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The document is a guide to various magical items, spells, and artifacts within the Dungeons & Dragons universe, specifically focusing on the lore surrounding Larloch, the Shadow King, and his magical creations. It includes detailed descriptions of aromatic oils, potions, powders, and rings, along with their effects and uses in gameplay. Additionally, it acknowledges contributions from various artists and authors, as well as the sources of inspiration for the material presented.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
3 views

304038-sample

The document is a guide to various magical items, spells, and artifacts within the Dungeons & Dragons universe, specifically focusing on the lore surrounding Larloch, the Shadow King, and his magical creations. It includes detailed descriptions of aromatic oils, potions, powders, and rings, along with their effects and uses in gameplay. Additionally, it acknowledges contributions from various artists and authors, as well as the sources of inspiration for the material presented.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

Contents Credits

Design: R P Davis
Contents 2 Editing: Kass McGann
Layout: R P Davis, Nathanaël Roux

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Credits................................................................................... 2
Cover Art: Daniel Comerci – danielcomerci.com
Bibliography......................................................................... 2
Art: Brian Brinlee; Daniel Comerci; Publisher's
Introduction 3
Choice Quality Stock Art © Rick Hershey / Fat Goblin
Games; Jack Holliday; J E Shields; Brett Neufeld /

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Purple Duck Games; Wizards of the Coast
Magic Items 4
Aromatic Oils....................................................................... 4 Executive Producer: Fil Kearney
Potions.................................................................................. 4
Powders................................................................................ 5 Thanks to the members of R P Davis's Patreon for all
Rings..................................................................................... 5 the support!
Rod........................................................................................ 7
Staff....................................................................................... 7
Wands................................................................................... 8
Bibliography
The following books provided inspiration

The Nether Scrolls


Spells
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Wondrous Items.................................................................. 9

21

22
for this book:

Forgotten Realms Campaign Setting (Revised) (1993)


Forgotten Realms Campaign Setting (2001)
pl
Forgotten Realms Campaign Guide (2008)
Forgotten Realms Players Guide (2008)
Epic Spells 24 Lords of Darkness (2001)
Lost Empires of Faerûn (2005)
Feats 25 Netheril: Empire of Magic Boxed Set (1996)
Sword Coast Adventurer's Guide (2015)
Metamagics 26
Tome of Magic (1991)
m
Sa

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,


Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other
authors. Such material is used with permission under the Community Content Agree-
ment for Dungeon Masters Guild.

All other original material in this work is copyright (c) 2020 by R P Davis & Kabouter
Games and published under the Community Content Agreement for Dungeon Masters
Guild.

2
(“warlock” being a corruption of “Larloch,” a fact
Introduction
All who have visited me in the past have been
which amuses the Shadow King), Larloch sits in
the center of a spiderweb the threads of which spin
across the face of not just Faerûn, but beyond Toril
destroyed, regardless of their allegiance. into the Outer and Inner Planes.
—Larloch Oddly, given that Larloch is irredeemably evil and

O
ne does not visit Larloch, nor does callous, Mystra leaves him alone. Also curiously, he
one take things from him. The has leaped to the defense of the goddess on several
closest a mere mortal will ever get occasions. Is it because he realizes that without
to Larloch is several times removed, Mystra, the Weave itself—the only thing he really
be the mortal never so powerful. values—would fall? Perhaps. Is it possible she grants
For Larloch is not merely a lich; he

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him leeway in return for disseminating vast amounts
is the last remaining Arcanist-King of long-departed of magical knowledge through the centuries? Equally
Netheril, heir to the mighty magics which ruled that likely. The highest probability of truth, according to
ancient empire. Larloch, The Shadow King, is himself the most highly-informed observers, is that each finds
served by liches (many themselves Netherese wizards the other too useful to displace or destroy.

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of renown) terrified lest they incur his displeasure, The items in this book are taken from the 2nd
much less his wrath. These powerful creatures are Edition book Tome of Magic and carefully updated
supported by a legion of vampires, wights, and other for 5th Edition. The bits about and from Larloch are
undead. entirely new, though; in Tome of Magic, the items are
Even Szass Tam, himself a lich, ruler of Thay, and presented without narrative context, which I found
mightiest necromancer in Toril, treads lightly and unsatisfying.
carefully around Larloch. The quote which opened Plus it’s fun to think about a 2,000-year-old
this Introduction is what Larloch said to Szass Tam Netherese lich who’s so powerful that even Szass
when they met many years ago. Tam sweats a little about just meeting him to give
Larloch was, in his prime some 2,000 years ago,

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one of the foremost arcanists of ancient Netheril.
He was one of the supremely powerful arch-mages
who felt able to challenge the gods; though Larloch
declined to join Karsus in his Folly, Larloch has yet
him a present.
—R P Davis
The Netherlands, Spring 2020
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in his mind magic and metamagic that no wizard or
sorcerer in the multiverse can even comprehend,
much less master.
Though his motivations are opaque and mysterious,
the sages of Candlekeep and Shadowdale guess that
the Shadow King’s remaining purpose is to amass as
much magical knowledge as possible in once place.
He has collected thousands of tomes of magic, from
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the least to the most powerful. The wise and powerful


fear he seeks to reconstitute the Nether Scrolls—the
foundation of Netheril’s mighty magics.
He has invented countless magic items in the
course of his long unlife, including several artifacts,
and collected countless more for study. Sages guess
that Larloch allows certain items of greater or lesser
Sa

power to make their way into the world at large,


though his motivations are unfathomable. Perhaps the
ancient wizard merely wishes to observe the ripples
the items make across the fabric of reality. Perhaps
he wishes to sow mistrust of magic items; this might
be a reason why so many of them carry devious and
chaotic curses.
It is likely that a person in possession of a magic
item of any power is known to Larloch. The lich-king
has many spies and many more unwitting servants.
In fact, it is entirely possible if not probable that the
magic item came to them due to the lich’s subtle
manipulations. From his lair in Warlock’s Crypt

3
Magic Items Potions

W
e all know about potions. You
store a magical effect, a spell or
Aromatic Oils some other effect, in a tea of spell
components and liquids. They usually

A
romatic oils are a special type of
require a laboratory to make, and in
magical oil, but unlike other oils and
the old days when you mixed them up
potions, you don’t drink or smear
you could suffer all manner of novel consequences.
on aromatic oils. Like perfumes, an
aromatic oil’s power is contained
in the scent it releases; creatures Oil of Preservation

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Potion, very rare
other than you who breathe in the scent fall under the
magic. Aromatic oils are inert until worn by a living Any nonliving, non-magical object may be coated with
creature. Only creatures with a sense of smell are a layer of oil of preservation. If every surface of the
affected by aromatic oils. object is covered, it will suffer no ill effects from the

