Minor Magic Items, 6 (d100)

More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.

d100 Result

1

Potion of Unremitting Youth: A sealed glass vial containing a brightly colored liquid that is perpetually bubbling and fizzing. When consumed the drinker physically gets 2d4+2 years younger (See Note) but his maximum lifespan is also shortened by twice that amount to fuel the chronomagical effect. The drinker is granted youth at the cost of his senior years, essentially borrowing time against himself. —Note: A DM may rule that this number is multiplied by 10 for longer lived races such as dwarves, elves or gnomes.

2

An iron anchor that is supernaturally light, weighing only a pound when dry but changes to weighs 500 pounds when submerged in water for more than six seconds. The anchor returns to its one pound weight again when out of the water for six seconds.

3

Wand of Sparks: A foot-long wand consisting of a hollow tube of crystallized sand. Knowledgeable PC’s will recognize the material as fulgurite, which is formed when lighting strikes loose sand, fusing the individual grains together into a solid object. The glassy wand is surprisingly firm and durable despite its fragile appearance. Small bolts of lightning flicker intermittently within the opaque tube. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, causing the wand’s interior to storm and flash with energy that audibly crackles and sparks then releases a small bolt of lightning. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers lighting damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.

4

Barryat the Vicious: A small wooden figurine crudely carved into the likeness of a fierce badger. The tale behind this item tells of a ranger who made an enemy of a mighty wizard. To punish her he cursed her treasured companion, Barryat, into the form of a useless trinket. But such was his devotion to his master, that in the face of battle, Barryat will fight his wooden prison and attempt to join the fray. Whenever the bearer, or a friendly creature within ten feet of him, rolls a natural 20 on an initiative roll, the totem transforms into a ferocious giant badger (Use wolf statistics if giant badger’s are not available). Barryat takes his turn immediately after the bearer and acts as the bearer’s ally, defending him and his allies until death. He understands simple verbal combat instructions (Such as; Attack that one, defend me, run away, etc.) but cannot take complex actions or use objects. After one minute, or if Barryat is reduced to 0 hit points, he reverts back to an undamaged wooden figurine.

5

Black Blood Potion: A leather bandolier holding Resolve: {Roll 2d4+1} identical sealed glass vials containing sludgy black liquid. In the distant past mages working with monster hunters developed this potion specifically for use in fighting cemetery and crypt dwellers that drink the blood or eat the innards of their still living victims. Hunters tend to use Black Blood unwillingly because the potion only works when a monster begins to feast on their body which is rarely the best strategy. When consumed, Black Blood contaminates the imbiber’s blood causing the drinker to suffer a dagger’s worth of poison damage (1d4) and any creature who bites the drinker or drinks his blood suffers two shortswords worth of acid damage (2d6). This effect lasts for one hour.

6

Conductor’s Wand: A wand in the shape of a conductor’s baton. It looks like it has been lovingly maintained. When one or more other creatures within 50 feet of the bearer that he can see are performing a musical number of some sort, the bearer can assist by waving the wand to direct them. As long as the bearer spends his action each round to conduct the performers, each musician or vocalist can add 1d6 to the result of their performance check.

7

Solvent Staff: A six-foot staff made of a single piece of incredibly pitted and rusted iron. The staff may have been well made, covered in arcane runes or etched with intricate designs at one time, however nothing but varying shades of rust currently decorates the implement. The metal is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the staff, disintegrating when they hit the ground but the arcane implement never seems to reduce in size or weight no matter how much is lost. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to acid.

8

Eye of the Watchers: A small stone trinket with a glass eye embedded in the center. To use the wondrous item, the user must attune to the trinket by pressing it to their forehead for one minute with his eyes closed. The Eye can only be attuned to one creature at once and when a new being attunes to it, the old connection is broken. While the trinket is within 120 feet, its attuned user can use an action equivalent to attacking or casting a spell to close his eyes and see through the Eye of the Watchers as if he was standing in that spot. During this time, the user is deaf and blind to his own senses. At any time he can use an action equivalent to attacking or casting a spell to swap between his senses and the Eye’s. If an effect would cause the Eye to become blinded, the user is also blinded for the duration. The trinket can be accurately thrown a number of feet equal to three times the bearer’s strength score.

9

Bottled Banshee: A fist sized globe of crystal-clear glass, that appears to be empty except for a thin fog constantly swirling around inside. The vessel contains the last whispers of a banshee, captured moments before its final cessation of existence. As an action equivalent to an attack, the bearer can throw the bottle accurately against a creature or an empty five foot square within 30 feet. Upon impact it shatters, releasing a deafeningly loud, blood-chilling scream that can temporarily incapacitate even the strongest willed being. The wraith’s wail of death deals 1d12 thunder damage and 1d12 necrotic damage to all creatures within a 15 foot radius centered on the target creature or space. If the Bottled Banshee deals more thunder damage than necrotic, all creatures within the area of effect are deafened until the start of the wielder’s next turn. If the bottled banshee deals more necrotic damage than thunder, all creatures within the area of effect are frightened until the start of the wielder’s next turn. If the damage rolls are the same, both effects occur.

10

Quantum Vial: A large sealed glass vial containing a thick clear gelatin that is cushioning a secondary sealed glass vial. The outer vial’s glass is faintly etched in arcane glyphs relating to divination and teleportation and its stopper is fashioned of precisely carved black slate that widens significantly at the opening. Written in chalk on the outer stopper is a concise and accurate description of the inner vial’s contents. The smaller inner vial is a fairly commonplace four ounce container of clear glass, sealed with a stopper and would not be out of place in an adventurer’s backpack, an alchemist’s shop or a chef’s spice rack. Every day at dawn, if the outer vial contains a smaller vial surrounded by protective gelatin and is properly sealed, the inner vial changes to a different Random Glass Vial. The outer vial can be unsealed at any time which allows the bearer to access the inner vial but causes the gelatin to quickly evaporate. To get the Quantum Vial working again after being unsealed, the bearer needs to put in a new inner vial (Which can be empty or full), replace the gelatin and reseal the outer vial. Creating the gelatin and forming an airtight seal requires proficiency in alchemist’s tools, costs about 10 gold pieces in materials and takes roughly one hour of work.

11

Shifting Staff: A strange and peculiar staff that changes its appearance, coloring, weight, and even size, randomly. It can be smooth and cold to the touch one second then hot and ruggedly textured the next. Its weight randomly fluctuates between that of a feather’s, to that of a hefty war-hammer. Unpredictably growing as large as a quarterstaff, while shrinking to be as small as a wand on an inconsistent basis. Different colors appear and disappear, swirling about within and around it, periodically emanating strange weave-like patterns of tangled light that are seemingly stuck to it. Knowledgeable PC’s will be able to determine that the implement is a shard of crystallized wild magic and although it will empower spells cast through it, it is entirely unreliable from one spell to the next. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells. The wielder can activate the staff while casting a spell in order to augment the spell with the Metamagic power that the focus is attuned to. After being activated, the wand’s metaphysical harmony changes randomly and the wielder rolls on the Unique Metamagic Options table and the implement becomes attuned to that bonus instead. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4).

