalent to a club (1d4). Additionally the bearer gains advantage on punches with the ringed hand against any creature that hasn’t taken a turn in the combat yet (Including creature attacked outside of or immediate preceding combat) and punches landed on such targets are automatically considered critical hits. The ring is protected by minor shielding wards and when worn by a living creature it does not give off a magical aura and is not detectable as a magical object.

24

Potion of Shielding: A sealed glass vial filled with a Randomly Colored liquid. An illusory miniature kite shield in a contrasting color to the liquid, floats and bobs within the vial’s contents. If consumed, an invisible barrier of protective magical force appears around the drinker, shielding him. The drinker’s increasing his armor class or physical defensiveness as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield. The potion wears off after one hour.

25

Ring of the Goat: A ring fashioned from the horn of a ram with the symbol of a goat’s oval pupil etched into the band. While worn, the ring causes faint urges to climb mountains, head-butt mating rivals and chew with your mouth open. The bearer can consume virtually any organic matter, such as grass, leaves, twigs, linen, leather, etc in order to gain sustenance as though it was normal food. This does not change the flavor, texture or the bearer’s ability to chew the material, only his ability to digest it (Which he does without any stomach or intestinal distress). The bearer must consume about two pounds of organic material to count as a day’s sustenance. The ring must be worn for 24 hours before the magic takes effect. If the ring is removed for longer than one minute, the magic fades and the creature’s digestive system returns to normal, leaving the possibility for any recently eaten or partially digested material that the bearer cannot not normally consume, to cause significant intestinal distress.

26

The Symbol of the Iron Fist: An iron pendant in the shape of a winged dragon. If the bearer meditates for one hour using the pendant as a focus, he may temporarily focus his chi energy into one of his hands within the next 24 hours. This allows the bearer to treat one fist as a weapon that deals as much damage as a mace that is considered magical for the purposes of bypassing damage resistance. The bearer’s fist becomes all but unbreakable and he do not suffer any sort of damage normally associated from punching solid stone or spiked hide. The bearer may not focus their chi like this if they are under any sort of mind altering drugs or magic nor can they use it in conjunction with any sort of rage or frenzy abilities. This effect lasts for one minute, after which the bearer must get eight hours of rest and mediate for one hour before his chi can be focused again in such a way. Knowledgeable PC’s will know that objects like these were at one time solely owned by an elite order of warrior monks who protected a heavenly city.

27

Verdant Boots: A good set of hiking boots made from leather, wicker and dried grass stalks. Twice per day an action equivalent to drawing a weapon, the bearer can click the heels together activating the druidic magic within the footwear. For the remainder of his turn, the ground under where the bearer is standing, any five foot squares he moves through and the area he ends his turn on becomes the slightest bit richer and more fertile in the impressions left by each footprint. The nature magic seeps into the ground causing luscious healthy grasses, clovers and wildflowers (Or other flora native to the local environment) to instantaneously sprout up one foot high in each five foot square the bearer walked through. The wild plants are healthy their roots disturb the ground creating difficult terrain, requiring twice as much effort to move through those areas. After one minute the overload of primal magic fades from the vegetation and the squares are no longer considered difficult terrain and the plants will live or die based on the local environment.

28

Warding Stakes: A set of four hound skulls on long stakes that when planted into the ground, begin to emit an oily mist and glow with an eerie yellowish light. If two stakes are within ten feet of each other they create a three foot high by two foot wide “fence” of the oily unnatural mist. If more than two stakes are used, the creature placing the stakes can concentrate on any of them for one moment to create any sort of pattern of fencing between them as long as no single “link” of the fence is greater than ten feet. Wild animals and beasts will not willingly pass through the fence unless extremely desperate, however intelligent creatures may pass through the fence without difficulty. If a creature or object greater than one cubic foot in size passes through the mist, the fence is disturbed and the skulls glow turns from yellow to a deep red. A noticeable hole is left in the mist fence leaving proof of any trespassing, which will reform on its own after one minute.

29

Werewhistle: A silver whistle crafted in the shape of a wolf’s head. When blown, the whistle emits a shrill high pinched noise that is only audible to lycanthropes and shape changers. The tone is to deafening to them, falling just short of dealing actually damage to their sensitive eardrums. All other creatures (Including mundane dogs and canines) hear and feel nothing, as if the bearer was blowing into a hollow tube. When blown into, all creatures within earshot are immediately able to make a perception or insight check with advantage to notice creatures who seem to be affected, thus marking them as a shapeshifter. The whistle can be blown as often as desired.

30

Anyputty: A ten ounce ceramic jar filled with a tough, pink, lump of rubbery substance that can easily be ripped apart and molded by hand into various shapes. When the command word is spoken, any material outsize of the jar turns hard, gray, and permanently takes on the physical properties of forged steel.

31

Death Shroud: A cloak of white linen that more resembles a burial shroud than a piece of travelling gear. Despite its frail appearance, the fabric is warm and waterproof and no matter its circumstances, the cloak remains absolutely pristine, free of cuts, tears, stains, blood, gore and dirt, remaining perfect and pure. Should the cloak be used to enwrap a dead creature of human size or smaller the corpse is magically preserved and does not rot or decay for ten days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead, as days spent under the influence of the cloak’s effect do not count against the time limit of spells such as raise dead. If the bearer of the cloak dies while wearing it, the cloak immediately preserves its still-warm bearer in the same fashion. The cloak requires 30 to recover after enwrapping a dead creature before its power can be activated again.

32

Ring of Animal Appeal: A bone ring worn smooth by use that gives off a musky scent. Mundane animals within 30 feet of the wielder will not attack or act aggressively towards him unless first provoked. This protection does not extend to the wielder’s allies.

33

Nightmare Coin: A large lead coin stamped with the image of an aberrant monster made up of fang filled mouths, inhuman eyes and grasping tentacles. The unpleasant metal disk seems to twist and writhe when observed out of the corner of one’s eye. The being in possession of this coin to will suffer horrifying dreams. If the bearer discards it without passing it on to another intelligent living creature, the coin will reappear on their person if they become separated by more than 15 feet. While the coin is in a creature’s possession there is a 5% chance (1 on a d20) whenever they sleep that the unfortunate victim suffers from a Random Nightmare and gains none of the benefits from that long rest and is treated as if they did not sleep at all. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

34

Healer’s Gloves: A pair of pure-white leather gloves that bear symbols of healing and purity on the back of the hands. The gloves are waterproof and are incapable of being stained by bodily fluids. The gloves are magically sterile rendering them perfect for surgeries and first aid for those who lack true magical healing. If the bearer covers an object, open wound or bare skin with their gloved hands for one round, the area becomes sterilized reducing the chances of disease and infection resulting from surgery. Once per day the bearer can place their hands on a creature who is suffering from a nonmagical disease or infection and attempt to clear it away. The patient is immediately able to make another constitution or fortitude check with advantage to attempt to resist or heal from the infection. Should the patient fail it there is no repercussion as there might be for failing a check against the disease.