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These precious perfumes are commonly found passage of time. Wood won’t rot, metal won’t rust, a
in tiny stoppered vials made of glass, clay, metal, or body won’t decompose, and masonry won’t crumble.
wood. It takes 1 minute to apply an oil. Each vial Applying the oil takes 10 minutes. The oil also
contains enough aromatic oil for 1d10 applications, provides protection from both natural and magical
and each application lasts for 10 minutes. aging. The effects of the oil wear off after one century,
at which time normal aging resumes.
Aroma of Dreams
Potion, uncommon
Potion of Elemental Control
Potion, rare
When you dab this aromatic oil behind your ears, you

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send creatures into a magical slumber. Creatures
who come within 5 feet of you must make a DC 14
Constitution saving throw. On a failure, the victim falls
unconscious for 1 minute, the sleeper takes damage,
or someone uses an action to shake or slap the
As an action you can drink this potion and attempt
to control an elemental you can see within 60
feet of you. It must make a DC 14 Wisdom saving
throw, and it does so with advantage if you or your
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companions are fighting it. If it fails the saving throw,
sleeper awake. it is charmed by you until the spell ends or until
you or your companions do anything harmful to it.
Curdled Death The charmed elemental is friendly to you. When the
Potion, rare spell ends, the creature knows it was charmed by you.
Choose the type of elemental subject to a particular
Perhaps the most powerful of aromatic oils, the smell
potion or determine it randomly, using the table.
of curdled death has the ability to instantly slay living
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creatures that come within 5 feet of you.


d4 Elemental Type
When a creature enters the aroma’s area for the first
time on a turn or starts its turn there, that creature 1 Air
must make a DC 16 Constitution saving throw. The 2 Earth
creature takes 5d8 poison damage on a failed save, or 3 Fire
half as much damage on a successful one. Creatures
4 Water
are affected even if they hold their breath or don’t
need to breathe.
Sa

Murdock’s Insect Ward


Potion, rare

This fragrance is a boon to travelers, since it repels When I ruled Jiksidur, there was a courtesan
insects. When an insect, including insect creatures
like thri-kreen, comes within 5 feet of you, it must
and spy in my service who often made use of
make a DC 14 Constitution saving throw. On a
failure, the creature can’t willingly move to a space
aromas in her work. She was lovely, but as
within 5 feet of you, and must spend its turns trying dangerous as a viper.
to move as far away from you as it can. It also can’t
take reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it
from moving. If there’s nowhere to move, the creature
can use the Dodge action.
4
Optional Rule: Using Powders Powder of Magic Detection
As noted in existing magic powders, like dust of Wondrous item, uncommon
disappearance, a packet of powder can be shaken out to
cover the area within 10 feet of you. When you peer closely at it, you see that this ordinary-
Alternatively, you can blow powder in a tube outward in
looking powder is an extremely fine powder of
a 15-foot-long cone. Used in this manner, the powder has
no chance of affecting you, unless it blows back on you minute crystals.
due to wind or similar circumstances. When you use an action to throw the entire packet
Powders may also be blown from your hand. Used in this of powder into the air, the crystals spark and flash
way, a powder only affects a single creature within five with a rainbow of colors within 30 feet of you. You see
feet of you. a faint aura around any visible creature or object in
the area that bears magic, and you learn its school of

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Powders magic, if any.
Alternately, you can sprinkle a small pinch of

M
agical powders are usually stored powder on an object to see if it’s magical. A pinch is
in small paper packets, cloth needed for each use, no matter how large or small
pouches, or hollow blow tubes made the object. Each packet contains 1d10+10 pinches.

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of glass, wood, metal, or bone. No Powder that is placed on a nonmagical item yields no
matter how it’s stored, a package effect and cannot be reused.
contains 1d6 + 4 applications of
powder.
Rings
Powder of the Black Veil

W
ho doesn’t like rings? Unobtrusive,
Wondrous item, rare
often quite powerful indeed, and
Spies and assassins in the service of Netherese simply useful, rings have loomed
aristocrats prized this powder, for it was often their large in the desires of wizards
means of escape.
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This sooty, black powder causes magical blindness.
As an action, you can blow it at creatures near you.
Each creature in a 15-foot cone must make a DC 15 Ring of Affliction
ever since the Nether Scrolls were
discovered.
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Dexterity saving throw. On a failure, a creature is Ring, rare (requires attunement)
blinded for 1 minute. At the end of each of its turns,
This plain metal band acts as a ring of resistance until
the creature can repeat the saving throw, ending the
you make a saving throw against a spell from the
effect on itself on a success.
school of magic represented by the ring.
Choose a ring’s school of magic or determine it
Powder of Coagulation randomly using the table.
Wondrous item, uncommon
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Often carried by healers in the service of military d8 School


forces, powder of coagulation is also popular with 1 Abjuration
adventurers, for obvious reasons. It comes in a tube, 2 Transmutation
from which you can sprinkle it on a wound to stop
3 Conjuration
bleeding, or blow a cloud of it on your companions to
heal all of them at once. 4 Enchantment
As an action, you can place a pinch of it on a 5 Illusion
Sa

creature. That creature regains 1d8 hit points. 6 Evocation


Alternately, as an action you can blow the entire tube
7 Divination
of powder in a 15-foot cone. Each creature in the cone
regains 1d6 hit points. 8 Necromancy

Curse. This item is cursed. Attuning to it curses


Powder of the Hero’s Heart you until you are targeted by a remove curse spell or
Wondrous item, uncommon
similar magic. As long as you remain cursed, you have
This dull red powder instills bravery in creatures disadvantage on saving throws you make against the
within its area of effect (both friends and enemies). It school of the ring you wear. In addition, the beneficial
negates the effects of magical fear for 1 minute. effects of the ring cease.

5
Ring of Elemental Metamorphosis
Ring, rare (requires attunement)

Curses. I shall refrain from commenting There are four types of these rings, each
corresponding to one of the four elements. When
on whether or not these cursed items are one of these rings is discovered, the type is
determined randomly.
the deliberate product of my genius or
d4 Element
errors perpetrated by those of my servants 1 Air

who made them. Ultimately, it matters 2 Earth

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3 Fire
not. The curse is not mine to bear. 4 Water

As an action, you can use the ring to polymorph

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yourself into an elemental of the ring’s type for 1 hour.
You can revert to your normal form earlier by using a
Ring of Armoring bonus action on your turn. You automatically revert if
Ring, rare (requires attunement) you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following
While you wear this ring, you gain an additional +1 rules apply:
bonus to AC bonuses you receive from casting a • Your game statistics are replaced by the statistics
spell on yourself which increases your AC. Thus, a of the elemental, but you retain your alignment,
mage armor spell grants you AC 14 + your Dexterity personality, and Intelligence, Wisdom, and
modifier, and a shield spell gives you a +6 bonus to AC.