12

Airstep Shroud: A long shroud that trails along the ground but always hovering just an inch above the dirt. The stylish garment is woven of fine silk and adorned with patterns of gusts and wind. The gossamer fabric can lend its lightweight property to its bearer for a few moments, allowing him to step into the sky as easily as a leaf on the wind. Twice per day as an action equivalent to attacking or casting a spell, the wielder can activate the shroud with a thought in order to gain a flying speed equal to his current walking speed. This benefit works only for a few moments and the bearer will fall if he ends his turn in the air and nothing else is holding him aloft. The shroud’s power is limited, only able to lift so much and the bearer cannot fly if he’s wearing heavy armor, is heavily-encumbered and the wielder cannot carry another creature with him.

13

Wand of Woe: A foot-long wand made of a single twisted demon’s horn. The black implement is disturbingly warm to the touch and intermittently whispers promises of dark power, destruction and death in the language of demons. The horn itself is hideous and heavily damaged, sporting a multitude of scratches, dents, chips, rents and other patterns of wear. A creature holding the wand is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out to take what they want, whenever they want it. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell. The horn then draws in light and warmth from the area around it for a few moments as if attempting to corrupt the very nature of the world and releases a twisted ray of pure darkness at its target. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers necrotic damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.

14

Scorching Staff: A six-foot staff that seems to have been made from a still burning piece of oak that was never put out. Embers still crackle and burn in the wood and the air around the implement is blurred with a constant heat mirage. Although the object does feel warm to the touch, the embers never ignite anything or consume the staff. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only fire damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

15

A leather bandolier holding Resolve: {Roll 2d4+2} vials of a specialized acid known as Stonebreaker. This alchemical solvent affects only rock and other minerals and is completely harmless when exposed to skin or non-stone items. Each vial of Stonebreaker deals triple the damage acid normally deals, but only to stone objects or creatures made primarily of rock (Such as a stone golems, or earth elementals) and ignores material hardness and resistances. The bearer can throw Stonebreaker acid as a grenadelike weapon, in which case it damages any stone walls, floors, or other objects or items that a target might be wearing or hiding behind.

16

Apron of the Artificer: A blackened and fire-scarred leather apron that contains numerous tiny pockets. While wearing the apron, the bearer can take an action equivalent to drawing a weapon to reach into any of the apron’s many pockets and produce a tiny set of mundane tools (Such as smith’s, alchemist’s, leatherworker’s tools etc., bearer’s choice), which grow to full size once withdrawn. The apron may only produce one set of tools at a time and if a second set of tools are withdrawn or if the tools are further than 30 feet away from the apron, the first set of tools vanishes into mist. Knowledgeable PC’s know that the dwarven master-smith Tergaunt of Solanos Mor is remembered both for his skill and as a cautionary tale. Like many of his brethren, he was dedicated to crafting the perfect item in order to benefit his enclave, yet he found the inefficiency of the crafting process intolerable. He turned his prodigious skill toward time-saving devices. One of his greatest successes was the creation of the Apron of the Artificer, thus saving precious minutes by avoiding having to search for the right tool in a cluttered workshop. Ironically, Tergaunt’s obsession with creating time-saving magic items consumed him, and he died without ever attempting to craft his perfect masterpiece.

17

Tincture of Stability: A sealed glass vial filled with a pure white liquid that never changes color or mixes with other substances, always separating like oil and water. If consumed, the drinker becomes immune to any magical spells or effects that would make physical changes to his form or would affect the shape of his body. This protection is for good or ill and while the drinker cannot be affected by hostile polymorphing, shrinking or transformative effects, he cannot willingly change shape even if desired by wildshape, lycanthropic shapechanging or beneficial magical enlargement. The drinker is considered completely immune from any such effects. The tincture’s effects last for eight hours. —Note: The drinker is still affected by side effects of damaging spells and his body can still become burned by fire, or lose a limb from a magical sword but he is immune from spells and effects whose sole purpose is to cause a physical transformation such as being turned into a frog or growing wings in order to fly.

18

Band of the Full Beast: A ring carved from bone and antler and imbued with druidic enchantments that can tame a beast’s savagery. With hand outstretched the ring bearer can halt a ravenous animal in its tracks, enveloping the animal in the warm serene feel of a full belly and sated hunger. As an action equivalent to attacking, the wielder can focus on a beast it can see within 100 feet and cause it to feel satiated and lethargic. If the animal was motivated by hunger it becomes uninterested in combat or hunting unless it is provoked, takes damage of any sort or until ten minutes passes. The beast is considered charmed for the next ten minutes and will only attack in defense of itself, its immediate territory or its young but the wielder gains advantage on any animal handling or survival checks made to feign submission to the creature in order to safely leave the animal’s area.

19

Bilefruit: A greasy, oblong fruit that only grows in the Feywild in hedges near the ground. Past the bilefruit’s tough, waxy skin one finds a bitter meat. Eating the entire fruit allows the creature to hide his appearance (Including his shadow) for the next eight hours. While eating the fruit over the course of one minute, the creature must concentrate on what they want their new illusory appearance to look like and it cannot be changed after the Bilefruit is fully consumed. The creature body along with his clothing, armor, weapons, and other belongings on his person look different for the next eight hours. The creature can make himself seem one foot shorter or taller and can appear thin, fat, or in between. He can’t change his body type and must adopt a form that has the same basic arrangement of limbs. The changes wrought by the fairy fruit fail to hold up to physical inspection.

20

Blasting Rod: An elaborately bent silver rod with intertwining tendrils at the tip that surround a crystal-like core. The clear prism vibrates whenever held by a creature capable of wielding the supernatural and the rod can serve as a magical focus for casting spells. To activate the implement, the wielder can utter an incantation while simultaneously drawing an esoteric mark in the air with the rod to replicate the casting of an evocation spell. If the quick ritual is performed correctly, the crystal core flares with light and launches a bolt of lethal energy at the wielder’s enemy. Whenever the wielder could attack he can instead use the rod and make a Knowledge Arcana 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 rod deals force damage equivalent to a longsword plus the wielder’s character level (1d8+level). —Note: A combat example: A level 3 wielder makes an arcana check of 1d20+5 and gets a 15, which beats a goblin’s AC of 13 and deals 1d8+3 force damage.

21

Bloodcaster’s Band: A red gold ring encrusted with tiny rubies. A dozen hair-thin spikes extend slightly from the inside of the band. The ring opens and closes around the finger with a hinge mechanism forcing the bearer to impale the spikes on their own finger and lock the barbs into place within his flesh, dealing unpreventable damage equivalent to a dagger (1d4) and reducing his total hit points by the same amount for as long as the ring is worn. Whenever the ring is locked into place the bearer rolls randomly on the Metamagic Bonus Table and the ring becomes attuned to that bonus. Whenever the bearer casts a spell he can choose to spend a number of hit points equal to twice the spell’s level (Minimum 2 hit points) and apply the metamagic effect to that spell. When the band is activated like this, the rubies flare with scarlet light as the barbs absorb the wielder’s blood, translating it into arcane potential.

22

Wand of the Agrimancer: A foot-long wand made from a petrified carrot. Twice per day the wielder can wave the wand overtop of any mundane fruit, vegetable, nut or other edible vegetation to enchant it with primal vitality. The vegetation immediately doubles in size, becoming infused with natural power. As an action equivalent to attacking, a creature can eat the food, which restores 1 hit point and provides enough nourishment to sustain them for an entire day. The seeds, roots or rhizomes are likewise doubled in size and the chance that the plant or seed is viable and can grow into a healthy sprout is twice as high. Any plants grown from the enlarged seeds are regular size and do not inherit the enlarged stature of the seed. Additionally, once per day as an action equivalent to attacking, the wielder can point the wand at a plant creature within 30 feet and the target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category. If there isn’t enough room for the target to double its size, the creature attains the maximum possible size in the space available. The target also has advantage on Strength checks and Strength saving throws. The plant creature’s natural weapons also grow to match its new size and while enlarged, whenever the target makes a successful melee attack it deals an additional dagger’s worth of damage (1d4). All of these changes last for one minute before the target reverts back to its normal size and strength.

