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2/5
Maybe, but that can be figured out later I think.
A few of the items I posted just now I'm not entirely sure about the names. Ideas for better ones (such as the "sight-speech stones, I didn't want to just call them communicators)?
Also, how might one depict madness mechanically? Or would that just be a story element?
When a lycanthrope polymorph while holding this silver axe, they can chose to have it meld into them rather than being dropped. It becomes a part of a single natural weapon causing a claw, tusk, teeth (the whole maw), etc, to to be silvered and grant +1 combat bonus. If it melds/stays melded when turning to human form, it makes the whites of the eyes silver and grants truesight for 60ft. Melding or unmelding the axe can only occur while polymorphing.
The Dark Cadre made the Moonclaw, but are unaware of its ability to grant truesight while melded in humanoid form. It was not an intended effect, and there was nothing around during the testing to point out it existed.
Power Figurines
Sets of animal statues made from various materials. The statues are small enough to easily hold in a hand. Each has a soul of the animal they represent infused into them, or at least part of a soul. When the figurine is held, the holder may summon a specter of the animal to appear. The specter is completely under the command of the one who summoned it, can go through solid objects at will and never tires or hungers, but aside from that is a standard animal despite whether it is a partial soul or a whole one. If the animal is defeated (can only be attacked with magic, magic items or items otherwise designed for fighting ghosts), it must retreat to the figurine of possible, and can not be summoned again until after a long rest. Otherwise, a spirit may be re summoned after a short rest. If the figurine has gems for eyes, it contains the spirit of a dire animal.
They were first created by a (dark?) druid placing animal spirits into carvings around the time of the creation of Kassius in c3100. Aelfarian mages learned of this druid who occasionally attacked patrols and groups set out to colonize new territories. They also learned how he attacked, leaving few alive from an onslaught of spectral beasts. After finding and capturing the druid they eventually learn how to replicate the process. In addition they learned how to “improve” the methods, splitting the souls of the animals to allow more items per animal. The mages kept the method of how to do it to themselves, but the figurines were so easy to make compared to other things, they quickly began selling them and giving them as gifts to political heads.
Hardly anything is known about what happens to the spirits either during or after their time in the figurines. Especially with the splitting of souls, the figurines became a mildly heated topic among the religious sects. It became taboo to knowingly set one part of a spirit against another of the same, so often the figurines were given/sold as sets. They were expensive, so they were seldom used in practice even by those who did not hold any superstitions about them, keeping them as last resorts or the like. Many among the richer classes bought them as trinkets or shows of their wealth. It also became common practice to have one or more “stand guard” over a dwelling, where the soul of the animal was respected (usually), and sometimes even worshiped as a conduit to a deity, especially one with a tie to nature. Even many of high nobility going all the way up to royalty felt uncomfortable with using actual souls, especially split ones. (what if they started using human souls?) Nobility would often accept them as gifts, but if they didn't follow the “standing guard” tradition, they would store them away where they could be forgotten.
The art of creating the figurines was lost with Aelfar. While many figurines remain intact, almost no one remembers what they are, thinking they are merely beautiful statues magically touched to look even more pleasing.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Wood
Must have a whole soul. It has around a 90% success rate. The other three materials are seen as superior in practically every way. While some wood figurines were still made, they were not as common as any of the other ones.
Ivory
Must have a whole soul, but while it takes the longest to create it is the easiest after glass, and has just short of a guaranteed success.
Silver
Can use soul portions as small as a 7th of the whole without affecting the performance of the animal, though silver is much harder to work with in this situation, and the success rate is as low as 10% for each, while if souls are instead in 5ths they can raise up to 70%-80%. It tarnishes a little after every summoning of the spectral animal.
Glass
Can use soul portions as small as a 30th of the whole without affecting the performance of the animal. This is by far the quickest and easiest method to create them with just short of guaranteed success. The figurine cracks after summoning the spectral animal.
Power Figurines
Small statuettes of animals made from wood, ivory, silver, or glass with a soul or piece of a soul of the depicted animal is stored to be summoned at a later time. Originally developed by a dark druid, the method was adopted and improved upon by the mages of Aelfar, and lost with its fall. A summoned soul is the same size and stats as the animal in life, except add the Incorporeal Movement ability. When it is done serving, it either returns to the figure, or is able to pass on.
- Power Figurine (Wood)
Wondrous item, very rare (requires attunement)
It is warm and soft to the touch, and feels almost as though it breaths. Spectral animal lasts 15 minutes, or until it is defeated or dismissed.
- Power Figurine (Ivory)
Wondrous item, very rare (requires attunement)
Has an aura of awareness. Spectral animal lasts indefinitely as long as it is held, but it leaves after the figurine has left the hand for more than 1 minute, or until it is defeated or dismissed. Must constantly hold the ivory figurine, but there is no limit to the length of time the spirit can serve.
- Power Figurine (Silver)
Wondrous item, rare (requires attunement)
It seems to shine from an unknown light. Spectral animal lasts an hour, until the figurine has left the hand for more than 20 minutes, or until it is defeated or dismissed. 20 uses.
- Power Figurine (Glass)
Wondrous item, uncommon (requires attunement)
An energy seems to course through it. Spectral animal lasts an hour, or until the figurine breaks, is defeated, or is dismissed. One use only.
(Mr. Mage) the Lich has a mild obsession with Beholders. He went into the deeps and collected 8 beholders to experiment on and created a slew of magic items. Needless to say the Beholders weren't too pleased when they discovered 8 of their brethren were missing, but that's a story for another time.
Rather than say how rare they are, I put the number of items he created. So if/when his lair is invaded, this is a large part of the inventory one might come across (minus things he has on him and the like).
- Wands
By grinding up a dried Beholder eye, mixing it with different ingredients, and then fusing the mixes to wands, the wand can gain special capabilities related to beholders. One ground eye can be used for a few wands.
- Potions
Beholder eye jelly is a potent ingredient which can be used for making potions. Other ingredients used are the blood and dried brain powder, among normal ingredients and enchantments.
Magic canceling ward
Wondrous item, 3 created
A mounted central Beholder eye. Anything within a 50ft. cone in the direction the eye is facing is immune to magic attacks and effects (including both sides of a door or wall). The immunity itself cannot be detected, though creatures may notice when spells don’t work in the area or on protected items.
This semi-sentient staff has a Beholder eye fitted in the top and is lawful neutral. It has a habit of slowly turning toward and staring at people when the staff is at rest. It has no readable thought, but it feels emotions which it’s wielder can feel. The wielder may use any of the Beholder's ray attacks from it, but may only use up to 3 until the wielder has taken a short or long rest. It also gives a +1 attack bonus to any magic cast by the wielder.
This sentient crystallized Beholder eye is chaotic evil. It maintains and magnifies the paranoia of the Beholder it came from, as it can see many things happening regardless of distance, and even to other dimensions if it isn't specifically blocked by a powerful being. It only sees what is currently happening, but it can locate any individual with relative ease if it has a good enough description or if it personally knows them. It can telepathically transmit what it sees to anyone within 5 feet of it. Someone wielding it may request (persuade) it to show them something specific, however, it takes much glee in showing its owner flashes of the thing they fear or detest most, especially when they are asleep or trying hard to concentrate on something.
Wand of telekinesis
Wondrous item, 4 (requires attunement)
May use the “greater telekinesis ray” up to 3 times until taking a short rest. The ray may move objects or creatures (DC 16 strength). It can move anything either weighing 600 pounds or less up to 30 feet, or weighing 300 pounds or less up to 60 feet.
Trick wand
Wondrous item, 3 (requires attunement)
May use “charm ray”, “paralyzing ray”, “fear ray”, “slowing ray”, or “sleep ray”. May not use the same ray until 2 other rays have been used.
Glare wand
Wondrous item, 1 (requires attunement)
May use the “enervation ray”, “disintegration ray”, or “death ray”. May not use the same ray twice in a row. If the wand is used more than 3 times before a long rest it begins to tremble. After every use starting with the 4th use, roll a skill save of your magic ability DC (# of uses). If a success, nothing happens. If failed, the wielder takes 2d4 force damage and the wand stops working until after two long rests.
Wand of the Beholder
Wondrous item, 2 (requires attunement)
May use each of the Beholder's 10 ray attacks once each day. (All DCs are 12 instead of 16)
Bone powder
Wondrous item, 20 pouches of 5 uses each
Crushed from Beholder bones, this fine powder is enchanted to make anything it is sprinkled on float for 1 hour. (Basically it’s pixie dust)
Consisting of the tongue and 8 to 20 teeth of a Beholder, this non-sentient item is capable of memorizing individuals so as not to attack them. Those it does not recognize within 30ft. it attacks by shooting the teeth at the intruders. The teeth act as Dancing Swords controlled by the tongue. (+5 attack bonus. Damage 1d6+1 and poison of DM’s choice.) The tongue and teeth rest protruding from a tub of poisonous liquid, giving them the appearance of being the lower jaw of the Beholder, one that endlessly licks its teeth coating them in the standing pool of poison. When attacking, a tooth must return to the Poison Lick to be re-coated after a successful strike or after four rounds, otherwise it will crumble to dust.
Beholder potion
Potion, 21
Consuming this allows a creature to levitate and shoot a random ray attack from its eyes every turn (roll 1d10), and as a reaction after being attacked. One potion has 3 doses.
Magic canceler
Potion, 28
Consuming this makes a creature completely immune to all magic, and cancels any magical effects within 5 feet of it. It may not use magic in any way. If it is a magical creature (life is sustained by magic), it dies after consuming the potion. One potion has 3 doses.
Light yet strong, a Beholder tooth can be crafted into a sword and enchanted to be able to float in a specific location when the wielder wills it to. These swords can hold up to 300 pounds suspended where it sticks, or can slow the fall of up to 600 pounds (can choose to slow the fall if less than 300 pounds). Or if underwater, it can shoot to the surface of the water, pulling up to 300 pounds at 30 feet per round, or up to 600 pounds at 10 feet per round. Using two of them would allow twice the weight, and two swords can be used to climb air. There are 2 sizes, longsword and shortsword. Both are light finesse weapons, in addition to the longswords’ versatile.
A set of Beholder eyes, enchanted and petrified, now able to be used to freely communicate with each other over any distance. Anyone touching an eye may see in their mind and talk with any other person touching an eye. If the eyes are in different dimensions, the people communicating sound distant and muffled and appear blurry or faint. Excessive use of these eyes will cause the users to begin having illusions, conversations with imaginary people or perhaps imaginary conversations with the usual people.
I found the insanity mechanic, it's described in the glyph of warding spell.
And just and FYI so you don't think I'm just trying to make a giant cache with the beholder items for players to raid, I'm planning to make (Mr. Mage)'s lair full of traps and crawling with minions of varying levels (including alarms which will summon dozens if not hundreds of skeletons).
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Battle Crown of Kassius
Wondrous item, legendary (requires attunement)
This royal battle helmet with a crown-like design on top was worn by King Normator and then by his son. Upon entering combat, up to 5 allies in a 10 ft. radius get advantage on their next attack. It’s current whereabouts are unknown.
Armor of the Free King
+1 Armor (Scale Mail), legendary
This enchanted mithril armor was worn by King Normator and then by his son. It was weightless and caused no disadvantage to movement or stealth. Additionally, when worn with a crown or helmet with magic, it doubles the effects of that item’s magic (DM’s discretion for items effects that can’t be doubled). It’s current whereabouts are unknown.
Power Gauntlets
Wondrous item, legendary (requires attunement)
Thick leather with with intricate weaves of gold and silver, the gauntlets have no power in themselves. However, each glove has 3 charges which can be used by any magic item they are holding or otherwise touching. Each glove regains 1 charge at sunrise. They were used by King Normator to boost the effectiveness of his sword and shield.
A flowing dark blue robe with the golden eagle of Kassius depicted on it that reaches the ankles of anyone who wears it. Advantage on all Charisma skill checks. When in combat, anyone who targets you must succeed a Charisma check, a failure causes the enemy to hesitate (lose 1 turn). If you are facing the enemy who is targeting you and within 10 feet, their check is at disadvantage. After that first check, they don't need to check again, even if they switch targets.
It was made for Normator, and it was inherited by his son. It’s current whereabouts are unknown.
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
Rravaki has a huge cash of knives hidden away in a secret location which he can summon at any time. He can only summon them from this room to him, or from him to the room, he can't summon knives he just tossed into someone's chest. He has regular knives, magic knives, silvered knives... though no knife of his has more than 1 magical property (acid, poison, lightning, cold, fire).
Warm to the touch, this acts as a magic focus. When attuned to it, if it is within 60 ft. it can be summoned to an outstretched hand as an action by saying or thinking its name. It flashes faintly as it teleports to the hand when summoned.
Net Bag
Wondrous Item (bag of holding), unique
A cloth pouch just big enough to fit a medium creature’s hand. It opens to an extradimensional space large enough to hold 20 nets. You instantly touch a net when you place your hand into the pouch, and can use an action throwing a net directly from the pouch. If anything other than a net is placed in the pouch, it becomes a normal pouch until everything non-net is removed.
Gleaming perpetually, an inscription can be seen at the base of each blade. “Shor byr shi sajael”, “Thaedys os paer”. “Will not be taken”, “Freedom or death”. Causes 1d4 psychic damage to anyone who tries taking it and each time they try using it without the owner’s consent. Attuning to the weapon has a chance of 1d10 psychic damage, but once attuned the new owner has full control.
When a lycanthrope polymorph while holding this silver axe, they can chose to have it meld into them rather than being dropped. It becomes a part of a single natural weapon causing a claw, tusk, teeth (the whole maw), etc, to to be silvered and grant +1 combat bonus. If it melds/stays melded when turning to human form, it makes the whites of the eyes silver and grants truesight for 60ft. Melding or unmelding the axe can only occur while polymorphing.
The Dark Cadre made the Moonclaw, but are unaware of its ability to grant truesight while melded in humanoid form. It was not an intended effect, and there was nothing around during the testing to point out it existed.
Lycanthrope Clothing
Animal skins, common
Clothing made from the skins of the animal a lycanthrope transforms into meld into the form instead of ripping/falling off.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
They have developed a way to have multiple coven eyes. While the method is less convenient than normal as it requires the original owner of the eye remain alive, it allows them to create an elaborate and highly efficient spy network.
(Mr. Mage) the Lich has a mild obsession with Beholders. He went into the deeps and collected 8 beholders to experiment on and created a slew of magic items. Needless to say the Beholders weren't too pleased when they discovered 8 of their brethren were missing, but that's a story for another time.
Rather than say how rare they are, I put the number of items he created. So if/when his lair is invaded, this is a large part of the inventory one might come across (minus things he has on him and the like).
- Wands
By grinding up a dried Beholder eye, mixing it with different ingredients, and then fusing the mixes to wands, the wand can gain special capabilities related to beholders. One ground eye can be used for a few wands.
- Potions
Beholder eye jelly is a potent ingredient which can be used for making potions. Other ingredients used are the blood and dried brain powder, among normal ingredients and enchantments.
Magic canceling ward
Wondrous item, 3 created
A mounted central Beholder eye. Anything within a 50ft. cone in the direction the eye is facing is immune to magic attacks and effects (including both sides of a door or wall). The immunity itself cannot be detected, though creatures may notice when spells don’t work in the area or on protected items.
