Minor Magic Items, 7 (d100)

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

d100 Result

1

Wand of Obliviate: A nine-inch-long, slightly bendy cherry wand with a core of dragon heartstring. The wand is imbued with a memory forgetfulness charm and can be used to erase the last 60 seconds the target experienced. Twice per day the wielder can wave the wand at a living creature they can see within 15 feet and speak the command word which causes the target to lose all memory of the previous minute. —Note: Should this item prove to be too powerful, the DM can allow a save to resist the wand’s effect at whatever difficulty check the DM feels is fair.

2

Master’s Set: A complete set of Roll on "Random Artisan's Tools" that always feel comfortable and steady in the hand, as if it was made perfectly for whoever happens to be holding it. The set is completely mismatched in terms of decoration and material, as every single individual tool was collected from a different master craftsman who inherited it from the master craftsman who trained them. Together the whole of the toolkit is far greater than the sum of its parts and the combined wisdom and knowledge of hundreds of years of talent and practice lend their skill to the bearer’s hands. A layman quickly becomes capable in their use and an already capable artisan becomes as reliable as death and taxes. As long as the toolkit has been on the bearer’s person for at least an hour he is considered proficient with the tools. If the bearer was already proficient with those tools and makes a skill check involving them, when the player rolls the d20, he treats a roll of 9 or lower as a 10.

3

Bone Razor: A jagged bone knife that seems too thin and frail for combat but easily cuts flesh. It can be used as a dagger but due to its delicate nature instead of rolling damage it deals the minimum result possible (A 1 on a 1d4) whenever the wielder lands an attack. Best employed on a helpless or dying target, whenever a living creature is killed by the Bone Razor, the creature’s flesh begins to peel off and its bones animate as a skeleton under the control of the bearer. The undead will follow his verbal commands to the best of its ability. The creature’s flesh is not destroyed, but decays at a steady rate. The bearer can spend one minute reattaching the flesh to the animated skeleton, which ends the necromantic magic and results in a normal corpse (Though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature’s bones, the previous animated skeleton is immediately destroyed.

4

Drinker’s Luck: A steel liquor flask covered in superstitious markings and symbols meant to bring good fortune. The vessel is nearly full of good whiskey that makes the drinker feel oddly lucky when sipped. When carried in a breast pocket, the flask will unerringly attract the first lethal projectile that would hit the bearer to itself. The first time that the bearer would be reduced to zero hit points or killed outright by an arrow, bolt, bullet or thrown weapon, the projectile is instead blocked by the flask ruinously denting it but preventing all damage that the bearer would have taken and the player records the exact amount of damage prevented. After this occurs the flask is heavily damaged and does not provide its protective charm unless someone skilled in the art of distilling spirits can mix a special batch of lucky liquor to restore it. The bearer can examine the extent of the flask’s damage in its relation to the marred lucky symbols and mix a batch a unique blend of water, grain mash, yeast and an auspicious ingredient meant to bring good fortune, (Such as iron shavings from a lucky horseshoe, a four leaf clover or tufs of rabbit’s foot fur) together within the flask. At the next dawn the flask mends itself of all damages and contains a finely mixed liquor that makes its drinker feel oddly lucky. Repairing Drinker’s Luck after it has blocked a projectile requires proficiency in brewer’s tools, an hour of work and costs a number of gold pieces equal to the amount of damage it prevented plus five.

5

Death’s Pocketwatch: A small onyx pocketwatch in the shape of a grinning skull showing a full set of ivory teeth. The bearer may place the timepiece on a corpse and the clock will display how many days it has been dead and what time of day it died.

6

Equinculus Potion: A sealed glass vial filled with a translucent liquid. Careful inspection reveals a miniature horse, smaller than a fingernail, floating comatose in the vial. If consumed, the drinker feels unbelievably nauseous and begins puking until the end of their next turn. During this time, the drinker vomits up a mucus-covered amniotic sac that rapidly gestates over the course of one round into a full-sized adult riding horse. The horse is tame, initially quite moist, and bonds with the drinker as though it were its mother. The equine is a real flesh as blood animal no different from any other natural born horse. It seems to be well trained, able to take riders, pull carts and will not panic in combat. The drinker automatically succeeds on all animal handling checks made in regards to the horse and the animal will always follow the drinker’s commands to the best of its ability. Using this potion draws upon the drinker’s own energy reserves, causing him to be exhausted as if he’d spent a night without sleep.

7

Evoker’s Wand: A sturdy wand 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 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 Evocation, 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.

8

Pouch of Slumber: A small dark blue pouch that contains a mixture of flower petals, ground up crickets, and sand. Twice per day as an action equivalent to attacking or casting a spell, the bearer can reach into the pouch, withdraw a handful of the contents and throw it in the face of a creature within five feet. The bearer rolls a number of dice equivalent to five shortswords worth of damage (5d6) and if the target’s current hit points are equal to or less than the result of the roll, the victim falls unconscious. The target remains unconscious for one minute, until they take damage or another creature uses an action equivalent to attacking or casting a spell to shake them awake. Undead and creatures immune to being charmed or being unconscious (Such as constructs and elementals) cannot be affected by the Pouch of Slumber. If the target has more hit points than the result of the roll the target is competently unaffected other than being covered in sand and debris.

9

Prevailing Instrument: A Roll on "Random Musical Instruments" of masterwork quality that produces clear, resonating tones that manages to rise above the level of other sounds in the area. Rather than being louder than other instruments, the music this one creates carries better and can be heard twice as far away as normal as if the area had incredible acoustics. Bearer’s proficient with this type of instrument or in the Perform skill can use it as a focus for spells that include verbal components or require the target to hear the spellcaster. The vibrations the instrument generates allow even deaf creatures within 30 feet of the performer to hear the music and be affected by abilities or spells channeled through the instrument.