23

Bloodspot Dice: A pair of six sided bone dice, each covered in a mixture of pips, with exactly 6d6 of them colored a deep black while the rest are a dark red. PC’s versed in the occult will recognize the dice as those created by a cadre of vampires who sublimate their desire for blood into a gambling addiction. While not a flawless strategy, it allows the vampires an outlet that leaves the mortals they interact with to walk away alive, though with empty purses. Whenever the possessor of the dice makes a roll with them, he may think of the command word (Blood) and the dice will show whatever result the user wishes. Each time this happens, one of the 42 pips will turn dark red. Once all of them are colored red, the special power of the dice no longer functions and they have to be bathed in the fresh blood of dying humanoid whose throat has been slit open, which turns all the pips black again. The dice are protected by minor shielding wards and do not give off a magical aura nor do they register as a magical object unless the creature attempting to detect magic is physically touching the dice.

24

Wand of the Foul Messenger: A fleshy foot-long wand with a rotten and putrescent appearance, seeming to have been crafted from solid corruption and foulness. Each time the wand is used, it corrupts a small portion of the wielder’s own body to fuel the vile magic which damages his body, causing the equivalent of two daggers worth of unpreventable damage (2d4). When activated as an action equivalent to attacking or casting a spell, the wielder vomits a stream of blue and green flies that circles about him and forms into a swarm that vaguely resembles a toad-like head. The wielder must concentrate on a specific location 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 wielder then passes a message to the swarm, up to 25 words in length. The swarm then flies off to deliver the message to the intended recipient at about two miles per hour, with a maximum range of 50 miles in a single direction. If the swarm finds the creature the wielder describes, it delivers the message in a hoarse voice that sounds of retching. When the hundreds of flies have completed their task, they burrow into the recipient’s flesh, dealing the equivalent of a dagger of piercing damage (1d4) and vanish once inside. The swarm speaks only to a creature matching the description the wielder gave and should it fail to find a suitable target within 24 hours of being given the message, the swarm collapses and dies. The wand can be activated once per minute desired but the toll on the wielder’s and receiver’s bodies is considerable.

25

Bonebane Ring: A ring formed from two strands of coiled platinum and brass thread. Stylized lettering etched into the platinum thread is the phrase “I am Daganel, destroyer of the walking bone, harbinger of unlife.”. The markings on the brass thread forms a scene of a holy deity healing his flock. Twice per day as an action equivalent to attacking, the wielder can repeat the phrase on the ring and open up his awareness to necromantic forces. Until the end of the wielder’s turn he knows the location of any undead within 60 feet and he can choose one of those undead to strike with holy power, dealing a greatsword’s worth of radiant damage (2d6). When the ring is activated, if the wielder has ever personally raised, summoned or controlled an undead creature, he suffers a greatsword’s worth of radiant damage (2d6) and there is no other effect.

26

Wand of the Hedge Mage: A humble, rustic simple wand made of easily sourced materials but crafted with great care and attention to detail. Obviously created by a backwoods mystic, hedge wizard, cunning woman or other self taught mage who focuses on small practical magic meant for everyday use. The implement is designed for empowering weak magic into a more effective form and stronger incantations run the risk of overloading the arcane matrices. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a cantrip or level 0 spell, the spell is augmented with the Metamagic power that the focus is attuned to. If the wand is used to augment a spell that is not a cantrip or level 0 spell, the player rolls 1d10 and on a 1, the implement is overtaxed causing it to explode dealing four dagger’s worth of force damage (4d4) to the caster and destroying the wand. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

27

Bracers of Infinite Blades: A pair of bracers made of luxurious dark leather, with finishes and fancy designs of silver. Each bracer displays the crest of a dagger piercing the symbol of infinity. As an action equal to drawing a weapon, the bearer can conjure one or two spectral daggers in his free hands. The weapons have a tangible heft and are perfectly smooth like they’re made of smoky glass. The daggers are formed of pure magical essence and are considered magical weapons for the purposes of overcoming resistances, damage reduction and other defenses, but offers no special bonuses to accuracy or damage. The physicality of the blades is fleeting and any daggers summoned from the bracers disappear at the start of the wielder’s next turn.

28

Caustic Staff: A six-foot staff made of a single piece of incredibly pitted and rusted iron. At one time the staff may have been well made, covered in arcane runes or etched with intricate designs, however nothing but varying shades of rust currently decorates the implement. The metal is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the staff, disintegrating when they hit the ground but the arcane implement never seems to reduce in size or weight no matter how much is lost. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only acid damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus dissolves into countless fragments and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

29

Cindershard: A relatively rare type of crystal that shines with a warm pink light, providing constant illumination equivalent to that of a candle. The Cindershard crystal is roughly the same size and weight as a dagger and can be used as one in desperate times.

30

Conjurer’s Wand: A thin wand crafted out of pressed wax, and glowing runes of all sorts are carved along its length. The arcane implement bears traces of conjuration magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Conjuration, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

31

Cumulus Horn: A hunting horn made of pearly-white metal, streaked with veins of cyan crystal. Although it does make noise for anyone who blows into it, the horn’s power can only be activated by a bearer who is proficient in wind or brass instruments or the Perform skill. Twice per day as an action equivalent to attacking, the bearer can blow a specific tune on the horn and cause a 20-foot-radius sphere of opaque fog to form out of thin air, centered on a point he can see within 100 feet. The sphere spreads around corners, and its area is heavily obscured. The fog lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

32

Demon Scales: A rough hide bag containing Resolve: {Roll 1d4+3} tough demon scales, forcibly taken from a fiend. Each scale is uncomfortably warm producing a tingly heat that imparts the desire to kill and destroy. The scales contain traces of demonic power and a mage can channel their magic through them, burning them out but empowering the spell. Whenever the wielder casts a spell that deals damage, the wielder can choose one creature targeted by the spell and instead of rolling the dice, the spell deals the maximum result possible. This process destroys one scale.

33

Diviner’s Wand: A thin, foot-long, crook woven from threads of pure platinum. A silver ball caps the base of the wand. The arcane implement bears traces of divination magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Divination, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

34

Dowsing Rod: A one foot long “Y” shaped hazel wood wand of a style widely used by hedge mages, psychics and frauds in order to locate any number of deposits of natural resources or to scam unwitting or desperate villagers. This rod in particular actually contains a modicum of true divination magic and the wielder is imparted with the direction of the nearest source of potable groundwater or fresh water that’s at least five gallon in size and within ten feet of the surface.

35

Dragon’s Blood: A ruby bottle with a brush cap that contains Resolve: {Roll 1d6+3} ounces of enchanted dragon’s blood. If one ounce of blood is applied to a creature’s natural weapons (Beak, claws, fangs, fists, horns, etc.) attacks made with those extremities are treated as +1 weapons and the damage die is increased by one step (Like a d6 to d8). It takes one minute to apply the blood to a willing creature and the effects last for 8 hours before wearing off.