Ring of Bureaucratic Wizardry


Ring, rare (requires attunement)
e Charisma scores. You also retain all of your skill and
saving throw proficiencies, in addition to gaining
those of the elemental. If the elemental has the
same proficiency as you and the bonus in its stat
block is higher than yours, use the elemental’s
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This ring is indistinguishable from a ring of shooting bonus instead of yours.
stars, but has one important difference. • When you transform, you assume the elemental’s hit
Curse. This item is cursed. Attuning to it curses points and Hit Dice. When you revert to your normal
you until you are targeted by a remove curse spell form, you return to the number of hit points you
or similar magic. As long as you remain cursed, had before you transformed. However, if you revert
whenever you cast a spell, a sheaf of papers and a as a result of dropping to 0 hit points, any excess
quill pen suddenly appears in your hand. damage carries over to your normal form. For
The papers are forms that must be filled out in
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example, if you take 10 damage in elemental form


triplicate explaining the effects of the spell, why you and have only 1 hit point left, you revert and take
wish to cast it, whether it is for business or pleasure, 9 damage. As long as the excess damage doesn’t
the full name of the master wizard to whom you were reduce your normal form to 0 hit points, you aren’t
apprenticed, and so on. The forms must be filled out knocked unconscious.
completely before the spell triggers. In addition, the • You can’t cast spells, and your ability to speak or
higher the level of the spell you want to cast, the more take any action that requires hands is limited to the
complicated the forms become. Filling out the forms capabilities of your elemental form. Transforming
Sa

requires one round per spell level, and if you must doesn’t break your concentration on a spell you’ve
concentrate on filling out the forms as though you
were concentrating on a spell; if your concentration
is disrupted, the spell fails. As soon as the papers are
completed, your spell triggers.

Ring of Armoring
6
already cast, however, or prevent you from taking on their wielders: a wand of lightning will target its
actions that are part of a spell that you’ve already wielder, a staff of striking will hit its wielder, etc. Your
cast. items are unaffected.
• You retain the benefit of any features from your
class, race, or other source and can use them if the
new form is physically capable of doing so. However, Staff
you can’t use any of your special senses, such as

T
he staff is almost ubiquitous in the
darkvision, unless your new form also has that hands of a wizard. Across the
sense. You also gain all the resistances, immunities, multiverse, old men (why is it always
and abilities of your new form. men?) trip over their beards and
• You choose whether your equipment falls to the hobble on their props—props that

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ground in your space, merges into your new form, or often have more magical power
is worn by it. Worn equipment functions as normal, crammed into them than exists on entire planets
but the GM decides whether it is practical for the elsewhere. I do not approve of them, personally; if
new form to wear a piece of equipment, based on I cannot stand on my own two feet, I would rather
the elemental’s shape and size. Your equipment

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levitate or fly.
doesn’t change size or shape to match the new
form, and any equipment that the new form can’t
wear must either fall to the ground or merge with it.
Staff of the Elements
Staff, very rare (requires attunement)
Equipment that merges with the form has no effect
until you leave the form. You have a +2 bonus to hit and damage rolls made
Once you use the ring in this way, you can’t use it with this magic weapon.
again until you finish a long rest. A staff of the elements is charged by the life force of
an elemental trapped within it. The staff has charges
Ring of Fortitude equal to the number of Hit Dice of the elemental
Ring, rare (requires attunement)

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When you first attune to a ring of fortitude, roll a d12.
The ring increases one of your ability scores by 4, up
to a maximum of 20:
multiplied by 2. Thus, a staff holding a 12 HD
elemental has 24 charges. Every time two charges
are expended, the elemental loses one Hit Die. Once
all the charges are expended, the elemental dies and
the staff becomes dormant, though it remains a +2
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quarterstaff.
d12 Ability If you score a hit with a dormant staff against an
1-6 Dexterity elemental, the elemental must make a Charisma
saving throw. On a failure, the elemental is absorbed
7-11 Strength
into the staff, recharging it. The staff can only hold
12 Constitution one elemental at a time.
As an action, you can use the staff’s magic to cast
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Rod one of the following cantrips, even if the staff doesn’t


hold an elemental: create bonfire, druidcraft, mold

W
hat's the difference between rods earth, thaumaturgy. In addition, as an action you can
and wands, anyway? Is a rod not detect elementals within 100 feet of you.
just a larger wand? Where is the An occupied staff has the following powers
demarcation between a rod and a depending upon the type of elemental trapped within.
staff? One of my assistants is very For example, if a fire elemental is held in the staff,
much bothered by these differences
Sa

only those powers related to fire are available. Each


and gives me a Look when I hold out my hand and requires the expenditure of one charge per use:
demand a particular stick. Air. fog cloud, ray of frost
Earth. stone shape, wall of stone
Rod of Distortion Fire. fireball, fire bolt
Rod, rare Water. water breathing, wall of water
Using a staff of the elements can be dangerous.
This unpredictable device is capable of affecting the Each time a power is used that requires expending
operation of all rods, staves, and wands within 20 feet a charge, roll a d20; on a 1, the trapped elemental
of you. At the start of each of your turns, roll a d20. bursts forth, destroying the staff in the process. An
On a roll of 1-15, the rod of distortion has no effect. escaped elemental will certainly seek revenge against
On a roll of 16-19, rods, staves, and wands within its captor (per the conjure elemental spell).
range simply don’t function until the start of your next
turn. On a natural 20, until the start of your next turn
the rod of distortion causes such devices to backfire

7
failure, the creature is incapacitated, confused by the
Wands swirling orbs.
At the end of the creature’s next turn, the orbs

L
ike rods and staffs, classifying a
certain kind of stick as a wand seems vanish. It discovers, however, that anything it’s holding
to me arbitrary and artificial. Why or carrying has moved. Some items are inconveniently
not just call them all "sticks" and located, while others are nowhere to be seen. A
have done? As I recall, my master in warrior might find his magical ring on one of his toes,
ancient Netheril did precisely that, and his sword in his pants, his gold pieces in the sheath of
look, I remain. This is why my apprentices will never his sword, and his breastplate on his head.
supplant me; they spend too much time and energy Because of the chaotic placement of items, the
arguing over classification and not enough time victim suffers several penalties. Its movement is

e
reading the Nether Scrolls. reduced by half. The AC of creatures wearing armor
is reduced by 2, since pieces are not worn properly,
Wand of Element Transmogrification and it has disadvantage on attack rolls and Dexterity
Wand, very rare saving throws it makes. These penalties remain until
the creature takes the time necessary to remove and