35

Earrings of Hellspeech: A pair of pitted and rust covered, iron earrings that are always warm to the touch. While worn, the bearer is able to speak and understand (But not read) both Abyssal and Infernal as languages. When the bearer uses the item to speak the Fiendish languages, their eyes burn with illusionary fire while black oily smoke pours from their mouth.

36

Voidskin Cloak: A pitch-black cloak that whispers as it moves, faintly absorbing the light. By touch, it feels like thin leather with a knobbly, scaly texture, though none of that detail is visible to the eye. A knowledgeable PC can determine that the organic material came from no creature native to this world and that the cloak’s leather was harvested from that of a Voidborn, a foreign being from an aberrant and alien plane. The fabric acts as a protective second skin against malignant energies and whenever the bearer would suffer necrotic damage he reduces the amount taken by the equivalent of a dagger (1d4) to a minimum of 0.

37

Night Caller: A weighty transparent whistle that feels as though forged of iron rather than glass. The whistle resembles a small dragon curled up like a sleeping cat. Once per week when blown over a grave containing a humanoid body in darkness or at night, the corpse below animates and claws its way to the surface. The dead rises as a skeleton or zombie (Bearer’s choice) that is loyal to the whistleblower and follows his verbal commands. The undead is not intelligent and can only move, attack and perform simple tasks. Over time the whistleblower’s hold of the undead becomes increasingly strained as the magic begins to wane. Roll 1d20 at dawn every day and if the rolled result is lower than the number of days the zombie has been animate, the undead breaks free of the whistleblower’s control and attempts to kill all living creatures it can find.

38

Mask of Sweet Air: A clear crystal mask that fits snugly over the mouth and nose. Its bearer can breathe easier in air fouled by smoke, dust, and fumes without fear of suffocation. The wearer gains advantage on all rolls made to resist mundane airborne stench attacks, natural poisons, alchemical compounds and negative environmental effects that rely on inhalation. The mask provide no protection against magical effects or spells that affect breathing.

39

Jumping Caltrops: A thick, reinforced leather bag that periodically twitches and jerks, as though it holds something alive. Inside resides 20 barbed, steel caltrops imbued with a modicum of arcane power. The Jumping Caltrops function just like mundane ones except that when a creature enters their areas they jump at random a few inches in the air, attempting to land underneath the path of intruders passing through the area. Creatures passing through the area the Jumping Caltrops are in, suffer disadvantage on their save to resist the negative effects of stepping on them. A creature who starts his turn in the area the Jumping Caltrops are in must also save against them as if he had walked into the area as they actively throw themselves at the creature’s feet. A creature within ten feet of the Jumping Caltrops can utter the command word found on their leather bag to cause them to all fling themselves back into the sack so they can be used elsewhere. Retrieving the caltrops this way takes an action equivalent to drawing a weapon.

40

Horn, Rallying: A battle horn made from the tusk of a famous orc warlord. The horn provides a second wind of vigor to allies scattered across the battlefield. The horn can be blown into with an action equivalent to attacking or casting a spell. All the hornblower’s allies within 100 feet who can hear are able to immediately choose to move 10 feet closer to him. This movement does not provoke attacks of opportunity. The horn’s magic can be used twice per day but it can be used as a mundane signal horn as often as desired.

41

Gauntlets of Arcane Weaponry: A pair of heavy leather-and-silver gauntlets that cover the bearer’s hands and lower forearms. Ornate silver stitching decorates the leather armguards and fingers, and each link of the silver chainmail that reinforces the palms is etched with intricate runes. Any melee weapon (Even a non-metallic one such as a club) that the bearer grasps while wearing the gauntlets overcomes damage reduction and resistances as if it were a magic, silvered weapon. If the weapon is already magic and silver, the gauntlets have no additional effect.

42

Alchemist’s Bandolier: A fine leather belt worn over one shoulder that runs diagonally across the chest and back. It has ten small loops, each holding an empty clear glass vial etched with arcane runes. The vials are capable of holding four ounces of fluid and can maintain an airtight seal. Material stored within a vial is placed into a magical stasis and does not age, decay, rot or degrade in any way shape or form. Fresh blood poured into a vial remains liquid indefinitely and does not coagulate, dry out or lose any metaphysical properties relating to it being “fresh” blood. The vial affects living plant matter or animal tissue but it has no effect on a creature small enough to fit inside.

43

Circlet of Domination: A circlet of unknown, purple-tinged metal that gives those who possess it a terrible feeling of being controlled. The headpiece awakens latent psionic potential within an intelligent bearer, allowing him to reach out with his mind and crush the will of his enemies. Knowledgeable PC’s will be able to tell that the circlet’s enchantment deliberately allow a mental feedback should the bearer’s mind be weaker than his opponent. This design while potentially brutal for the bearer, would ensure that the circlet only ever be used by the best of the best. The headband may have been created by an institution of cutthroat psionics or merciless mages. As an action equivalent to attacking or casting a spell, the bearer can attempt to flay the mind of a creature with above animal intelligence that he can see within 50 feet. Both the bearer and the target roll opposing intelligence checks. The loser takes an amount of psychic damage equal to a shortsword (1d6) plus the difference in the rolled results. —Note: A combat example: The bearer get a 15 and the target get a 10 so the target takes 1d6+5 psychic damage.

44

Blood Oil: A small of blue glass sewn into soft leather with a cork on a string and a tie-down cover, the object looks sturdy and practical. It contains an oily liquid with a slightly rancid odor that will protect any blade it touches from wear and decay and cause it to slide through an enemy’s armor with ease. As an action equivalent to attacking, the bearer can apply one dose of oil to one piercing or slashing weapon (Or 3 units of ammunition), which causes the weapon to deal additional damage equivalent to a dagger (1d4) on every hit it makes for the next hour. The vial contains Resolve: {Roll 2d4+1} doses of Blood Oil when found.

45

Staff of Knocking: A hickory gentleman’s cane with a polished rose gold head in the shape of a grinning head. Twice per day, the bearer can knock the head of the cane against a mundane lock in order to make a check to unlock the object as if he was using a set of thieves tools and was proficient in their use.