This semi-sentient staff has a Beholder eye fitted in the top and is lawful neutral. It has a habit of slowly turning toward and staring at people when the staff is at rest. It has no readable thought, but it feels emotions which it’s wielder can feel. The wielder may use any of the Beholder's ray attacks from it, but may only use up to 3 until the wielder has taken a short or long rest. It also gives a +1 attack bonus to any magic cast by the wielder.
This sentient crystallized Beholder eye is chaotic evil. It maintains and magnifies the paranoia of the Beholder it came from, as it can see many things happening regardless of distance, and even to other dimensions if it isn't specifically blocked by a powerful being. It only sees what is currently happening, but it can locate any individual with relative ease if it has a good enough description or if it personally knows them. It can telepathically transmit what it sees to anyone within 5 feet of it. Someone wielding it may request (persuade) it to show them something specific, however, it takes much glee in showing its owner flashes of the thing they fear or detest most, especially when they are asleep or trying hard to concentrate on something.
Wand of telekinesis
Wondrous item, 4 (requires attunement)
May use the “greater telekinesis ray” up to 3 times until taking a short rest. The ray may move objects or creatures (DC 16 strength). It can move anything either weighing 600 pounds or less up to 30 feet, or weighing 300 pounds or less up to 60 feet.
Trick wand
Wondrous item, 3 (requires attunement)
May use “charm ray”, “paralyzing ray”, “fear ray”, “slowing ray”, or “sleep ray”. May not use the same ray until 2 other rays have been used.
Glare wand
Wondrous item, 1 (requires attunement)
May use the “enervation ray”, “disintegration ray”, or “death ray”. May not use the same ray twice in a row. If the wand is used more than 3 times before a long rest it begins to tremble. After every use starting with the 4th use, roll a skill save of your magic ability (DC # of uses). If a success, nothing happens. If failed, the wielder takes 2d4 force damage and the wand stops working until after two long rests.
Wand of the Beholder
Wondrous item, 2 (requires attunement)
May use each of the Beholder's 10 ray attacks once each day. (All DCs are 12 instead of 16)
Bone powder
Wondrous item, 20 pouches of 5 uses each
Crushed from Beholder bones, this fine powder is enchanted to make anything it is sprinkled on float for 1 hour. (Basically it’s pixie dust)
Consisting of the tongue and 8 to 20 teeth of a Beholder, this non-sentient item is capable of memorizing individuals so as not to attack them. Those it does not recognize within 30ft. it attacks by shooting the teeth at the intruders. The teeth act as Dancing Swords controlled by the tongue. (+5 attack bonus. Damage 1d6+1 and poison of DM’s choice.) The tongue and teeth rest protruding from a tub of poisonous liquid, giving them the appearance of being the lower jaw of the Beholder, one that endlessly licks its teeth coating them in the standing pool of poison. When attacking, a tooth must return to the Poison Lick to be re-coated after a successful strike or after four rounds, otherwise it will crumble to dust.
Beholder potion
Potion, 21
Consuming this allows a creature to levitate and shoot a random ray attack from its eyes every turn (roll 1d10), and as a reaction after being attacked. One potion has 3 doses.
Magic canceler
Potion, 28
Consuming this makes a creature completely immune to all magic, and cancels any magical effects within 5 feet of it. It may not use magic in any way. If it is a magical creature (life is sustained by magic), it dies after consuming the potion. One potion has 3 doses.
Light yet strong, a Beholder tooth can be crafted into a sword and enchanted to be able to float in a specific location when the wielder wills it to. These swords can hold up to 300 pounds suspended where it sticks, or can slow the fall of up to 600 pounds (can choose to slow the fall if less than 300 pounds). Or if underwater, it can shoot to the surface of the water, pulling up to 300 pounds at 30 feet per round, or up to 600 pounds at 10 feet per round. Using two of them would allow twice the weight, and two swords can be used to climb air. There are 2 sizes, longsword and shortsword. Both are light finesse weapons, in addition to the longswords’ versatile.
A set of Beholder eyes, enchanted and petrified, now able to be used to freely communicate with each other over any distance. Anyone touching an eye may see in their mind and talk with any other person touching an eye. If the eyes are in different dimensions, the people communicating sound distant and muffled and appear blurry or faint. Excessive use of these eyes will cause the users to begin having illusions, conversations with imaginary people or perhaps imaginary conversations with the usual people.
Spell Clock
Wondrous Item, Relic
Stumbled upon by a group of children in Kale gallivanting around in some caves. They crashed through a thin wall in the cave near the source of a small cave pool and discovered the little box. The observed that every hour is created water near where it was. It changed several sets of hands, eventually being brought to the king of Kale. Closer inspection revealed that it was casting a create water spell every hour. While mages are still working on revers engineering the clock as a whole, this is how they learned to make spell gems.
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Power Figurines
Sets of animal statues made from various materials. The statues are small enough to easily hold in a hand. Each has a soul of the animal they represent infused into them, or at least part of a soul. When the figurine is held, the holder may summon a specter of the animal to appear. The specter is completely under the command of the one who summoned it, can go through solid objects at will and never tires or hungers, but aside from that is a standard animal despite whether it is a partial soul or a whole one. If the animal is defeated (can only be attacked with magic, magic items or items otherwise designed for fighting ghosts), it must retreat to the figurine of possible, and can not be summoned again until after a long rest. Otherwise, a spirit may be re summoned after a short rest. If the figurine has gems for eyes, it contains the spirit of a dire animal.
They were first created by a (dark?) druid placing animal spirits into carvings around the time of the creation of Kassius in c3100. Aelfarian mages learned of this druid who occasionally attacked patrols and groups set out to colonize new territories. They also learned how he attacked, leaving few alive from an onslaught of spectral beasts. After finding and capturing the druid they eventually learn how to replicate the process. In addition they learned how to “improve” the methods, splitting the souls of the animals to allow more items per animal. The mages kept the method of how to do it to themselves, but the figurines were so easy to make compared to other things, they quickly began selling them and giving them as gifts to political heads.
Hardly anything is known about what happens to the spirits either during or after their time in the figurines. Especially with the splitting of souls, the figurines became a mildly heated topic among the religious sects. It became taboo to knowingly set one part of a spirit against another of the same, so often the figurines were given/sold as sets. They were expensive, so they were seldom used in practice even by those who did not hold any superstitions about them, keeping them as last resorts or the like. Many among the richer classes bought them as trinkets or shows of their wealth. It also became common practice to have one or more “stand guard” over a dwelling, where the soul of the animal was respected (usually), and sometimes even worshiped as a conduit to a deity, especially one with a tie to nature. Even many of high nobility going all the way up to royalty felt uncomfortable with using actual souls, especially split ones. (what if they started using human souls?) Nobility would often accept them as gifts, but if they didn't follow the “standing guard” tradition, they would store them away where they could be forgotten.
The art of creating the figurines was lost with Aelfar. While many figurines remain intact, almost no one remembers what they are, thinking they are merely beautiful statues magically touched to look even more pleasing.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Wood
Must have a whole soul. It has around a 90% success rate. The other three materials are seen as superior in practically every way. While some wood figurines were still made, they were not as common as any of the other ones.
Ivory
Must have a whole soul, but while it takes the longest to create it is the easiest after glass, and has just short of a guaranteed success.
Silver
Can use soul portions as small as a 7th of the whole without affecting the performance of the animal, though silver is much harder to work with in this situation, and the success rate is as low as 10% for each, while if souls are instead in 5ths they can raise up to 70%-80%. It tarnishes a little after every summoning of the spectral animal.
Glass
Can use soul portions as small as a 30th of the whole without affecting the performance of the animal. This is by far the quickest and easiest method to create them with just short of guaranteed success. The figurine cracks after summoning the spectral animal.
Power Figurines
Small statuettes of animals made from wood, ivory, silver, or glass with a soul or piece of a soul of the depicted animal is stored to be summoned at a later time. Originally developed by a dark druid, the method was adopted and improved upon by the mages of Aelfar, and lost with its fall. A summoned soul is the same size and stats as the animal in life, except add the Incorporeal Movement ability. When it is done serving, it either returns to the figure, or is able to pass on.
- Power Figurine (Wood)
Wondrous item, very rare (requires attunement)
It is warm and soft to the touch, and feels almost as though it breaths. Spectral animal lasts 15 minutes, or until it is defeated or dismissed.
- Power Figurine (Ivory)
Wondrous item, very rare (requires attunement)
Has an aura of awareness. Spectral animal lasts indefinitely as long as it is held, but it leaves after the figurine has left the hand for more than 1 minute, or until it is defeated or dismissed. Must constantly hold the ivory figurine, but there is no limit to the length of time the spirit can serve.
- Power Figurine (Silver)
Wondrous item, rare (requires attunement)
It seems to shine from an unknown light. Spectral animal lasts an hour, until the figurine has left the hand for more than 20 minutes, or until it is defeated or dismissed. 20 uses.
- Power Figurine (Glass)
Wondrous item, uncommon (requires attunement)
An energy seems to course through it. Spectral animal lasts an hour, or until the figurine breaks, is defeated, or is dismissed. One use only.
May be attuned to up to 4 Relic Daggers without affecting attunement with any other magical items. May substitute other attunement abilities with attuning to 4 additional daggers per attunement option.
Magic Channel: The dagger draws upon magical energies and can be used as a magic focus. When wielded, it grants a +1 combat bonus when casting spells. Whenever it is used this way, runes glow on the blade of the dagger, causing disadvantage on stealth or hiding in darkness. When used as a dagger, it has a +1 magic bonus and causes an additional 1D4 force damage.
Casting Anchor: May cast a spell on the dagger without requiring rolling to hit. If attuned to multiple daggers, may chose which dagger is targeted, or any number of daggers if the spell is capable of affecting multiple targets. If the dagger is in or held by something, the spell hits that through the dagger and is a critical hit.
Insanity draft/antidote
Potion, 19
Roll an intelligence saving throw (DC 14) upon consuming this or breathing it in as a mist, a successful save causes a creature to retch violently but is otherwise fine, otherwise the creature becomes insane with the duration depending on how many doses were applied. 1 dose lasts 1 hour; 2 doses lasts 6 hours; 3 doses lasts 1 day; 4 doses lasts 1 week; 5 doses lasts indefinitely; more doses do not alter the effects further. If additional doses are consumed while a creature is currently insane, they roll an intelligence check at disadvantage, a failed save causing them to be insane for the duration of the combined total of all doses affecting them. An antidote can be made out of an insanity draft, or the effects can be removed using a Lesser Restoration, Greater Restoration, or Heal spell. One draft has 20 doses, it takes 5 doses to make a potent enough mist (5 liquid doses=1 mist dose).
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Greater insanity draft
Potion, 7
Roll an intelligence saving throw (DC 19) upon consuming this, a successful save causes a creature to retch violently and gains one level of exhaustion, otherwise the creature becomes insane for a month, or indefinitely if consumed 3 or more doses. The effects can be removed using a Greater Restoration or Heal spell, but must roll against the insane creatures inteligence, a fail causes 1d6 psychic damage to both involved. One draft has 5 doses.
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
The descriptions of the gems of power were as succinct as I could come up with. If anyone has advice or pointer on how I can condense the information, that would be great.
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Battle Crown of Kassius
Wondrous item, legendary (requires attunement)
This royal battle helmet with a crown-like design on top was worn by King Normator and then by his son. Upon entering combat, up to 5 allies in a 10 ft. radius get advantage on their next attack. It’s current whereabouts are unknown.
Armor of the Free King
+1 Armor (Scale Mail), legendary
This enchanted mithril armor was worn by King Normator and then by his son. It was weightless and caused no disadvantage to movement or stealth. Additionally, when worn with a crown or helmet with magic, it doubles the effects of that item’s magic (DM’s discretion for items effects that can’t be doubled). It’s current whereabouts are unknown.
Power Gauntlets
Wondrous item, legendary (requires attunement)
Thick leather with with intricate weaves of gold and silver, the gauntlets have no power in themselves. However, each glove has 3 charges which can be used by any magic item they are holding or otherwise touching. Each glove regains 1 charge at sunrise. They were used by King Normator to boost the effectiveness of his sword and shield.
A flowing dark blue robe with the golden eagle of Kassius depicted on it that reaches the ankles of anyone who wears it. Advantage on all Charisma skill checks. When in combat, anyone who targets you must succeed a Charisma check, a failure causes the enemy to hesitate (lose 1 turn). If you are facing the enemy who is targeting you and within 10 feet, their check is at disadvantage. After that first check, they don't need to check again, even if they switch targets.
It was made for Normator, and it was inherited by his son. It’s current whereabouts are unknown.
May be attuned to up to 4 Relic Daggers without affecting attunement with any other magical items. May substitute other attunement abilities with attuning to 4 additional daggers per attunement option.
Magic Channel: The dagger draws upon magical energies and can be used as a magic focus. When wielded, it grants a +1 combat bonus when casting spells. Whenever it is used this way, runes glow on the blade of the dagger, causing disadvantage on stealth or hiding in darkness. When used as a dagger, it has a +1 magic bonus and causes an additional 1D4 force damage. Casting Anchor: May cast a spell on the dagger without requiring rolling to hit. If attuned to multiple daggers, may chose which dagger is targeted, or any number of daggers if the spell is capable of affecting multiple targets. If the dagger is in or held by something, the spell hits that through the dagger and is a critical hit.
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
Rravaki has a huge cash of knives hidden away in a secret location which he can summon at any time. He can only summon them from this room to him, or from him to the room, he can't summon knives he just tossed into someone's chest. He has regular knives, magic knives, silvered knives... though no knife of his has more than 1 magical property (acid, poison, lightning, cold, fire).
Warm to the touch, this acts as a magic focus. When attuned to it, if it is within 60 ft. it can be summoned to an outstretched hand as an action by saying or thinking its name. It flashes faintly as it teleports to the hand when summoned.
Net Bag
Wondrous Item (bag of holding), unique
A cloth pouch just big enough to fit a medium creature’s hand. It opens to an extradimensional space large enough to hold 20 nets. You instantly touch a net when you place your hand into the pouch, and can use an action throwing a net directly from the pouch. If anything other than a net is placed in the pouch, it becomes a normal pouch until everything non-net is removed.
Gleaming perpetually, an inscription can be seen at the base of each blade. “Shor byr shi sajael”, “Thaedys os paer”. “Will not be taken”, “Freedom or death”. Causes 1d4 psychic damage to anyone who tries taking it and each time they try using it without the owner’s consent. Attuning to the weapon has a chance of 1d10 psychic damage, but once attuned the new owner has full control.
When a lycanthrope polymorph while holding this silver axe, they can chose to have it meld into them rather than being dropped. It becomes a part of a single natural weapon causing a claw, tusk, teeth (the whole maw), etc, to to be silvered and grant +1 combat bonus. If it melds/stays melded when turning to human form, it makes the whites of the eyes silver and grants truesight for 60ft. Melding or unmelding the axe can only occur while polymorphing.
The Dark Cadre made the Moonclaw, but are unaware of its ability to grant truesight while melded in humanoid form. It was not an intended effect, and there was nothing around during the testing to point out it existed.
Lycanthrope Clothing
Animal skins, common
Clothing made from the skins of the animal a lycanthrope transforms into meld into the form instead of ripping/falling off.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
They have developed a way to have multiple coven eyes. While the method is less convenient than normal as it requires the original owner of the eye remain alive, it allows them to create an elaborate and highly efficient spy network.