10

Celestialabe: A hardwood case containing a strange device consisting of arcs of carefully crafted bronze and silver orbiting a complicated arrangement of glass spheres. Knowledgeable PC’s will recognize it as a celestialabe which is similar in use to an astrolabe. Its key difference lies in the fact that it can be adjusted for changing heavens. Every piece can be slowed down, sped up, moved or removed. Extra pieces are packaged with the celestialabe in its hardwood case for inclusion if needed. The bearer can add 1d4 to the result of skill checks made to navigate planes other than the prime material plane or to identify what plane they are currently on. If a bearer spends at least ten minutes making adjustments and consulting the Celestialabe immediately before casting a casting a teleportation or planar shifting spell, the caster can roll an additional time and choose the best result should they need to make a roll to determine how accurate the teleportation or planar travel was.

11

Giants’ Blood: A stone phial containing an elixir of giant’s blood infused with transmutation magic. A creature can consume the contents as an action equivalent to drawing a weapon, causing the drinker and everything he’s wearing and carrying to double in all dimensions, and his weight is multiplied by eight. This growth increases its size by one category (From medium to large for example) and while enlarged he has advantage on skill checks and saving throws that rely on strength. The drinker’s weapons also grow to match its new size and while enlarged, the target’s melee attacks deal a dagger’s worth of additional damage (1d4). These effects last for one hour before the drinker and his equipment shrink back to normal size. The drinker can end this effect early by making himself throw up as an action equivalent to attacking or casting a spell.

12

A lacquered scroll case containing Resolve: {Roll 1d4+2} scrolls each covered with a different metaphysical formula (Roll a different Random Metamagic Bonus for each scroll, Rerolling Subtle Spell) that allows for the alteration of a mage’s incantations. A creature can read the scroll as part of casting a spell in order to augment the spell with the metamagic power written on it. This consumes the scroll.

13

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

14

Abjurer’s Wand: A long, sturdy, straight wand 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 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 Abjuration, 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.

15

Ale Wand: An innocuous granite wand of utilitarian design worn down from decades of use. Three times per day, the bearer can use the wand to touch a container that holds up to one pint of water, which will instantly turn it into dwarven ale of decent quality. The ale reverts back to being water if not consumed within 12 hours.

16

Angel Feathers: A small silk pouch containing Resolve: {Roll 1d4+3} soft downy feathers, willingly given by a celestial being. Each feather flutters as if caught in the gentlest breeze and imparts the desire to heal and mend. The feathers contain traces of divine power and a mage can channel their magic through them, burning them out but empowering the spell. Whenever the wielder casts a spell that restores hit points, the wielder can choose one creature targeted by the spell and instead of rolling the dice, the spell heals the maximum result possible. This process destroys one feather.

17

Belt of Returning: A simple and unassuming baldric has multiple slots along the front and back for daggers, hand axes, light hammers, javelins or other weapons that can be thrown. There are five slots in total and a careful observer can see a simple arcane glyph stamped into the leather on each slot. The baldric establishes a temporary teleportation link to the weapons stored on it but the enchantment is very basic and isn’t compatible with other localized arcane matrices. While wearing the baldric, any non magical weapon the bearer throws returns to the baldric at the end of his turn.

18

Wild Wand: A strange and peculiar wand 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 club, while shrinking to be as small as a quill 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 that its nature corrupts spells cast through it, infusing them with chaotic power. The wand can be used as a spellcasting focus and the wielder can activate it twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts any spell, the player immediately rolls on the Wild Magic Surge table and applies the result to the spell that was cast —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.

19

Bottled Star: A delicate glass bottle uniquely shaped like a sphere covered in shallow spikes. The milky white liquid in it is luminescent, and fog swirls about the bottle. This bottle emits a dim glow of pale light. As an action equivalent to an attack, the bearer can throw the bottle accurately against a creature or space within 30 feet. Upon impact it shatters, instantly releasing a beam of brilliant, scorching starlight to the heavens. Each creature within five feet of the target creature (Including the target) or five-foot space of impact, suffers five shortswords worth of radiant damage (5d6) and undead and oozes suffer an additional five points of radiant damage (5d6+5). If consumed, the drinker immediately suffers twice the damage they would have received from simply being in the blast.

20

Breathing Mask: A mask made from leather, turtle shells, and crystal that covers the eyes, nose and mouth of the bearer and can be donned as an action equivalent to attacking or casting a spell. Once per day the wielder can activate the mask as an action equivalent to drawing a weapon and for the next hour the wielder can breathe normally regardless of the environment, such as being underwater, in a vacuum or surrounded by noxious airs.

21

Brutal 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. When the wand is activated, the wielder feels an intense surge of adrenaline as their spell surges through them filling them with primal energy. 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 launches a small piece of itself (A chunk of wood, a nail or a razorblade) which strikes the target, disappears and reappears back on the wand. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers bludgeoning, piercing or slashing damage (Wielder’s choice) 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.

22

Whisper Ring: A ring carved from human bone and decorated with a carved skull. The band contains the tormented soul of an unwilling sacrificial victim whose mind was utterly broken with the insanity gained from glimpsing a Great Old One. The bearer can send tidings from his psyche to another elevated consciousness by using the trapped mind as a telepathic conduit. Twice per day the bearer can send a short message of 25 words or less to a creature who he is familiar with. The creature hears the words in its mind, recognizes the bearer as the sender if it knows him, and can answer in a like manner immediately. The spell enables creatures who are at least as intelligent as a dog to understand the meaning of the bearer’s message. This power is mentally taxing for both the bearer and the recipient and when the ring is used, both creatures suffer psychic damage equivalent to a shortsword (1d6) as the gibbering nonsense of the deranged spirit penetrates into their minds.

23

Cerebral Grist: A sealed glass vial containing the ground dried brain of an intellect devourer mixed with various unguents, creating a fine white powder known as cerebral grist. When the contents are poured onto the putrefied husk of a human sized corpse that is less than a week dead, the cerebral grist liquefies the remains over the course of ten minutes, transforming the corpse into a patch of velvety greyish mold imbued with psychic energy. The first living creature of above animal intelligence that comes within five feet of the patch, causes it to explode with spores that deal the equivalent of five shortsword’s worth of psychic damage (5d6) in a 15-foot radius burst. The damage is doubled (10d6) if the creature from which the mold is created had latent psionic abilities, such as a mind flayer, githyanki or any creature capable of at-will telepathic or telekinetic abilities. If the spores deal enough damage to kill an intelligent creature, the resulting corpse is transformed into a new patch of velvety greyish mold with the same properties as the last. Any amount of thunder damage dealt directly to the mold or includes it in an area of effect destroys the patch, while sunlight renders it dormant and incapable of releasing its spores.