36

Draught, Holy: A leather belt pouch containing Resolve: {Roll 1d4+2} vials of Holy Draught. A mixture of rare incense, blessed oil and specially prepared holy water, the holy draught serves as a staple for those who battle pure evil. It tastes sweet, almost cloyingly so. If consumed, the drinker gains advantage on all saving throws made against the spells and abilities of creatures who would be injured by holy water. The sacred elixir infuses the drinker’s blood and any creature who bites the drinker or consumes his blood is treated as if they were doused with a vial of holy water. These effects last for one hour.

37

Enchanter’s Wand: A delicate wand consisting of a single slender shard of crystal. Various shimmers of colors and lights trickle along its length. The arcane implement bears traces of enchantment magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Enchantment, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

38

Feystep Potion: A tiny carafe of white porcelain encapsulating a murky blue liquid that froths when uncorked and releases a silvery fog. Taste-wise, it’s bitter and sour and is usually drunk as quickly as possible. If consumed, the drinker feels lighter and a tingling feeling in their legs and feet that encourages him to skip and jump. If consumed, the drinker gains the ability to step through the Feywild and appear somewhere else. Once on each of the drinker’s turns for the next minute, instead of moving he can teleport to an empty location he can see that is within half of his total movement speed.

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Fists of the North Star: A pair of white linen handwraps with enough material to wind around the bearer’s hands and forearms. It takes five minutes to properly don and cinch the wraps or half that time if the bearer has another person to help and they cannot be covered by thick material and won’t function correctly if the bearer is wearing medium or heavy armor. The bear can feel the confidence and training of a true skill of a martial arts master resting at his fingertips. Once per day the bearer can activate the object’s power by uttering the command phrase “You are already dead”, causing the wielder’s fist to burst into flame. While the fire is harmless to the wielder and his equipment, it is deadly to his enemies and the wielder’s unarmed strikes using his fists are treated as +1 weapons and on a successful unarmed strike, the wielder deals additional damage equivalent to a dagger (1d4). All damage dealt by these flaming punches is considered fire damage rather than bludgeoning. The fiery effect lasts up to one minute but the wielder can end it early with a thought.

40

Forget Me Now: A sealed glass vial filled with a transparent blue liquid swirling with small yellow particles that has a distinct floral odor. If consumed, the drinker immediately loses all memory of the previous 2d6 hours.

41

Gambler’s Eight: An eight-sided die, carved from tourmaline, painted with dwarven numerals. Whenever the bearer rolls an 8 for a skill check, attack roll or saving throw, he feels a surge of confidence as if his back luck has suddenly changed. After rolling an 8, the next time that the bearer fails a skill check, attack roll or saving throw, he must roll 1d8 and add it to the final result, possibly changing the failure to a success. The fortune twisting power of the gemstone die can only be activated once per hour.

42

Grim: A scratched, battered grey iron helmet that covers the full face with a rusted visor and carries a lifetime of its previous owners’ miseries within it. Donning the helmet, the bearer feels a passing sense of profound despair, which passes as the visor settles over the face. Twice per day as an action equivalent to drawing a weapon, he can choose to call on the helm’s direful power. The wielder can then choose a creature he can see within 50 feet and who can see him and a whirlwind of grim recollections spill forth into both their minds tearing through their psyche until one is brought to their knees by a storm of despair and mortal dread. Both the bearer and the target roll opposing wisdom saving throws and the creature with the lower result becomes frightened of the winner until the end of the wielder’s next turn. If the results are a tie, both become frightened of each other until the end of the wielder’s next turn.

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Havoc Harp: A magnificent miniature harp made of an unusual soft wood and marbled with vivid greens, oranges and blues that buzzes with latent magical energy. Each of its 12 strings is a different vibrant color and they sporadically sound out their tones and switch places with each other on the instrument. Once per day as an action equivalent to attacking or casting a spell, a bearer proficient with stringed instruments or the perform skill can strum all the strings at once, causing a cacophony of tones audible out to 100 feet. All creatures of medium or large size within 60 feet of the harp disappear and instantly reappear, all having changed places with each other.

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Helping Hand’s: A complete set of masterwork Roll on "Random Artisan's Tools" with two pairs of most of the implements as if it is meant to be used by a master and his apprentice. When a craftsman proficient in the tools takes them in the hand, he can feel a presence on the edge of his mind and see a faint humanoid outline standing next to him. Although initially surprising, the barely visible being is nothing but helpful, existing to serve as the crafter’s assistant as best it can. At first the bearer must command the servant verbally but as time goes by being becomes more familiar with the bearer’s routines and desires and is able to understand grunts and gestures and finally after some weeks together never needs any instruction, working in perfectly synchronicity with the bearer as if it was a natural extension of his body. The being is just as proficient and skilled as the crafter and can hold and manipulate tools and perform tasks essentially functioning as a second pair of hands, dramatically raising productivity. The bearer must be actively working and focusing on the tools for the servant to function and the bearer is always treated as if he was being helped by another creature as skilled as he is. Whenever the bearer makes a skill or crafting check related to the artisan’s tools that would benefit from having a second person helping to complete the task, he makes the roll with advantage. With two people working on a project the work progresses much faster and whenever the bearer uses the tools to craft or alter an item or object, he can do it in half the usual time. The helper can also work independently of the bearer (Should the crafter lack hands or be allergic to the materials for example) but this requires the bearer to be within ten feet and be completely focused on the task.

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Insect Picks: A set of lockpicks with thin grooves running across their surface. Once per day with an action equivalent to attacking, the bearer can utter the command word and a series of instructions, which causes the picks to unfold a series of spindly metal legs and skitter around in a jerky manner. The lockpicks can be ordered to move up to 30 feet away from the bearer and unlock any standard size lock, such as a door, chest or set of shackles. The bearer must be able to see the lock at all times and the lockpicks use the bearer’s skill modifiers on the dice roll to unlock the object. If the lockpicks move more than 30 feet away from the bearer they become confused and start to wander at random until retrieved.

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Lantern Helmet: A hard mining helmet is fashioned with a 3-inch cylinder centered just above the brow. A permanent light spell is cast inside the cylinder, emitting a 30-foot cone of white light while the cylinder cap is removed. The bearer can use an action equivalent to drawing a weapon to adjust the piece of metal covering the cylinder, reducing the size of the cone down to ten or five feet or turning it off completely.

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Magician’s Pendulum: A small, hollow, hinged, metal ball connected to a silver chain. By putting any kind of pure metal inside the ball, the pendulum will lead the user to the nearest natural deposit of that material within one mile. If none is in the area, the swing erratically.

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Metamagic Staff: A six-foot long, copper tipped rod composed of pale multicolored glass laced with flecks of iron. The esoteric tool contains mystic sigils and obscure glyphs that allows for reliable warping and twisting of the wielder’s magical arts. When used, the staff whispers in some ancient, arcane tongue; a nether murmur that’s audible even to non-spellcasters. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells. The wielder can use the staff as a focus while casting a spell to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4).

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Mobile Marbles: A lovingly crocheted drawstring bag that periodically twitches and jerks, as though it holds something alive. Inside resides dozens of beautiful glass marbles imbued with a dash of childish whimsy and a pinch of fey sorcery. The Mobile Marbles function just like a bag of ball bearings except that they are unbreakable and constantly moving within their area, excitedly bumping into each other and trying to land underneath the feet of everyone passing through. Creatures passing through the area the marbles are in, suffer disadvantage on their save to resist slipping on them and falling prone. As an action equivalent to attacking or casting a spell, the bearer can whisper the command word “Playtime” (Found on the bag) to cause the marbles to jump out of the pouch and cover up to four different five foot squares (Which can have creatures already in them) of the bearer’s choice within 20 feet. A bearer who is within 20 feet of the spilled marbles can utter the phrase “Playtime’s Over” to cause them to all fling themselves back into the bag so they can be used elsewhere. Retrieving the Marbles this way takes an action equivalent to drawing a weapon.