(Mr. Mage) the Lich has a mild obsession with Beholders. He went into the deeps and collected 8 beholders to experiment on and created a slew of magic items. Needless to say the Beholders weren't too pleased when they discovered 8 of their brethren were missing, but that's a story for another time.
Rather than say how rare they are, I put the number of items he created. So if/when his lair is invaded, this is a large part of the inventory one might come across (minus things he has on him and the like).
- Wands
By grinding up a dried Beholder eye, mixing it with different ingredients, and then fusing the mixes to wands, the wand can gain special capabilities related to beholders. One ground eye can be used for a few wands.
- Potions
Beholder eye jelly is a potent ingredient which can be used for making potions. Other ingredients used are the blood and dried brain powder, among normal ingredients and enchantments.
Magic canceling ward
Wondrous item, 3 created
A mounted central Beholder eye. Anything within a 50ft. cone in the direction the eye is facing is immune to magic attacks and effects (including both sides of a door or wall). The immunity itself cannot be detected, though creatures may notice when spells don’t work in the area or on protected items.
This semi-sentient staff has a Beholder eye fitted in the top and is lawful neutral. It has a habit of slowly turning toward and staring at people when the staff is at rest. It has no readable thought, but it feels emotions which it’s wielder can feel. The wielder may use any of the Beholder's ray attacks from it, but may only use up to 3 until the wielder has taken a short or long rest. It also gives a +1 attack bonus to any magic cast by the wielder.
This sentient crystallized Beholder eye is chaotic evil. It maintains and magnifies the paranoia of the Beholder it came from, as it can see many things happening regardless of distance, and even to other dimensions if it isn't specifically blocked by a powerful being. It only sees what is currently happening, but it can locate any individual with relative ease if it has a good enough description or if it personally knows them. It can telepathically transmit what it sees to anyone within 5 feet of it. Someone wielding it may request (persuade) it to show them something specific, however, it takes much glee in showing its owner flashes of the thing they fear or detest most, especially when they are asleep or trying hard to concentrate on something.
Wand of telekinesis
Wondrous item, 4 (requires attunement)
May use the “greater telekinesis ray” up to 3 times until taking a short rest. The ray may move objects or creatures (DC 16 strength). It can move anything either weighing 600 pounds or less up to 30 feet, or weighing 300 pounds or less up to 60 feet.
Trick wand
Wondrous item, 3 (requires attunement)
May use “charm ray”, “paralyzing ray”, “fear ray”, “slowing ray”, or “sleep ray”. May not use the same ray until 2 other rays have been used.
Glare wand
Wondrous item, 1 (requires attunement)
May use the “enervation ray”, “disintegration ray”, or “death ray”. May not use the same ray twice in a row. If the wand is used more than 3 times before a long rest it begins to tremble. After every use starting with the 4th use, roll a skill save of your magic ability (DC # of uses). If a success, nothing happens. If failed, the wielder takes 2d4 force damage and the wand stops working until after two long rests.
Wand of the Beholder
Wondrous item, 2 (requires attunement)
May use each of the Beholder's 10 ray attacks once each day. (All DCs are 12 instead of 16)
Bone powder
Wondrous item, 20 pouches of 5 uses each
Crushed from Beholder bones, this fine powder is enchanted to make anything it is sprinkled on float for 1 hour. (Basically it’s pixie dust)
Consisting of the tongue and 8 to 20 teeth of a Beholder, this non-sentient item is capable of memorizing individuals so as not to attack them. Those it does not recognize within 30ft. it attacks by shooting the teeth at the intruders. The teeth act as Dancing Swords controlled by the tongue. (+5 attack bonus. Damage 1d6+1 and poison of DM’s choice.) The tongue and teeth rest protruding from a tub of poisonous liquid, giving them the appearance of being the lower jaw of the Beholder, one that endlessly licks its teeth coating them in the standing pool of poison. When attacking, a tooth must return to the Poison Lick to be re-coated after a successful strike or after four rounds, otherwise it will crumble to dust.
Beholder potion
Potion, 21
Consuming this allows a creature to levitate and shoot a random ray attack from its eyes every turn (roll 1d10), and as a reaction after being attacked. One potion has 3 doses.
Magic canceler
Potion, 28
Consuming this makes a creature completely immune to all magic for 10 minutes, and cancels any magical effects within 5 feet of it. It may not use magic in any way. If it is a magical creature (life is sustained by magic), it dies after consuming the potion. One potion has 3 doses.
Insanity draft/antidote
Potion, 19
Roll an intelligence saving throw (DC 14) upon consuming this or breathing it in as a mist, a successful save causes a creature to retch violently but is otherwise fine, otherwise the creature becomes insane with the duration depending on how many doses were applied. 1 dose lasts 1 hour; 2 doses lasts 6 hours; 3 doses lasts 1 day; 4 doses lasts 1 week; 5 doses lasts indefinitely; more doses do not alter the effects further. If additional doses are consumed while a creature is currently insane, they roll an intelligence check at disadvantage, a failed save causing them to be insane for the duration of the combined total of all doses affecting them. An antidote can be made out of an insanity draft, or the effects can be removed using a Lesser Restoration, Greater Restoration, or Heal spell. One draft has 20 doses, it takes 5 doses to make a potent enough mist (5 liquid doses=1 mist dose).
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Greater insanity draft
Potion, 7
Roll an intelligence saving throw (DC 19) upon consuming this, a successful save causes a creature to retch violently and gains one level of exhaustion, otherwise the creature becomes insane for a month, or indefinitely if consumed 3 or more doses. The effects can be removed using a Greater Restoration or Heal spell, but must roll against the insane creatures inteligence, a fail causes 1d6 psychic damage to both involved. One draft has 5 doses.
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Light yet strong, a Beholder tooth can be crafted into a sword and enchanted to be able to float in a specific location when the wielder wills it to. These swords can hold up to 300 pounds suspended where it sticks, or can slow the fall of up to 600 pounds (can choose to slow the fall if less than 300 pounds). Or if underwater, it can shoot to the surface of the water, pulling up to 300 pounds at 30 feet per round, or up to 600 pounds at 10 feet per round. Using two of them would allow twice the weight, and two swords can be used to climb air. There are 2 sizes, longsword and shortsword. Both are light finesse weapons, in addition to the longswords’ versatile.
A set of Beholder eyes, enchanted and petrified, now able to be used to freely communicate with each other over any distance. Anyone touching an eye may see in their mind and talk with any other person touching an eye. If the eyes are in different dimensions, the people communicating sound distant and muffled and appear blurry or faint. Excessive use of these eyes will cause the users to begin having illusions, conversations with imaginary people or perhaps imaginary conversations with the usual people.
Spell Clock
Wondrous Item, Relic
Stumbled upon by a group of children in Kale gallivanting around in some caves. They crashed through a thin wall in the cave near the source of a small cave pool and discovered the little box. The observed that every hour is created water near where it was. It changed several sets of hands, eventually being brought to the king of Kale. Closer inspection revealed that it was casting a create water spell every hour. While mages are still working on revers engineering the clock as a whole, this is how they learned to make spell gems.
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Power Figurines
Sets of animal statues made from various materials. The statues are small enough to easily hold in a hand. Each has a soul of the animal they represent infused into them, or at least part of a soul. When the figurine is held, the holder may summon a specter of the animal to appear. The specter is completely under the command of the one who summoned it, can go through solid objects at will and never tires or hungers, but aside from that is a standard animal despite whether it is a partial soul or a whole one. If the animal is defeated (can only be attacked with magic, magic items or items otherwise designed for fighting ghosts), it must retreat to the figurine of possible, and can not be summoned again until after a long rest. Otherwise, a spirit may be re summoned after a short rest. If the figurine has gems for eyes, it contains the spirit of a dire animal.
They were first created by a (dark?) druid placing animal spirits into carvings around the time of the creation of Kassius in c3100. Aelfarian mages learned of this druid who occasionally attacked patrols and groups set out to colonize new territories. They also learned how he attacked, leaving few alive from an onslaught of spectral beasts. After finding and capturing the druid they eventually learn how to replicate the process. In addition they learned how to “improve” the methods, splitting the souls of the animals to allow more items per animal. The mages kept the method of how to do it to themselves, but the figurines were so easy to make compared to other things, they quickly began selling them and giving them as gifts to political heads.
Hardly anything is known about what happens to the spirits either during or after their time in the figurines. Especially with the splitting of souls, the figurines became a mildly heated topic among the religious sects. It became taboo to knowingly set one part of a spirit against another of the same, so often the figurines were given/sold as sets. They were expensive, so they were seldom used in practice even by those who did not hold any superstitions about them, keeping them as last resorts or the like. Many among the richer classes bought them as trinkets or shows of their wealth. It also became common practice to have one or more “stand guard” over a dwelling, where the soul of the animal was respected (usually), and sometimes even worshiped as a conduit to a deity, especially one with a tie to nature. Even many of high nobility going all the way up to royalty felt uncomfortable with using actual souls, especially split ones. (what if they started using human souls?) Nobility would often accept them as gifts, but if they didn't follow the “standing guard” tradition, they would store them away where they could be forgotten.
The art of creating the figurines was lost with Aelfar. While many figurines remain intact, almost no one remembers what they are, thinking they are merely beautiful statues magically touched to look even more pleasing.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Wood
Must have a whole soul. It has around a 90% success rate. The other three materials are seen as superior in practically every way. While some wood figurines were still made, they were not as common as any of the other ones.
Ivory
Must have a whole soul, but while it takes the longest to create it is the easiest after glass, and has just short of a guaranteed success.
Silver
Can use soul portions as small as a 7th of the whole without affecting the performance of the animal, though silver is much harder to work with in this situation, and the success rate is as low as 10% for each, while if souls are instead in 5ths they can raise up to 70%-80%. It tarnishes a little after every summoning of the spectral animal.
Glass
Can use soul portions as small as a 30th of the whole without affecting the performance of the animal. This is by far the quickest and easiest method to create them with just short of guaranteed success. The figurine cracks after summoning the spectral animal.
Power Figurines
Small statuettes of animals made from wood, ivory, silver, or glass with a soul or piece of a soul of the depicted animal is stored to be summoned at a later time. Originally developed by a dark druid, the method was adopted and improved upon by the mages of Aelfar, and lost with its fall. A summoned soul is the same size and stats as the animal in life, except add the Incorporeal Movement ability. When it is done serving, it either returns to the figure, or is able to pass on.
- Power Figurine (Wood)
Wondrous item, very rare (requires attunement)
It is warm and soft to the touch, and feels almost as though it breaths. Spectral animal lasts 15 minutes, or until it is defeated or dismissed.
- Power Figurine (Ivory)
Wondrous item, very rare (requires attunement)
Has an aura of awareness. Spectral animal lasts indefinitely as long as it is held, but it leaves after the figurine has left the hand for more than 1 minute, or until it is defeated or dismissed. Must constantly hold the ivory figurine, but there is no limit to the length of time the spirit can serve.
- Power Figurine (Silver)
Wondrous item, rare (requires attunement)
It seems to shine from an unknown light. Spectral animal lasts an hour, until the figurine has left the hand for more than 20 minutes, or until it is defeated or dismissed. 20 uses.
- Power Figurine (Glass)
Wondrous item, uncommon (requires attunement)
An energy seems to course through it. Spectral animal lasts an hour, or until the figurine breaks, is defeated, or is dismissed. One use only.
New
These are listed in the Merchantry mechanics Google Doc, but I figured since they ARE magic items I'd put them here as well.
Spell Gem
Wondrous Item, very rare (attunement optional)
A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action. Doing so doesn't require any components and doesn't require attunement. The spell then disappears from the gem. If you don’t know the spell or have the spell in your class spell list you are at disadvantage casting it, though attuning to the spell gem negates the disadvantage. If you do not have any casting capabilities, the Spell Attack is Wisdom and the Spell Save is 8+Wisdom.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the gem with no other effect.
Each spell gem has a maximum level for the spell it can store based on a gems’ type, size, and quality.
“Type A” gem of standard size and quality - 1st level spell
“Type B” gem of standard size and quality - 2nd level spell
“Type C” gem of standard size and quality - 3rd level spell
“Type D” gem of standard size and quality - 4th level spell
“Type E” gem of standard size and quality - 5th level spell
“Type F” gem of standard size and quality - 6th level spell
Adjusting the size and quality changes the level of the spell a gem can hold by 1. (ie. size of 1” increases the level by 2 and perfect condition increases it by 1, thus a perfect 1” diamond could hold up to a 9th level spell. Though a discolored ⅛” diamond can hold up to a 4th level spell.) A flawed gem cannot hold a spell of any level.
A gem may degrade if the spell fails to be used properly, either because it was too high a level for the caster, or because it was stopped by a dispel magic spell or similar. When this happens, roll a d20.
1: the gem degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the gem degrades one quality
17-19: the gem is unchanged
20: the spell is absorbed by the gem improving its quality by one (becoming “radiant” quality if goes above perfect, granting a +1 magic bonus. Grant an extra +1 or -1 magic bonus each time it improves or degrades until it is reduced to perfect again)
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can't be imbued again until the next dawn and is empty.
Power Pearls
Wondrous Item, very rare (requires attunement)
Pearls cannot be made into spell gems. Instead, these can be crafted into what are known as Power Pears. You can use a power pearl as a one time spell slot for a spell you know. The level of the spell slot depends on the size and quality of the pearl, and can be further adjusted by the quantity of pearls.
Freshwater Pearl of standard size and quality - 1st level spell slot
Pearl (type C) of standard size and quality - 3rd level spell slot
Black Pearl of standard size and quality - 4th level spell slot
Adjusting the size and quality changes the level of the spell slot by 1 (ie. size of 1” increases the level by 2 while discolored decreases it by 1, thus a discolored 1” Black Pearl would hold a 5th level spell slot). A flawed Pearl cannot hold a spell slot of any level. A Warlock may use a Power Pearl, though only spells normally useable at or below the pearl’s spell slot level can be used. A spell may be used with a higher spell slot level than the Warlock can normally use with a Power Pearl.
After using a Power Pearl it may degrade depending on how much magic was used through it. If a pearl degrades to shattering it becomes flawed and can’t be used again. As long as it hasn’t shattered, it can be used again by the next morning.
If the spell used is between the max level and half of what the pearl allows, roll a d20.
1: the pearl degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the pearl degrades one quality
17-19: the pearl is unchanged
20: the pearl is unchanged, and grants the spell a +1 magic bonus
If the spell used is half the level or lower than the pearl allows, then the Power Pearl can either be set aside and will be usable the next morning with no ill effects, or it can be used a second time the same day, but the pearl shatters immediately after.
Can use multiple pearls to cast a higher leveled spell than any of them individually could cast. Can use any number of pearls, the spell level becoming the sum of all their max levels minus the number of pearls. (ie. a 4th level, two 3rd level pearls would allow a 7th level spell). The maximum spell slot level is 9 regardless of how many pearls are used.
Spell slot = (sum of individual pearl spell slots) - (number of pearls)
7th level = (4+3+3) - 3
May chose how many levels apply to each of the pearls (ie. in the prior example, the 4th level pearl could have used only 2 levels, making it only allow a 5th level spell). Roll for each pearl individually to see if they degrade.