46

Visionary Goggles: A pair of goggles with straps of blue dyed leather, mithril rims, and thin lenses of purest diamond, these finely wrought eyepieces have the ability to alter the flow of time, allowing their wearer to predict and even alter the future. After spending some time looking through the goggles, the bearer begins to receive strange new sensations of things yet to come and glimpses of the future begin to press in on his awareness. After finishing a long rest (Typically 8 hours of sleep), the bearer’s player rolls 1d20 and records the number rolled. While the goggles are worn by that specific bearer, he can replace any attack roll, saving throw, or ability check made by him or a creature that he can see within ten feet with this roll, as an action equivalent to an attack of opportunity. The bearer must choose to do so before the roll is made and when he takes another long rest he loses the unused roll and rolls a new d20.

47

Grappler’s Grips: A pair of gauntlets made of tough leather with iron studs running across the back of the hands and fingers. The palms are covered with supple ripples that augment the bearer’s grip. The bearer gain advantage on all grapple checks (Both to initiate or to break free of) made against other creatures. When the bearer initiates a grapple against another creature and is successful, he may choose to deal a dagger’s worth of bludgeoning damage to the other creature in the clinch.

48

Torturer’s Payslips: A slim steel case containing a stack of 4d20 thin, slips of paper, each the size of a playing card. The paper contains an acidic transmutation spell held in stasis ready to be completed with a final intonation. The paper can be written on as normal, but and the opposite side is pressed against organic material such as skin and the command word is spoken, the paper crumbles away leaving behind the contents of the note burned unto the surface. This deal 1 point of acid damage and the resulting caustic brand gradually fades over the next 90 days. Knowledgeable PC’s will know that these are sometimes used as “recipes” burned unto the arms, chest or face, whenever a person becomes indebted to a loan shark or organized crime lord, so that they will have a physical reminder of exactly what they have to pay back. Sadistic moneylenders will often force the borrower to write out the slip themselves so the brand is signed in their own hand.

49

Ghoulcaller’s Bell: A bell crafted from the upper half of an imp’s skull and molded with iron. The word “grave” is engraved on the skull in Infernal. Its chime is inaudible to the living, but the dead hear it loud and clear. The bearer can speak the word “grave” in Infernal while holding the bell which causes a human corpse that’s been dead less than a minute to appear in an area he can see within 15 feet. PC’s knowledgeable in arcane matters can determine that the item doesn’t kill the person, it simply seeks out a freshly dead human at random and summons it to the area. The bell can’t be used this way again until the next dawn.

50

Phamea’s Pocket Steed: A small brass whistle, shaped like the head of a horse and stained with age. When the whistle is blown an extremely high-pitched note is emitted, summoning a magical steed in the form of a heavy warhorse. The steed appears next to the whistleblower and is completely loyal to him, following any verbal commands he gives that a trained warhorse could conceivably carry out. The steed remains summoned until the whistle is blown again, at which time it disappears. The warhorse will not heal naturally but can be healed through the use of magic. If the steed is injured, crippled, diseased or otherwise harmed when dismissed, it is resummoned in the same condition. The horse is a creature formed of magic given flesh and does not need to eat, drink, sleep or breathe. If the horse is slain, its body disappears, and the whistle will never emit a sound again, becoming completely mundane.

51

Cloak of the Mysterious Stranger: A full-length, heavy, black, hooded cloak, which is always flowing in a mystic wind. The bearer’s face is always shrouded in darkness, and the bearer is always outlined in a looming shadow, regardless whether there is any light source nearby or not. A narrow sliver of light plays across the bearer’s eyes, making them stand out dramatically against the darkness of the cloak and his shrouded face. Whenever the bearer moves, there is a swooshing noise, punctuated by the snapping of the cloak in the wind (Whether or not there’s any actual wind). The bearer’s footsteps create a dramatic echo (Booming, rapping, or crunching, as he prefers), no matter what surface is being walked on, or any attempts to be silent. While wearing the cloak, any creatures observing the bearer do not automatically know who he is (Even those familiar with him) and suffer disadvantage to all checks made to recognize him or remember any distinctive features. With the hood up the bearer gains advantage on all deception or performance checks made to disguise his true identity.

52

Amulet of Allies: A braided hemp necklace strung with colorful beads that when worn, causes the bearer’s voice to be totally silent to anyone who has not heard the bearer’s true name spoken aloud. The amulet can be donned or removed as an action equivalent to drawing a weapon.

53

Cleansing Fire: A flask contains a liquid that resembles a swirling vortex of red, green, and yellow fire. When ingested or injected into a creatures bloodstream, the elixir burns through the drinker’s body, purging it of any and all poisons, infections, sicknesses, diseases, and parasites, and causing fire damage equivalent to a dagger plus one (1d4+1). The potion burns itself quickly leaving no lasting damage (Assuming the patient lives through the process), although many creatures report particularly difficult bathroom trips the day after consumption. When first found, the flask contains 1d6+1 doses worth of the liquid.

54

Book of the Dead: An ancient, musty tome, decorated with inlaid bones from various creatures. The cover and spine are made from dried skin stretched and treated to remain flexible. The ink used to write the magical words and runes inside is blood drawn from the veins of living creatures killed as sacrifices when the book was completed. Activating this book requires tearing out its spine (An action equivalent to an attack) and destroying it utterly. When the spine is torn, the pages disintegrate, and the spells bound in the book are unleashed, summoning and animating up to three medium sized skeletons or zombies (Bearer’s choice, all equipped with shields and swords). So long as the bearer’s possesses the spine, he may command the undead mentally as long as they are within 60 feet. After 24 hours, however, regardless of what happens, the undead disintegrate and the Book is utterly consumed. —Note: The DM can use wolf statistics for the undead’s equivalent statistics for hit points, attacks, size, etc if no better option is available. At higher levels of play, stronger undead or dire wolf statistics can be used to keep this item relevant.

55

Time Heals All Wounds: A vial containing a tincture of thyme, heavily enchanted with chronomancy. If consumed, the drinker’s body drops into a coma for one minute as he is healed as if he has had several years of expert medical care, including bed rest, antidotes, curse breaking magic and physiotherapy. All curses, poisons, diseases and crippling injuries are healed over the minute and the drinker is treated as if he had had a full nights rest even for the purposes of preparing or regaining spells and abilities. The vitality comes at a cost as the liquid steals this wellness from the drinker’s future, borrowing from a future self and burning that time to fuel the recovery process. The drinker is ages 2d4+2 years during the one minute he spends in the coma. —Note: A DM may rule that the result of 2d4+2 may be multiplied by 10 for longer lived raced such as elves, dwarves or gnomes to make consuming the potion less trivial for them.