24

Crown of the Cat King: A heavily dented tin crown, that smells strongly of fish. The bearer gains the ability to comprehend and verbally communicate with cats, both wild and domestic, as well as big and small. The knowledge and awareness of felines is limited by their intelligence, but at a minimum, they can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. A charismatic bearer might be able to persuade a cat to perform a small favor for him, in return for food or another favor in turn.

25

Deafening Wand: A foot-long, two-pronged wand made of steel that resembles an oversized tuning fork. The metal constantly hums and vibrates, even in otherwise quiet areas. The wand 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. 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, making the constantly vibrating hum exponentially louder as the prongs reverberate violently, nearly shaking out of the wielder’s grasp. The vibrations build on themselves, quickly reaching a fever pitch before loosing the pent-up sonic energy in a thunderous crack towards the enemy. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers thunder 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.

26

Withering Wand: 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. 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 horn to draw in light and warmth from the area around it for a few moments as if attempting to corrupt the very nature of the world. Until the start of the wielder’s next turn, if he casts a spell that deals only necrotic 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 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.

27

Dispelling Staff: A long, sturdy, straight staff carved from the heartwood of an ancient oak, bearing heavy iron spheres on both ends. The arcane implement is infused with abjuration magic, specifically that of dispelling and negation which allows it to be used as a spellcasting focus as well as an anti-magic aid. Whenever the wielder casts a spell that negates another spell being cast or removes an ongoing magical effect (Such as Counterspell or Dispel Magic), all of the spell’s effects are treated as if the caster had expended a spell slot one level higher than it was actually cast at. If the wielder is required to make an ability or skill check as part of casting those spells to see if they’re successful, he adds 1d4 to the result of the roll.

28

Draught of Inexorable Age: A sealed glass vial containing a dull grey liquid that slowly sloshes within the container. When consumed the drinker physically gets 2d4+2 years older (See Note) but his maximum lifespan is also lengthened by twice that amount to fuel the chronomagical effect. The drinker is granted a longer life at the cost of his youth, essentially investing in himself for the long term. —Note: A DM may rule that this number is multiplied by 10 for longer lived races such as dwarves, elves or gnomes.

29

Fairy Lantern: A hexagonal lantern with iron meshes instead of glass that contains a tiny figure huddled inside. The tiny person glows softly, and from their back emerges a pair of small, insectoid wings. Their ethereal skin glows softly with alternating yellow, green, red, blue, purple, or teal light. When fed something sweet such as a grape or a bit of cake, the fairy glows much more brightly, casting light brightly in a 30 foot radius and dimly in a 60 foot radius for one hour. Knowledgeable PC’s know that small pixies such as this one are not capable of speech, and it’s doubtful they’re sapient despite their humanlike appearance. They tend to forget things within a few seconds, and many scholars believe they evolved to look like humans to mimic Sprites, who hold the respect of the forest, or to gain the sympathy of humans. This species of fey do not seem to mind being caught and kept in lanterns. They mostly survive off of a diet of sugar and water or fruit, and tend to disappear if they are not fed and watered for several days, almost as if they suddenly realized that the lantern is latched from the inside. Fairies that are well cared for tend to bond with the lantern’s bearer and can act something like pets.

30

Wand of Venom: 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. 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. Until the start of the wielder’s next turn, if he casts a spell that deals only poison 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 is dissolved by its own venom 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

Draught, Silver: A leather belt pouch containing Resolve: {Roll 1d4+2} vials of Silver Draught. This swirling mix of powdered silver and rare minerals offers the protection of a silver charm in a draught. Frequently imbibed by lycanthrope hunters, it also protects against weaker devils. If consumed, the drinker gains advantage on all saving throws made against the spells and abilities of creatures who would be vulnerable to silver. If the drinker would be attacked by a lycanthrope while under the effect of Silver Draught, he gains advantage on the next saving throw made to resist contracting lycanthropy from that specific attack even after the Silver Draught has worn off (Such the next full moon). The alchemical concoction infuses the drinker’s blood and if a creature who is vulnerable to silver bites the drinker, it suffers damage equivalent to two silvered shortswords (2d6). These effects last for one hour.

32

Ejection Amulet: A pendant carved from yellow stone in the shape of a crested bird and hangs from a simple cord necklace. The amulet has three charges. Whenever the bearer takes damage, he can choose to expend a charge to teleport himself up to 100 feet to an unoccupied space that he can see, as an action equivalent to an attack of opportunity. When the amulet’s last charge is expended, it crumbles into dust.

33

Elixir of Aptitude: A sealed glass vial containing a sweet amber broth with strange pink fragments floating within enhances the user’s innate talents. When consumed, the drinker becomes a true master of all of the talents he was merely capable of performing. For the next ten minutes, whenever the drinker makes a skill or tool check with a skill he is proficient in and rolls a d20, he treats a roll of 9 or lower as a 10.

34

Frozen Staff: A six-foot staff 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 staff while casting a spell that deals only cold 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 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.

35

Goodberry Wine: A corked, green glass bottle wrapped in a protective wicker covering, filled with a dark purple liquid. The drink was made from fermented berries that were enchanted with druidic magic that fortifies and rejuvenates the body. The bottle contains 5d4 doses of goodberry wine when found. The bearer can drink a dose of the bottle or administer a dose to another creature as an action equivalent to attacking. Each dose restores one hit point and provides enough nourishment to sustain the creature for an entire day.

36

Hanged Man’s Pardon: A simple leather pouch that has been strung to a piece of twine, presumably to be worn around a person’s neck. Inside the pouch is a handful of dirt gathered from below a hangman’s gallows. A bearer must attune to the item by resting with it for at least eight hours. The first time the bearer would die as a result of failing a death saving throw while attuned to the item, the pouch splits open, spilling its contents. Instead of failing the saving throw, nothing happens. The bearer is still considered to be dying but has gained a reprieve for the round and continues making death saving throws as normal in the next round. Once this effect has been used, the Hanged Man’s Pardon is destroyed.

