Magic Items

## Armor

**\*Person\*'s gloves of Improved Brawling** - These gloves turn any non-magical unarmed attack into a +1 weapon, and turn the damage die from 1d4 to 1d6. No natural attacks or magical unarmed attacks can benefit from this bonus, and the glove must fit on a humanoid hand to function. Once worn, the glove cannot be removed without a remove curse spell, and if the PC is ever offended or confronted socially, they must make a DC 20 WIS saving throw or instantly punch the offender.

**Belt of Dwarvenkind** - a belt that allows its wearer to grow a beard once per days for 1d4 hours.

**\*Dragon\*'s Furnace** - a shield depicting the face of a Dragon with an open maw, within which is a small amount of Dragonfire. This fire sheds light in a 5ft radius but provides very little heat, only objects placed within the mouth are burned as normal, the mouth can be open or closed as a psychic command by the wielder as a free action. The mouth can also be used to ignite ranged ammunition, up to twice per day. the ammunition becomes a range burning hands spell for 1d4 minutes, at which point the ammo is consumed. If the mouth is not fed a small sum of gold by the wielder every week, the shield becomes too hot to handle until discarded from their inventory for 1 full week.

**+1 helm of Contemplation** - This helmet adds +1 to any user's AC, but makes the wearer mute when worn, and for 1d4 hours when removed. If the wearer continues to wear the helmet for longer than 4 hours, it also grants +1 WIS, which is lost when the helm is removed.

**\*person\*'s Breastplate of Absorbing** - a breastplate that can magically absorb one spell or attack per day, and if the wearer is directly targeted by a spell, the breastplate absorbs the entire spell, not just the affects of the spell on the wearer. The breastplate only can keep the attack or spell absorbed for so long however; the spell or attack will take full effect as if it just hit the breastplate 3d4+2 hours later.

'''\*Armor\* of \*variable\* Deflection''' - This piece of armor blocks an attack when the attacker meets their AC as if it were a miss, based on the descriptor chosen from the table of effects below:

 Blinding
 Phasing
 Thunderous
 Black
 Grasping
 Chewing
 Turning
 Flying
 Teleporting

Every time this happens, roll a d20. On a 1, the armor does one of the below things instead:

 Throws the wearer around in comedic ragdoll fashion, managing to avoid to oncoming attack completely.

## Weapons

**Malady's +1 \*weapon\*** - a weapon inhabited by the spirit of a warrior named 'malady' who can grant the wielder a +1 enhancement bonus once a day on command. The spirit is neutral only, and does not see purpose in good or evil, but gets very moody when not utilized to what she feels is her full potential.

**Throwing \*weapon\* of arm's reach**- A thrown weapon that when hitting an enemy, teleports the attacker to the closest adjacent square to the target in the direction the thrown object traveled. The dagger can then be retrieved with a reaction (unless the enemy has a reaction specifically held to resist). The weapon does not teleport the attacker if it misses, unless it happens to hit another living creature after missing. An attacker can resist the effects with a DC 17 WIS save.

**\*Deity\*'s \*Weapon\* of Focus** - a weapon that if a character foregoes their standard attack action for 3 rounds of combat in a row, they gain an extra spell slot that can be used to cast a spell. This extra slot only lasts for 1 hour and it only requires the character forego one of their attack actions, so if they have multiple attacks they only need to forego one per round.

(joke)**Crossbow of Distaste** - a heavy crossbow with a sealed tube containing loaded ammunition, but the tube only opens when the trigger is pulled. This crossbow fires stale, hardened vegetables such as potatoes, radishes, cucumbers, etc. It only does 1+DEX dmg.

**\*Weapon\* of Duplication** - sword or blade that when having cut an object into two approximately even-sized pieces, it will re-form those pieces into two evenly-sized duplicates of the original object. Works on living creatures, if they can survive being cut into two pieces, otherwise will just duplicate their dead body.

**\*Weapon\* of swearing** - This weapon appears to be a normal non-magical weapon, but turns into a +1 magic weapon when the wielder is swearing loud enough.

**Arrow/bolt of darkness** - an arrow or bolt of darkness that can be activated before or after firing. Some of these items can be unstable and may activate without warning.

**Shards of \*person\*** - A greatsword that was broken by a great foe, its wielder's soul being absorbed into the broken blade. Once per day the sword can be magically re-forged into a greatsword. After 3 strikes against a foe, the sword splinters and returns to its broken blade form, and grants one use of magic missile by the wielder, the shards of the sword acting as the missiles.