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Monster Killer’s Folio: A collection of gruesome anatomical diagrams, bound in leather that shifts slightly under the reader’s fingertips. The book’s many illustrations provide information about how to best injure a variety of monstrous creatures, and the book’s pages’ glow, allowing it to be read in the dark. The folio’s insight provides advantage on any knowledge checks made to recall any habits, combat tactics, special powers, vulnerabilities, resistances or defenses of monstrous creatures (See Note), if it is read for ten minutes as part of the check. The folio has a tendency to quickly open to the appropriate page when consulted, as though eager to provide information that will lead to violence. —Note: Monstrous creatures can include aberrations, monstrosities, elementals, magical beasts, celestials, undead, demons and fiends.

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Necklace of Readiness: A necklace composed of a light chain made of tempered glass encasing a light brown liquid within each link. It seems to vibrate with energy around the bearer’s neck and when used, the bearer erupts into action, reacting as fast as physically possible for the length of a small skirmish before his muscles give out. Knowledgeable PC’s are aware that these necklaces were originally designed for gladiators and fencers so they explode into violence as quickly as possible for the audience’s benefit. Whenever the bearer rolls initiative he can choose to activate the necklace’s power to add +5 to his initiative result. This can be done after the initial roll is made but before the initiative order is declared. One minute after activating the necklace, the bearer becomes exhausted as if he spent a night without sleeping.

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Necromancer’s Wand: A gruesome creation crafted out of the spine of some unfortunate, small humanoid and bears its shrunken skull at its head. The arcane implement bears traces of necromantic magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Necromancy, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Orb of Punctuation: A golden orb etched with linear arcane symbols hovers near its attuned owner’s shoulder. To use the sphere, the bearer must attune to it by performing a complex arcane ritual, the instructions of which are detailed on the orb itself and any PC proficient in Knowledge Arcana is able to carry out this task without issue. Should the bearer perform a powerful evocation spell, the orb absorbs traces of magic created by the invocation and distills them into an arcane missile he can direct at an enemy. Whenever the bearer casts an evocation spell, he can choose a creature he can see within 60 feet and the orb launches a glowing dart at them, which strikes without fail, dealing a dagger’s force of force damage plus one per level of the spell (1d4+1 per spell level).

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Wand of Useful Things: A wand cobbled together from a myriad of different woods, metals, ceramics and types of stone all encased in a clear glass shell. As an action equivalent to attacking or casting a spell, the wielder can conjure an inanimate object in his hand or on the ground in an unoccupied space that he can see within 10 feet. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non magical object that the wielder has seen. The object is visibly magical and glows dimly. The object disappears after 1 hour, if it takes or deals any damage or if the wand is activated again.

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Phantom Saddle: A finely worked riding saddle trimmed with rare ermine furs that comes complete with a bit, bridle and saddlebags. The words of a long but simple summoning ritual are stitched into the side of the saddle, written phonetically in the common tongue making it incredibly straightforward to read. Knowledge’s PC’s have heard rumors that these wondrous items were first commissioned for a pompous and fastidious Altherian noble who found the smell of horses offensive and the thought of tending to such a beast beneath his station. Any bearer capable of reading can hold the saddle and utter the incantation written on the saddle. Over the course of one minute as the bearer completes the ritual, a large, quasi-real, horselike creature forms under the saddle, summoned from the astral plane. The phantom steed has a black head and body, grey mane and tail, and smoke-colored, insubstantial hooves that make no sound. The mount obeys the verbal instructions of whoever summoned it and can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. The steed can be summoned for a maximum of 8 hours per day, disappearing suddenly the moment that time is up. These hours do not need to be consecutive, but must be spent in 1-hour increments. The steed uses the statistics for a riding horse with the expedition that it cannot attack and does not naturally regain hit points. If the mount ever drops to zero hit points, the creature disappears in a puff of smoke and the player rolls a d20 and on a 1, the saddle’s connection to the astral plane is permanently broken and the phantom steed can never be summoned again. Any bearer capable of reading can utter the summoning ritual backwards over the course of a minute which will dismiss the steed early without risk.

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Sonorous Staff: A six foot, two-pronged staff made of steel that resembles a grossly oversized tuning fork or a terribly designed pitchfork. The metal constantly hums and vibrates, even in otherwise quiet areas. The staff resonates in tune with the voice of the creature holding it, changing its pitch to match its wielder. The implement works as a mundane tuning fork in addition to its magical properties. When the staff is activated, the constant vibrating hum becomes exponentially louder as the prongs reverberate violently, nearly shaking out of the wielder’s grasp. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only thunder damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus vibrates until it shatters into pieces and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Poison of Healing A leather bandolier holding Resolve: {Roll 2d4+1} identical sealed glass vials, all containing a fluid that cycles through colors, changing from a deep, radiant red, to a dark inky black. The concoction is an alchemical blend of preserved hydra blood and standard healing potion ingredients. This mixture creates a potion that is initially rejected by the body causing serious harm as the hydra blood fights against the drinker’s tissues before being assimilated by his system which causes his body to supernaturally regenerate, nearly as well as a hydra can. If consumed, the drinker immediately suffers poison damage equivalent to four daggers (4d4). After 1d10 minutes the drinker is healed for twice the amount of poison damage that he suffered. If the drinker is missing small body parts (No larger than a finger, tongue or ear), he will regrow one such missing part at random over the course of the 1d10 minutes.

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Poison of Person Slaying: A sealed glass vial containing a clear, tasteless fluid, that through a combination of generations of selective botanical breeding with toxic herbs and years of alchemical research in the field of distilling, has been tailor made to kill Random Humanoid Race (Referred to as X) and nothing else. An X who consumes the liquid immediately suffers the equivalent of five shortsword’s worth of poison damage (5d6) and is considered poisoned for one hour (Suffering disadvantage on attack rolls and skill checks). There is no save to resist either effect. As an action equivalent to attacking, the bearer can coat one piercing or slashing weapon with the poison which causes the same type of injury as consuming it. Once applied to a weapon, the poison remains potent until delivered through a wound, washed off or for ten minutes before drying and becoming inert. Although sorcery was used in the manufacture of the poison, the liquid itself does not register as a magical for the purposes of detection spells or abilities. Furthermore, the poison is so precisely made to kill X that it does not even register as a poison when viewed by spells that detect poison unless the caster himself is X. A bearer who is proficient in a poisoner’s toolkit can mix the liquid with stabilizing reagents so that the adverse effects will be delayed once it’s consumed or introduced to the victim’s bloodstream. A proficient bearer can spend one hour and ten gold pieces of materials in order to rig the poison so that its toxic effect is delayed from one minute to up to eight hours once it’s introduced to the victim’s system. The bearer makes the choice of the time delay when the poison is altered.

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Poison of the Star-Crossed Lover: A sealed glass vial containing two doses worth of a black liquid that smells heavily of hops. If consumed, the drinker enters a deep sleep that is indistinguishable from death for 2d6 hours. During this time the drinker appears dead to all outward inspection and to spells used to determine the drinker’s status. The drinker can be awoken early from this state by being kissed by a loved one.