37

Illusionist’s Wand: A slender wand 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 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 Illusion, 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

Hellfire Staff: A six-foot staff that seems to have been made from a still burning piece of spongy rotten oak that was never put out. Embers of putrid green, sickly purple and pitch-black 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 they are powerful beyond measure and that everything good and pure in the world is a personal insult and challenge towards their dominance. When activated, the embers flare as bright as a torch with a disturbing pallet of green, purple and black hued light for a brief moment as the wielder is filled with a strong sense of absolute personal power. 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 necrotic damage.

39

Helm of Forgotten Memories: A heavy, steel, knight’s helm gilded with a web of dimeritium that serves to reduce and ground the metaphysical energy of magic aimed towards him. The memories of hundreds of fallen witch hunters and inquisitors float through the wielder’s consciousness, guiding and teaching him how to survive while combating mages. The wielder adds 1d4 to the result of all saving throws he makes against spells and magical effects when he is within five feet of the caster. The wielder must be proficient in medium or heavy armor in order to wear the helm properly and benefit from its benefits.

40

Imperceivable Wand: A one-foot long wand of transparent glass with flecks of powdered mirror trapped within it. The implement is infused with illusionary magic that allows the wielder to use it as a spellcasting focus and to alter the essence of spells. Twice per day when the wielder casts a spell he can modify it so that it carries no visual manifestation until the end of the wielder’s next turn at which time it becomes visible. All other aspects of the spell, including range, area, targets, and damage remain the same and the wielder may still be seen physically casting the spell. For example, Fireball cast by the wielder could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (Including the heat), and any flammable materials ignited by the explosion would still burn visibly with nonmagical fire. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell.

41

Potion of Vigor: A sealed glass vial containing a vermillion hued potion that tastes of strawberries and blood. If consumed, the drinker experiences an overwhelming rush of strength and vigor and gains the equivalent of four dagger’s worth of damage (4d4) as temporary hit points. This rush of vitality lasts until the hit points have been lost to damage or until one hour passes, at which time the temporary health fades away. When the drinker has temporary hit points and takes damage, the temporary hit points are lost first, and any leftover damage carries over to his normal hit points. For example, if he has 5 temporary hit points and takes 7 damage, he loses the temporary hit points and then takes 2 damage.

42

Mantle of Caverns: A cloak that seems to be woven out of a multitude of minuscule stones yet still has the flexibility of cloth. While worn, the bearer gains a climbing speed equal to half his movement speed and can add 1d4 to the result of stealth checks he makes while climbing a rocky surface.

43

Rose & Thorn: A silver bracelet, set with a rose-cut garnet. An inscription in delicate script on the inside of the band reads “Beware their beauty or you might feel their sting”. As an action equivalent to drawing a weapon the bearer may speak the command word “Rose” to transform it into a silvered dagger that appears in the hand of the wrist that the bracelet was on. If the hand is not free, the dagger falls to the ground. While holding the dagger the wielder can speak the command word “Rose”, as an action equivalent to drawing a weapon to transform it into a bracelet around his wrist. In both its forms, the object is protected by minor shielding wards and when worn or held by a living creature, it does not give off a magical aura and is not detectable as a magical object.

44

Mantle of Phlegathos: A mundane looking dark cloak that smells faintly of brimstone. Whenever the bearer is successfully attacked, the cloak erupts into a shroud of roaring white hot flames. This hellfire is harmless to the bearer and his equipment but causes tremendous pain to his foes. Whenever the bearer is successfully attacked by a creature within five feet, that enemy suffers the equivalent of two daggers worth of fire damage (2d4), as he’s scorched by hellish flames.

45

Mantle of the Mage: A nearly invisible cloak that shimmers like starlight reflected in a slow-moving river. The mastery of a single esoteric talent (Roll a Random Unique Metamagic Bonus) refined from countless wizards is woven into each thread. When casting a spell, the bearer can focus all his resolve into the invocation, becoming a pillar of arcane might and infusing the spell with additional power. Three times per day when the wielder casts a spell on his turn and hasn’t moved yet, he may augment the spell with the Mantle’s Metamagic bonus as an action equivalent to drawing a weapon. The wielder’s speed then drops to zero until the end of his turn.

46

Megaphone of Shouting: A town crier’s speaking horn made from hammered tin and a large crow skull. A bearer who yells into the horn will have his voice amplified as if it was ten times as loud.

47

Metamagic Rod: A three-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 implement whispers in some ancient, arcane tongue; a nether murmur that’s audible to even 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 activate the rod twice per day as an action equivalent to drawing a weapon. The first spell the wielder casts before the end of his next turn is augmented with the Metamagic power that the focus is attuned to.

48

Mordenkainen’s Locket: A simple golden locket that has no keyhole, latch or mechanism that would seem to allow one to open it. Once per day as an action equivalent to attacking or casting a spell, the bearer can speak the command word and touch the locket to a closed door, window, gate, chest, or other entryway, and it becomes magically locked for 24 hours and the keys that would normally unlock it no longer do so. The bearer and up to five creatures he designates when he activates the Locket can open the object normally. The bearer can also set a password that, when spoken within five feet of the object, suppresses the magical locking effect for one minute. Otherwise, it is impassable until it is broken or the effect is dispelled or suppressed. The object’s hit points are doubled and picking the lock is twice as hard, requiring two consecutive successful lock picking checks in order to open it. All effects end after 24 hours.

49

Morning Glory: A sealed glass vial containing a handful of small purple berries. If consumed, the creature becomes unable to rest or sleep in any capacity (Including short rests) for the next 3d4 hours but also becomes immune to magical and mundane sleep for that same time. Furthermore the creature gains advantage on saving throws made solely to resist becoming unconscious such as inhaling a sleeping powder.