**+1 Dagger of Mayhem** - A small dagger with a ribbon tied to its hilt to keep it from moving away, as it often tends to exhibit a small amount of force pushing or pulling it in certain directions. As a reaction whenever initiative is rolled, a player may choose to throw this dagger at a foe. Sometimes the dagger will influence its wielder to use it when they don't want to (resisted by a DC 17 WIS save). The foe struck by this dagger is subject to this same action on the next turn of combat (even if it is not their turn) and if thrown, the dagger continues indefinitely each turn until someone saves, or no foes remain with reactions for that round.

**\*Weapon\* of Interrogation** - When hitting a target, the wielder is able to read the targets thoughts, but only very briefly when actually causing damage.

**\*Deity\*'s Flagellate \*weapon\*** - This weapon allows divine casters to inflict harm upon themselves as a form of meditation, both within battle and without. It only does 1 hp worth of damage, but restores their divine abilities, for instance a paladin can regain 2 HP for use with lay on hands for every 1 HP inflicted upon themselves in this way.

**Endless throwing \*weapon\*** - A throwing weapon that returns to the wielder after an attack, and leaves a paper copy of itself in the place where the weapon struck. Can be used multiple times in a round if the wielder has multiple attacks. Can also be transformed into any other object as a free action when returning, chosen by the wielder.

**+1** **Blink bow** - a bow that when striking a target, blinks them away to a mystical destination for exactly 1 round, rolled at random form the chart below:

 2
 3
 4
 5
 6
 7
 8
 9
 10

## Effects

Reflections off the metal o fthe item show a different image than what is expected.

Slightly smoking, as if heated and doused in water.

Red and white-hot glowing as if just pulled from a forge.

Dripping or sweating with water.

Covered in a layer of frost, the frost falls from the item as normal, but grows back in 1d4 rounds if left unused.

Leaves a faint path of light behind it when used.

Objects or fragments orbit the item.

Quivering waves of dim light radiate off the item.

The item appears translucent and there is a smoky swirl inside.

## Miscellaneous

**Illithidium Ingot** - metal made that is resistant to psionics, is psionically moldable, and rapidly rusts to destruction in sunlight.

**Ring of spell twisting**- This ring appears obviously magical, with a faintly glowing gem with swirling patterns inside, this ring was created by accident when a mage's apprentice was tasked with creating a magic ring capable of altering spell properties as they are cast. After a clerical error, the magic of the ring now changes the effects of the spell based on the spell's name. the spell *sleep* could now be cast as *sheep* and 'speak with plants' becomes cast as speak with pants', etc. The ring doesn't always repeat the same outcome when spells are cast, so the results are always surprising.

**Ring/Necklace of Adherence** - This trinket compels the wearer to strictly follow through with or obey the first definitive promise they make after having equipped it (one that has a clear goal and ending). It cannot be removed unless with a remove curse or dispel magic spell. Once the promise is fulfilled, the trinket will return to whomever activated it before being given to someone, and/or worn. If the trinket was simply found and equipped, it will simply pop off the wearer.

**Gravedigger's Lantern** - A lanters with soiled and cracker glass, when a candle is placed inside of it it barely shines. If placed in a dark place however, the candle will glow blue and burn low. Everyone within the light of the lantern will be transported to the shadowfell, and as long as they remain within the glow of the lantern, they will automatically pass any disguise checks to appear as shadowfell creatures.

**Harley** - A clockwork cat covered in black soot, appears otherwise to be a normal black cat. Follows anyone wiht her mouse squeak toy. If someone squeaks the toy once and points to a position, harley may run to that position and explode dealing 1d6 in a 30ft diameter radius, but one of the following will happen:

 01- 15 Harley looks at you with a disdainful expression

 16-30 Harley comes to you and rubs against your leg

 31-45 Harley wanders to a random spot

 46-60 Harley takes his time and approaches your target next round

 61-75 Harley bounds to an enemy of his choosing

 76-90 Harley goes right to your target and rubs against its leg

 91-100 Harley immediately dashes to the most tactically sound position.

 The next day the cat will reappear somewhere near you, sleeping on a tree branch, batting insects near the campsite or curled up on your chest.