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This wand changes a quantity of one element into don its armor (minimum 10 minutes).
an equal amount of another element (water into fire, A creature requiring an item carried in a backpack,
earth into air, etc.). pouch, pocket, or other container must spend its
The wand has 3 charges. While holding it, you can actions on 2d6 of its turns searching for the item. This
expend 1 or more charges as an action to change penalty is canceled if the creature spends a short rest
10 cubic feet or more of one element to another. unpacking and repacking all its equipment.
The element to be affected must be within 60 feet The DM defines an object’s location when a
of you. For every 10 cubic feet (or portion thereof) creature reaches for it, or if the object impairs motion
transformed, one charge is expended. or sight. When deciding locations of objects, the DM
Elements created by this wand have special should state the obvious effects of impaired sight and

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characteristics. Fire requires no fuel to burn. Water
never evaporates. Air is absolutely pure, but unless
contained, the air mingles with the atmosphere and
is lost forever. Earth can appear as soil, sand, clay,
movement immediately, such as boots worn on hands
or a cloak over the face.
Items held within a bag of holding, Heward’s handy
haversack, or other magical containers are unaffected.
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or stone, at your option. It is not possible to create However, the containers themselves are subject
treasure such as valuable metals or gemstones to relocation.
with this wand. The wand regains 1d6 charges daily at dawn. If you
This wand has no effect upon creatures except expend the last charge, roll a d20. On a 1, the wand
elementals. By changing such creatures into their dissolves into golden orbs and is destroyed.
element of opposition (fire into water, air into earth,
etc.), the creature is totally obliterated. If you use
the wand in this way, the elemental can make a
Wand of Pocket Dimensions
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Wand, rare
DC 16 Constitution saving throw. On a failure, it
is obliterated. On a success, the elemental takes The wand has 3 charges. While holding it, you
4d8 necrotic damage per charge you expend. The can expend 1 charge as an action to cast the rope
elemental’s hit dice determines how many charges trick spell.
you must expend to attack it: 1 charge for elementals The wand regains 1d3 charges daily at dawn. If you
up to 8 hit dice, 2 charges for between 8 and 12 hit expend the last charge, roll a d20. On a 1, the wand
dice, and 3 charges for elementals over 12 hit dice. disappears with an audible “pop”.
Sa

The wand regains 1d3 charges daily at dawn. If you


expend the last charge, roll a d20. On a 1, the wand
crumbles to dust and is destroyed.

Wand of Misplaced Objects


Wand, rare

These wands were highly prized by wizards who


relished making their opponents’ lives miserable.
The wand has 6 charges. While holding it, you
can expend 1 charge as an action to cause the wand
emits a multitude of golden orbs that surround a
creature within 60 feet of you. The orbs swirl around
it wildly until the end of its next turn. The creature
can make a DC 14 Wisdom saving throw; on a Wand of Pocket Dimensions
8
Wondrous Items Bag of Bones
Wondrous item, very rare (requires attunement by a cleric)

R
emember I, Larloch, have had
thousands of years to accumulate This is a small, ordinary-looking leather pouch
magical geegaws of all types. The that contains a number of tiny bones that radiates
following is merely a selection of necromantic magic.
those unique items I find most As an action, you can scatter the bones around
interesting; I commend them to you. When you do, 2d4 skeletons rise up under your
students of magical artifice. control. Roll initiative for the skeletons, which have
their own turn in combat.
On each of your turns, you can use a bonus action
Air Spores

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Wondrous item, uncommon to mentally command a skeleton if it is within 60
feet of you (if you control multiple skeletons, you
Sages say the fabled wizard Mordom created these can command any or all of them at the same time,
pollenlike spores. Very few know how to make issuing the same command to each one). You decide
them today, and air spores that still exist are usually what action the skeletons will take and where they

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sequestered in the laboratories of reclusive artificers. will move during their next turn, or you can issue
When you breathe the air spores into your lungs, a general command, such as to guard a particular
they grow and reproduce. While they live in your chamber or corridor. If you issue no commands, the
lungs, they create oxygen you can use to breathe in skeletons only defend themselves against hostile
any environment, including underwater. creatures. Once given an order, the skeletons continue
In a normal environment, however, they hinder your to follow it until its task is complete.
respiration. You have disadvantage on Constitution A skeleton you create in this way exists until it is
checks and saving throws you make. If you finish a reduced to 0 hit points or you finish a long rest, after
long rest in a normal environment, the spores die. which they fall to pieces that disappear in ashy smoke.

Amulet of Far Reaching e


Otherwise, the spore colony lasts 2d4 days.

Wondrous item, rare (requires attunement)


Once you use this item, you can’t use it again until
you finish a long rest.
Certain war deities may frown upon the use of
undead or conjured troops, believing them to be
unworthy and cowardly. Priests worshipping these
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While you wear the amulet, you gain the deities may suffer divine consequences if they choose
following benefits: to use a bag of bones.
• When you cast a spell that requires you to make an
attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and
three-quarters cover.
m

Amulet of Magic Resistance


Wondrous item, rare (requires attunement)
This is one
This powerful amulet grants you a degree of immunity that Szass T
to magic. While you wear it, you have advantage on know how to am wanted t
saving throws against spells and other magical effects. make. o
However, all such amulets are delicate magical
What‘s that
? Did I gi
structures. If you roll a 1 on a saving throw against formula? Yo ve him the
Sa

a spell or other magical effect, the amulet has been u will find
disrupted and shatters into useless scrap. I‘ll warrant out soon eno
. ugh,
Amulet of Perpetual Youth
Wondrous item, rare (requires attunement)

These platinum amulets glow continuously with a


faint, blue light. While you wear it, you have a degree
of immunity to the effects of both natural and magical
aging: the amulet grows older instead of you. As the
amulet ages, its light gradually dims.
The amulet can absorb 5-30 (5d6) years of aging.
When it absorbs the last year of aging it can, its light
goes out, its magic ceases, and you resume aging at
your normal rate.