56

Ring of Adaptation: A ring that appears as a simple gold band with no markings of any kind. The band itself is wide, taking up almost all the space between the knuckle and first finger joint. The ring resizes itself to this proportion to match the finger length of its bearer as soon as it is slid on. At rest the ring has no apparent powers, but when the bearer is subjected to one of the primal powers, the band absorbs the energy and blazes to life. When the bearer suffers from elemental injury, the ring changes to a new shape and appearance: A burning wheel of fire, a band of solid ice, a crackling arc of lightning, or a bubbling green ring of swirling acid, though these changes never harm the bearer. Once per hour, whenever the bearer would suffer fire, cold, lighting or acid damage he reduces the amount taken by the equivalent of a dagger (1d4) to a minimum of 0. The ring stays in this transformed state for one hour, after which it reverts back to its golden form and becomes able to block elemental damage again.

57

Close Quarters: A pair of thick leather gauntlets back with steel plates that were created by an orc who had spent considerable time in human prison camps. She noticed that she was routinely stripped of her weapons but her armor always remained, so she dreamed of ways she could hide weapons on her person. Twice per day by uttering a command word, (An action equivalent to drawing a weapon) the steel plates multiply and shift to surround the bearer’s fists trapping them in metal and extending outward several feet instantly creating a pair of shortswords. The bearer cannot be disarmed of the blades but neither can they use his hands for any tasks other than using the swords to attack. The effect lasts for ten minutes or until the bearer utters another command word (As an action equivalent to drawing a weapon) which causes the steel to retract and the gauntlets to return to normal. Both gauntlets must be worn for the effect to function. The gauntlets are protected by minor shielding wards and when worn by a living creature they does not give off a magical aura and are not detectable as a magical object.

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Potion of Expertise: A small glass vial filled with ever swirling yellow liquid that bestows upon its drinker incredible skill. If consumed, the drinker doubles his bonus he gains to the rolled result of any skill check he makes for the next ten minutes. —Note: For example, if the wielder would normally roll 1d20+3 for perception, after drinking the potion he would roll 1d20+6.

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Healing Salve: A small clay pot containing a yellowing salve that has the smell and consistency of honey. The thick mixture contains an eclectic mixture of natural healing herbs, alchemical stimulants and minor rejuvenating magic. When applied to injuries, the salve works its way inward, cleaning the wound, numbing pain and jumpstarting the healing process. Compared to standard healing potions, this process is not quick, but it takes only a portion of the jar to cover a typical combat laceration. If the salve is applied and the creature is able to spent at least one minute resting or doing nothing but light activity (Such as reading, sitting or speaking) the injured patient regains hit points equal to two daggers worth of damage plus one hit point per their character level (2d4+1/per level). If the mixture is applied during combat or if the injured creature fails to rest for one minute, the wound is not able to heal as much as it could have and the patient only regains hit points equivalent to one dagger’s worth of damage plus one (1d4+1). When found, the pot contains Resolve: {Roll 2d4+2} uses of the healing salve.

60

Boneheart: A singular lute, related to an older type of harps, the Boneheart is stripped of nearly all color. The instrument has been fashioned of bleached wood and cunningly shaped ivory plates, its pegs and details carved of bone and the grillwork of its soundbox woven from splinters of baleen. Only amongst the gut of its strings is there notable pigment, four of said strings are a deep crimson hue. Twice per day, a creature proficient with the lute or proficient in the perform skill may use the Boneheart as a focus while casting a spell targeting one or more undead creatures (Even if the spell could not normally target undead) to play a mournful tune. This sorrowful melody stirs the memories of a previous life in even the barest remnant of a soul that an undead creature may have. The dirge is not perfect however and the undead will soon shake off whatever enchantment is placed on it as it forgets the deep emotions of its living form. Using Boneheart, the bearer causes the undead to be affected by the spell even if the undead could not normally be affected or is immune to the effect. When this occurs, the spell placed on the undead has its duration reduced by half to a minimum of one round.

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Ring of Viridian Veins: A slender finger-ring of copper in the form of twisting vines, the Ring of Viridian Veins is decorated with tiny leaves of deep green jade. Despite its apparent fragility the ring is strong as steel and will resize to fit as needed. The bearer of the ring will find their hair (Or fur, feathers, etc.) develops a vibrant emerald tint. So long as the ring is worn, that individual requires only one-half of their usual food requirements and one hour less of sleep so long as they are exposed to a natural sunlight for the majority of their waking hours.

62

Undead Ward: A small stoneware jar containing 1d4+2 waxed parchment packets, each filled with a mixture of consecrated salt and powdered rose petals grown on holy ground. When strewn across a threshold of five feet wide or less, the mixture will completely prevent any undead creature from physically crossing said threshold. The holy mixture does not prevent magical effects or projectiles from crossing the barrier (Such as a lich’s spells or a thrown weapon), nor does it prevent the undead from destroying the threshold or knocking down a new threshold to get to the bearer. One packet will create a ward that lasts for eight hours.

63

Were-Charm: A small half-moon silver ornament containing a few bits of preserved aconite and wormwood. If the moon charm’s bearer would ever fail to resist a were-creature’s bite and contract lycanthropy, there is a 90% chance (A 1-9 on a d10) that the curse will not take. Once it protects its bearer the charm tarnishes, its enchantment spent. The charm has no effect if placed on a creature that is already a lycanthrope.

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Ghostsight Potion: A clear glass vial filled with a murky grey-white liquid threaded with colorless marbling. A ghostsight potion seems to swirl a little whenever it is watched for a time; it resembles mist or fog captured in water. If consumed, the drinker gains the ability to perceive intangible, invisible and ethereal creatures for five minutes.

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Scribe’s Whisper: A crystal inkpen a foot and better in length, the Scribe’s Whisper is gently sculpted in smooth lines and subtle swellings to accommodate the miniscule golden gears, tiny coral clockworks and pearly mageries that twist in constant motion within its shaft. The nib of the pen is of frosted steel etched in cinnabar; the thumb- and finger-rests directly above the nib are of gold and cinnabar, smooth to the casual touch but unfolding tiny metallic claspers to cradle the fingers and gently adhere the skin. While in use, the mageries within Scribe’s Whisper tint a soft pink. Attuned to the writer by the connection-point and fueled by magic and the writer’s intent, Scribe’s Whisper need only be drawn across any surface suitable for inscription and the inkpen will do so in a distinctive red-black script. The Whisper draws the words directly from the writer’s mind; it will inscribe in any language the writer knows, switching between languages as required or needed. The writer gains the ability to create complex written ciphers. Other creatures cannot decipher a code that the bearer creates unless he teaches it to them or unless they succeed on an opposed intelligence check (The bearer is considered to have rolled 15 + his intelligence modifier for his roll), or they use magic to decipher it.