**\*Person\*'s Weapon Ink Set** - a set of inks used for tattoos, that can be applied to a creature's skin in the shape of any weapon. The wearer can choose to remove the tattoo from itself willingly, dealing 1d6 damage for small weapons, and 2d6 damage for large items, CON save DC 15 for half damage. When removed, the tattoo forms into a solid weapon matching the tattoo's depiction, formed from skin and bone.

**Faerie Torch** - This torch burns in random alternating pink, green, blue and purple hues, and shed dim light within 10 ft. Any creature in the 10 ft radius area casts a shadow even if they are invisible.

**\*Person\*'s Arcane Pulley**- A pulley that when striking an object will attach itself to the object using a magical rope, then fly to the ceiling directly above the object, or half-way between the object and the thrower, then throw the other side of the rope in the thrower's direction. If there is no ceiling when thrown, the rope disappears into an extradimensional space 50 feet above the object, but still functions normally as a pulley.

**Ring of worth**- This ring, when touched to an object once per day, turns that object into a seemingly random amount of coins, the more valuable the object, the more coins appear. The object disappears when touched by the ring in this way. This effect can work on living creatures if they fail a DC 8 CON check, or are willing. The values can very based on unknown criteria.

**Book of Vile Record**- this book is bound in human skin and requires a DC 15 will save to be able to read. It is a complete account of the deaths of every creature on the mortal plane, their method of death in grim detail, and a record of the murderer's punishment, if any was had.

**\*Person\*'s maps** - a map that when given a destination, will show the quickest and safest path to that destination, and once that destination is reached, the map will disappear.

**Squeezee of endless water** - a small rubber ball with a pin-sized hole in it, that squirts water when squeezed and can be used endlessly. The amount of water squeezed from the ball in the largest squeeze possible is not a significant amount of water, and requires several squeezes for one gulp of water.

**Plank of power** - This plank is strongly magical, but doesn't actually *do* anything special until the players succeed in finding a good (subject to DM's discretion) use for it in its normal state, at which point it becomes the best possible item for that purpose.

**Goulflesh Candles** - when not lit, these candles smell very faintly of Ghouls. When lit, they smell strongly of burning ghoul flesh, sickening all living creatures not accustomed to the smell of ghoul if they are within 30 ft of the candle.

**The \*Alehouse name\*** - a signpost that when planted in the ground, reveals a magical tavern directly behind it. If there is no room for the tavern, only the door appears. If the signpost is removed, those who passed through the door in that location are ejected from the alehouse.

**Pouch of rust powder** - a pouch of powders from a rust monster, when an item or person is covered in this powder, it quickly decays metallic armor and weapons.

**Mogar's magic crayon**- appearing to be a regular green crayon, this item will scribble on the nearest surface when dictated to, but the writing is in childish misspelled handwriting.

**Ring of sacred life** - a ring that when worn and the user fails their final death saving throw or recieves a killing blow, the ring melds into the wearer's finger and prevents them from dying. It does not heal the player but will stabilize them. The ring leaves a permanent scar when it melded into the wearers finger.

**Vision Sand** - a purple pouch of gray sand then when cast on an object, makes it transparent to see through to the other side, but only one way from the caster's side. The sand only works on thin objects like doors, standard walls and chests, etc.

**Beaded belt of the Tichtish** - the Tichtish were a tribe of underground dwellers who were very in tune with the magic of the earth. Their shamans would spend years crafting intricate belts made of sets of beaded symbols that could be removed and thrown to create magical effects.

**Littlelights** - small lights that glow teal in a 15 ft radius when shaken violently for 1d4 hours, roll a d20, on a 1 the vial shatters completely and covers the users hands and/or splatters the user with glowing liquid that is VERY difficult to remove.

**Globe of fireball** - glass orbs containing an infinitely spinning bead of fireball, appearing as a halo of light, or spinning like an electron within its globe. The globes are fragile and when broken will explode as the fireball spell. If recovered (very difficult) it can be used as a thrown weapon.

**Hat of the undertaker** - a hat that always contains a shovel that can be retrieved as if from a bag of holding. If the shovel is not replaced, it will return to the hat within 1d4 days. Also has the ability to impart knowledge on the wearer on how to create coffins from wood.

**Dust of the Fire God** - a pouch of charcoal dust that when cast on the ground within 10 ft, ignites that square into flame that does 1d6 damage if a creature enters or begins their turn in that space. Each use can be cast across 5 total squares. If thrown into fire, summons a small fire elemental for 1d4 minutes. Had 1d4+1 uses.