9
Bell’s Palette of Identity Brooch of Number Numbing
Wondrous item, very rare Wondrous item, rare

This device protects you against polymorph spells and These brooches are made from electrum coins set
other magical effects that change a person’s physical with glittering gems, and must be worn in plain sight,
appearance. usually to fasten a cloak or cape.
It consists of an artist’s palette covered with magical They magically cloud the thoughts of anyone
paints. To use the item, over the course of a long conversing with you, confusing their minds when they
rest you must paint a self-portrait. You needn’t have try to concentrate on numbers. An intelligent creature
proficiency in painter’s supplies to use Bell’s palette. conversing with you must make a DC 15 Charisma
While you carry the self-portrait on your person, saving throw. On a failure, the creature forgets the
if you’re targeted with a spell or magical effect that relative value of numbers. It can’t remember if seven

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changes your shape, such as a polymorph spell, and is greater than three or if a dozen is smaller than a
fail the saving throw, the portrait suffers the effects for hundred. Moreover, it can’t recognize this inability; it
you. The portrait is altered to reflect the spell or effect. thinks all numbers have equal value, and accepts as
Once the self-portrait has protected you in this way, it true any value you place on a number. It remembers

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can’t do so again. the relative value of coins—that gold is worth more
A single Bell’s palette of identity can be used to paint than silver, which is worth more than copper—but not
1d6 portraits. their exact conversions.
Thus, if you say a pile of gold coins is worth a dozen
Bracers of Brandishing silver pieces, the creature accepts your claim is true.
Wondrous item, rare (requires attunement) The enchantment lasts only as long as the wearer
is present and for 1 minute thereafter. Once the
These bracers are unpredictable and bewildering. effect wears off, the victim regains their normal
When you first attune to them, they are identical to understanding of numbers. Furthermore, they
bracers of defense, but their true magic is revealed only remember exactly what they did and said while under

charge from a rod, staff, or wand.


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when you wear them and at the same time expend a

Curse. This item is cursed. Attuning to it curses


you until you are targeted by a remove curse spell
the brooch’s influence.

Candle of Propitiousness
Wondrous item, rare
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or similar magic. As long as you remain cursed,
you cannot discard the bracers, which immediately This candle enhances attacks against a particular
teleport back onto your wrists. Whenever you expend creature. As an action, you light the candle while
a charge from an item, the bracers of brandishing speaking the exact name of a single foe. If you don’t
chaotically alter the balance of magic. The number know the creature’s exact name, you must precisely
of charges you expend changes by 1d10 – 5. identify the foe; “the evil warrior” isn’t precise
Negative results restore that many charges to the enough, but “the baron of Brightspear” or “the knight
item. If the bracers of brandishing cause the charged who rules Little Storping and carries a red shield”
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item to expend its last charge, the item instantly is sufficient.


crumbles to dust. Creatures within a 50-foot-radius of the lighted
candle, and who remain in its area while it burns,
have advantage on attack rolls they make against the
named foe, regardless of whether the foe is within
50 feet of the candle. A creature that leaves the area
loses the bonus. In addition, when the stated foe is
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inside the area, it has disadvantage on its attack rolls


and saving throws.
A candle of propitiousness burns for up to one
hour and can’t be moved once it is lit. If its flame is
extinguished, its magic ends. Any magical or natural
force capable of extinguishing a normal flame, such
as a gust of wind or a splash of water, can extinguish a
candle of propitiousness. A candle of propitiousness can
be lit and used only once.

Bracers of Brandishing

10
Claw of Magic Stealing
Wondrous item, rare (requires attunement by a wizard)

Claws of magic stealing are fashioned in the form


of a miniature, grasping hand or claw crafted from
solid silver. An identify spell reveals that it is an item
capable of casting the mage hand cantrip a number of
times per day. The claw can indeed do this, but this is
only its secondary function.
As a wizard who attunes to it instantly knows, the
claw’s real purpose is to steal magical energy from

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other spellcasters. As an action, make a ranged spell
attack against a target you can see within 120 feet
of you. If the target is a spellcaster, it must make an
Intelligence saving throw, using your spell save DC or
DC 16, whichever is higher. On a failure, the creature

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loses a randomly-selected spell slot, as though they
used it to cast a spell, and you gain that spell slot,
adding it to yours. You must use spell slots you gain
in this way on your next turn, or they’re lost to you,
dissipating back into the Weave.
You can’t cast spells of a higher level than you can
normally cast using that spell slot, but you can use it
to empower spells which increase when cast using a
Contracts of Nepthas
higher-level spell slot. For example, if you use a claw

fireball spell prepared.


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to steal a 6th-level spell slot, you can’t suddenly cast
disintegrate if you couldn’t before, but you could use
it to cast fireball at 6th level, provided you have the

Once you use the claw, you can’t use it again until
creature dies before the agreement on a contract of
Nepthas is fulfilled, the contract is void, but if a group
of creatures—like a party of adventurers—signs the
contract, the death of one member of the party does
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you finish a short or long rest. not nullify the contract of Nepthas.

Contracts of Nepthas Crucible of Melting


Wondrous item, rare Wondrous item, rare

Written in black ink on golden-brown vellum, these Some magic items aren’t the province of powerful,
magical contracts are usually found in ivory tubes, plane-walking archwizards. Some are practical items
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each containing 1d6 contracts. The contracts are used by everyday people to make their lives a little bit
blank and can be filled in by any creature that can easier. So it was with crucibles of melting. Netherese
read and write. The contracts radiate transmutation smiths and metalworkers used them to save time,
magic if subjected to detect magic or a similar spell or effort, and expense. Nowadays, crucibles of melting
ability, but carry no overt signs of their powers. are most often found (when found at all) in the
When a creature fills out and signs a contract of laboratories of wizards, particularly enchanters who
Nepthas, it comes under a sophisticated enchantment specialize in the construction of magical devices.
that ensures the creature holds to the agreement These small bowls, made of fired clay, are used to
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spelled out in the contract. If a creature who signed melt metal. A crucible of melting requires no furnace.
a contract of Nepthas fails to hold to the agreement, it When you place a piece or pieces of normal, non-
is struck deaf, blind, and dumb until a remove curse or magical metal inside it and speak its command word,
similar spell is cast upon it. you need only wait 10 minutes for the metal to melt.
A contract involves two intelligent creatures A crucible of melting can hold up to one cubic foot of
agreeing on a set of conditions, which includes a material. Whenever you use a crucible of melting, roll a
deadline. The conditions are usually very specific, but d20. On a result of 1, a mishap occurs, resulting in an
if they aren’t, they might be perverted in the same way explosion. Each creature within 10 feet of the crucible
that a wish spell might be misinterpreted. must make a Dexterity saving throw, taking 3d10 fire
Contracts signed by creatures under the influence damage on a failed save or half as much damage on a
of charm and similar spells are void; such a creature successful one. The crucible remains hot for 1 hour
can’t sign the document as the ink instantly after it’s used, and can’t be used again until it cools.
evaporates. Similarly, a creature who tries to forge
an agreement on a contract of Nepthas is instantly
struck as though it broke the contract itself. If a
11
Crystal Parrot d6 Size
Wondrous item, uncommon
1 1-foot cube
Here is another simple magic item designed to ease 2 2-foot cube box
the existence of normal, everyday people. Crystal 3 3-foot by 3-foot by 6-foot box
parrots are beautifully-crafted statues of parrots made
4 3-foot by 5-foot by 6-foot box
of clear, faceted glass. A crystal parrot is typically
placed high on a bookcase, shelf, or a similar location 5 5-foot by 5-foot by 10-foot box
that gives the parrot an unobstructed view of the area 6 10-foot cube box
it is to oversee.
As an action, you can speak the parrot’s command In sizes that have 3-foot sides or larger, these
word to cast the alarm spell centered on the parrot.