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Shoryrei’s Seeds: A small waxed leather courier parcel bag containing 1d4+2 “seeds” resembling lenticular bits of gold and copper and obsidian roughly the size and shape of a peach pit. To make use of a seed, an individual must use the seed’s sharp edge to draw blood from themselves; then the bloodied seed is pushed into soil or at least wedged into some form of substrate. Within ten minutes the seed sprouts into a short twisting “vine” of gold and copper before expanding into a glassy, metal-veined, opaque black dome large enough to comfortably house nine human-sized creatures. Access is gained through a surprisingly-flexible slit in the dome’s edge. Creatures and objects within the dome when the seed is planted can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Although the seed’s protection is significant, the dome draws its power from the creatures inside of it. Creatures who spend more than one hour inside of the dome suffer -1d4 on all saving throws they make until they next take a full nights rest outside of the dome. The dome lasts for eight hours before crumbling to powder, the seed cannot be reused.

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Draft of the Bright Moon: A delicate crystal flask containing a thick and milky fluid the color of cream with a distinct pearly sheen visible in any light. The flask glows with a pale white light in the darkness and is pleasantly warm to the touch as if retaining the faintest him of the sun’s balmy golden rays. If consumed, the drinker, all of his equipment and a five foot radius around himself are considered to be standing in the light of a full moon for the next 12 hours. Any enchantments, curses, blessings, spells or magical items that are affected by standing in the light of the full moon activate or are considered to be met, even if the bearer is standing under a noonday sun or ten miles below ground. Should for example, a magical ritual require the bearer to sacrifice a goat on an altar under a full moon, imbibing the draft allows the bearer to fulfill this without waiting for the proper time in the lunar cycle.

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The Golden Gear: A colorless crystal sphere the size of a walnut, containing not simply one gear, but a cluster of tiny golden glass gears perpetually rotating within. The Golden Gear is capable of disabling any arcane lock and magical trap within 10 feet of itself. When its command word is spoken, the myriad tiny gears whir and churn, appearing to extend through their shell and snarl in the intangible spell-lock, unravelling the magics that hold the portal shut or secure, dispelling it entirely. With every use of the Golden Gear, one of its gears changes to a dull silver and the clockwork rotations slow slightly until the sphere is inert. When first found the sphere contains 2d4+2 golden gears among the silver spheres.

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Warding Seal: A heavy stamp-seal carved from jade, the warding seal measures a good two inches across its ornately inscribed base. Its shank, large enough to grip comfortably between the fingers, is pierced for a golden tassel for securing it to a belt or similar. Once per day, when the seal is pressed against an object that is closed but could be opened, (Such as the crack of a closed door, a sealed letter or the lock of a chest) an etched impression bearing an arcane warning is left behind. When the object is opened, the seal’s flares brightly and inflict two dagger’s worth of force damage (2d4) on the all creatures with five feet and emits a momentary high pitched ringing that can be heard up to 100 feet away. The seal lasts for 24 hours before dissipating on its own.

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Juggling Blades: A gaudy multicolored quilted bandolier set with tassels and bells in which are sheathed five throwing knives. Each dagger is crafted of finely honed steel that is perfectly balanced for juggling, throwing and general sleight of hand or performance tricks. The wielder can flip them around in his bare hands, balance them on the point of a fingertip and otherwise perform feats of legerdemain and agility without any fear of accidently dropping them or cutting himself. The daggers function as a safety net for the wielder’s knife skills, not truly augmenting them, but never letting him horrendously fail. Whenever the wielder makes a skill or ability check using the daggers to show off (See Note) he can treat a d20 roll of 9 or lower (Including a natural 1) as a 10. The blades are sharp and capable of tearing through paper, linen or even boiled leather with ease but refuse to cut living flesh by even the slightest amount. The knives enchantment make them wildly unsuitable for combat and they cannot deal damage of any sort to a living or animated creature of any kind. —Note: This typically includes but is not limited to Sleight of Hand or Performance skills such as; balancing, juggling, making them disappear up sleeves or reappear from the same place, throwing and hitting targets, five finger fillet or cutting and dicing food or slicing through objects in the air.

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Manacles of Exhaustion: A set of thick, heavy steel manacles covered in various occult glyphs of crippling, sickening, weakening and frailty. When worn the cursed restraints immediately tax the bearer’s energy, sapping his strength and draining away his ability to retaliate. The moment the manacles are donned, the bearer becomes exhausted as if he had gone a whole night without sleep. As long as the manacles are worn, the bearer is considered exhausted in that way and cannot be cured of that tiredness regardless of how much he sleep or that kind of magic or potions he is subjected too. The bearer can become further exhausted if he exerts himself or goes without sleep but can recover from that as normal to a minimum tiredness level of one sleepless night. These metal restraints can bind humanoid creature and are found with one key. Other than their lethargic properties, the bindings are as strong as typical steel manacles.

72

Mummified Rabbit’s Foot: A rabbit’s rear left foot that has been embalmed to the point of jerky-like consistency. Rabbit’s feet are sometimes collected by the superstitious and kept as good luck charms. In this case the object does actually instill in its bearer a sense of serendipity and protection. Whenever the bearer makes an attack roll, skill check or saving throw he may choose to activate the object’s fortuitous power, allowing him to roll 1d6 and add the result to the roll. The PC must use this ability after the original roll is made but before the result (Pass or failure) is declared by the DM. After the power is used, the rabbit’s foot cannot function again for a number of days equal to the result of the 1d6 plus one additional day.

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Troll Tonic: A sealed glass vial filled with a viscous green liquid smells of fragrant river flowers, swamp water, and what might be wet dog. The taste is pleasant although the smell is disgusting and upon taking a small sip any minor cuts or bruises instantly heal. One minute after the entire vial is imbibed, the drinker regains hitpoints, spells and abilities (See Note) as if he had just spent one hour resting and recuperating regardless of what he has been doing since drinking the tonic. Afterwards the drinker’s skin is tinged slightly green for the next 24 hours and during that time whenever the drinker would be harmed by fire, he suffers an additional amount equal to a dagger’s damage (1d4). —Note: If your system doesn’t use short rests or recovery periods, the drinker can gain half of the beneficial effects of a full night’s rest rounded down.