Pearls may be enchanted as a set, making them useless if separated, but able to do more otherwise. For example a broach with 5 freshwater pearls of standard size and quality. Normally only able to cast 1 level spells by themselves, but enchanted together as a set they can cast a higher level spell. When crafting such an item, the final effect of the set is decided by the DM, but the effect should be at least close to what they would normally be able to do if not enchanted together.
Elemental Crystal
Wondrous Item, very rare
This crystals contains a conjuration spell attuned to a specific Element (Air, Earth, Fire, or Water). When the crystal is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the crystal.
The coloration of the crystal varies with the type of elemental it summons. Air elemental crystals are transparent, earth elemental crystals are light brown, fire elemental crystals are reddish orange, and water elemental crystals are blue-green.
These crystals are made by crushing standard quality ⅛” diamonds, larger diamonds can be used for multiple crystals. The process for reforming the diamond dust into the crystal and linking the elementals to them was discovered by a pair of twin Warlocks in the court of Kale, the center for the top secret research of gems of power in the liberated kingdoms.
Yes... Though the party that was going to Farland and adventure around there and eventually find his lair seems to have disbanded, so it may take a while before I can play test it. I have a massive layout planned. Basically he discovered and expanded some giant catacombs beneath the city, including (should you be willing) the tomb of King Normator of Kassius, hence how he got his hands on some of his relics to study. (He was burried with at least one of his royal guard, giving him access to the magic shield and spear. Gorgos's Spear is meant to be modeled after the Spears of Kassius.)
Sir Septimus gets most of his undead hoards from (Mr. Mage)'s stash of skeletons, which he gradually collects from various battlefields and other places. The old ruined senate building is his staging point for this, openly bringing bodies there and dumping them into a giant hole "so that he can prepare them for the 4th commander to use". But he smuggles in countless more bodies and has a huge operation underground. His Dark Cadre is elsewhere, but a lot of his personal research as well as many of the findings of the cadre are stashed in places in his lair. He also has numerous crawling hands roming about doing various things, and a Gargoyle watching the front gate (which leads to a secret door in his private mansion... within an already secret dungeon, which is reached from a secret attic... Liches are PARANOID).
(Mr. Mage) plans to eventually turn his undead hoards on the Lord of Wrath (including Sir Septimus), become the supreme ruler of Farland, and use that as a staging ground to spread chaos and destruction across the land. He is being smart though, hiding everything and gaining political power from the most powerful being this side of the wintervale. But his plans may or may not be moved very much ahead of schedule because some pesky adventurers discovered his plots and weren't able to kill him before escaping with (most of) their lives. Should this happen... I'm not sure yet. Masses of skeletons will flood from the senate building and various wells and other prepared locations, and there will be an epic struggle between them and the forces of the Lord of Wrath, and potentially those of the Commanders that have not yet been defeated. Alternatively, if the Lord of Wrath is killed before (Mr. Mage), he'll spring his trap on the now disoriented city giving the heroes an unexpected added challenge which they may need to just flee from, regroup, and come back to re-re-take the city (possibly with another Commander or two who want a piece of that ******** **** (Mr. Mage)).
I'll need to write up a more official and better organized proposal (as organized as a major intrigue ridden political mess can be, especially when there can be multiple outcomes based on what the players have done regarding the other commanders and the Lord of Wrath). But that said, do you have any immediate objections to this idea?
...Any objections aside from the name? I need to just GIVE the guy a stinking name! XP
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Battle Crown of Kassius
Wondrous item, legendary (requires attunement)
This royal battle helmet with a crown-like design on top was worn by King Normator and then by his son. Upon entering combat, up to 5 allies in a 10 ft. radius get advantage on their next attack. It’s current whereabouts are unknown.
Armor of the Free King
+1 Armor (Scale Mail), legendary
This enchanted mithril armor was worn by King Normator and then by his son. It was weightless and caused no disadvantage to movement or stealth. Additionally, when worn with a crown or helmet with magic, it doubles the effects of that item’s magic (DM’s discretion for items effects that can’t be doubled). It’s current whereabouts are unknown.
Power Gauntlets
Wondrous item, legendary (requires attunement)
Thick leather with with intricate weaves of gold and silver, the gauntlets have no power in themselves. However, each glove has 3 charges which can be used by any magic item they are holding or otherwise touching. Each glove regains 1 charge at sunrise. They were used by King Normator to boost the effectiveness of his sword and shield.
A flowing dark blue robe with the golden eagle of Kassius depicted on it that reaches the ankles of anyone who wears it. Advantage on all Charisma skill checks. When in combat, anyone who targets you must succeed a Charisma check, a failure causes the enemy to hesitate (lose 1 turn). If you are facing the enemy who is targeting you and within 10 feet, their check is at disadvantage. After that first check, they don't need to check again, even if they switch targets.
It was made for Normator, and it was inherited by his son. It’s current whereabouts are unknown.
May be attuned to up to 4 Relic Daggers without affecting attunement with any other magical items. May substitute other attunement abilities with attuning to 4 additional daggers per attunement option.
Magic Channel: The dagger draws upon magical energies and can be used as a magic focus. When wielded, it grants a +1 combat bonus when casting spells. Whenever it is used this way, runes glow on the blade of the dagger, causing disadvantage on stealth or hiding in darkness. When used as a dagger, it has a +1 magic bonus and causes an additional 1D4 force damage. Casting Anchor: May cast a spell on the dagger without requiring rolling to hit. If attuned to multiple daggers, may chose which dagger is targeted, or any number of daggers if the spell is capable of affecting multiple targets. If the dagger is in or held by something, the spell hits that through the dagger and is a critical hit.
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
Rravaki has a huge cash of knives hidden away in a secret location which he can summon at any time. He can only summon them from this room to him, or from him to the room, he can't summon knives he just tossed into someone's chest. He has regular knives, magic knives, silvered knives... though no knife of his has more than 1 magical property (acid, poison, lightning, cold, fire).
Warm to the touch, this acts as a magic focus. When attuned to it, if it is within 60 ft. it can be summoned to an outstretched hand as an action by saying or thinking its name. It flashes faintly as it teleports to the hand when summoned.
Net Bag
Wondrous Item (bag of holding), unique
A cloth pouch just big enough to fit a medium creature’s hand. It opens to an extradimensional space large enough to hold 20 nets. You instantly touch a net when you place your hand into the pouch, and can use an action throwing a net directly from the pouch. If anything other than a net is placed in the pouch, it becomes a normal pouch until everything non-net is removed.
Gleaming perpetually, an inscription can be seen at the base of each blade. “Shor byr shi sajael”, “Thaedys os paer”. “Will not be taken”, “Freedom or death”. Causes 1d4 psychic damage to anyone who tries taking it and each time they try using it without the owner’s consent. Attuning to the weapon has a chance of 1d10 psychic damage, but once attuned the new owner has full control.
When a lycanthrope polymorph while holding this silver axe, they can chose to have it meld into them rather than being dropped. It becomes a part of a single natural weapon causing a claw, tusk, teeth (the whole maw), etc, to to be silvered and grant +1 combat bonus. If it melds/stays melded when turning to human form, it makes the whites of the eyes silver and grants truesight for 60ft. Melding or unmelding the axe can only occur while polymorphing.
The Dark Cadre made the Moonclaw, but are unaware of its ability to grant truesight while melded in humanoid form. It was not an intended effect, and there was nothing around during the testing to point out it existed.
Lycanthrope Clothing
Animal skins, common
Clothing made from the skins of the animal a lycanthrope transforms into meld into the form instead of ripping/falling off.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
They have developed a way to have multiple coven eyes. While the method is less convenient than normal as it requires the original owner of the eye remain alive, it allows them to create an elaborate and highly efficient spy network.
(Mr. Mage) the Lich has a mild obsession with Beholders. He went into the deeps and collected 8 beholders to experiment on and created a slew of magic items. Needless to say the Beholders weren't too pleased when they discovered 8 of their brethren were missing, but that's a story for another time.
Rather than say how rare they are, I put the number of items he created. So if/when his lair is invaded, this is a large part of the inventory one might come across (minus things he has on him and the like).
- Wands
By grinding up a dried Beholder eye, mixing it with different ingredients, and then fusing the mixes to wands, the wand can gain special capabilities related to beholders. One ground eye can be used for a few wands.
- Potions
Beholder eye jelly is a potent ingredient which can be used for making potions. Other ingredients used are the blood and dried brain powder, among normal ingredients and enchantments.
- Meat
Beholder meat is like any other meat when it comes to how long it keeps from going bad. However, with the right enchantments (Death Ward/Aura of Life modified spell/ward) it can be preserved almost indefinitely.
Magic canceling ward
Wondrous item, 3 created
A mounted central Beholder eye. Anything within a 50ft. cone in the direction the eye is facing is immune to magic attacks and effects (including both sides of a door or wall). The immunity itself cannot be detected, though creatures may notice when spells don’t work in the area or on protected items.
This semi-sentient staff has a Beholder eye fitted in the top and is lawful neutral. It has a habit of slowly turning toward and staring at people when the staff is at rest. It has no readable thought, but it feels emotions which it’s wielder can feel. The wielder may use any of the Beholder's ray attacks from it, but may only use up to 3 until the wielder has taken a short or long rest. It also gives a +1 attack bonus to any magic cast by the wielder.
This sentient crystallized Beholder eye is chaotic evil. It maintains and magnifies the paranoia of the Beholder it came from, as it can see many things happening regardless of distance, and even to other dimensions if it isn't specifically blocked by a powerful being. It only sees what is currently happening, but it can locate any individual with relative ease if it has a good enough description or if it personally knows them. It can telepathically transmit what it sees to anyone within 5 feet of it. Someone wielding it may request (persuade) it to show them something specific, however, it takes much glee in showing its owner flashes of the thing they fear or detest most, especially when they are asleep or trying hard to concentrate on something.
Wand of telekinesis
Wondrous item, 4 (requires attunement)
May use the “greater telekinesis ray” up to 3 times until taking a short rest. The ray may move objects or creatures (DC 16 strength). It can move anything either weighing 600 pounds or less up to 30 feet, or weighing 300 pounds or less up to 60 feet.
Trick wand
Wondrous item, 3 (requires attunement)
May use “charm ray”, “paralyzing ray”, “fear ray”, “slowing ray”, or “sleep ray”. May not use the same ray until 2 other rays have been used.
Glare wand
Wondrous item, 1 (requires attunement)
May use the “enervation ray”, “disintegration ray”, or “death ray”. May not use the same ray twice in a row. If the wand is used more than 3 times before a long rest it begins to tremble. After every use starting with the 4th use, roll a skill save of your magic ability (DC # of uses). If a success, nothing happens. If failed, the wielder takes 2d4 force damage and the wand stops working until after two long rests.
Wand of the Beholder
Wondrous item, 2 (requires attunement)
May use each of the Beholder's 10 ray attacks once each day. (All DCs are 12 instead of 16)
Bone powder
Wondrous item, 20 pouches of 5 uses each
Crushed from Beholder bones, this fine powder is enchanted to make anything it is sprinkled on float for 1 hour. (Basically it’s pixie dust)
Consisting of the tongue and 8 to 20 teeth of a Beholder, this non-sentient item is capable of memorizing individuals so as not to attack them. Those it does not recognize within 30ft. it attacks by shooting the teeth at the intruders. The teeth act as Dancing Swords controlled by the tongue. (+5 attack bonus. Damage 1d6+1 and poison of DM’s choice.) The tongue and teeth rest protruding from a tub of poisonous liquid, giving them the appearance of being the lower jaw of the Beholder, one that endlessly licks its teeth coating them in the standing pool of poison. When attacking, a tooth must return to the Poison Lick to be re-coated after a successful strike or after four rounds, otherwise it will crumble to dust.
Beholder potion
Potion, 21
Consuming this allows a creature to levitate and shoot a random ray attack from its eyes every turn (roll 1d10), and as a reaction after being attacked. One potion has 3 doses.
Magic canceler
Potion, 28
Consuming this makes a creature completely immune to all magic for 10 minutes, and cancels any magical effects within 5 feet of it. It may not use magic in any way. If it is a magical creature (life is sustained by magic), it dies after consuming the potion. One potion has 3 doses.
Insanity draft/antidote
Potion, 19
Roll an intelligence saving throw (DC 14) upon consuming this or breathing it in as a mist, a successful save causes a creature to retch violently but is otherwise fine, otherwise the creature becomes insane with the duration depending on how many doses were applied. 1 dose lasts 1 hour; 2 doses lasts 6 hours; 3 doses lasts 1 day; 4 doses lasts 1 week; 5 doses lasts indefinitely; more doses do not alter the effects further. If additional doses are consumed while a creature is currently insane, they roll an intelligence check at disadvantage, a failed save causing them to be insane for the duration of the combined total of all doses affecting them. An antidote can be made out of an insanity draft, or the effects can be removed using a Lesser Restoration, Greater Restoration, or Heal spell. One draft has 20 doses, it takes 5 doses to make a potent enough mist (5 liquid doses=1 mist dose).
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Greater insanity draft
Potion, 7
Roll an intelligence saving throw (DC 19) upon consuming this, a successful save causes a creature to retch violently and gains one level of exhaustion, otherwise the creature becomes insane for a month, or indefinitely if consumed 3 or more doses. The effects can be removed using a Greater Restoration or Heal spell, but must roll against the insane creatures inteligence, a fail causes 1d6 psychic damage to both involved. One draft has 5 doses.
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Light yet strong, a Beholder tooth can be crafted into a sword and enchanted to be able to float in a specific location when the wielder wills it to. These swords can hold up to 300 pounds suspended where it sticks, or can slow the fall of up to 600 pounds (can choose to slow the fall if less than 300 pounds). Or if underwater, it can shoot to the surface of the water, pulling up to 300 pounds at 30 feet per round, or up to 600 pounds at 10 feet per round. Using two of them would allow twice the weight, and two swords can be used to climb air. There are 2 sizes, longsword and shortsword. Both are light finesse weapons, in addition to the longswords’ versatile.
A set of Beholder eyes, enchanted and petrified, now able to be used to freely communicate with each other over any distance. Anyone touching an eye may see in their mind and talk with any other person touching an eye. If the eyes are in different dimensions, the people communicating sound distant and muffled and appear blurry or faint. Excessive use of these eyes will cause the users to begin having illusions, conversations with imaginary people or perhaps imaginary conversations with the usual people.
Spell Gem
Wondrous Item, very rare (attunement optional)
A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action. Doing so doesn't require any components and doesn't require attunement. The spell then disappears from the gem. If you don’t know the spell or have the spell in your class spell list you are at disadvantage casting it, though attuning to the spell gem negates the disadvantage. If you do not have any casting capabilities, the Spell Attack is Wisdom and the Spell Save is 8+Wisdom.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the gem with no other effect.
Each spell gem has a maximum level for the spell it can store based on a gems’ type, size, and quality.
“Type A” gem of standard size and quality - 1st level spell
“Type B” gem of standard size and quality - 2nd level spell
“Type C” gem of standard size and quality - 3rd level spell
“Type D” gem of standard size and quality - 4th level spell
“Type E” gem of standard size and quality - 5th level spell
“Type F” gem of standard size and quality - 6th level spell
Adjusting the size and quality changes the level of the spell a gem can hold by 1. (ie. size of 1” increases the level by 2 and perfect condition increases it by 1, thus a perfect 1” diamond could hold up to a 9th level spell. Though a discolored ⅛” diamond can hold up to a 4th level spell.) A flawed gem cannot hold a spell of any level.