50

Peasant’s Rod: A gnarled oaken staff covered in leather thongs made from various domesticated animal species. As an action equivalent to attacking or casting a spell, the wielder can wave the rod at a domesticated animal such as a goat, pig, horse, dog, cow, sheep or chicken within 15 feet in order to command its obedience. While charmed in this way, the beast regards the wielder as its trusted leader and will follow simple verbal commands as if it was extremely well trained. While obedient, the animal is not mentally dominated and the bearer cannot force the animal to place itself in immediate danger, attack a target or harm itself. The enchantment effect lasts until the bearer is more than 60 feet away from the animal or the wielder charms a new target.

51

Psychometron: A small, clear gem about one inch in diameter that’s mounted in a headband of gold and carru leather. The gem is perfectly round and sparkles even in complete darkness and would appear to be worth a king’s ransom simply as a piece of jewelry. The object is a natural amplifier of physic energy allowing the bearer to focus psionic power through it for a quick burst of power. Unfortunately, gem’s amplifying nature is unpredictable and mentally draining on the wielder making it risky to use. Whenever the bearer uses a psychic or psionic ability or casts a spell that deals psychic damage he can choose to channel it through the Psychometron. When it’s used this way, the bearer suffers psychic damage equal to a dagger (1d4) and rolls randomly on the Unique Metamagic Bonus Table and applies that bonus to the spell or effect. If Metamagic bonus is not relevant to the spell or ability, the bearer suffers the psychic damage but gains nothing from the use of the Psychometron.

52

Resonating Wand: A foot-long, two-pronged wand made of steel that resembles an oversized tuning fork. The metal constantly hums and vibrates, even in otherwise quiet areas. The wand 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. 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, making the constantly vibrating hum exponentially louder as the prongs reverberate violently, nearly shaking out of the wielder’s grasp. Until the start of the wielder’s next turn, if he casts a spell that deals only thunder 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 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.

53

Rod of Fortune Seeking: A short iron rod that ends in a fist clutching a golden coin. This wondrous item is made by the dwarves. When held, the rod imparts the bearer with the direction of the largest contiguous mass of gold within 1000 feet. The implement will detect a mass of gold as small as a single coin or as large as a vault’s worth of gold bars that are all touching.

54

Sacred Staff: 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 feather remains absolutely pristine, free of blood, gore, stains, and bent barbs, 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 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 radiant 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 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.

55

Septic Staff: A six-foot staff made of a single fang of a nightmarishly 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 PC can actually see the inch-wide 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 staff feels an unpleasant warm tingling sensation in their hands, as if a fraction of its power somehow penetrated the wielder’s skin. 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 poison 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 is dissolved by its own venom 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.

56

Sequester Ring: A large heavy ring of pure lead covered in arcane symbols of misdirection and nullification. The combination of the magically resistant metal and layers of concealing enchantments renders the ring completely undetectable and untargetable by means of divination in all its forms. The bearer and everything that he is wearing and carrying are treated as if they were completely encased in a foot of lead or in an antimagic zone when targeted by a spell designed to scry or detect the bearer or discern his location. For example, if a mage were to scry an area that the bearer happened to be in, he would see the location as normal except that the bearer would be considered invisible and muted to his perception. If the mage were to attempt to scry the bearer by specifically targeting him, the spell would fail without revealing anything. The ring must be worn for a full hour for the ring to attune before the effects begin.

57

Shadow Feathers: A bundle of Resolve: {Roll 4d4+4} black feathers that have been lightly enchanted and have some tiny symbols inked on the quills. The bearer can burn one of the feathers in a small flame (Such as a candle, torch or campfire) which creates a thick heavy cloud of black smoke that fills a five foot square. This smoke has a certain amount of physical substance and stays in place allowing it to be sculpted in the air while being formed and after it’s formed. Any creature adjacent to the smoke can make a sleight of hand, perform or tool check (woodworking, sculpting, pottery, etc.) with advantage to create a specific shape. The thick smoke is completely opaque, obscuring the five foot square that it resides in and is so dense that it is treated as difficult terrain, requiring ten feet of movement to pass through it. The smoke dissipates on its own after one hour.

58

Shard of Healing: An enchanted clay tile created by a very select group of clerics of Chauntea. A devoted and esoteric group, the clerics are female potters, calling themselves Chauntea’s Claymaidens. They see themselves as the embodiment of Chauntea’s creative muse. Espousing earth as the womb of all agriculture, the clerics mold clay in all shapes. Their vases are prized for their beauty and are found in noble houses all over the lands, but they are best known for embedding healing runes into baked tiles called shards. In their mind the humanoid form is simply a form of animated clay baked in the motherly womb. A braided cord is strung through a small hole in the tile allowing it to be worn around the neck. As an action equivalent to drawing a weapon, the bearer can snap or crush the tile, breaking the healing rune inscribed on the surface. Upon doing so, the tile releases a burst of curative power that heals the bearer or a creature of the bearer’s choosing within 5 feet an amount of hitpoints equal to four daggers worth of damage (4d4). If the creature is at zero hit points or is dying from their injuries, the target is healed for the maximum amount of hit points possible (16) rather than rolling for it. Once the tile is broken, it is destroyed permanently.

59

Shocking Staff: 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 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 lighting 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 loose sand 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.

60

Skeleton Key: A sturdy steel key three inches in length. It has many strange and twisted prongs jutting from the shaft at weird angles and the head of the key is carved to look like a grinning human skull. The bearer can insert the skeleton key into any non-magical mechanism and turn it to instantly unlock the mechanism. If the object has multiple locks, only one of them is unlocked. Once the key is used, it cannot be used again until the next dawn.

61

Slashing Sands: A large, thick glass vial filled with glittering dark sand. When uncorked and flung on the ground (Using an action equivalent to attacking or casting a spell) it releases a series of small sandstorms that travel to where the bearer mentally directs and settle on the ground leaving dustings of razor sharp obsidian shards. The bearer can cover up to six, five-foot squares that he can see within 50 feet with the sands which are then considered to be covered in caltrops which deal additional damage equivalent to a dagger (1d4) whenever they injure a creature. The bearer can cover areas already occupied by creatures but said creatures are not considered affected by the sand unless they are knocked prone or leave the area and re-enter. The obsidian’s impossibly sharp edges quickly dull and become harmless black sand after eight hours.