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Lost Relic: A decrepit looking object that smells faintly of incense and tingles faintly when held as if it contains a faint electrical charge. Scholar’s well versed in theological lore will recognize the shape and decorations of the item as the holy symbol of the God of Roll on "Random Godly Domains" who was once commonly worshipped but has long since fallen out of flavor and is now only remembered in obscure historical tomes. The formerly powerful deity has only the tiniest fraction of the might it used to wield but can be momentarily rejuvenated should a worshipper offer supplication of prayer and gesture to the God in the same manner it once received in abundance. If the occult rite is performed correctly, the holy symbol flares with divine might and rains down sacred power at the wielder’s enemies. Whenever the wielder could attack he can instead use the relic and make a Knowledge Religion check and the result is treated as an attack roll against the armor class of a target he can see within 60 feet. If successful, the symbol deals radiant or necrotic damage (Wielder’s choice) equivalent to a longsword plus the wielder's character level (1d8+level). —Note: A combat example: A level 3 wielder makes a religion check of 1d20+5 and gets a 15, which beats a goblin’s AC of 13 and deals 1d8+3 radiant or necrotic damage.

75

Potion of False Vigor: A sealed crystal vial filled with a liquid that appears pearlescent. If looked at for long enough, an observer can see, ghostly familiar shapes in its reflection. If consumed, the drinker is bolstered with a necromantic facsimile of life and his skin becomes pale, clammy and cold like that of a corpse. The drinker’s being is flooded with the unnatural energy and determination of a zombie and he gains temporary hit points equivalent to three dagger’s worth of damage (3d4). These temporary hit points act as a buffer against damage and are lost first and any leftover damage carries over to the drinker’s normal hit points. These temporary hit points can exceed the drinker’s hit point maximum, therefore the drinker can be at full points and make use of the potion. After one hour the potion’s effects wear off and the drinker’s skin returns to normal and any remaining temporary hit points are lost.

76

The Collector: A heavy copper bracelet covered with a number of mystical sigils, glyphs and emblems all designed to absorb and contain various types of energy so that is can be called upon in a moment of need. Whenever the bearer moves they feel slightly heavier due to one of the sigils absorbing a minuscule percentage of the bearer’s kinetic force, storing it for later use. A necromantic seal produces an aura that saps away the life of dying creatures too small to be seen with the naked eye (Viruses, bacteria and cells), drawing the sparks of their being into the metal, while causing no harm to bearer. An arcane glyph pulls in and accumulates the residual magical by-products that are created as part of casting a spell that would dissipate normally, like the metaphysical equivalent of the smoke of a fire. Transmutation icons absorb electrical, thermodynamic and magnetic potential causing the area immediately around the bearer to be a touch colder, free from static shocks and less magnetic, all constant effects but unnoticeable unless one is specifically looking for them. Fey pictographs draw wisps of raw natural vitality from nearby ley lines and bind the organic essence to the bracelet. Another handful of different insignia similarly absorb tiny amounts of power each from their own unique sources. The wildly different energies are aggregated into an internal reservoir of power that can be burned as supernatural fuel for the bearer’s magic. As an action equivalent to drawing a weapon, the bearer can draw energy from the bracelet to regain a level 1 spell slot, or your game’s equivalent in mana or encounter powers. The bracelet requires a three day period to recharge before it can be activated in such a way again.

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Iron Chalice: A heavy cup made of solid iron coated in a fine layer of incredibly durable alchemical glass. A combination of traditional faith and modern science, the cup was a relic brought back by a true believer during a pilgrimage. The temple wanting to preserve their artifact employed an arcanist to protect the chalice against the ravages of rust, time and decay. The scholar used a state-of-the-art technique which managed to insulate the iron while sealing the traces of divine power within it. This holy power builds over time within the vessel and blesses magical liquids placed within it. If the chalice’s bearer pours a magical or alchemical potion or mixture into it and holds the chalice in one hand for at least a minute the liquid is enhanced. The contents are doubled in effectiveness, healing twice the number of hitpoints, lasting twice as long as normal or curing twice as many ailments as normal. The chalice can bless one dose’s worth of liquid a day and if not immediately consumed, the potion’s enhanced effects fade back to normal if the chalice isn’t actively held for a minute or one minute after the liquid is poured from the vessel.

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Sharpening Stone: A whetstone made of an unknown mineral the color of dried blood. People who sharpen weapons on it hear what sounds like an army of insect voices calling for blood and vengeance but no one else hears anything. Edges and points sharpened on the stone produce serious wounds that bleed freely and heal slowly if at all. The bearer can spend one minute honing a nonmagical weapon or mundane piece or ammunition that deals piercing or slashing damage, sharpening it to a fine point and leaving a dull red sheen along the edge and tip. For the next eight hours, the first time the weapon deals damage it deals an additional damage equal to a shortsword (1d6). After causing a greater injury than normal, the supernaturally fine edge fades back to normal and the weapon loses the red sheen. Each time a weapon is sharpened with the stone there is a 1% chance, (1 on a d100) that the stone cracks in half releasing a small swarm of flying red ants that quickly disperse, destroying the stone.

79

Amulet of Time: An amulet is circular in design, carved from black granite and inscribed with ancient runes around its edge with a gemstone set below another piece of granite carved to depict a sundial. The bearer is always aware whether it is morning, afternoon, evening, or nighttime outside and always know the number of hours left before the next sunrise or sunset.

80

Soupstone: A water smoothed rock colored an alarming bright shades of shimmering blue-green like a peacock’s plume. Once per day when the stone is submerged into a pot or container containing at least a gallon of water, the liquid immediately begins to bubble and simmer producing a delicious aroma. After ten minutes the bubbling stops and the stone has heated and purified the water as if it had been boiled for five minutes and thickened it into a hearty broth. The magical soup can feed up to four human sized creatures and each person who samples it finds that it tastes like a hot meal of special significance to them, such as their mother’s chicken soup or father’s elk stew. Consuming the broth over the course of at least one minute is so satisfying that it counts as nourishment for a full meal and restores hit points equivalent to a dagger’s damage (1d4). The nourishing and rejuvenating qualities of the enchanted water dissipate if the broth is not consumed within one hour. After creating the soup, the stone can be fished out and used again the next day.

81

Tome of Books: A slim handbook no larger than a travel journal that enables a scholar or wizard to take his library with him virtually anywhere. Each of its 25 pages can hold an entire mundane book, even a bulky, heavy, wizard’s spellbook. To put a book into the tome of books, the owner simply lays the book on a blank tome page and speaks the filing command word. The book disappears, and an illustration of the book appears on the page, along with its title and a brief synopsis of its contents. A book cannot be placed into a page that already stores a book. To get a book out of the tome, the owner must open it to the book’s page and speak the retrieving command word. Filing or retrieving a book is a minute long process where the book in question slowly sinks into or raises out of the tome. Although the Tome of Books is extraordinarily resistant to fire, water and physical damage, if it is destroyed, all its stored books are similarly lost.