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Potion of Shadow Form: A sealed glass flask containing a greyish liquid with black flecks. If consumed, the drinker’s body is subsumed by his shadow. In light he appears as an unattached shadow and in dim light or darkness he vanishes completely unless viewed with detect magic, truesight or similar magic. The drinker can move his normal speed on any solid or liquid surface, such as walls, ceilings, lakes, or even up the face of a waterfall. However he cannot fit inside or through a space smaller than he could normally squeeze into. The drinker only takes half-damage from all types except for psychic damage while in this form. Furthermore he cannot speak, cast spells, interact with physical objects or make attacks. All of these effects last for one hour and the drinker can end the effect early as an action equivalent to attacking or casting a spell by concentrating on being solid again. Either way when the drinker returns to his physical form, he becomes incredibly disoriented and falls prone and is completely incapacitated until the end of his next turn.

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Radiant Wand: A foot-long wand made of a single large angel feather. The barbs constantly rustle and sway as if blown by a stiff breeze. No matter its circumstances, the feather remains absolutely pristine, free of blood, gore, stains, and bent barbs, remaining perfect and pure. A creature holding the wand is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world purged away. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, causing the wand to glow with a warm light equivalent to a candle for a few moments and chime a single pure, piercing note. Until the start of the wielder’s next turn, if he casts a spell that deals only radiant damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus evaporates into motes of light and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Ring of Nine Lives: A ring made of the polished bone of a cat that was once a witch’s familiar. The feline was exceedingly lucky in life and escaped death many times before the inevitable end. The bearer gains a measure of that extraordinarily good fortune. When found, the ring has Resolve: {Roll 1d6+3} charges. Whenever the bearer’s hit points would be reduced to 0 but not killed outright, the ring automatically expends a charge and the bearer is reduced to 1 hit point instead. Once all of the charges are expended, the ring breaks. If the bearer has another power or ability that is functionally similar to this already, then this ring is prioritized after that ability.

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Ring of the Vanquished Soul: A black band adorned with a small skull shaped ruby. When the bearer kills a humanoid creature, a small piece of its soul is absorbed into the ring and a flickering light dances within its skull gem. When the jewel glows in this way, if it’s placed next to the ear, a muted mournful moan can be heard issuing from the ring. The bearer can burn this fragment of soulstuff, consuming its power utterly to change his own fate. Whenever the bearer makes an attack roll, ability check, or saving throw he may choose to extinguish the sliver of spirit within the ring to roll an additional d20. The wielder must use this ability after the original roll is made, but before the outcome is revealed, and can take either result. The ring can only hold a single piece of soul at a time.

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Ruthless Wand: A foot-long wand that looks more like an undersized club than a magical conduit. The truncheon-like implement is dented with repeated blows and sports a handful of small nails that have been driven through the battered oak, as well as a number of small razors wedged into the end. A creature holding the wand feels a heady sense of heightened physical prowess and a desire to fight. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, causing the wielder to feel an intense surge of adrenaline as their spell surges through them filling them with primal energy. Until the start of the wielder’s next turn, if he casts a spell that deals only physical damage (Bludgeoning, piercing or slashing), the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Wand of Simple Weapons: A white wand made from the horn of a unicorn, laced with bone from an ox. As an action equivalent to drawing a weapon, the wielder can instantly transmute the implement into any one-handed melee weapon that he is proficient with. The weapon appears to be made of pristine shimmering horn and is considered magical for the purposes of overcoming resistances, damage reduction and other defenses. The weapon transmutes back into a wand whenever it leaves the wielder’s grasp.

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Savage Staff: A six-foot staff that looks more like an oversized club than a magical conduit. The truncheon-like implement is dented with repeated blows and sports a dozen sharp nails that have been driven through the battered oak, as well as a number of razors wedged along its length. A creature holding the implement feels a heady sense of heightened physical prowess and a desire to fight. When the staff is activated, the wielder feels an intense surge of adrenaline as their spell surges through them filling them with primal energy. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only physical damage (Bludgeoning, piercing or slashing), to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Scentless Brooch: A small green brooch has been molded in the shape of a pine tree. The object completely eliminates all traces of the bearer’s scent including everything wafting from the equipment he’s carrying. The bearer is completely undetectable by any skill checks (Such as perception or tracking) that rely on smell and is effectively invisible to creatures who solely rely on smell to perceive in combat.

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Screaming Staff: A six-foot, two-pronged staff made of steel that resembles a grossly oversized tuning fork or a terribly designed pitchfork. The metal constantly hums and vibrates, even in otherwise quiet areas. The staff resonates in tune with the voice of the creature holding it, changing its pitch to match its wielder. The implement works as a mundane tuning fork in addition to its magical properties. When the staff is activated, the constant vibrating hum becomes exponentially louder as the prongs reverberate violently, nearly shaking out of the wielder’s grasp. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to thunder.

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Shroud of Safe Burial: A long length of wool, embroidered with holy symbols of Gods of Peace and Death. A deceased body that is wrapped in the shroud is protected from rot and decay and cannot become undead. If the shroud is removed from the corpse, it continues to rot as normal and is no longer protected from necromancy. The shroud can be reused as many times as desired but can only envelop one human sized creature at a time.

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Sinful Staff: A six-foot staff made of a single twisted demon’s horn. The black implement is disturbingly warm to the touch and intermittently whispers promises of dark power, destruction and death in the language of demons. The horn itself is hideous and heavily damaged, sporting a multitude of scratches, dents, chips, rents and other patterns of wear. A creature holding the staff is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out to take what they want, whenever they want it. When activated, the horn draws in light and warmth from the area around it for a few moments as if attempting to corrupt the very nature of the world. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only necrotic damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus mutates into a swarm of flies and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Soulfire Staff: A six-foot staff that seems to have been made from a still burning piece of white oak that was never put out. Embers of pale blue and white fire still crackle and burn in the wood, and the air around the staff is blurred with a constant heat mirage. Although the object does feel warm to the touch, the embers never ignite anything or consume the wand. A creature holding the staff is instilled with the feeling that the evils of the world should be cleansed with holy fire and that they now have the power to do so. When activated, the embers flare as bright as a torch with pure white light for a brief moment as the wielder is filled with a strong sense of absolute righteousness. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals fire damage, he can filter the magic through the staff to convert 50% or 100% of it to radiant damage.

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Staff of Chaos: A heavy leaden rod six feet long, decorated in strange and twisting runes. Raw chaos flows and writhes along its gnarled length, running up and down the stave as tongues of crackling rainbow fire. Objects directly touching the implement seem to be in a constant flux of aesthetic minor changes in color, texture and size, never quite remaining themselves until they snap back to their original form upon ceasing contact with the staff. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into potentially more desirable results. When activated, the wielder can feel their spell being warped by chaotic power, mutating it into a bastardized version of itself. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff as part of the casting. The player then rolls 1d10 (See Note) and 100% of the spell’s damage is converted from its original type to the result of the roll, rerolling if the new result is the same as the original. —Note: Roll results on 1d10 are; 1 = Poison, 2 = Fire, 3 = Cold, 4 = Acid, 5 = Lighting, 6 = Thunder, 7 = Force, 8 = Psychic, 9 = Necrotic, 10 = Radiant.