62

Snuffing Staff: A short staff with a small conical brass hat on the top end. A significant amount of the wood is scorched as if it was recently on fire. Twice per day as an action equivalent to attacking or casting a spell, the wielder can snuff out all non-magical fires that are torch sized or smaller within 50 feet.

63

Staff of Corruption: 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 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 necrotic.

64

Staff of Ferocity: 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 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 physical damage (Caster’s choice of bludgeoning, piercing or slashing).

65

Staff of Rest: A weathered oaken hiking staff which imparts its wielder with the direction of the place he last rested or slept for eight hours. Additionally, as long as the bearer has had the staff in his possession since the last time he rested, he is able to perfectly retrace his steps in order to reach that place.

66

Staff of the Avalanche: A six-foot staff made from a solid core of cloudy ice. The frozen implement never melts or cracks, even in the fiercest of heat but 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. When activated, the wielder’s hands are coated in a fine layer of frost, which does no damage and melts normally. 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 cold.

67

Staff of the Conjurer: A thin staff 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 staff while casting a spell from the school of Conjuration 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.

68

Staff of the Diviner: A long, thin crook woven from threads of pure platinum. A silver ball caps the base of the staff. 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 staff while casting a spell from the school of Divination 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.

69

Staff of the Enchanter: A delicate staff 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 staff while casting a spell from the school of Enchantment 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.

70

Staff of the Necromancer: A gruesome creation crafted out of the spine of some unfortunate 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 staff while casting a spell from the school of Necromancy 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.

71

The Cloak of Tattered Souls: A cloak that seems to be made of tatters of diaphanous grey silk that flutter continuously, even if there is no wind. The casual eye tends to turn away from the cloak, but a close examination will reveal moving faces and forms in the silk. Thus is the cloak’s nature revealed: it is made from souls that have been distorted and bound to serve the bearer. Whosoever wears the cloak hears a constant low tide of whispers, as if distant, weary crowds were begging for his attention. The souls wrap him in a shield of gloom and protect his psyche from outward forces and whenever the bearer would suffer psychic damage he reduces the amount taken by the equivalent of two daggers (2d4) to a minimum of 0.

72

Tome of the Casual Researcher: A large, thick, wood bound tome. On the front of the book where there would normally be a title or author, there is a rectangular piece of slate built into the wood with the words “Bronze Dragons” written in chalk. The book’s pages are filled with parts of written and illustrated works by numerous different authors all centered on the subject of bronze dragons. There are single chapters of adventure stories where bronze dragons are mentioned, a news article about a bronze dragon, a local legend about a bronze dragon living in an old volcano, a page from a bestiary written by a retired adventurer, an alchemical essay for how to safely use bronze dragon’s blood, and then a sorcerer’s essay that directly contradicts that essay, etc. Once per day, the bearer can erase the words on the slate and write down a different subject up to five words in length and close the book with a single gold piece within the pages. The book’s pages instantly change to provide a variety of different, common and uncommon sources of written works on the subject. If the book is used as part of a knowledge, lore, history or other similar intelligence based skill check, the book serves as a fairly reliable source of general information. During the check, when the player rolls the d20, he treats a roll of 9 or lower as a 10. This requires the bearer to spend a gold piece to change the book’s subject and spend five minutes skimming over the various entries.

73

Toxic Staff: A six-foot staff made of a single fang of a nightmarishly 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 PC can actually see the inch-wide 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 staff feels an unpleasant warm tingling sensation in their hands, as if a fraction of its power somehow penetrated the wielder’s skin. 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 poison.

74

Transmuter’s Wand: A wand of unusual make. Its materials and style vary greatly all along its length. From the base up, the wand 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 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 Transmutation, 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.

75

Trusty Lantern: A sailboat’s bull’s-eye lantern made mostly of brass that will continue to burn mundane oil even while immersed in water. The light it casts is never impeded by water, whether it be rain, sleet or sea.

76

Vibrational Dampener: A hextech belt filled with gears and gadgetry that serve to compensate for the natural shakes and twitches in any organic body. The various animated clockworks slowly wind up a pair of mainsprings which when released, allows the belt to function for a limited amount of time. Twice per day as an action equivalent to drawing a weapon, the bearer can activate the Vibrational Dampener causing him to be completely undetectable by any tremorsense or blindsight ability for one minute.

77

Vitriolic Hairpin: A fashionable jade hairpin with a beautifully patterned head in a motif of bees and honey including, set into the center, a transparent honeypot with amber liquid floating inside. It is easily concealed within the hand and the point of the pin is unspeakably sharp and slowly produces a clear oil which is remarkably toxic. Twice per day, the bearer can jab the hairpin into a creature within their reach as an action equivalent to attacking or casting a spell. The wielder can attempt to do this covertly by making a sleight of hand or deception check (Wielder’s choice) compared against the target’s perception or insight check (Target’s choice). If the victim’s result is lower than the wielder’s he does not notice being pricked by the hairpin and if the victim’s result is higher than the wielder’s he notice’s being stabbed and acts accordingly. Exactly ten minutes after being stabbed, the target suffers five dagger’s worth of poison damage (5d4), as the slow-acting toxin finally takes effect. If the wielder ever rolls a natural 1 on the result of his sleight of hand or deception roll while using the hairpin, he manages to stab himself with it, consuming one of the uses per day and suffering the poison damage after ten minutes go by. The hairpin is protected by minor shielding wards and when worn or held by a living creature it does not give off a magical aura and is not detectable as a magical or poisonous object.

78

Wall Runners: A pair of very fine, chainmail boots with shining steel links that seem to occasionally glint with a blue-white otherworldly light. The boots are imbued with gravitational power, allowing the bearer to temporarily disregard silly concepts as “up” and “down” and run in any direction he desires. Twice per day the bearer can activate the boots with an action equivalent to drawing a weapon and until the end of the turn the wielder gains a climb speed equal to his movement and can move up, down, across vertical surfaces and upside down along ceilings, while leaving his hands free.