82

The Wellspring: A sealed glass vial filled with thick glowing sap taken from the tree of wisdom. The label on the vial reads “Knowledge: Use Only in an Emergency”. If even a single sip is taken, the drinker’s mental acuities are exponentially magnified at the cost of his physical health. For the next 24 hours, whenever the drinker would roll an intelligence or wisdom ability check or saving throw, he can treat a d20 roll of 20 or lower as a 19. During this time the drinker’s maximum hit points are reduced to a single point per character level he has. Hindsight is truly perfect vision and most creatures who sip from the vial come to the immediate conclusion that doing so was incredibly dangerous. After the 24 hours, the drinker’s maximum hit points are returned to normal but the lost hitpoints are not automatically healed. When first found the vial contains 1d4+1 sips worth of sap.

83

Wavering Wonder Ink: A large inkwell filled with a dark green ink that contains small glittering motes and gives off a faint odorless smoke when wet. After making a marking of any kind with this ink the writer can speak a command word of their choosing, causing the ink to disappear. Once the ink has dried, speaking the command word over it will cause it to re-appear. Repeating the command word returns the ink to its invisible state. Writing over it with regular ink causes that ink to be replaced by the Wonder Ink for the duration the Wonder Ink is visible. The inkwell contains enough to cover either 10 pages or 8 square feet of skin, wood, stone or other materials. The ink is also suitable for tattooing. The ink can be sensed by spells or abilities that detect magic as long as the creature attempting to sense it is within five feet of the wet or dried ink. Dispelling the magic on the ink will cause it to become permanently visible.

84

Ali’s Magic Carpet: A colorful carpet three feet wide and five feet in length with a red colored fringe that is constantly in motion, as if it was alive. A creature can activate it by rolling it out and speaking the command word is spoken, the carpet rises three feet above the ground and does its best to follow the speaker’s verbal instructions. The carpet can hold up to 300 pounds of weight and remains three feet above the ground at all times and can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of ten feet or more. The carpet automatically can move at a rate of 20 feet per round as verbally directed by the creature who activated it. If the creature who activated it is ever more than 50 feet away from the carpet, it falls to the ground and rolls itself back up.

85

Amulet of Aid: An oddly shaped amulet in the style of a potion of healing. When worn it evokes feelings of empathy and a desire to heal the sick and injured. When a creature the bearer can see within 30 feet falls unconscious and begins dying as a result of injury, he can send out a portion of his own spirit to help his ally. The bearer spends an action equivalent to an attack of opportunity which summons a ghostly apparition next to the fallen creature and the spirit attempts to stabilize them using the bearer’s medicine check as if the bearer was using a medicine kit and spending a full round attempting to stop the creature from bleeding to death. If the check is successful, the creature remains unconscious but is no longer in danger of dying from their wounds. The amulet’s power can only be activated on the turn when the creature first falls unconscious, not on subsequent turns, such as if the bearer enters an area where a creature is already dying. The amulet can be activated twice per day.

86

Enchanted Quiver: A leather quiver adorned with peacock feathers, stitched together with a single strand of deep purple silk. It holds twice as many arrows as a normal quiver without being larger or heavier. The Enchanted Quiver contains a special side slot that can hold up to five arrows. By placing a mundane arrow in this slot for 24 hours, the arrow becomes imbued with arcane energy and is treated as a +1 weapon. Whenever this special arrow is removed from the Quiver’s slot, it must be used within one minute or the enchantment fades.

87

Split-Second: An incredible amulet that has a small hourglass embedded within its golden disk-like frame. When worn, it gives the bearer the ability to manipulate small pockets of time around himself. Once per day, the bearer can slow the passage of time of an enemy’s attacks, granting him the ability to preternaturally dodge out of the way. When the bearer is attacked by an enemy he can see within ten feet, he can use a reaction equivalent to an attack of opportunity to impose disadvantage the creature’s attacks and reduce that creature’s speed by half for the remainder of its turn. Slowing down one creature’s timeline must cause another’s to accelerate to maintain balance and whenever Split-Second is used the bearer physically ages 1d4 weeks.

88

False Hope: A white rabbit’s foot, strung on a braided hemp cord. Creatures who catch a glimpse of the rabbit foot wish to wear it for themselves and to keep it hidden from others, believing it to be good luck. This impulse is easily overcome and will not cause creature to act against their nature. The first time per day the bearer rolls a natural 20 (Such as a weapon attack, skill check or saving throw), they must roll again and take the new result. The bearer is not automatically aware that this effect is caused by the rabbit foot and usually chalks it up to fate or bad luck. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

89

Offering Bowl: A chipped bowl made from fire blackened clay and marked with unintelligible runes. If the head or skull of a humanoid who has died within the past three days is placed into the bowl and left out overnight, the skull vanishes and 1d4+1 heavy gold pieces takes its place. If watched, the skull remains untouched and no gold appears. An extremely knowledgeable PC can discern the runes as an offering of sacrifice and supplication to the archfiend of Roll on "Evil Domains".

90

Book of Convenient Knowledge: A huge tome of encyclopedic knowledge on countless subjects great or small. The reference book is emblazoned with the holy symbol of the goddess of Luck along its leather spine. The tome’s contents are not arranged in any semblance of order and the pages will routinely switch places with each other, seemingly out of spite for the reader. The bearer can intone a desperate prayer to the Goddess of Luck and flip the book to a random page in order to gain a snippet of information relevant to the situation at hand. Once per day as an action equivalent to attacking, the bearer can flip through and read from the tome in order to add +1d4 to the result of a knowledge check that he is attempting.

91

Cloak of Conspicuous Armor: A thick, grey pleated cloak. Two times per day, as an action equivalent to making an attack, the bearer can wrap the cloak around himself and choose any type of armor and immediately appears to be wearing said armor. The illusionary armor may appear filthy or polished, ancient or newly made as the bearer chooses at the time and with any embellishments of his choice. The illusion provides no actual protection of any sort and lasts for 8 hours, until the bearer dismisses the effect or the cloak is removed. The effect is feeble and a creature who comes within five feet or who makes physical contact with the bearer is immediately aware that it is an illusion.

92

Candle of Finding: A pillar candle one foot tall and three inches in diameter, made from a lumpy grayish tallow wax. The wick is a thick white twine. The candle burns for up to one hour per inch of remaining height and whenever it is lit it consumes at least one hour of wax. The candle cannot be lit unless the bearer is concentrating on and naming some item to be found. This can be any item, general or specific, as long as it is on the current plane of existence. The candle can locate a specific object known to the bearer, as long as he has seen it up close (Within 15 feet) at least once. Alternatively, the candle can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. Once lit, the flame will clearly point in the direction of that item, even against the wind. The flame cannot be extinguished until it is within ten feet of the named item, at which point it snuffs out of its own accord.