A gem may degrade if the spell fails to be used properly, either because it was too high a level for the caster, or because it was stopped by a dispel magic spell or similar. When this happens, roll a d20.
1: the gem degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the gem degrades one quality
17-19: the gem is unchanged
20: the spell is absorbed by the gem improving its quality by one (becoming “radiant” quality if goes above perfect, granting a +1 magic bonus. Grant an extra +1 or -1 magic bonus each time it improves or degrades until it is reduced to perfect again)
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can't be imbued again until the next dawn and is empty.
Power Pearls
Wondrous Item, very rare (requires attunement)
Pearls cannot be made into spell gems. Instead, these can be crafted into what are known as Power Pears. You can use a power pearl as a one time spell slot for a spell you know. The level of the spell slot depends on the size and quality of the pearl, and can be further adjusted by the quantity of pearls.
Freshwater Pearl of standard size and quality - 1st level spell slot
Pearl (type C) of standard size and quality - 3rd level spell slot
Black Pearl of standard size and quality - 4th level spell slot
Adjusting the size and quality changes the level of the spell slot by 1 (ie. size of 1” increases the level by 2 while discolored decreases it by 1, thus a discolored 1” Black Pearl would hold a 5th level spell slot). A flawed Pearl cannot hold a spell slot of any level. A Warlock may use a Power Pearl, though only spells normally useable at or below the pearl’s spell slot level can be used. A spell may be used with a higher spell slot level than the Warlock can normally use with a Power Pearl.
After using a Power Pearl it may degrade depending on how much magic was used through it. If a pearl degrades to shattering it becomes flawed and can’t be used again. As long as it hasn’t shattered, it can be used again by the next morning.
If the spell used is between the max level and half of what the pearl allows, roll a d20.
1: the pearl degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the pearl degrades one quality
17-19: the pearl is unchanged
20: the pearl is unchanged, and grants the spell a +1 magic bonus
If the spell used is half the level or lower than the pearl allows, then the Power Pearl can either be set aside and will be usable the next morning with no ill effects, or it can be used a second time the same day, but the pearl shatters immediately after.
Can use multiple pearls to cast a higher leveled spell than any of them individually could cast. Can use any number of pearls, the spell level becoming the sum of all their max levels minus the number of pearls. (ie. a 4th level, two 3rd level pearls would allow a 7th level spell). The maximum spell slot level is 9 regardless of how many pearls are used.
Spell slot = (sum of individual pearl spell slots) - (number of pearls)
7th level = (4+3+3) - 3
May chose how many levels apply to each of the pearls (ie. in the prior example, the 4th level pearl could have used only 2 levels, making it only allow a 5th level spell). Roll for each pearl individually to see if they degrade.
Pearls may be enchanted as a set, making them useless if separated, but able to do more otherwise. For example a broach with 5 freshwater pearls of standard size and quality. Normally only able to cast 1 level spells by themselves, but enchanted together as a set they can cast a higher level spell. When crafting such an item, the final effect of the set is decided by the DM, but the effect should be at least close to what they would normally be able to do if not enchanted together.
Elemental Crystal
Wondrous Item, very rare
This crystals contains a conjuration spell attuned to a specific Element (Air, Earth, Fire, or Water). When the crystal is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the crystal.
The coloration of the crystal varies with the type of elemental it summons. Air elemental crystals are transparent, earth elemental crystals are light brown, fire elemental crystals are reddish orange, and water elemental crystals are blue-green.
These crystals are made by crushing standard quality ⅛” diamonds, larger diamonds can be used for multiple crystals. The process for reforming the diamond dust into the crystal and linking the elementals to them was discovered by a pair of twin Warlocks in the court of Kale, the center for the top secret research of gems of power in the liberated kingdoms.
Spell Clock
Wondrous Item, Relic
Stumbled upon by a group of children in Kale gallivanting around in some caves. They crashed through a thin wall in the cave near the source of a small cave pool and discovered the little box. The observed that every hour is created water near where it was. It changed several sets of hands, eventually being brought to the king of Kale. Closer inspection revealed that it was casting a create water spell every hour. While mages are still working on revers engineering the clock as a whole, this is how they learned to make spell gems.
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Power Figurines
Sets of animal statues made from various materials. The statues are small enough to easily hold in a hand. Each has a soul of the animal they represent infused into them, or at least part of a soul. When the figurine is held, the holder may summon a specter of the animal to appear. The specter is completely under the command of the one who summoned it, can go through solid objects at will and never tires or hungers, but aside from that is a standard animal despite whether it is a partial soul or a whole one. If the animal is defeated (can only be attacked with magic, magic items or items otherwise designed for fighting ghosts), it must retreat to the figurine of possible, and can not be summoned again until after a long rest. Otherwise, a spirit may be re summoned after a short rest. If the figurine has gems for eyes, it contains the spirit of a dire animal.
They were first created by a (dark?) druid placing animal spirits into carvings around the time of the creation of Kassius in c3100. Aelfarian mages learned of this druid who occasionally attacked patrols and groups set out to colonize new territories. They also learned how he attacked, leaving few alive from an onslaught of spectral beasts. After finding and capturing the druid they eventually learn how to replicate the process. In addition they learned how to “improve” the methods, splitting the souls of the animals to allow more items per animal. The mages kept the method of how to do it to themselves, but the figurines were so easy to make compared to other things, they quickly began selling them and giving them as gifts to political heads.
Hardly anything is known about what happens to the spirits either during or after their time in the figurines. Especially with the splitting of souls, the figurines became a mildly heated topic among the religious sects. It became taboo to knowingly set one part of a spirit against another of the same, so often the figurines were given/sold as sets. They were expensive, so they were seldom used in practice even by those who did not hold any superstitions about them, keeping them as last resorts or the like. Many among the richer classes bought them as trinkets or shows of their wealth. It also became common practice to have one or more “stand guard” over a dwelling, where the soul of the animal was respected (usually), and sometimes even worshiped as a conduit to a deity, especially one with a tie to nature. Even many of high nobility going all the way up to royalty felt uncomfortable with using actual souls, especially split ones. (what if they started using human souls?) Nobility would often accept them as gifts, but if they didn't follow the “standing guard” tradition, they would store them away where they could be forgotten.
The art of creating the figurines was lost with Aelfar. While many figurines remain intact, almost no one remembers what they are, thinking they are merely beautiful statues magically touched to look even more pleasing.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Wood
Must have a whole soul. It has around a 90% success rate. The other three materials are seen as superior in practically every way. While some wood figurines were still made, they were not as common as any of the other ones.
Ivory
Must have a whole soul, but while it takes the longest to create it is the easiest after glass, and has just short of a guaranteed success.
Silver
Can use soul portions as small as a 7th of the whole without affecting the performance of the animal, though silver is much harder to work with in this situation, and the success rate is as low as 10% for each, while if souls are instead in 5ths they can raise up to 70%-80%. It tarnishes a little after every summoning of the spectral animal.
Glass
Can use soul portions as small as a 30th of the whole without affecting the performance of the animal. This is by far the quickest and easiest method to create them with just short of guaranteed success. The figurine cracks after summoning the spectral animal.
Power Figurines
Small statuettes of animals made from wood, ivory, silver, or glass with a soul or piece of a soul of the depicted animal is stored to be summoned at a later time. Originally developed by a dark druid, the method was adopted and improved upon by the mages of Aelfar, and lost with its fall. A summoned soul is the same size and stats as the animal in life, except add the Incorporeal Movement ability. When it is done serving, it either returns to the figure, or is able to pass on.
- Power Figurine (Wood)
Wondrous item, very rare (requires attunement)
It is warm and soft to the touch, and feels almost as though it breaths. Spectral animal lasts 15 minutes, or until it is defeated or dismissed.
- Power Figurine (Ivory)
Wondrous item, very rare (requires attunement)
Has an aura of awareness. Spectral animal lasts indefinitely as long as it is held, but it leaves after the figurine has left the hand for more than 1 minute, or until it is defeated or dismissed. Must constantly hold the ivory figurine, but there is no limit to the length of time the spirit can serve.
- Power Figurine (Silver)
Wondrous item, rare (requires attunement)
It seems to shine from an unknown light. Spectral animal lasts an hour, until the figurine has left the hand for more than 20 minutes, or until it is defeated or dismissed. 20 uses.
- Power Figurine (Glass)
Wondrous item, uncommon (requires attunement)
An energy seems to course through it. Spectral animal lasts an hour, or until the figurine breaks, is defeated, or is dismissed. One use only.
New
- Meat
Beholder meat is like any other meat when it comes to how long it keeps from going bad. However, with the right enchantments (Death Ward/Aura of Life modified spell/ward) it can be preserved almost indefinitely.
Beholder Steak
Wondrous Item, 5 waxed and magiced barrels
Beholder meat is poisonous, giving 2d4 poison damage to anyone attempting to eat it. But if cooked with cloud spur and vinegar it has regenerative properties. Consuming a slab of Beholder steak will restore 2d6 HP, and will cure any physical conditions. If a part of the body was recently lost (the past month or so), a properly cooked Beholder stake with any healing spell cast on it will restore the missing body part. The creature falls unconscious after consuming the steak for a full 24 hours, during which time the body regrows the missing part(s). If it restores any more than a whole limb, the creature is ravenously hungry until it eats (disadvantage on everything), takes 1d4 psychic damage, and suffers 2 stages of exhaustion upon waking until it's next long rest, or until eating another properly cooked Beholder steak.
I think it is all good for an adventure which ideally the PCs would thwart before it actually disrupts anything in the world. What level PCs would it be for?
Higher leveled, at least into the teens, mostly because of the intensity of the lair. They should be able to have at least two encounters, the first time they are not meant to be able to defeat him for "X" reason. The first time they may or may not know he is a lich yet, but there should be a reason for them them to know they want to get the amulet tied to his hand. The amulet contains the ghost of Sir Septimus' wife while he was still the living paladin Sir Cosmas Von Mattian. The ghost would be an NPC which could give basic information and help with occasion combat. Her unfinished business is revenge on (Mr. Mage) and freeing her husband from his bonds as a death knight.
Ideally the results would be self contained as either a fixable or preventable stand-alone event, or else as a direct or at least delayed reaction to defeating the Lord of Wrath. The Lich uses a magic item which he has crafted in mass by his minions in order to control so many skeletons at once, so it seems logical that if he were to be killed, all skeletons attached to him would die as well, so that would be a manageable fix as far as accidentally starting the Apocalypse, right? And acquiring the amulet with the ghost would give them an edge in combat since she has a vendetta against him.
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Battle Crown of Kassius
Wondrous item, legendary (requires attunement)
This royal battle helmet with a crown-like design on top was worn by King Normator and then by his son. Upon entering combat, up to 5 allies in a 10 ft. radius get advantage on their next attack. It’s current whereabouts are unknown.
Armor of the Free King
+1 Armor (Scale Mail), legendary
This enchanted mithril armor was worn by King Normator and then by his son. It was weightless and caused no disadvantage to movement or stealth. Additionally, when worn with a crown or helmet with magic, it doubles the effects of that item’s magic (DM’s discretion for items effects that can’t be doubled). It’s current whereabouts are unknown.
Power Gauntlets
Wondrous item, legendary (requires attunement)
Thick leather with with intricate weaves of gold and silver, the gauntlets have no power in themselves. However, each glove has 3 charges which can be used by any magic item they are holding or otherwise touching. Each glove regains 1 charge at sunrise. They were used by King Normator to boost the effectiveness of his sword and shield.
A flowing dark blue robe with the golden eagle of Kassius depicted on it that reaches the ankles of anyone who wears it. Advantage on all Charisma skill checks. When in combat, anyone who targets you must succeed a Charisma check, a failure causes the enemy to hesitate (lose 1 turn). If you are facing the enemy who is targeting you and within 10 feet, their check is at disadvantage. After that first check, they don't need to check again, even if they switch targets.
It was made for Normator, and it was inherited by his son. It’s current whereabouts are unknown.
May be attuned to up to 4 Relic Daggers without affecting attunement with any other magical items. May substitute other attunement abilities with attuning to 4 additional daggers per attunement option.
Magic Channel: The dagger draws upon magical energies and can be used as a magic focus. When wielded, it grants a +1 combat bonus when casting spells. Whenever it is used this way, runes glow on the blade of the dagger, causing disadvantage on stealth or hiding in darkness. When used as a dagger, it has a +1 magic bonus and causes an additional 1D4 force damage. Casting Anchor: May cast a spell on the dagger without requiring rolling to hit. If attuned to multiple daggers, may chose which dagger is targeted, or any number of daggers if the spell is capable of affecting multiple targets. If the dagger is in or held by something, the spell hits that through the dagger and is a critical hit.
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
Rravaki has a huge cash of knives hidden away in a secret location which he can summon at any time. He can only summon them from this room to him, or from him to the room, he can't summon knives he just tossed into someone's chest. He has regular knives, magic knives, silvered knives... though no knife of his has more than 1 magical property (acid, poison, lightning, cold, fire).
Warm to the touch, this acts as a magic focus. When attuned to it, if it is within 60 ft. it can be summoned to an outstretched hand as an action by saying or thinking its name. It flashes faintly as it teleports to the hand when summoned.
Net Bag
Wondrous Item (bag of holding), unique
A cloth pouch just big enough to fit a medium creature’s hand. It opens to an extradimensional space large enough to hold 20 nets. You instantly touch a net when you place your hand into the pouch, and can use an action throwing a net directly from the pouch. If anything other than a net is placed in the pouch, it becomes a normal pouch until everything non-net is removed.
Gleaming perpetually, an inscription can be seen at the base of each blade. “Shor byr shi sajael”, “Thaedys os paer”. “Will not be taken”, “Freedom or death”. Causes 1d4 psychic damage to anyone who tries taking it and each time they try using it without the owner’s consent. Attuning to the weapon has a chance of 1d10 psychic damage, but once attuned the new owner has full control.
When a lycanthrope polymorph while holding this silver axe, they can chose to have it meld into them rather than being dropped. It becomes a part of a single natural weapon causing a claw, tusk, teeth (the whole maw), etc, to to be silvered and grant +1 combat bonus. If it melds/stays melded when turning to human form, it makes the whites of the eyes silver and grants truesight for 60ft. Melding or unmelding the axe can only occur while polymorphing.
The Dark Cadre made the Moonclaw, but are unaware of its ability to grant truesight while melded in humanoid form. It was not an intended effect, and there was nothing around during the testing to point out it existed.
Lycanthrope Clothing
Animal skins, common
Clothing made from the skins of the animal a lycanthrope transforms into meld into the form instead of ripping/falling off.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
They have developed a way to have multiple coven eyes. While the method is less convenient than normal as it requires the original owner of the eye remain alive, it allows them to create an elaborate and highly efficient spy network.
(Mr. Mage) the Lich has a mild obsession with Beholders. He went into the deeps and collected 8 beholders to experiment on and created a slew of magic items. Needless to say the Beholders weren't too pleased when they discovered 8 of their brethren were missing, but that's a story for another time.