**Amulet of emergency teleportation** - Teleports the wearer up to 40 feet away, but the wearer suffers an effect on the blink bow table.

**Deck of many things** - a deck of cards imbued with a strong power, each card drawn from the deck has a unique effect, including several detrimental effects.

**Gem of obliteration** - a valuable gem that instantly obliterates any other gems it comes into contact with.

## Goblin trinkets

**\*Goblin\*** **Bones of scrying** - Blackened vertebrae from a sheep or other animal, when cast like dice they provide a vision answering one question through means that are vague and open interpretation. They turn to ash when used. Can be created if taught the ritual involving boiling the animals bones in its own blood until all blood has burned away and the bones char in the bottom of the pot.

**Scarab burrower pet** - a scarab beetle that remains lifeless until pressed to the chest of a living creature, it burrows into the creature, doing 1d4 damage. When the wound heals, the scarab can be felt inside the user's body. If the user is ever reduced to 0 HP, the scarab grants one healing spell appropriate to the time it spent in the users body. (level-based) then evaporates through the skin as smoke or dust.

**Eye in a jar**- a jar with the eye of some creature soaking in brine. If you lick the eye, you can see out of it for 1 hour at any range.

## Elven runes

**\*Person's\* shard of runewriting** - a shard of a once-legendary elven blade, made by a famous elven smith. The blade was broken and its shards can now be used to write elven runes that impart one minor magical property to a weapon for 1d4+1 minutes.

**Rune of elven retrieval** - A rune that when inscribed upon a piece of ammunition, the ammunition will return to the attacker after its been used, regardless of if it hits its target or not. The run requires an action to activate before firing, and only lasts for 3 rounds before the rune deactivates if not used.

**Rune scrolls** - a series of ancient scrolls that are written in an unknown language. It is said that if all the scrolls are brought together, they create a larger scroll that can acts as a scroll of wish.

**Spell cradles**- small delicate spheres made of plant matter that contain low-level touch spells, and can be thrown at range as a thrown object to release the spells within, or broken in hand to grant the benefit to the user. They are fragile and if not packed with EXTREME care will break easily in a pack if the user falls or trips at any point in time.

**Rune of life** - a rune shaped like an Ankh that if worn like a patch or emblazoned on armor, will negate a death saving throw failure and count instead as a success. It will also prevent any negative damage below 0 HP once, keeping the user at exactly 0 HP. Its use cannot be chosen, the effect is immediate.

**Elven runethread**- an enchanted piece of thread that when sown into clothing or armor lining grants the wearer +1 to their next 9 saving throws.

**Elven Melloncohol -** a brew that is favored among elves for its tendency to be shared among friends. Only works with 2 people, but both imbibers are unable to lie to each other while under the effects of the brew. Neither imbiber will realize what they said to the other until after the effects of the brew wears off.

## Story items

### Temple of Corellon Larethian

**Corellon's** **Sun sword** - (intelligent) This sword is made of shining white steel, the hilt made of twisted copperwood in the shape of vines and leaves. Can be activated once a day to cast the light spell on itself. More spells can be cast instead at higher levels.

**Corellon's Tome** - an intricately decorated tome, made of the softest leather and papers. The tome appear completely blank except for in direct sunlight, which reveals many poems and songs written in elven, among some spells and insights on the true nature of magic in Terragard.

**Corellon's holy symbol** - a holy symbol used for various purposes, not least of which is a key to traverse the mysterious paths of the forest quickly. Is a bit unpredictable but takes the party exactly where Corellon needs them.

### Misc

**Dragon-Tempered Chain**- links of forged metal that were tempered against weakness and heat in the furnace of Burningbor where dragonfire is used to fuel the forges.

**Strength of the Hollow-Handed** - a crystal that glows brightly and is used to power magical evices used by the ancient secret society of smiths know as The Hollowhanded. It grants the wielder the strength of giants and its light reveals everything as if under a true-seeing spell.

## Coin

**Ghelki** - A matte black iron coin, that rings with an impossibly deep tone.

Orsarian Caprice

**Cresent Coin** - shiny bronze coin shaped like a waxing crescent, perfectly fits a gold coin inside of its inner shape.

**Mimic Coin** - A coin that appears to be a gold or platinum piece but then may spontaneously change to copper at any time, usually after having been handed over as payment for something. Appears to be made of metal at all times unless it specifically wishes to change into another form.