79

Wand of Acid: A foot-long wand made of a single piece of incredibly pitted and rusted iron. At one time the wand 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 object 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 wand, disintegrating when they hit the ground but the arcane implement never seems to reduce in size or weight no matter how much is lost. 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 causes the wand to release a fist sized, cloud of swirling rust flakes that corrodes whatever it touches. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers acid 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.

80

Wand of Corrosion: A foot-long wand made of a single piece of incredibly pitted and rusted iron. At one time the wand 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 object 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 wand, 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 wand twice per day as an action equivalent to drawing a weapon and until the start of the wielder’s next turn, if he casts a spell that deals only acid 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 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.

81

Wand of Dust: A foot-long wand made of human bone wrapped in sandy bandages. The implement’s grip bears the holy symbol of a Sun God primarily worshiped in desert communities; the image is that of an ankh within a blazing sun. Knowledgeable PC’s will know that these wands were created by the archpriests and master embalmers of the desert land who prepared their dead in mummification rituals so that they could be resurrected by their God at a later time. Unfortunately the pyramids and burial sites of their deceased loved ones were routinely desecrated by necromancers who raised the preserved corpses as undead abominations, thus rendering that soul incapable of ever properly returning to its mortal form. An armory of wands like these were fashioned to repel the undead creations and guard the graves against future necromancers. The rage of the archpriests and embalmers burned long and cold and after they had created enough wands to arm their own citizens, they began selling the implements abroad at cost to ensure that all countries within any of their trade routes could stamp out those who would defile the dead and raise them up. 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, coating his hands in a mixture of dust and desert sand as the wand releases a miniature dust devil towards its target, that strips away rotting flesh and pulverizing animated bone while leaving most living tissue completely unharmed. The wand is perfectly accurate at close range and if the target is undead or has ever created an undead creature and is within 5-30 feet, the target suffers 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. Targets who are not undead or have never raised undead, suffer no damage or negative effects and are left only with a minor dusting of desert sand. If the wielder is undead or has ever personally raised, summoned or controlled an undead creature, when the wand is activated instead of dealing damage to the target, the wielder suffers a dagger’s worth of damage plus his level (1d4+level) as the wand surrounds him in a maelstrom of vengeful sand.

82

Wand of Embers: A foot-long wand 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 wand. 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. This causes the embers to flare brightly as the wand looses a tongue of flame at the enemy and coats the wielder’s hand in a fine layer of ash. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers fire 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.

83

Wand of Flame: A foot-long wand 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 wand 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. 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 embers to flare as bright as a torch for a brief moment and coats the wielder’s hand in a fine layer of ash. Until the start of the wielder’s next turn, if he casts a spell that deals only fire 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 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.

84

Wand of Fulmination: 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. 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 wand’s interior to storm and flash with energy that audibly crackles and sparks. Until the start of the wielder’s next turn, if he casts a spell that deals only lighting 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 crumbles into loose sand 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.

85

Wand of Healing: A foot-long laurel wand with two entwined snakes carved along its length and capped with a pair of brass wings. A creature holding the wand 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. The implement is infused with a Random Metamagic Power (See Note) 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, filling the wielder with the deeply satisfying knowledge that they have helped save a life and kept the grim scythe of Death at bay. Until the start of the wielder’s next turn, if he casts a spell that heals or restores hit points, 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. —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.

86

Wand of Mercy: 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. The wielder is imparted with the knowledge that should they so choose, their abilities will also be bound in a protective force, keeping them painful but nonlethal. The wielder can use the wand as a focus while casting a spell that deals damage in order to change 100% of the damage dealt into nonlethal damage. The modified spell leaves no visible marks of injury or damage, nor will it ever directly kill any of the targets affected by it. 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.

87

Wand of Minds: A foot-long wand 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 wand feels damp and squishy beneath the wielder’s grip as if the tissue was still fresh. 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 him to experience fleeting mental flashbacks of lives he’s never lived, as the memories locked away in the preserved brains leak into him. Until the start of the wielder’s next turn, if he casts a spell that deals only psychic 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 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.

88

Wand of Mindstrike: A foot-long wand 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 wand feels damp as squishy beneath the wielder’s grip as if the tissue was still fresh. Wielders who hold the wand 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. 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, allowing the wielder to draw on all of the memories of emotional and physical pain of the wand’s minds and thrust that pain onto a nearby creature. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers psychic 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.

89

Wand of Necromantic Cooking. A foot-long stirring spoon made of bone that occasionally twitches when near raw meat. A creature wielding the wand can direct necromantic energy to animate a nearby cut of meat or entire corpse (No bigger than twice his size) to cut, prepare, marinate, and cook itself. A slaughtered pig will seek out gravy to roll around in, a headless chicken will pluck and quarter itself, a rabbit corpse will carefully skin and gut itself before vaulting into the stewpot and sausages will jump into the saucepan, then plate themselves when cooked. The wielder must maintain concentration and line of sight on the meat and the cooking process at all times and must consciously direct the meat in how it will prepare itself. The wielder is granted advantage on any checks made to cook or prepare food that is mostly meat and can prepare those meals in half the time. Corpses animated by the wand cannot make any other actions other than to prepare themselves for food purposes. The trace amount of necromantic magic irradiating the meat kills off all traces of poison and disease, purifying the meal while dissipating moments after the wand is put down making the formerly animated meat perfectly safe to consume.

90

Wand of Reflections: A one-foot wand made entirely of dozens of curved hexagonal mirrors. The wand can be used as a spellcasting focus and twice per day, the bearer can take an action equivalent to attacking to create an intangible, shimmering, reflective illusion in the air within 30 feet. The wand creates a floating, flat, square surface that is a perfect mirror on one side and is completely transparent on the other. The wielder decides the direction the mirror is facing and its size which can be no more than five feet across. Objects and creatures can pass through the mirror without issue and creatures who investigate the mirror may recognize that it’s an illusion and disbelieve it, allowing them to see through the reflective side. On his turn if the bearer has not moved yet, he can reduce his speed to 0 until the end of his turn to cause the mirror to float up to 30 feet in any direction or to change the mirror’s direction. The mirror lasts for one minute before the illusion fades and the bearer can dismiss it at any time with a thought.