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Staff of Healing: A six-foot laurel staff with two entwined snakes carved along its length and capped with a pair of brass wings. A creature holding it feels an enhanced sense of empathy towards other thinking creatures and is imparted with an ethical obligation to do no harm while the object is held. These ideas fade instantly when the implement is released. When the staff is activated, the wielder is filled with the deeply satisfying knowledge that they have helped save a life and kept the grim scythe of Death at bay. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can use the staff as a focus while casting a spell that heals or restores hit points to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one. —Note: Substitute the word “healing” or “hit points” for any Metamagic option that reads “damage” or “damage die”. The DM should reroll any Metamagic option that would not be beneficial to apply to healing spells, like those that affect saving throws.

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Staff of Potential: A six-foot staff consisting of a narrow cylinder of magically preserved blood, held in place by a larger tube of pure arcane force that completely encapsulates it. The magical force is firm and stronger than steel but completely invisible, effectively creating an untouchable, free floating tube of liquid blood. When left unattended or held by a mundane creature, the blood sloshes around against the interior of the staff but is otherwise dormant. When held by a mage or creature capable of casting magic spells, the blood boils in its confined space and the wielder can feel the magic power contained within. Knowledgeable PC’s will realize that the blood contained inside the staff is that of the mage who created it. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to force.

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Staff of Psyche: A six-foot staff made of straightened brain tissue whose ridges are braided into shape. A knowledgeable PC will be able to determine that the grey matter comes from a number of different creatures who all had psionic, telekinetic or telepathic abilities. The staff feels damp as squishy beneath the wielder’s grip as if the tissue was still fresh. Wielders who hold the staff for long periods of time, or who activate its power, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the user. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only psychic damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus rots into a putrid mess and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Staff of Purification: A six-foot staff made of a single enormous angel feather. The barbs constantly rustle and sway as if blown by a stiff breeze. No matter its circumstances, the staff remains absolutely pristine, free of bent barbs, stains, blood and gore, remaining perfect and pure. A creature holding the staff is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world purged away. When activated, the feather glows with a warm light equivalent to a torch for a few moments and chimes a single pure, piercing note. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to radiant.

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Staff of Sensation: A six-foot staff made of the heavily braided, preserved nerves of a number of humanoids. The implement feels damp as squishy beneath the wielder’s grip as if the tissue was still fresh. A creature holding the staff experiences a constantly alternating set of warm, soft pleasurable tingling feelings and cold, sharp piercing pains, wherever it makes skin contact. The corded neural tissue allows the caster spells to reach deeper into the victim’s mind, implanting the enchantments within the depths of their subconscious. Twice per day, the wielder can use the staff as a focus while casting a spell that imparts the charmed or frightened condition in the target to double the spell’s duration. This cannot be combined with other objects, powers or abilities that extend the duration of a spell.

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Staff of Storms: A six-foot staff consisting of a hollow tube of crystallized sand. Knowledgeable PC’s will recognize the material as fulgurite, which is formed when lighting strikes loose sand, fusing the individual grains together into a solid object. The glassy implement is surprisingly firm and durable despite its fragile appearance. Small bolts of lightning flicker intermittently within the opaque tube. When activated, the staff’s interior storms and flashes with energy that audibly crackles and sparks. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to lighting.

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Staff of the Abjurer: A long, sturdy, straight staff made of solid iron and bears heavy iron spheres on both ends. The arcane implement bears traces of abjuration magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Abjuration to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Staff of the Evoker: A sturdy staff crafted from a solid branch of darkwood. Simple silver bands adorn both ends of the staff. The arcane implement bears traces of evocation magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Evocation to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Staff of the Illusionist: A slender staff crafted out of an invisible material that is probably mithral though it’s hard to determine. The arcane implement bears traces of illusory magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Illusion to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Thirsty Compass: A compass that sits in a small round case of varnished dark wood, emblazoned with a stylized image of a great wave. Inside, a black needle drifts slowly in a pool of translucent, milky-green liquid under a sheet of glass. The needle always points unerringly towards the nearest large body of non-running water within ten miles. When fully immersed in water, the compass points true North.

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Staff of the Inferno: A six-foot staff that seems to have been made from a still burning piece of oak that was never put out. Embers still crackle and burn in the wood and the air around the staff is blurred with a constant heat mirage. Although the object does feel warm to the touch, the embers never ignite anything or consume the staff. When activated, the embers flare as bright as a torch for a brief moment and the wielder’s hands are coated in a fine layer of ashes. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to fire.

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Staff of the Transmuter: A staff of unusual make. Its materials and style vary greatly all along its length. From the base up, the staff is made from stone, then wood, then leather, then bone, then lead, then gold, then mithral, and then finally adamantine. The arcane implement bears traces of transmutation magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Transmutation to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Tick-Tock-Time-Travel Clock: A simple bronze pocket watch that was clearly designed by an expert clock maker. It is never in need of winding and the place where the winding mechanism rests is a small switch. When triggered, the watch can send a chosen creature a few moments back in time causing them to experience the same event they were attempting but with the opportunity for a different outcome. Once per day as an action equivalent to an attack of opportunity, the bearer can press the switch immediately after a creature within 30 feet makes an attack roll, skill check or saving throw and force that creature to reroll the attempt. That creature must then use the outcome of the second roll for better or worse. Only the bearer notices that time was turned back a few seconds. The bearer must activate the timepiece after the initial roll is made and declared a success or failure but before the result of the roll (Such as damage dealt) is shown. The bearer must have a free hand or be holding the watch in order to activate its power.

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Staff of Will: A six-foot staff made of straightened brain tissue whose ridges are braided into shape. A knowledgeable PC will be able to determine that the grey matter comes from a number of different creatures who all had psionic, telekinetic or telepathic, abilities. The staff feels damp as squishy beneath the wielder’s grip as if the tissue was still fresh. Wielders who hold the staff for long periods of time, or who activate its power, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the user. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to psychic.

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Tome of the White Hand: A blue leather-bound book imprinted with a white hand. It is wrapped in black velvet cloth and bound with glistening silver twine. The tome contains extensive instructions on creating circles of extraplanar protection and how to summon demons from the Abyss to the material plane to be bound into service. Oddly enough the book provides graphic warnings on the dangers of doing so and large sections of the book are devoted to prayers and meditations to be carried out to cleanse the reader’s mind and soul before and after completing a fiendish summoning. Through the use of the book, a bearer can burn ten gold pieces worth of incense in order to summon a minor demon and bind it to himself for use as a familiar. The summoned imp is forced to be loyal to the bearer and cannot act against him directly or indirectly. However if the summoner dies while the imp is summoned, the devil is freed to act on its own desires. Knowledgeable PC’s will recognize this tome was penned by a clerical order devoted to subduing fiends by any means possible. A large part of their training is the actual summoning and binding of demons to use them to kill other demons and extract their truenames in order to destroy them utterly and permanently. Their philosophy of fighting hellfire with hellfire is a fringe school of thought and is considered zealous at best and outright heresy at worst.