Rather than say how rare they are, I put the number of items he created. So if/when his lair is invaded, this is a large part of the inventory one might come across (minus things he has on him and the like).
- Wands
By grinding up a dried Beholder eye, mixing it with different ingredients, and then fusing the mixes to wands, the wand can gain special capabilities related to beholders. One ground eye can be used for a few wands.
- Potions
Beholder eye jelly is a potent ingredient which can be used for making potions. Other ingredients used are the blood and dried brain powder, among normal ingredients and enchantments.
- Meat
Beholder meat is like any other meat when it comes to how long it keeps from going bad. However, with the right enchantments (Death Ward/Aura of Life modified spell/ward) it can be preserved almost indefinitely.
Magic canceling ward
Wondrous item, 3 created
A mounted central Beholder eye. Anything within a 50ft. cone in the direction the eye is facing is immune to magic attacks and effects (including both sides of a door or wall). The immunity itself cannot be detected, though creatures may notice when spells don’t work in the area or on protected items.
This semi-sentient staff has a Beholder eye fitted in the top and is lawful neutral. It has a habit of slowly turning toward and staring at people when the staff is at rest. It has no readable thought, but it feels emotions which it’s wielder can feel. The wielder may use any of the Beholder's ray attacks from it, but may only use up to 3 until the wielder has taken a short or long rest. It also gives a +1 attack bonus to any magic cast by the wielder.
This sentient crystallized Beholder eye is chaotic evil. It maintains and magnifies the paranoia of the Beholder it came from, as it can see many things happening regardless of distance, and even to other dimensions if it isn't specifically blocked by a powerful being. It only sees what is currently happening, but it can locate any individual with relative ease if it has a good enough description or if it personally knows them. It can telepathically transmit what it sees to anyone within 5 feet of it. Someone wielding it may request (persuade) it to show them something specific, however, it takes much glee in showing its owner flashes of the thing they fear or detest most, especially when they are asleep or trying hard to concentrate on something.
Wand of telekinesis
Wondrous item, 4 (requires attunement)
May use the “greater telekinesis ray” up to 3 times until taking a short rest. The ray may move objects or creatures (DC 16 strength). It can move anything either weighing 600 pounds or less up to 30 feet, or weighing 300 pounds or less up to 60 feet.
Trick wand
Wondrous item, 3 (requires attunement)
May use “charm ray”, “paralyzing ray”, “fear ray”, “slowing ray”, or “sleep ray”. May not use the same ray until 2 other rays have been used.
Glare wand
Wondrous item, 1 (requires attunement)
May use the “enervation ray”, “disintegration ray”, or “death ray”. May not use the same ray twice in a row. If the wand is used more than 3 times before a long rest it begins to tremble. After every use starting with the 4th use, roll a skill save of your magic ability (DC # of uses). If a success, nothing happens. If failed, the wielder takes 2d4 force damage and the wand stops working until after two long rests.
Wand of the Beholder
Wondrous item, 2 (requires attunement)
May use each of the Beholder's 10 ray attacks once each day. (All DCs are 12 instead of 16)
Bone powder
Wondrous item, 20 pouches of 5 uses each
Crushed from Beholder bones, this fine powder is enchanted to make anything it is sprinkled on float for 1 hour. (Basically it’s pixie dust)
Consisting of the tongue and 8 to 20 teeth of a Beholder, this non-sentient item is capable of memorizing individuals so as not to attack them. Those it does not recognize within 30ft. it attacks by shooting the teeth at the intruders. The teeth act as Dancing Swords controlled by the tongue. (+5 attack bonus. Damage 1d6+1 and poison of DM’s choice.) The tongue and teeth rest protruding from a tub of poisonous liquid, giving them the appearance of being the lower jaw of the Beholder, one that endlessly licks its teeth coating them in the standing pool of poison. When attacking, a tooth must return to the Poison Lick to be re-coated after a successful strike or after four rounds, otherwise it will crumble to dust.
Beholder potion
Potion, 21
Consuming this allows a creature to levitate and shoot a random ray attack from its eyes every turn (roll 1d10), and as a reaction after being attacked. One potion has 3 doses.
Magic canceler
Potion, 28
Consuming this makes a creature completely immune to all magic for 10 minutes, and cancels any magical effects within 5 feet of it. It may not use magic in any way. If it is a magical creature (life is sustained by magic), it dies after consuming the potion. One potion has 3 doses.
Insanity draft/antidote
Potion, 19
Roll an intelligence saving throw (DC 14) upon consuming this or breathing it in as a mist, a successful save causes a creature to retch violently but is otherwise fine, otherwise the creature becomes insane with the duration depending on how many doses were applied. 1 dose lasts 1 hour; 2 doses lasts 6 hours; 3 doses lasts 1 day; 4 doses lasts 1 week; 5 doses lasts indefinitely; more doses do not alter the effects further. If additional doses are consumed while a creature is currently insane, they roll an intelligence check at disadvantage, a failed save causing them to be insane for the duration of the combined total of all doses affecting them. An antidote can be made out of an insanity draft, or the effects can be removed using a Lesser Restoration, Greater Restoration, or Heal spell. One draft has 20 doses, it takes 5 doses to make a potent enough mist (5 liquid doses=1 mist dose).
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Greater insanity draft
Potion, 7
Roll an intelligence saving throw (DC 19) upon consuming this, a successful save causes a creature to retch violently and gains one level of exhaustion, otherwise the creature becomes insane for a month, or indefinitely if consumed 3 or more doses. The effects can be removed using a Greater Restoration or Heal spell, but must roll against the insane creatures inteligence, a fail causes 1d6 psychic damage to both involved. One draft has 5 doses.
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Light yet strong, a Beholder tooth can be crafted into a sword and enchanted to be able to float in a specific location when the wielder wills it to. These swords can hold up to 300 pounds suspended where it sticks, or can slow the fall of up to 600 pounds (can choose to slow the fall if less than 300 pounds). Or if underwater, it can shoot to the surface of the water, pulling up to 300 pounds at 30 feet per round, or up to 600 pounds at 10 feet per round. Using two of them would allow twice the weight, and two swords can be used to climb air. There are 2 sizes, longsword and shortsword. Both are light finesse weapons, in addition to the longswords’ versatile.
A set of Beholder eyes, enchanted and petrified, now able to be used to freely communicate with each other over any distance. Anyone touching an eye may see in their mind and talk with any other person touching an eye. If the eyes are in different dimensions, the people communicating sound distant and muffled and appear blurry or faint. Excessive use of these eyes will cause the users to begin having illusions, conversations with imaginary people or perhaps imaginary conversations with the usual people.
Beholder Steak
Wondrous Item, 5 waxed and magiced barrels
Beholder meat is poisonous, giving 2d4 poison damage to anyone attempting to eat it. But if cooked with cloud spur and vinegar it has regenerative properties. Consuming a slab of Beholder steak will restore 2d6 HP, and will cure any physical conditions. If a part of the body was recently lost (the past month or so), a properly cooked Beholder stake with any healing spell cast on it will restore the missing body part. The creature falls unconscious after consuming the steak for a full 24 hours, during which time the body regrows the missing part(s). If it restores any more than a whole limb, the creature is ravenously hungry until it eats (disadvantage on everything), takes 1d4 psychic damage, and suffers 2 stages of exhaustion upon waking until it's next long rest, or until eating another properly cooked Beholder steak.
Spell Gem
Wondrous Item, very rare (attunement optional)
A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action. Doing so doesn't require any components and doesn't require attunement. The spell then disappears from the gem. If you don’t know the spell or have the spell in your class spell list you are at disadvantage casting it, though attuning to the spell gem negates the disadvantage. If you do not have any casting capabilities, the Spell Attack is Wisdom and the Spell Save is 8+Wisdom.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the gem with no other effect.
Each spell gem has a maximum level for the spell it can store based on a gems’ type, size, and quality.
“Type A” gem of standard size and quality - 1st level spell
“Type B” gem of standard size and quality - 2nd level spell
“Type C” gem of standard size and quality - 3rd level spell
“Type D” gem of standard size and quality - 4th level spell
“Type E” gem of standard size and quality - 5th level spell
“Type F” gem of standard size and quality - 6th level spell
Adjusting the size and quality changes the level of the spell a gem can hold by 1. (ie. size of 1” increases the level by 2 and perfect condition increases it by 1, thus a perfect 1” diamond could hold up to a 9th level spell. Though a discolored ⅛” diamond can hold up to a 4th level spell.) A flawed gem cannot hold a spell of any level.
A gem may degrade if the spell fails to be used properly, either because it was too high a level for the caster, or because it was stopped by a dispel magic spell or similar. When this happens, roll a d20.
1: the gem degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the gem degrades one quality
17-19: the gem is unchanged
20: the spell is absorbed by the gem improving its quality by one (becoming “radiant” quality if goes above perfect, granting a +1 magic bonus. Grant an extra +1 or -1 magic bonus each time it improves or degrades until it is reduced to perfect again)
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can't be imbued again until the next dawn and is empty.
Power Pearls
Wondrous Item, very rare (requires attunement)
Pearls cannot be made into spell gems. Instead, these can be crafted into what are known as Power Pears. You can use a power pearl as a one time spell slot for a spell you know. The level of the spell slot depends on the size and quality of the pearl, and can be further adjusted by the quantity of pearls.
Freshwater Pearl of standard size and quality - 1st level spell slot
Pearl (type C) of standard size and quality - 3rd level spell slot
Black Pearl of standard size and quality - 4th level spell slot
Adjusting the size and quality changes the level of the spell slot by 1 (ie. size of 1” increases the level by 2 while discolored decreases it by 1, thus a discolored 1” Black Pearl would hold a 5th level spell slot). A flawed Pearl cannot hold a spell slot of any level. A Warlock may use a Power Pearl, though only spells normally useable at or below the pearl’s spell slot level can be used. A spell may be used with a higher spell slot level than the Warlock can normally use with a Power Pearl.
After using a Power Pearl it may degrade depending on how much magic was used through it. If a pearl degrades to shattering it becomes flawed and can’t be used again. As long as it hasn’t shattered, it can be used again by the next morning.
If the spell used is between the max level and half of what the pearl allows, roll a d20.
1: the pearl degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the pearl degrades one quality
17-19: the pearl is unchanged
20: the pearl is unchanged, and grants the spell a +1 magic bonus
If the spell used is half the level or lower than the pearl allows, then the Power Pearl can either be set aside and will be usable the next morning with no ill effects, or it can be used a second time the same day, but the pearl shatters immediately after.
Can use multiple pearls to cast a higher leveled spell than any of them individually could cast. Can use any number of pearls, the spell level becoming the sum of all their max levels minus the number of pearls. (ie. a 4th level, two 3rd level pearls would allow a 7th level spell). The maximum spell slot level is 9 regardless of how many pearls are used.
Spell slot = (sum of individual pearl spell slots) - (number of pearls)
7th level = (4+3+3) - 3
May chose how many levels apply to each of the pearls (ie. in the prior example, the 4th level pearl could have used only 2 levels, making it only allow a 5th level spell). Roll for each pearl individually to see if they degrade.
Pearls may be enchanted as a set, making them useless if separated, but able to do more otherwise. For example a broach with 5 freshwater pearls of standard size and quality. Normally only able to cast 1 level spells by themselves, but enchanted together as a set they can cast a higher level spell. When crafting such an item, the final effect of the set is decided by the DM, but the effect should be at least close to what they would normally be able to do if not enchanted together.
Elemental Crystal
Wondrous Item, very rare
This crystals contains a conjuration spell attuned to a specific Element (Air, Earth, Fire, or Water). When the crystal is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the crystal.
The coloration of the crystal varies with the type of elemental it summons. Air elemental crystals are transparent, earth elemental crystals are light brown, fire elemental crystals are reddish orange, and water elemental crystals are blue-green.
These crystals are made by crushing standard quality ⅛” diamonds, larger diamonds can be used for multiple crystals. The process for reforming the diamond dust into the crystal and linking the elementals to them was discovered by a pair of twin Warlocks in the court of Kale, the center for the top secret research of gems of power in the liberated kingdoms.
Spell Clock
Wondrous Item, Relic
Stumbled upon by a group of children in Kale gallivanting around in some caves. They crashed through a thin wall in the cave near the source of a small cave pool and discovered the little box. The observed that every hour is created water near where it was. It changed several sets of hands, eventually being brought to the king of Kale. Closer inspection revealed that it was casting a create water spell every hour. While mages are still working on revers engineering the clock as a whole, this is how they learned to make spell gems.
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Power Figurines
Sets of animal statues made from various materials. The statues are small enough to easily hold in a hand. Each has a soul of the animal they represent infused into them, or at least part of a soul. When the figurine is held, the holder may summon a specter of the animal to appear. The specter is completely under the command of the one who summoned it, can go through solid objects at will and never tires or hungers, but aside from that is a standard animal despite whether it is a partial soul or a whole one. If the animal is defeated (can only be attacked with magic, magic items or items otherwise designed for fighting ghosts), it must retreat to the figurine of possible, and can not be summoned again until after a long rest. Otherwise, a spirit may be re summoned after a short rest. If the figurine has gems for eyes, it contains the spirit of a dire animal.
They were first created by a (dark?) druid placing animal spirits into carvings around the time of the creation of Kassius in c3100. Aelfarian mages learned of this druid who occasionally attacked patrols and groups set out to colonize new territories. They also learned how he attacked, leaving few alive from an onslaught of spectral beasts. After finding and capturing the druid they eventually learn how to replicate the process. In addition they learned how to “improve” the methods, splitting the souls of the animals to allow more items per animal. The mages kept the method of how to do it to themselves, but the figurines were so easy to make compared to other things, they quickly began selling them and giving them as gifts to political heads.
Hardly anything is known about what happens to the spirits either during or after their time in the figurines. Especially with the splitting of souls, the figurines became a mildly heated topic among the religious sects. It became taboo to knowingly set one part of a spirit against another of the same, so often the figurines were given/sold as sets. They were expensive, so they were seldom used in practice even by those who did not hold any superstitions about them, keeping them as last resorts or the like. Many among the richer classes bought them as trinkets or shows of their wealth. It also became common practice to have one or more “stand guard” over a dwelling, where the soul of the animal was respected (usually), and sometimes even worshiped as a conduit to a deity, especially one with a tie to nature. Even many of high nobility going all the way up to royalty felt uncomfortable with using actual souls, especially split ones. (what if they started using human souls?) Nobility would often accept them as gifts, but if they didn't follow the “standing guard” tradition, they would store them away where they could be forgotten.
The art of creating the figurines was lost with Aelfar. While many figurines remain intact, almost no one remembers what they are, thinking they are merely beautiful statues magically touched to look even more pleasing.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Wood
Must have a whole soul. It has around a 90% success rate. The other three materials are seen as superior in practically every way. While some wood figurines were still made, they were not as common as any of the other ones.
Ivory
Must have a whole soul, but while it takes the longest to create it is the easiest after glass, and has just short of a guaranteed success.
Silver
Can use soul portions as small as a 7th of the whole without affecting the performance of the animal, though silver is much harder to work with in this situation, and the success rate is as low as 10% for each, while if souls are instead in 5ths they can raise up to 70%-80%. It tarnishes a little after every summoning of the spectral animal.
Glass
Can use soul portions as small as a 30th of the whole without affecting the performance of the animal. This is by far the quickest and easiest method to create them with just short of guaranteed success. The figurine cracks after summoning the spectral animal.