91

Ring of Flies: A ring made of a hard, black material that resembles chitinous scales, and has a diamond gem inset that unfolds into small gossamer wings when activated. When first donned, the bearer’s mind is slowly filled with a numbing, buzzing noise that grows to the edge of an unbearable volume, then abruptly disappears. Leaving the bearer with the knowledge of how to activate the ring. The bearer can mentally activate the ring as an action equal to drawing a weapon, in order to summon a small cloud of 5d20 common blowflies in a space he can see within 100 feet. The flies are completely mundane insects, capable of eating and reproducing and will act as flies normally would under whatever circumstances they arrive in. The bearer has no control over the flies and they are no more harmful than a typical fly. After the ring has been worn for some time he begins to develop an irrational fear of spiders and spider-like monsters, as well as a growing preference for consuming offal, rotten food and feces. These feelings are noticeable but easily overcome and go away when the ring is removed.

92

Wand of Smiting: 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. 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 emit a thin ray of blinding light at the enemy and chime a single pure, piercing note. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers radiant 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.

93

Bellowing Wand: A large heavy bronze bell the length of a grown man’s forearm and makes far more noise than it should when rung. The implement is infused with sonic sorcery that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. Whenever the wielder casts a spell that deals thunder damage, the caster can choose to cause all targets fully affected by the spell to become deafened until the start of the wielder’s next turn in addition to the spell’s normal effects. When the wand is activated in this way, a loud gonging sound, audible from as far as 300 feet, emanates from the wielder.

94

Wand of the Black Pact: A stygian wand made from the tip of a still living archfiend’s horn that seems to suck in the ambient light around it. Any intelligent creature who touches the wand becomes fully aware of all of its properties, as the archfiend implants the offer of an infernal gamble in the bearer’s mind. The devilish deal is to cause great harm to the wielder’s enemies in exchange for a roughly equivalent portion of the bearer’s life force. As an action equivalent to attacking or casting a spell, the wielder can choose a target they can see within 60 feet chooses a number (Referred to as X) from 1 up to his current hit point total. The target is dealt the equivalent of X daggers worth of unblockable hit point damage (Xd4) that automatically hits, bypasses any and all forms of damage reduction and resistances and cannot be reduced in any way as the wand releases a blast of unholy black fires that races unerringly towards the target. If this damage would reduce the target to zero hit points or less (See Note), the creature and all of its equipment burn down to a smoldering pile of black ashes. The wielder is then dealt X daggers worth of unblockable hit point damage (Xd4, roll a separate set than the damage dealt to the target) that that similarly cannot be reduced in any way, as the wielder pays for the archfiend’s power with their life. If the damage from the wand would leave the wielder at zero hit points or less, the wielder and his equipment (Except for the wand) are completely consumed by black flames and his soul becomes the property of the archdevil, leaving him unable to be raised from the dead. The use of this wand is the same as making a deal (However brief) with a devil and may be considered an evil act. There is no limit on how often the wand can be used or who can activate it but it cannot be used by an unintelligent creature, a being who is under any form of mind control, or one without a soul or who cannot sacrifice life energy (Such as animals, charmed servants, constructs or undead). —Note: The wand is unaffected by spells or abilities that would prevent the target or wielder from automatically dying as a result of hit point loss. If the wielder has 10 hit points and the wand deals 11 but the wielder has an ability to leave themselves at 1 hit point rather than 0 or -1, the wielder is still consumed by the wand’s black fire. The archfiend bypasses these protections as part of the pact.

95

Wand of the Librarian: A birch wand carved with fine details of books neatly organized on shelves. It smells faintly of old musty books and preserved parchment. The bearer can speak the command words “Search Terms” and utter a phrase up to five words in length, causing the wand to search for that specific wording in a single book within five feet of the bearer. Each appearance of the term will be marked by a small slip of paper that materializes between the correct pages. Additionally, as an action equivalent to attacking, the wielder can target a creature he can see within 30 feet and hiss the command word “Shhh!” to cause the creature to be unable to speak above a whisper until the end of the bearer’s next turn. Whispering does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the target is still able to speak but he cannot provide rallying cries to allies, give instructions, shout for help, or yell warnings. —Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in loud taverns, whispers cannot be heard at all.

96

Wand of Uncertainty: A one-foot long heavy leaden wand, 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 wand. When activated, the wielder can feel warped chaotic magic erupt from the wand in a maelstrom of elemental energies before finally coalescing into a single bolt of power. 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 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. The wand’s method of lethality shifts with every use and each time the implement is activated the player rolls 1d10 (See Note) to determine the type of damage dealt that turn. —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.

97

Wanted Notice of the Unknown Ranger. A sealed glass vial containing an old, folded and rolled up wanted poster. There is a length of cord through the cork allowing it to be worn as a necklace. Once per day the bearer can utter a command word as an action equivalent to drawing a weapon, to prevent all creatures within a 15-foot radius (Including himself) from being able to speak, write or actively remember the bearer’s name. This effect lasts for ten minutes and the effect travels with the bearer.

98

Wayward Wand: A strange and peculiar wand 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 club, while shrinking to be as small as a quill 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. Twice per day as part of casting a spell, the wielder can activate the wand 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.

99

Transmuter’s Ring: A lead band, the work of a talented-but-lazy alchemist. In attempting to create a philosopher’s stone, she got this far and called it a day. Once per day, the bearer can activate the ring as an action equivalent to an attack of opportunity, to turn himself into solid gold for one hour. From the bearer’s perspective, no time will pass and the effect cannot be ended early short of using dispelling or curse breaking magic on the statue. As the statue, the bearer is considered a magical object and indestructible by non-magical means but spells, magical effects and magic weapons treat the statue as pure gold, a weak metal. If the creature does become damaged while turned into a statue, he suffers from similar deformities when he reverts to his original state.

100

Wizard’s 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 resonating within. Knowledgeable PC’s will realize that the blood contained inside the wand 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 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 that deals only force 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 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.