93

Amulet of Bravery: A golden chain with a pendant that portrays a lion’s face with gemstones for eyes. These eyes flare with light when the amulet is activated. The first time per day that the bearer fails a saving throw that would cause him to become frightened, he may attempt the save again and possibly succeed. The bearer cannot choose to suppress or delay or save the effect,

94

Chalice of the Finest Imbibing: A large, gaudy goblet encrusted with innumerable small gems and wrought with intricate platinum inlay, any alcohol poured into this chalice is transmuted into a very fine-tasting version of the same alcohol no matter how poor the original version is. The liquid only remains in this state if consumed directly from the Chalice of the Finest Imbibing. If the drink is poisoned, the Chalice absorbs the liquid and ceases to function (except as a mundane cup) for one week.

95

Pouch of Origami Ravens: A simple leather pouch containing seven paper origami ravens. The birds are made of fine scroll paper and each appears to have arcane glyphs drawn onto it, though the markings are unintelligible due to the folds. A bearer may hold one of the birds in his hand and speak the command word while concentrating on a specific location (No more than 50 miles away), which he must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” The bearer can then dictate a message of up to 25 words in length and the origami bird transforms into a lifelike raven. The magical bird will then fly for up to 24 hours towards the specified location, covering about 50 miles during that time. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or being destroyed en route, the raven will crumble to ash.

96

Ring of Vanishing: A ring of clear tempered glass tinkles with illusionary magic. Knowledgeable PC’s or those able to identify magical objects, believe it to be a standard ring of invisibility. The ring can be donned and taken off with ease but whenever the ring’s magic is activated (A mental command that takes an action equivalent to attacking) the bearer becomes invisible, ethereal and paralyzed. These conditions lasts until the ring is removed, destroyed or the bearer dies. The bearer does not require food, water or air while in this condition, though they continue to age naturally and if not rescued, the bearer eventually dies of old age. A creature capable of seeing invisible or ethereal creatures or objects is able to see the bearer and could then be able to target the bearer with a spell or ability that breaks or removes the curses which will suppress the ring’s effects for one hour during which time the glass band may be removed as normal. A creature capable of traveling to the ethereal plane would be able to simple remove the ring. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

97

Holy Symbol, Sun: A half-inch-long red, orange, and yellow oval gem that magically adheres to the bearer’s brow when desired. The jewel constantly flashes and glitters while exposed to the sun catching the light in inspiring ways. Anytime the bearer casts a spell that creates light (See Note), he extends the radius of effect by five feet. Should a creature who is harmed by natural sunlight or daylight start their turn within five feet of a source of light created by the bearer, the creature suffers radiant damage equivalent to a greatsword (2d6). While wearing the gem, the bearer is unable to cast spells or use abilities that create dim light or darkness. —-Note: The spell must specifically state the it is creating light and illuminating the area such as Light, Dancing Lights or Daylight. This is not intended to function with spell such as Fireball or Lightning Bolt that may provide a brief flash of illumination but it is not the purpose of the spell.

98

Draught, Garlic: A leather belt pouch containing Resolve: {Roll 1d4+2} vials of Garlic Draught. A flavorful brew of distilled garlic oil and holy water, the potion provides the repelling power of garlic in liquid form. Although hardly a boon in social situations, it proves itself invaluable when combating vampires. If consumed, the drinker gains advantage on all saving throws made against the spells and abilities of vampires and their spawn. The pungent concoction infuses the drinker’s blood rendering it unpalatable, bordering on toxic for vampires and any vampire who bites the drinker suffers a dagger's worth of acid damage (1d4) and cannot regain hit points or any other benefit whatsoever as a result of the attack. Should the drinker still be killed by a vampire despite the Draught's protection, the sheer amount of garlic and holy water in his system acts as a kind of failsafe and the drinker can never be raised as a vampire or vampire spawn. These effects lasts for one hour.

99

Gloves of Visible Surfaces: A pair of dark silk gloves that seem transparent even when being worn by any hand. Once per day, the bearer can place his hands on a solid surface and turn his side of the material as transparent as glass while not effecting the other side of the surface at all. The size of the affected area can be as large as a 3x3 foot square. The effects of the gloves lasts until the bearer removes his hands from the surface or up to one minute, whichever comes first. This effect can see through most barriers, but it is blocked by one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt.

100

Ring of Minor Wishes: A gold ring etched with delicate looping script and set with a sparkling ruby. If the gem is rubbed or polished it begins to put off wisps of scarlet smoke and the bearer is able to mentally communicate with the genie that resides within it. The djinn is a young member of its race and inexperienced in the ways of the world and has chosen to life within the ring and travel the world on various fingers while he finds himself and practices his wish granting powers. The genie will gladly help any bearer who wears the ring openly and travels to new places or experiences new and exciting situations on a regular basis, which is the definition of most adventurers. The adolescent djinn is able to grant wishes in a very limited fashion on a semi-regular basis and though he always tries his best to fulfill the letter and meaning of the wish (Never twisting the wish to harm or punish the bearer), he often simply does not have enough skill to carry out the request or even reliably replicate his supernatural power. As an action equivalent to attacking, the bearer can rub the ruby and make a wish a wish to the genie by stating a problem that needs to be solved or requesting an action. As part of the same action the djinn will cast a spell that it believes will aid in the situation. The DM chooses any cantrip or level 1 spell that will accomplish the goal at least in part and it is cast from the ring using the genie’s bonuses (See Note). Should the wish be too complicated, unclear or out of the scope of the djinn’s abilities, it apologizes for being unable to help and the bearer’s action is wasted but the bearer could reword the request on his next turn. Successfully granting a wish is strenuous for the genie and it requires three full days of rest before being able to grant a wish again. —Note: The genie’s spell attack rolls and spell save DC’s should be equivalent to a level 1 spell scroll. An example of use: The bearer is facing down a wounded troll and needs to harm it with fire but has no means to do so. He rubs the ring, gestures to the creature and says “Burn it!”, and the genie casts a level 1 spell that deals fire damage at the troll. A bearer who is trying to aid a party member who is heavily injured and magically cursed uses the ring and says “I wish he was healthy again”. The genie is too weak to break the curse but is able to cast a level 1 healing spell on the target. Using the ring to make someone fall in love with the bearer could result in the genie casting Charm Person on the target instilling a temporary enchantment effect that once worn off leaves the target feeling repulsed and betrayed.