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Supernatural Staff: A six-foot staff consisting of a narrow cylinder of magically preserved blood, held in place by a larger tube of pure arcane force that completely encapsulates it. The magical force is firm and stronger than steel but completely invisible, effectively creating an untouchable, free floating tube of liquid blood. When left unattended or held by a mundane creature, the blood sloshes around against the interior of the staff but is otherwise dormant. When held by a mage or creature capable of casting magic spells, the blood boils in its confined space and the wielder can feel the magic power contained within. Knowledgeable PC’s will realize that the blood contained inside the staff is that of the mage who created it. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only force damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus spills out all the blood and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Surging Staff: A strange and peculiar staff that changes its appearance, coloring, weight, and even size, randomly. It can be smooth and cold to the touch one second then hot and ruggedly textured the next. Its weight randomly fluctuates between that of a feather’s, to that of a hefty war-hammer. Unpredictably growing as large as a quarterstaff, while shrinking to be as small as a wand on an inconsistent basis. Different colors appear and disappear, swirling about within and around it, periodically emanating strange weave-like patterns of tangled light that are seemingly stuck to it. Knowledgeable PC’s will be able to determine that the staff is a shard of crystallized wild magic and that its nature corrupts spells cast through it, infusing them with chaotic power. The staff can be used as a spellcasting focus and the wielder can choose to channel additional power through the implement in order to trigger an outpouring of uncontrolled magic, allowing the player to immediately roll on the Wild Magic Surge Table and apply the result to the spell that was cast. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). —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.

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Toxic Wand: A foot long wand made of a single fang of a giant venomous snake. The hypodermic implement is bright and polished, showing no signs of wear and tear, as if it was only recently removed from its former owner. The fang is so immense that a perceptive PC can actually see the venom channel at the tip of the fang. A single bloated drop of venom rests at the end of the channel in a perpetual state of near drip. A creature holding the wand feels an unpleasant warm tingling sensation in their hand, as if a fraction of its power somehow penetrated the wielder’s skin. When activated, the wand spits the drop of venom from the tip of the fang, penetrating the target’s skin, poisoning them from within. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers poison damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.

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Visibility Cloak: A long cloak decorated in several bright colors. It sparkles and shimmers in even the faintest light and whenever the cloak is worn, the bearer automatically fails all hide or stealth skill checks. Twice per day the bearer can cause the cloak to shine as bright as a bonfire for five minutes or until the bearer chooses to end the effect with a thought on his turn. When the cloak is gleaming, observers have a hard time looking at anything other than the coruscating colors and all creatures within 60 feet suffer disadvantage on perception and investigation checks and creatures other than the bearer gain advantage on stealth and hide checks.

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Wand False Healing: A lacquered maple wood wand, one foot in length, filled with a thin, barely perceivable core of lead. Twice per day the wielder can use the wand on a living creature within 15 feet, causing the target to regain hit points equivalent to a dagger’s damage die plus the wielder’s character level (1d4+level) as they feel a rejuvenating burst of vitality surge through them. The wand’s artificial healing is short lived and fades suddenly like the crash of a powerful stimulant, leaving the target worse off than before. One minute after being healed, the target suffers unpreventable hit point damage equal to the amount the wand healed. If this damage reduces the creature to zero hit points or less, the target also becomes exhausted as if it had gone a night without rest. Only a perceptive PC will notice that this isn’t a true healing wand unless they actually use it. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

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Wand of Discipline: A foot-long wand made of a slim willow switch covered in a heavy layer of solidified rubber. Although firm, the implement absorbs shock and blunt force and spreads it through its core, making it nearly impossible to use as a weapon. A creature holding the wand can feel the painful whip strong force of the willow switch encased within the emasculating sheath of the rubber. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, causing the wand to fling a narrow strip of invisible magical force that cracks the target like a willow switch across the knuckles of a disobedient schoolboy. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers nonlethal force damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder. This effect leaves no visible marks of injury or damage, nor will it ever directly kill the target. If a target would take enough damage from the spell to render them unconscious or dead, they instead drop to 1 hit point, remain conscious and become exhausted as if they had gone a night without sleeping. This fatiguing effect is cumulative and the wielder is able to exhaust a target to death with enough effort, leaving a corpse with no marks of injury or apparent cause of death.

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Wand of Frost: A foot-long wand made from a solid core of cloudy ice. The frozen implement never melts or cracks, even in the fiercest of heat and will mist and emit vapor in warm temperatures. Although the object does feel cold to the touch, the ice never freezes material it touches or causes frostbite in its wielder. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon which coats the wielder’s hand in a fine layer of frost that deals no damage and melts normally. Until the start of the wielder’s next turn, if he casts a spell that deals only cold damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus melts into a puddle and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.

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Wand of Grease: A slick wooden wand perpetually coated in some sort of greasy substance and is rather difficult to hold unto. Twice per day as an action equivalent to attacking or casting a spell, the wielder can cause slick grease to cover a 10-foot square patch of ground within 60 feet. The area becomes difficult terrain (Requiring twice as much movement to pass through) and is treated as if it was covered in ball bearings and all creatures already in the square must make saving throws to avoid falling prone as if they had just walked into the area. The grease is not flammable and lasts for one minute before dissipating, though the wielder can dismiss it early with a thought.

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Wand of Hail: A foot-long wand made from a solid core of cloudy ice. The frozen implement never melts or cracks, even in the fiercest of heat and will mist and emit vapor in warm temperatures. Although the object does feel cold to the touch, the ice never freezes material it touches or causes frostbite in its wielder. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, which launches a jagged chunk of ice towards the enemy and coats the wielder’s hand in a fine layer of frost, which does no damage and melts normally. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers cold damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.

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Wand of Minor Wonders: A lightweight one-foot long, black, cylindrical wand bearing white tips on either end. The implement more resembles a stage magician’s wand than a wizard’s arcane focus, but that may have been the creator’s intent. The wielder may use the wand to perform minor magic tricks and feats of prestidigitation for short periods of time. The wielder can perform any of the following tricks: Create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Instantaneously light or snuff out a candle, lantern or torch. Instantaneously clean or soil an object no larger than one cubic foot. Make a color, a small mark, or a symbol appear on an object or a surface. Create an illusory image that can fit in the wielder’s hand. The wielder can perform any single trick as an action equivalent to attacking or casting a spell, can maintain up to three non-instantaneous effects active at a time and can dismiss such an effect at will. The wand has a maximum range of 15 feet and all colors, marks, symbols and illusions fade five minutes after the wielder creates them unless ended earlier.

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Bell of Endless Death: A heavy, rusted iron bell with a bone clapper. The object has the following inscribed on its surface; “Ring this bell and you will receive a fortune but someone, somewhere in the world, whom you do not know, will die.” When rung by a mortal intelligent being, the bell’s magic activates, killing a living intelligent being somewhere in the world, who the ringer does not know. The bell then teleports to that location appearing on top of the fresh corpse and leaves a pile of 100 blood covered, gold pieces at the ringer’s location.

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Wreaking Wand: A foot-long wand consisting of a narrow cylinder of magically preserved blood, held in place by a larger tube of pure arcane force that completely encapsulates it. The magical force is firm and stronger than steel but completely invisible, effectively creating an untouchable, free floating tube of liquid blood. When left unattended or held by a mundane creature, the blood sloshes around against the interior of the wand but is otherwise dormant. When held by a mage or creature capable of casting magic spells, the blood boils in its confined space and the wielder can feel the magic power contained within. Knowledgeable PC’s will realize that the blood contained inside the wand is that of the mage who created it. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, causing the implement launch an invisible blast of pure magical force that ripples through the air like a speeding heat mirage before slamming into the enemy. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers force damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.

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Beating Heart Potion: A small sealed vial filled with pulsating red fluid that tastes like extremely bitter fruits with an aftertaste of vanilla. When consumed, the drinker’s maximum hit point total is permanently increased by 1 hit point. No creature is able to drink more than ten of these potions in their lifetime, lest their body erupt with rapidly growing cancers, eating them up from the inside in a manner of minutes until the drinker explodes in immediate unpreventable death.