Power Figurines
Small statuettes of animals made from wood, ivory, silver, or glass with a soul or piece of a soul of the depicted animal is stored to be summoned at a later time. Originally developed by a dark druid, the method was adopted and improved upon by the mages of Aelfar, and lost with its fall. A summoned soul is the same size and stats as the animal in life, except add the Incorporeal Movement ability. When it is done serving, it either returns to the figure, or is able to pass on.
- Power Figurine (Wood)
Wondrous item, very rare (requires attunement)
It is warm and soft to the touch, and feels almost as though it breaths. Spectral animal lasts 15 minutes, or until it is defeated or dismissed.
- Power Figurine (Ivory)
Wondrous item, very rare (requires attunement)
Has an aura of awareness. Spectral animal lasts indefinitely as long as it is held, but it leaves after the figurine has left the hand for more than 1 minute, or until it is defeated or dismissed. Must constantly hold the ivory figurine, but there is no limit to the length of time the spirit can serve.
- Power Figurine (Silver)
Wondrous item, rare (requires attunement)
It seems to shine from an unknown light. Spectral animal lasts an hour, until the figurine has left the hand for more than 20 minutes, or until it is defeated or dismissed. 20 uses.
- Power Figurine (Glass)
Wondrous item, uncommon (requires attunement)
An energy seems to course through it. Spectral animal lasts an hour, or until the figurine breaks, is defeated, or is dismissed. One use only.
New
Sphere of Rubik (need a different name)
Wondrous Item, legendary (requires intelligence level 12)
A finely woven wicker sphere about a foot in diameter which feels like it has something of moderate weight rolling around inside. It is divided into segments each with one of six different colors dyed into it, and it has a small handle on each of the six center segments. The segments can be rotated in order to arrange one side in all of one color. When a color is finished, you may pull on that color’s handle removing all the wicker of that color. There are 20 small round stones sticking to the segment of the sphere removed. The stones are always the same color as the removed section of the sphere, yet the rest of the sphere is empty when one looks inside. When placing the stones around a perimeter no larger than 25 square feet it provides an instantly effective ward covering that area. The effect of the ward is different for each color. The colors shift every now and then, though it is always possible to align any one of the six colors at a time.
Red - Anti-magic zone: No magic can be cast while in it and any magic cast from outside into it disappears when it reaches the ward. Potions don’t work, instead giving an amount of poison damage the DM deems appropriate. Yellow - healing zone: All within the ward have advantage on saving throws related to healing. May take an unlimited number of short rests consecutively. For every short or long rest taken, recover 2d4 hit points, or if health is full gain 2d4 temporary hit points up to 15 which lasts for 10 minutes after leaving the ward. White - Safe zone: Undead cannot enter the area, and all within the zone are instantly aware of any other creature within 10 feet of the ward, what it is, it’s location, and its intent. This awareness does not affect a rest unless the creature is hostile and intends to attack. Blue - Weather zone: Whatever the conditions of the surrounding area, within the ward is no wind, a comfortable temperature even with a fire, and the ground is steady. The ward only protects the ground directly beneath the ward, if the ground the ward is protecting is moved, the ward moves as well. Ie. a chasm opens, that half circle of earth is held together but still falls into the chasm. Gray - unseen zone: everything within the ward which is not part of the natural environment is invisible to any creature outside of the ward. Green - untraceable zone: As long as you are within the ward, nothing can track you by magic or otherwise. Sents and other physical means of tracking you are erased up 50 feet away from the ward. Spell to track any creature within the ward simply fail.
- Firstly, I have finally named the Lich. (Mr.Mage) will forever on be known as Haultinus Etician. Native of Farland, he became a lich sometime around when the Lord of Wrath captured the city. His becoming a lich has absolutely nothing to do with his practically handing several important political figures to the Lord of Wrath, rather it was his ambitions and lust for power that drove him both to serving under the Lord of Wrath and becoming a lich.
- I've been looking back to Galdien, the insane anti-lich. (Which reminds me, I actually have the 7th commander mostly written up, I need to wrap that up and post them :P) Galdien is obsessed with magic items, grabbing things from around the globe ranging from powerful artifacts to simple items which he deemed was necessary for his "collection". I've been contemplating Galdien and his collection for a bit now, and have come up with several ideas for bizarre things which he creats himself to satisfy his hunger for more magic to surround him. These are items which no one in their right mind would want anywhere on the same plane as them, maybe not even on a different plane. I'm thinking his adventure could be for a couple different levels;
around level 8, this party is abducted because they have a very magical item or are set to protect an important and famous figure (the normal guards acting as decoys as the party is hired to take them to a secret and safe place). After being captured, they are tasked with finding a way to escape with their hides intact, and maybe grabbing something which may or may not lead to some major mayhem depending on how insane Galdien was when he made it or if he made it (more likely to cause mayhem if he did make it);
16-18, they seek out Galdien's tower (either because they were abducted in the past or it has been spotted by a sailor who miraculously didn't die escaping or somewhat), the intent is investigate/kill/avenge/rescue/something. If they manage to kill Galdien, his tower begins to implode (from all the unstable magic emanating from Galdien's collection) and they have a time limit to escape through his portal-to-anywhere, though if they fail, they become targets of him and are harassed constantly until he is dead.
I bring up Galdien because of some of the items I want to start introducing. What do you think in general of where I'm leading Galdien?
- I also have been rummaging through the actual items listed for D&D. How do you feel about some of the crazier items? Things like the Quiver of Ehlonna which can just be renamed, or the Rod of Lordly Might which can just be passed off as a relic from one of the Cadres. Or what about things like the Bag of Beans or the Deck of Many Things which are just crazy and often harmful to the player trying to use it (at least the bag of beans has an element of predictability)? I kind of asked this before, and you said most items in the DMG would be accessible except scenario specific ones. For these crazy items (things like the deck of many things), would they be explained as having been crated by an ancient magical being experimenting with their powers (like a hag, or a new or elderly dragon, or Galdien)?
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Battle Crown of Kassius
Wondrous item, legendary (requires attunement)
This royal battle helmet with a crown-like design on top was worn by King Normator and then by his son. Upon entering combat, up to 5 allies in a 10 ft. radius get advantage on their next attack. It’s current whereabouts are unknown.
Armor of the Free King
+1 Armor (Scale Mail), legendary
This enchanted mithril armor was worn by King Normator and then by his son. It was weightless and caused no disadvantage to movement or stealth. Additionally, when worn with a crown or helmet with magic, it doubles the effects of that item’s magic (DM’s discretion for items effects that can’t be doubled). It’s current whereabouts are unknown.
Power Gauntlets
Wondrous item, legendary (requires attunement)
Thick leather with with intricate weaves of gold and silver, the gauntlets have no power in themselves. However, each glove has 3 charges which can be used by any magic item they are holding or otherwise touching. Each glove regains 1 charge at sunrise. They were used by King Normator to boost the effectiveness of his sword and shield.
A flowing dark blue robe with the golden eagle of Kassius depicted on it that reaches the ankles of anyone who wears it. Advantage on all Charisma skill checks. When in combat, anyone who targets you must succeed a Charisma check, a failure causes the enemy to hesitate (lose 1 turn). If you are facing the enemy who is targeting you and within 10 feet, their check is at disadvantage. After that first check, they don't need to check again, even if they switch targets.
It was made for Normator, and it was inherited by his son. It’s current whereabouts are unknown.
May be attuned to up to 4 Relic Daggers without affecting attunement with any other magical items. May substitute other attunement abilities with attuning to 4 additional daggers per attunement option.
Magic Channel: The dagger draws upon magical energies and can be used as a magic focus. When wielded, it grants a +1 combat bonus when casting spells. Whenever it is used this way, runes glow on the blade of the dagger, causing disadvantage on stealth or hiding in darkness. When used as a dagger, it has a +1 magic bonus and causes an additional 1D4 force damage. Casting Anchor: May cast a spell on the dagger without requiring rolling to hit. If attuned to multiple daggers, may chose which dagger is targeted, or any number of daggers if the spell is capable of affecting multiple targets. If the dagger is in or held by something, the spell hits that through the dagger and is a critical hit.
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
Rravaki has a huge cash of knives hidden away in a secret location which he can summon at any time. He can only summon them from this room to him, or from him to the room, he can't summon knives he just tossed into someone's chest. He has regular knives, magic knives, silvered knives... though no knife of his has more than 1 magical property (acid, poison, lightning, cold, fire).
Warm to the touch, this acts as a magic focus. When attuned to it, if it is within 60 ft. it can be summoned to an outstretched hand as an action by saying or thinking its name. It flashes faintly as it teleports to the hand when summoned.
Net Bag
Wondrous Item (bag of holding), unique
A cloth pouch just big enough to fit a medium creature’s hand. It opens to an extradimensional space large enough to hold 20 nets. You instantly touch a net when you place your hand into the pouch, and can use an action throwing a net directly from the pouch. If anything other than a net is placed in the pouch, it becomes a normal pouch until everything non-net is removed.
Gleaming perpetually, an inscription can be seen at the base of each blade. “Shor byr shi sajael”, “Thaedys os paer”. “Will not be taken”, “Freedom or death”. Causes 1d4 psychic damage to anyone who tries taking it and each time they try using it without the owner’s consent. Attuning to the weapon has a chance of 1d10 psychic damage, but once attuned the new owner has full control.
When a lycanthrope polymorph while holding this silver axe, they can chose to have it meld into them rather than being dropped. It becomes a part of a single natural weapon causing a claw, tusk, teeth (the whole maw), etc, to to be silvered and grant +1 combat bonus. If it melds/stays melded when turning to human form, it makes the whites of the eyes silver and grants truesight for 60ft. Melding or unmelding the axe can only occur while polymorphing.
The Dark Cadre made the Moonclaw, but are unaware of its ability to grant truesight while melded in humanoid form. It was not an intended effect, and there was nothing around during the testing to point out it existed.
Lycanthrope Clothing
Animal skins, common
Clothing made from the skins of the animal a lycanthrope transforms into meld into the form instead of ripping/falling off.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
They have developed a way to have multiple coven eyes. While the method is less convenient than normal as it requires the original owner of the eye remain alive, it allows them to create an elaborate and highly efficient spy network.
(Mr. Mage) the Lich has a mild obsession with Beholders. He went into the deeps and collected 8 beholders to experiment on and created a slew of magic items. Needless to say the Beholders weren't too pleased when they discovered 8 of their brethren were missing, but that's a story for another time.
Rather than say how rare they are, I put the number of items he created. So if/when his lair is invaded, this is a large part of the inventory one might come across (minus things he has on him and the like).
- Wands
By grinding up a dried Beholder eye, mixing it with different ingredients, and then fusing the mixes to wands, the wand can gain special capabilities related to beholders. One ground eye can be used for a few wands.
- Potions
Beholder eye jelly is a potent ingredient which can be used for making potions. Other ingredients used are the blood and dried brain powder, among normal ingredients and enchantments.
- Meat
Beholder meat is like any other meat when it comes to how long it keeps from going bad. However, with the right enchantments (Death Ward/Aura of Life modified spell/ward) it can be preserved almost indefinitely.
Magic canceling ward
Wondrous item, 3 created
A mounted central Beholder eye. Anything within a 50ft. cone in the direction the eye is facing is immune to magic attacks and effects (including both sides of a door or wall). The immunity itself cannot be detected, though creatures may notice when spells don’t work in the area or on protected items.
This semi-sentient staff has a Beholder eye fitted in the top and is lawful neutral. It has a habit of slowly turning toward and staring at people when the staff is at rest. It has no readable thought, but it feels emotions which it’s wielder can feel. The wielder may use any of the Beholder's ray attacks from it, but may only use up to 3 until the wielder has taken a short or long rest. It also gives a +1 attack bonus to any magic cast by the wielder.
This sentient crystallized Beholder eye is chaotic evil. It maintains and magnifies the paranoia of the Beholder it came from, as it can see many things happening regardless of distance, and even to other dimensions if it isn't specifically blocked by a powerful being. It only sees what is currently happening, but it can locate any individual with relative ease if it has a good enough description or if it personally knows them. It can telepathically transmit what it sees to anyone within 5 feet of it. Someone wielding it may request (persuade) it to show them something specific, however, it takes much glee in showing its owner flashes of the thing they fear or detest most, especially when they are asleep or trying hard to concentrate on something.
Wand of telekinesis
Wondrous item, 4 (requires attunement)
May use the “greater telekinesis ray” up to 3 times until taking a short rest. The ray may move objects or creatures (DC 16 strength). It can move anything either weighing 600 pounds or less up to 30 feet, or weighing 300 pounds or less up to 60 feet.
Trick wand
Wondrous item, 3 (requires attunement)
May use “charm ray”, “paralyzing ray”, “fear ray”, “slowing ray”, or “sleep ray”. May not use the same ray until 2 other rays have been used.
Glare wand
Wondrous item, 1 (requires attunement)
May use the “enervation ray”, “disintegration ray”, or “death ray”. May not use the same ray twice in a row. If the wand is used more than 3 times before a long rest it begins to tremble. After every use starting with the 4th use, roll a skill save of your magic ability (DC # of uses). If a success, nothing happens. If failed, the wielder takes 2d4 force damage and the wand stops working until after two long rests.
Wand of the Beholder
Wondrous item, 2 (requires attunement)
May use each of the Beholder's 10 ray attacks once each day. (All DCs are 12 instead of 16)
Bone powder
Wondrous item, 20 pouches of 5 uses each
Crushed from Beholder bones, this fine powder is enchanted to make anything it is sprinkled on float for 1 hour. (Basically it’s pixie dust)
Consisting of the tongue and 8 to 20 teeth of a Beholder, this non-sentient item is capable of memorizing individuals so as not to attack them. Those it does not recognize within 30ft. it attacks by shooting the teeth at the intruders. The teeth act as Dancing Swords controlled by the tongue. (+5 attack bonus. Damage 1d6+1 and poison of DM’s choice.) The tongue and teeth rest protruding from a tub of poisonous liquid, giving them the appearance of being the lower jaw of the Beholder, one that endlessly licks its teeth coating them in the standing pool of poison. When attacking, a tooth must return to the Poison Lick to be re-coated after a successful strike or after four rounds, otherwise it will crumble to dust.
Beholder potion
Potion, 21
Consuming this allows a creature to levitate and shoot a random ray attack from its eyes every turn (roll 1d10), and as a reaction after being attacked. One potion has 3 doses.
Magic canceler
Potion, 28
Consuming this makes a creature completely immune to all magic for 10 minutes, and cancels any magical effects within 5 feet of it. It may not use magic in any way. If it is a magical creature (life is sustained by magic), it dies after consuming the potion. One potion has 3 doses.
Insanity draft/antidote
Potion, 19
Roll an intelligence saving throw (DC 14) upon consuming this or breathing it in as a mist, a successful save causes a creature to retch violently but is otherwise fine, otherwise the creature becomes insane with the duration depending on how many doses were applied. 1 dose lasts 1 hour; 2 doses lasts 6 hours; 3 doses lasts 1 day; 4 doses lasts 1 week; 5 doses lasts indefinitely; more doses do not alter the effects further. If additional doses are consumed while a creature is currently insane, they roll an intelligence check at disadvantage, a failed save causing them to be insane for the duration of the combined total of all doses affecting them. An antidote can be made out of an insanity draft, or the effects can be removed using a Lesser Restoration, Greater Restoration, or Heal spell. One draft has 20 doses, it takes 5 doses to make a potent enough mist (5 liquid doses=1 mist dose).