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devices are most often installed permanently and
While activated, its eyes emit a soft red glow. can’t be removed from where they’re installed,
A crystal parrot can be destroyed. It has AC 10, 10 hit unless arrangements are made to transport an
points, and has vulnerability to bludgeoning damage. entire building.
If it’s destroyed, you are instantly aware of it. The box has 100 charges, and regains 10d10

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charges daily at dawn. As an action, you can place a
thing in the box, close the door, and push the box’s
button to expend a charge and disintegrate whatever’s
I love this one. inside the box.
When you push the button, the interior of the
So amusing when they go off. chamber and its doomed contents begin to glow with
a sickly green light and the material vanishes, leaving
only fine dust.
If you put a living creature in the box, it can make
Dimensional Mine a DC 18 Constitution saving throw. On a failed
Wondrous item, rare
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This nasty device can take the form of any small item,
but most often appears as a small figure carved of jet.
save, the creature takes 10d6 + 40 force damage. If
this damage reduces the target to 0 hit points, it is
disintegrated. A disintegrated creature and everything
it is wearing and carrying, except magic items, are
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It looks for all the world like a figurine of wondrous reduced to a pile of fine gray dust. The creature can be
power. If subjected to an identify or similar spell or restored to life only by means of a true resurrection or
effect, its true nature is revealed. a wish spell.
As soon as the mine is taken into an
extradimensional space, such as that created by a
rope trick spell or a bag of holding, instantly destroys
Dust of Mind Dulling
Wondrous item, very rare
both items and opens a gate to the Astral Plane. The
gate originates where the one item was placed inside This harmless-looking dust is the bane of spellcasters.
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the other. Any creature within 10 feet of the gate is One pinch of this dust can be flung up to 30 feet from
sucked through it to a random location on the Astral the user and will scatter to fill a 5-foot-radius sphere.
Plane. The gate then closes. The gate is one-way only Spellcasters within the area must make an
and can’t be reopened. Intelligence saving throw, using your spell save DC
or DC 18, whichever is higher, or find their minds
Disintegration Chamber dulled and their wits slowed. Casting times increase
Wondrous item, very rare by 1 step—from 1 bonus action to 1 action, or from 1
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action to 1 minute—as the casters hesitate, trying to


These frightful devices always come in iron cubes remember the correct procedure to cast the spell.
with the interior walls covered with mirrored tiles, The sphere lasts for 10 minutes or until a wind of
ranging in size from a box 1 foot on a side to a room moderate or greater speed (at least 10 miles per hour)
10 feet on a side. They cause matter to vanish as disperses it.
though targeted by a disintegrate spell.
The amount of material to be affected is limited
only by the size of the chamber. The size of any given
chamber can be determined from the table.

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number of minutes equal to 10 divided by the number
of creatures (minimum 1 minute), after which time
Everbountiful Soup Kettle
they begin to suffocate.
Placing a flatbox inside an extradimensional space
created by a bag of holding, handy haversack, portable
hole, or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate is sucked through
it to a random location on the Astral Plane. The
gate then closes. The gate is one-way only and can’t

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be reopened.

Forge of Metal Protection


Wondrous item, legendary

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The forge is a 1,000-pound furnace made up of
enchanted rocks held together with a network of
steel rods. When metal armor or weapons are placed
within the furnace and heated to glowing red, they
are enchanted and become magical. Armor grants
subsequent wearers immunity to fire damage, and
on a hit a weapon in this way deals an additional 1d6
Everbountiful Soup Kettle fire damage.
Wondrous item, uncommon The effect of the magical protection lasts 12 to 30

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Cast in copper or bronze, this kettle appears to hold
about two gallons and weighs 10 pounds.
As an action, you can fill the kettle with any
nonmagical liquid that isn’t poison and speak its
days (2d10+10). Magical armor placed in the forge
take on the immunity to fire damage property, but
temporarily lose their other magical properties except
bonuses to AC. Similarly, a weapon placed in the forge
takes on the ability to deal fire damage but loses any
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command word. At the start of your next turn, the other abilities it might have except bonuses to hit
liquid is transformed into steaming, nutritious and damage.
vegetable soup. If you filled the kettle, there is enough
soup to feed 6 Medium or smaller creatures. Once you The first of these heavy forges was created centuries ago.
use the kettle, you can’t use it again until you finish
a long rest. I know, because I was there. Because of the specific
magical properties involved in creating it, I was assisted
Flatbox
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Wondrous item, rare


by a number of dwarves, all worshipers of Moradin.
A practical example of hypergeometry and
hypermathematics, a flatbox appears to be a wooden Fur of Warmth
box about 3 feet long, 2 feet wide, and 2 inches deep. Wondrous item, uncommon (requires attunement)
It weighs 8 pounds. The top of the box is a hinged lid.
When the lid is opened, the interior of the box is These large, white furs (about 5 by 8 feet) are taken
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filled with impenetrable darkness, a characteristic of from the skins of creatures native to the Spine of the
the box’s hypergeometrical topography. Although from World and enchanted to retain the characteristics of
the outside the flatbox appears to be only 2 inches the creature.
deep, its interior space is considerably larger than While wearing this fur, you have resistance to cold
its outside dimensions. It has the internal volume damage. In addition, you and everything you wear and
of a box six feet deep. The box can hold up to 500 carry are unharmed by temperatures as low as −50
pounds, not exceeding a volume of 36 cubic feet. degrees Fahrenheit.
The box weighs 8 pounds, regardless of its contents. If you wear the fur in pleasant or hot weather,
Retrieving an item from the box requires an action. it affects you as any other large, dense fur would:
If the box is overloaded, pierced, or broken, it You have disadvantage on checks you make to
ruptures and is destroyed, and its contents are avoid exhaustion.
scattered in the Astral Plane. If the box is turned
upside down, its contents spill forth, unharmed, but
the box must be put right before it can be used again.
Breathing creatures inside the box can survive up to a

