Nick's Campaign/Magic Items

Magic is the ability possessed by some to manipulate the ambient energies of the planes known as the Weave to produce desired results. Magic-users first appeared as divine champions of the gods during the Age of Creation, then many more started popping up worldwide after the Divine War. Now, while most humanoids either have simple innate spellcasting or no magical abilities whatsoever, there are a decent number of magic-users of various types throughout the Inner Planes. There are four primary types of magic used by most magic-users:

* **Divine magic** is magic granted by gods or other great deities. Divine magic-users include clerics, paladins, and most warlocks.
* **Arcane magic** is magic that is struck directly from the Weave itself, either through study or innate power. Arcane magic-users include artificers, bards, sorcerers, wizards, and some warlocks.
* **Primal magic** is magic that is brought from the power of the planes themselves, particularly in the Feywild. Primal magic-users include druids, rangers, and some warlocks.
* **Innate magic** is hard to define since it is outside of the Weave but from within, so some argue that it is not technically magic. Innate magic-users include monks ('ki'), mystics ('psi'/'psionic'), and perhaps aberrations.

The power and energy of arcane, divine, and primal magic could also be imbued into items. Magic items vary by rarity and type, and are almost always relatively expensive. Some materials are known to be more receptive to magical enchantment. This page is a list of known magic items of all types.

## Potions

**Potions of Healing** are magical potions that heal the wounds and injuries of whoever drinks them. Often sold in packs in small vials or made via herbalism kits, healing potions are red in color and glimmer when shaken or agitated. Upon drinking one, even the most fatal injuries heal quickly (as long as the drinker isn't already dead). There are four main types of healing potions:
* *Common healing potions* are the most common of healing potions, and one of the most common magic items in general due to its use. They come at 50gp in most places.
* *Greater healing potions* heal more than the average healing potion and are thus more uncommon and expensive.
* *Superior healing potions* are rare and rather expensive, but heal a great deal.
* *Supreme healing potions* are the rarest and most expensive healing potions, but are brewed in such a way that they can heal nearly any injury.

**Potions of Poison** are uncommon magical potions that seem to mimic potions of healing. To the unsuspecting adventurer, poison potions look, smell, and taste like any beneficial potion, especially potions of healing, but in reality are magical poisons. They can be detected through either meticulous analysis or *Identify*, and the only detectable difference between the two potions are that poison potions are slightly more acidic in taste. When consumed, one is continuously poisoned by the potion until they manage to flush it out, they are healed, or they are dead.
The p[arty came across a dead kobold in a small offshoot in a Caves near Briskridge near Briskridge that seemed to have consumed the poison potion, thinking it to be a potion of healing. Gronk tasted the liquid, only to find it deluded before the yeetage of the kobold's body into a nearby river.

## Rings

The **Ring of Protection** is a rare magical ring that is, as the name implies, used for magical protection. Once attuned, it magically helps shield the wearer from harm. A *Shield of Faith* spell is required in its creation, so rings of protection are constructed mainly by clerics.
Cob Cornhall owned a ring of protection that he found in the bugbear den in the Caves near Briskridge. He later traded it as part of a transaction with a magic merchant in Briskridge.

## Weapons

The **Frostaxe** is a large, finely-crafted greataxe fit for goliaths or other large humanoids, enchanted with arcane arctic magic. Attacks hit with this weapon deal an extra 1d6 cold damage and, in freezing temperatures, the runes on the axe glow a bright blue and shed light in a 20 ft. radius.
**Killing Edge** is a magical katana that, once attuned, grants it wielder a higher chance of scoring a critical hit, and critical hits with this weapon deal an extra damage dice. Originally owned by a Yuan-ti Kensei Monk that was working alongside the Pit Master, the party fought and managed to defeat both of them.
As they were distributing spoils from the fight, Sir Bones obtained possession of Killing Edge since he was the only member of the party trained enough in dexterity-based weapons.

## Wondrous Items

The **Bag of Holding** is a small sack or satchel that holds an opening to an extradimensional space, allowing it to be used to store a vast amount of materials without increasing its weight. A typical Bag of Holding can store up to 500 lbs. of material that does not exceed 64 cubic ft. of space. If the bag is overloaded, pierced, or torn, it ruptures and its contents are scattered through the Astral Plane, and the bag is no longer magically functional. Breathing creatures can survive in the bag as long as their constitution allows before they start to suffocate.
The **Bracers of Defense** are protective magical bracers that are hollow and made with an intricate gold pattern. Once attuned by someone who is not wearing armor or wielding a shield, they increase the chance of attacks missing the wearer.
A **Cloak of Billowing** is a magical cloak whose can use a bonus action to have it billow dramatically.
**Heward's Handy Spice Pouch** is a magical item that resembles an ordinary yet empty belt pouch. The pouch's wearer can reach into it and utter the name of any nonmagical seasoning (salt, pepper, saffron, basil, etc.) and produce enough of the stated seasoning to apply to a single meal. The belt has ten charges, meaning that its powers can only be used up to ten times before its magical capabilities recharge the next dawn.
The **Ruby of the War Mage** is a small, 1-inch diameter magical ruby (or other type of gemstone, if it better suits the user, but more often than not it is a ruby) etched with eldritch runes. Once attuned to by a spellcaster, it allows them to use a simple or martial melee weapon as a spellcasting focus for spells by spending at least ten minutes pressing the ruby against the weapon. Once finished, the ruby is attached to the weapon and cannot be removed unless the user does so themself, the weapon is destroyed, or their attunement to the weapon ends.
The **Tankard of Sobriety** is a magical tankard with a stern face sculpted into its side. Its user can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. This property has no effect on magical liquids or anything inherently harmful such as poisons.
Gronk obtained a Tankard of Sobriety from a magic merchant in Briskridge.