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Greater insanity draft
Potion, 7
Roll an intelligence saving throw (DC 19) upon consuming this, a successful save causes a creature to retch violently and gains one level of exhaustion, otherwise the creature becomes insane for a month, or indefinitely if consumed 3 or more doses. The effects can be removed using a Greater Restoration or Heal spell, but must roll against the insane creatures inteligence, a fail causes 1d6 psychic damage to both involved. One draft has 5 doses.
An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Light yet strong, a Beholder tooth can be crafted into a sword and enchanted to be able to float in a specific location when the wielder wills it to. These swords can hold up to 300 pounds suspended where it sticks, or can slow the fall of up to 600 pounds (can choose to slow the fall if less than 300 pounds). Or if underwater, it can shoot to the surface of the water, pulling up to 300 pounds at 30 feet per round, or up to 600 pounds at 10 feet per round. Using two of them would allow twice the weight, and two swords can be used to climb air. There are 2 sizes, longsword and shortsword. Both are light finesse weapons, in addition to the longswords’ versatile.
A set of Beholder eyes, enchanted and petrified, now able to be used to freely communicate with each other over any distance. Anyone touching an eye may see in their mind and talk with any other person touching an eye. If the eyes are in different dimensions, the people communicating sound distant and muffled and appear blurry or faint. Excessive use of these eyes will cause the users to begin having illusions, conversations with imaginary people or perhaps imaginary conversations with the usual people.
Beholder Steak
Wondrous Item, 5 waxed and magiced barrels
Beholder meat is poisonous, giving 2d4 poison damage to anyone attempting to eat it. But if cooked with cloud spur and vinegar it has regenerative properties. Consuming a slab of Beholder steak will restore 2d6 HP, and will cure any physical conditions. If a part of the body was recently lost (the past month or so), a properly cooked Beholder stake with any healing spell cast on it will restore the missing body part. The creature falls unconscious after consuming the steak for a full 24 hours, during which time the body regrows the missing part(s). If it restores any more than a whole limb, the creature is ravenously hungry until it eats (disadvantage on everything), takes 1d4 psychic damage, and suffers 2 stages of exhaustion upon waking until it's next long rest, or until eating another properly cooked Beholder steak.
Spell Gem
Wondrous Item, very rare (attunement optional)
A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action. Doing so doesn't require any components and doesn't require attunement. The spell then disappears from the gem. If you don’t know the spell or have the spell in your class spell list you are at disadvantage casting it, though attuning to the spell gem negates the disadvantage. If you do not have any casting capabilities, the Spell Attack is Wisdom and the Spell Save is 8+Wisdom.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the gem with no other effect.
Each spell gem has a maximum level for the spell it can store based on a gems’ type, size, and quality.
“Type A” gem of standard size and quality - 1st level spell
“Type B” gem of standard size and quality - 2nd level spell
“Type C” gem of standard size and quality - 3rd level spell
“Type D” gem of standard size and quality - 4th level spell
“Type E” gem of standard size and quality - 5th level spell
“Type F” gem of standard size and quality - 6th level spell
Adjusting the size and quality changes the level of the spell a gem can hold by 1. (ie. size of 1” increases the level by 2 and perfect condition increases it by 1, thus a perfect 1” diamond could hold up to a 9th level spell. Though a discolored ⅛” diamond can hold up to a 4th level spell.) A flawed gem cannot hold a spell of any level.
A gem may degrade if the spell fails to be used properly, either because it was too high a level for the caster, or because it was stopped by a dispel magic spell or similar. When this happens, roll a d20.
1: the gem degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the gem degrades one quality
17-19: the gem is unchanged
20: the spell is absorbed by the gem improving its quality by one (becoming “radiant” quality if goes above perfect, granting a +1 magic bonus. Grant an extra +1 or -1 magic bonus each time it improves or degrades until it is reduced to perfect again)
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can't be imbued again until the next dawn and is empty.
Power Pearls
Wondrous Item, very rare (requires attunement)
Pearls cannot be made into spell gems. Instead, these can be crafted into what are known as Power Pears. You can use a power pearl as a one time spell slot for a spell you know. The level of the spell slot depends on the size and quality of the pearl, and can be further adjusted by the quantity of pearls.
Freshwater Pearl of standard size and quality - 1st level spell slot
Pearl (type C) of standard size and quality - 3rd level spell slot
Black Pearl of standard size and quality - 4th level spell slot
Adjusting the size and quality changes the level of the spell slot by 1 (ie. size of 1” increases the level by 2 while discolored decreases it by 1, thus a discolored 1” Black Pearl would hold a 5th level spell slot). A flawed Pearl cannot hold a spell slot of any level. A Warlock may use a Power Pearl, though only spells normally useable at or below the pearl’s spell slot level can be used. A spell may be used with a higher spell slot level than the Warlock can normally use with a Power Pearl.
After using a Power Pearl it may degrade depending on how much magic was used through it. If a pearl degrades to shattering it becomes flawed and can’t be used again. As long as it hasn’t shattered, it can be used again by the next morning.
If the spell used is between the max level and half of what the pearl allows, roll a d20.
1: the pearl degrades two qualities (crumbling to small bits if goes lower than flawed)
2-16: the pearl degrades one quality
17-19: the pearl is unchanged
20: the pearl is unchanged, and grants the spell a +1 magic bonus
If the spell used is half the level or lower than the pearl allows, then the Power Pearl can either be set aside and will be usable the next morning with no ill effects, or it can be used a second time the same day, but the pearl shatters immediately after.
Can use multiple pearls to cast a higher leveled spell than any of them individually could cast. Can use any number of pearls, the spell level becoming the sum of all their max levels minus the number of pearls. (ie. a 4th level, two 3rd level pearls would allow a 7th level spell). The maximum spell slot level is 9 regardless of how many pearls are used.
Spell slot = (sum of individual pearl spell slots) - (number of pearls)
7th level = (4+3+3) - 3
May chose how many levels apply to each of the pearls (ie. in the prior example, the 4th level pearl could have used only 2 levels, making it only allow a 5th level spell). Roll for each pearl individually to see if they degrade.
Pearls may be enchanted as a set, making them useless if separated, but able to do more otherwise. For example a broach with 5 freshwater pearls of standard size and quality. Normally only able to cast 1 level spells by themselves, but enchanted together as a set they can cast a higher level spell. When crafting such an item, the final effect of the set is decided by the DM, but the effect should be at least close to what they would normally be able to do if not enchanted together.
Elemental Crystal
Wondrous Item, very rare
This crystals contains a conjuration spell attuned to a specific Element (Air, Earth, Fire, or Water). When the crystal is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the crystal.
The coloration of the crystal varies with the type of elemental it summons. Air elemental crystals are transparent, earth elemental crystals are light brown, fire elemental crystals are reddish orange, and water elemental crystals are blue-green.
These crystals are made by crushing standard quality ⅛” diamonds, larger diamonds can be used for multiple crystals. The process for reforming the diamond dust into the crystal and linking the elementals to them was discovered by a pair of twin Warlocks in the court of Kale, the center for the top secret research of gems of power in the liberated kingdoms.
Spell Clock
Wondrous Item, Relic
Stumbled upon by a group of children in Kale gallivanting around in some caves. They crashed through a thin wall in the cave near the source of a small cave pool and discovered the little box. The observed that every hour is created water near where it was. It changed several sets of hands, eventually being brought to the king of Kale. Closer inspection revealed that it was casting a create water spell every hour. While mages are still working on revers engineering the clock as a whole, this is how they learned to make spell gems.
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Power Figurines
Sets of animal statues made from various materials. The statues are small enough to easily hold in a hand. Each has a soul of the animal they represent infused into them, or at least part of a soul. When the figurine is held, the holder may summon a specter of the animal to appear. The specter is completely under the command of the one who summoned it, can go through solid objects at will and never tires or hungers, but aside from that is a standard animal despite whether it is a partial soul or a whole one. If the animal is defeated (can only be attacked with magic, magic items or items otherwise designed for fighting ghosts), it must retreat to the figurine of possible, and can not be summoned again until after a long rest. Otherwise, a spirit may be re summoned after a short rest. If the figurine has gems for eyes, it contains the spirit of a dire animal.
They were first created by a (dark?) druid placing animal spirits into carvings around the time of the creation of Kassius in c3100. Aelfarian mages learned of this druid who occasionally attacked patrols and groups set out to colonize new territories. They also learned how he attacked, leaving few alive from an onslaught of spectral beasts. After finding and capturing the druid they eventually learn how to replicate the process. In addition they learned how to “improve” the methods, splitting the souls of the animals to allow more items per animal. The mages kept the method of how to do it to themselves, but the figurines were so easy to make compared to other things, they quickly began selling them and giving them as gifts to political heads.
Hardly anything is known about what happens to the spirits either during or after their time in the figurines. Especially with the splitting of souls, the figurines became a mildly heated topic among the religious sects. It became taboo to knowingly set one part of a spirit against another of the same, so often the figurines were given/sold as sets. They were expensive, so they were seldom used in practice even by those who did not hold any superstitions about them, keeping them as last resorts or the like. Many among the richer classes bought them as trinkets or shows of their wealth. It also became common practice to have one or more “stand guard” over a dwelling, where the soul of the animal was respected (usually), and sometimes even worshiped as a conduit to a deity, especially one with a tie to nature. Even many of high nobility going all the way up to royalty felt uncomfortable with using actual souls, especially split ones. (what if they started using human souls?) Nobility would often accept them as gifts, but if they didn't follow the “standing guard” tradition, they would store them away where they could be forgotten.
The art of creating the figurines was lost with Aelfar. While many figurines remain intact, almost no one remembers what they are, thinking they are merely beautiful statues magically touched to look even more pleasing.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Wood
Must have a whole soul. It has around a 90% success rate. The other three materials are seen as superior in practically every way. While some wood figurines were still made, they were not as common as any of the other ones.
Ivory
Must have a whole soul, but while it takes the longest to create it is the easiest after glass, and has just short of a guaranteed success.
Silver
Can use soul portions as small as a 7th of the whole without affecting the performance of the animal, though silver is much harder to work with in this situation, and the success rate is as low as 10% for each, while if souls are instead in 5ths they can raise up to 70%-80%. It tarnishes a little after every summoning of the spectral animal.
Glass
Can use soul portions as small as a 30th of the whole without affecting the performance of the animal. This is by far the quickest and easiest method to create them with just short of guaranteed success. The figurine cracks after summoning the spectral animal.
Power Figurines
Small statuettes of animals made from wood, ivory, silver, or glass with a soul or piece of a soul of the depicted animal is stored to be summoned at a later time. Originally developed by a dark druid, the method was adopted and improved upon by the mages of Aelfar, and lost with its fall. A summoned soul is the same size and stats as the animal in life, except add the Incorporeal Movement ability. When it is done serving, it either returns to the figure, or is able to pass on.
- Power Figurine (Wood)
Wondrous item, very rare (requires attunement)
It is warm and soft to the touch, and feels almost as though it breaths. Spectral animal lasts 15 minutes, or until it is defeated or dismissed.
- Power Figurine (Ivory)
Wondrous item, very rare (requires attunement)
Has an aura of awareness. Spectral animal lasts indefinitely as long as it is held, but it leaves after the figurine has left the hand for more than 1 minute, or until it is defeated or dismissed. Must constantly hold the ivory figurine, but there is no limit to the length of time the spirit can serve.
- Power Figurine (Silver)
Wondrous item, rare (requires attunement)
It seems to shine from an unknown light. Spectral animal lasts an hour, until the figurine has left the hand for more than 20 minutes, or until it is defeated or dismissed. 20 uses.
- Power Figurine (Glass)
Wondrous item, uncommon (requires attunement)
An energy seems to course through it. Spectral animal lasts an hour, or until the figurine breaks, is defeated, or is dismissed. One use only.
Sphere of Rubik (need a different name)
Wondrous Item, legendary (requires intelligence level 12)
A finely woven wicker sphere about a foot in diameter which feels like it has something of moderate weight rolling around inside. It is divided into segments each with one of six different colors dyed into it, and it has a small handle on each of the six center segments. The segments can be rotated in order to arrange one side in all of one color. When a color is finished, you may pull on that color’s handle removing all the wicker of that color. There are 20 small round stones sticking to the segment of the sphere removed. The stones are always the same color as the removed section of the sphere, yet the rest of the sphere is empty when one looks inside. When placing the stones around a perimeter no larger than 25 square feet it provides an instantly effective ward covering that area. The effect of the ward is different for each color. The colors shift every now and then, though it is always possible to align any one of the six colors at a time.
Red - Anti-magic zone: No magic can be cast while in it and any magic cast from outside into it disappears when it reaches the ward. Potions don’t work, instead giving an amount of poison damage the DM deems appropriate. Yellow - healing zone: All within the ward have advantage on saving throws related to healing. May take an unlimited number of short rests consecutively. For every short or long rest taken, recover 2d4 hit points, or if health is full gain 2d4 temporary hit points up to 15 which lasts for 10 minutes after leaving the ward. White - Safe zone: Undead cannot enter the area, and all within the zone are instantly aware of any other creature within 10 feet of the ward, what it is, it’s location, and its intent. This awareness does not affect a rest unless the creature is hostile and intends to attack. Blue - Weather zone: Whatever the conditions of the surrounding area, within the ward is no wind, a comfortable temperature even with a fire, and the ground is steady. The ward only protects the ground directly beneath the ward, if the ground the ward is protecting is moved, the ward moves as well. Ie. a chasm opens, that half circle of earth is held together but still falls into the chasm. Gray - unseen zone: everything within the ward which is not part of the natural environment is invisible to any creature outside of the ward. Green - untraceable zone: As long as you are within the ward, nothing can track you by magic or otherwise. Sents and other physical means of tracking you are erased up 50 feet away from the ward. Spell to track any creature within the ward simply fail.
New
Deck of Heroes
Wondrous item, artifact
Galdien’s island tower fortress is fraught with mayhem of a magical sort. People who are in the tower don't last long as they are flayed by all the competing magics, and their minds are lost long before their bodies. Because of this, Galdien had to find a way to protect his precious abducted prizes. In a stroke of "brilliance", he stuck these important figures, kings, queens, and heroes alike, into a deck of playing cards. Their bodies and souls stored away in a mini-extrademensional space where they are suspended, he can summon any of them at will to fawn over his collection. As long as he puts them back within an hour or so, the magic of the tower won’t have any effect on them, and no lasting effects if before 2 days (this is a factor of the tower, not the cards, if used elsewhere they would survive as normal).
A person holding a card may at will summon or dismiss the figure on the card. As long as they hold the card, they can give commands to the summoned figure, and they follow as though under compulsion. The figure is physically incapable of touching any of these cards, the figure growing slightly transparent and the card passing through them as though the figure were an illusion. If a figure is in the their pocket dimension when their card is destroyed, the dimension vanishes, and they are killed instantly. If they are out when it is destroyed, the figure tied to it is released from its hold.
This tends to be one of the many things Galdien keeps on his person, though he will sometimes swap it out for a different item.