13
Gem of Retaliation Jar of Preserving
Wondrous item, rare (requires attunement) Wondrous item, rare

While you hold the gem, you gain a special protection This piece of magical glassware has a metal lid that
against spells directed at you. screws into place, and the jar can hold up to one cubic
You have advantage on saving throws you make foot of material. Organic material placed in a jar of
against spells targeting you only. If the spell normally preserving enters a form of suspended animation. A
doesn’t allow a saving throw, you can make a saving rosebud never wilts, and a small animal never ages
throw to avoid its effects. and does not require food, water, or air.
In addition, if the saving throw is successful, the
spell targeting you is converted into a number of Lens of Speed Reading
magic missiles equal to one-half the level of the spell

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Wondrous item, uncommon (requires attunement)
as though you cast a magic missile spell targeting the
original spell’s caster. These crystal lenses fit over the eyes. While wearing
Spell-like abilities and effects created from magic them, you can read any book, document, or other
items aren’t affected by the gem. written material at three times normal speed with full

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comprehension.
Glass of Preserved Words
Wondrous item, uncommon
As most know, I have quite an extensive collection
This magical magnifying lens has an ivory handle of magical writings. Even I sometimes need some
and a band of silver around the lens’s circumference.
While you peer through it, the glass makes illegible
assistance when I seek a particular passage or bit of
written words readable. magical notation.
The glass doesn’t protect you from harmful effects
as a result of a cursed scroll or trapped writings, nor

Hourglass of Fire and Ice


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does it make cryptically worded or coded messages
understandable. Liquid Road
Wondrous item, uncommon

As an action, you can sprinkle liquid road on water,


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Wondrous item, rare (requires attunement)
swampland, quicksand, or a similar surface, causing
These small, wooden-framed hourglasses look quite the terrain to harden to the density of granite,
ordinary, but radiate evocation magic if subjected to a enabling easy passage.
detect magic spell or similar effect. Liquid road is also effective in negating the effects of
When found, an hourglass will appear to be filled spells such as entangle and web. The liquid road stays
with either red or blue sand (50% chance of either). hard for one hour, after which the terrain returns to its
An hourglass containing red sand in the lower portion original state. One flask of liquid road can harden a 10
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enables you to cast spells that deal fire damage with by 10-foot area (for example, a path 100 feet long and
increased potency. While you hold the hourglass, 1 foot wide).
spells you cast that deal fire damage deal +1 per die
of damage. In addition, your spell save DC for spells Lorloveim’s Obsidian Mortar and Pestle
that deal fire damage increases by 1. An hourglass Wondrous item, rare
containing blue sand gives you the same abilities, but
with spells dealing cold damage. This magical tool allows you to grind even the hardest
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As part of a rest, you can turn the hourglass over. If nonmagical materials into a fine powder. Rocks,
you do, the sand flows slowly through the aperture, metals, and even gemstones of all types may be
turning the opposite color as it does so. The sand ground to dust in a few moments.
takes 1 hour to fill the opposite side of the hourglass. An obsidian mortar is commonly used by
Once you’ve inverted the hourglass, you can’t do so spellcasters in the preparation of spell components
again until the next dawn. Every time you invert the and ingredients for magical items. Neither the mortar
hourglass, roll percentile dice. On a result of 100, nor the pestle is effective without the other.
the hourglass breaks, spilling its sands and losing its
magic forever.

14
When you speak the command word a third time,
the mirror of retention is cleared of all its images and
is ready to record new images for another 24 hours.

Mirror of Simple Order


Wondrous item, rare

When a creature peers into a mirror of simple order, it


sees a distorted image of itself. The reflection moves
as it does, but the face reflected in the mirror is the
image of an ordinary face: while the face has all the

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characteristics of the creature’s face—eyes, mouth,
nose, as appropriate—all the characteristics lack
character. Although the reflected figure moves as the
creature does, it is shorter or taller than it is, adjusted
in whatever direction approaches the average height

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of the creature’s race. Clothing and equipment
worn by the creature is altered in the reflection as
Medallion of Spell Exchange well: bright colors appear muted to shades of tan
Wondrous item, rare (requires attunement by a spellcaster) and grey. Ornamental work on armor, weapons, or
clothing disappears.
This medallion allows you to exchange your prepared If the creature remains in front of the mirror, at
spells. As an action, you can grasp the medallion and the beginning of its next turn it must make a DC 15
speak its command word. You exchange one spell of Constitution saving throw. On a failure, it is cursed.
up to 6th level that you have prepared for others of Curse. The creature is instantly polymorphed into
lower levels. You no longer have that spell prepared,

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and instead you treat one or more spells of lower
levels as prepared until you finish your next long rest.
The total levels of the new spells must be one less
in sum than the higher-level spell. For example, by
the image in the mirror. In addition, the subject’s
personality and mentality change into that of the new
form. Each of its ability scores becomes 11 and its hit
points become the average for its level or Hit Dice. It
loses proficiency in all skills, tools, musical instruments,
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sacrificing a 5th-level spell, a wizard could recall one everything. It retains proficiency in simple weapons.
1st-and one 3rd-level spell, two 2nd-level spells, four The creature becomes bland and boring. Its alignment
1st-level spells, and so on. Once you use this ability, changes to lawful neutral, and it loses interest in
you can’t use it again until you finish a long rest. anything other than making everything and everyone
as bland and boring as it is. The effects persist until
Mirror of Retention the creature is targeted by a remove curse spell or
Wondrous item, rare similar magic.
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This item appears to be an ordinary round silver When you cannot or will not cast rope trick or
mirror, between 12 and 24 inches in diameter, in an
ornate, gilded wooden frame. When you hang it in a magnificent mansion, and you still want a safe
50-foot by 50-foot or smaller room and use an action place to hide, use one of these. I sometimes give
to speak the command word, the mirror records
everything that happens in that room for the next one to a servant on a critical mission. Sometimes
24 hours. During this time, the mirror of retention they survive.
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appears to be a normal mirror, though it radiates


transmutation magic.
When you speak the command word again, the
mirror replays the events it recorded as a series of
Mist Tent
Wondrous item, rare
silent images. By rotating the mirror clockwise, the
images can be accelerated, appearing as much as A mist tent is contained in a small glass flask. As
10 times faster than they occurred. Rotating the an action, you can remove the stopper and cause a
mirror counterclockwise causes the images to flow in stream of white mist to pour from the flask. At the
reverse. If the mirror is held parallel to the floor, the start of your next turn, the mist shapes itself into the
image freezes. By rotating the mirror and freezing form of a 10-foot by 12-foot tent with a single, open
the images, you can scan for events, review images flap in the end nearest you.
you previously viewed, or freeze selected images for The mist tent creates an extradimensional space
closer study. that can hold as many as eight Medium or smaller
creatures. When the flap is closed, making the tent
disappear from view outside the space, and the tent

15
rises 10 feet off the ground. When the flap is opened, Necklace of Memory Enhancement
the tent becomes visible and it slowly descends. Wondrous item, rare (requires attunement)
The tent remains for 8 hours or until you remove
the stopper from the flask; if you do, the tent Forged of twisted platinum links, these necklaces
dissipates, returning to the flask in a stream of white improve your memory. While you wear the necklace,
mist; if the bottle is not stoppered immediately, you have the following benefits:
the mist will pour from the flask to form the mist • You are immune to memory loss, from both natural
tent again. and magical causes.
Anything inside the extradimensional space created • You can recall with absolute clarity any sight or
by the tent drops out when the tent dissipates back conversation you experienced, or any book you read,
into the bottle. within the previous 7 days. You can only remember
events that occurred while you were wearing and

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Mordom’s Cauldron of Air attuned to the necklace.
Wondrous item, rare

Mordom’s cauldron of air is a bulky, round pot


I never build a laboratory without

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about 2 feet in diameter weighing 60 pounds.
There are handles on either side of the pot and a
one of these.
compartment under it.
The cauldron is a magical air generator. As an
action, you fill the compartment with wood or coal, Philosopher’s Egg
and fill the cauldron with water. The fuel magically Wondrous item, rare
ignites and begins heating the water. When the water
boils, vapor is released. The air from the vapor creates Far from being an actual egg, this item is an
a bubble of breathable air in a 10-foot-radius sphere enchanted retort: a long-necked piece of glassware
centered on the cauldron. in which alchemical substances are distilled. It is

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The cauldron must be kept filled with water and
supplied with fuel. As long as these conditions
are met, the cauldron emits breathable air. The
cauldron requires 1 gallon of water and 1 pound of
a highly prized addition to a wizard or alchemist’s
laboratory. If you use it in conjunction with alchemist’s
supplies, the time required to create a potion or
alchemical compound is reduced by half, and you
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fuel per hour. have advantage on checks you make to create items
with your tools.
Mouse Cart
Wondrous item, rare Pick of Earth Parting
Wondrous item, very rare (requires attunement)
A mouse cart resembles a miniature wooden cart
with two wooden wheels and a tiny leather harness. This enchanted pick allows you to cut through natural
When you secure a normal mouse in the harness, soil, earth, and stone quickly. In order to attune to it,
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the cart expands to the size of a normal cart. you must have Strength score of 17 or higher.
The mouse retains its normal size, but becomes As an action, you can swing the pick at the ground
enchanted, acquiring the ability to pull the cart plus or cavern wall to create a tunnel shaped like a 60-foot-
250 pounds of cargo at a movement rate of 60 feet. long cylinder with a 5-foot radius. The tunnel’s
The transformation lasts for 24 hours, and once surfaces are smooth and clean, and rubble from the
you use the cart, it can’t be used again until 5 days excavation magically disappears.
have passed. In addition, you can wield the pick as an improvised
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While the mouse remains in the harness, it obeys weapon. Against earth elementals, on a hit the pick
verbal commands you issue to it. The mouse will run deals 6d6 extra necrotic damage.
forward, stop, turn, and obey all similar commands;
it won’t attack or take any action that it is normally Puchezma’s Powder of Edible Objects
incapable of performing. A character or other creature Wondrous item, rare
polymorphed or otherwise transformed into a mouse
can activate the cart’s magic. Puchezma was a notoriously cheap, inveterate
traveler—some might say homeless tramp—who
could never bring himself to spend money on decent
provisions or hire a cook for his expeditions. In his
efforts to create a seasoning that would make food
he could scrounge more palatable, as well as actually
edible, Puchezma stumbled on the formula for the
powder of edible objects.

16
The powder resembles normal salt. As an action, The chance of a spell being available for a second
you can sprinkle the powder on 1 cubic foot of casting varies according to the level of the spell.
nonliving, nonmagical, normally indigestible Consult the table:
material and transform it into edible, nutritious
food. The material must be something you can Spell Level % Chance to cast again
swallow; for instance, dirt, gravel, and cotton cloth
1st 50
will work, because you could chew up and swallow
these materials, but a large stone or a wooden 2nd 40
plank would not. 3rd 30
In addition, as an action you can sprinkle a pinch of 4th 20
the powder to cast the purify food and drink spell.
5th 10

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The powder is normally found in small bags
containing 10d10 pinches.

Quill of Law Saddle of Flying


Wondrous item, very rare

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Wondrous item, rare
This saddle resembles a normal leather saddle with
Prized by despots and good rulers alike, quills of
a small, silver buckle near the pommel. When the
law are used to ensure that laws and proclamations
saddle is secured to a horse or any other nonmagical
are obeyed.
mount creature and the silver buckle fastened, the
When a creature reads a proclamation or law,
mount sprouts wings and acquires a flying speed
posted in a public place, that was written with the
equal to its normal movement speed.
pen, the creature must make a DC 14 Charisma
The saddle of flying functions for 1 hour. At the
saving throw. On a failure, the creature is magically
end of the duration or when the silver buckle is
compelled to obey the law, regardless of whether
unfastened, the wings disappear and all flying ability
agree with it.
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it is a good law or whether it would otherwise

The magical effect is limited in that only the three


most recent laws written with the quill maintain this
power. Laws written prior to the most recent three
is immediately lost, regardless of whether the mount
is airborne or on the ground.

Salve of Far Seeing


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Wondrous item, rare
can still be the law, but citizens are not compelled
to obey them. This salve allows a creature to see as well as it would
on a brightly lit day as well as avoid being blinded.
Reglar’s Gloves of Freedom The salves are found in small metal containers
Wondrous item, rare made of precious metals. A container contains 4d12
drops of salve.
These gloves are thick, leather combat gloves with
As an action, you can put a drop of the salve into
silvery pearls sewn around the cuffs. A creature under
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each of your eyes. Until the end of your next long rest,
the influence of a charm spell or similar enchantment
you gain darkvision out to a range of 60 feet, and you
can be freed of the enchantment by shaking hands
can’t be blinded.
with you while you wear the gloves. The freed
creature retains all memories of his enchantment.
The gloves do not protect or release you from such
spells or effects.
Sa

Robes of Repetition
Wondrous item, very rare (requires attunement by a wizard)

This ordinary-looking robe radiates strong


transmutation magic if an identify or detect magic spell
is cast on it. While you wear it, you acquire a unique
and powerful augmentation to your magic.
Whenever you cast a spell, there is a percentage
chance that magical harmonics sound throughout
the Weave, causing the magical energies liberated in
spellcasting to be amplified and briefly retained.
Provided you cast the same spell on your next turn,
you can cast it without expending a spell slot. Once
the spell has been cast in this way, the energy is Salve of Far Seeing
liberated and no longer subject to the robe’s effects.

17

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