Magic Items

A small almond-shaped transparent crystal speckled with a myriad of multi-colored spots within it. Affixing this crystal to a caster's spell focus will allow the caster to cast Touch spells up to a range of 30 feet, and any Self spells the creature knows are instead considered Touch. Casting a Touch spell while using this item will drop the spell's effect by one die tier regardless of distance, unless cast at its original range.

### Lens of Precision

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Uncommon
* **Price:** 500gp

An enhanced Firearm Scope, crafted from pristine crystals to create lenses that, when used to aim with, look and feel more accurate than a standard scope. When equipped to a firearm, add half of the weapon's original range to the weapon's current range. If an attack is performed at the weapon's normal range while this item is equipped on the weapon, add bonus Proficiency to the attack roll. Additionally, if an attack is performed at the weapon's long range while this item is equipped on the weapon, it does not impose disadvantage.

### Keg of Infinite Boom

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Rare
* **Price:** 5kgp

A small explosive keg, with death skulls painted around it and a single wick sticking out from the top. As an action, you can place the keg and light it; at the end of your turn, it explodes in a 20ft radius and dealing 10d6 Fire damage. The keg appears in the middle of the explosion untouched, still filled with gunpowder and with its wick unburnt. As an action, you can move the keg to another position and light it again, or store it away. If the keg gets wet, it loses its explosiveness and magic for 2d8 hours.

### Temporal Tome

*(Credit to Logan from ArcaneArcade/Runesmith)*

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Very Rare
* **Price:** 50kgp

A thick tome that pulsates arcane energy, edges gilded in gold as in the middle of the face there is a sigil, related to Cognis, Archon of Knowledge & Magic. Upon reading and finishing the book after 1 hour, tendrils envelop your arms and the book turns to dust. You now gain one more permanent spell slot of your highest available spell slot.

### Alkahestry Gem

* **Type:** Magical Item, Unbreakable/Indispensable
* **Rarity:** Wondrous Item, Legendary
* **Price:** 500kgp

A small perfectly round polished translucent gem that holds no color, but shines with iridescence, capable of fitting in anyone's palm. This stone is paradoxically charged with all of the arcana in the universe, and at the same time it is devoid of any magic.

While channeling the power of this gem, you may convert any item(s) in your possession to any other item(s) based on the original item(s) value in gold, except for this item or any other Legendary item. You must know the item's true name or have seen the item itself, otherwise the operation will not work. This operation costs 1 platinum. You cannot turn an item into currency, or vice versa.

* ***Magical Rarity Conversion List**:*
	+ *5 Common <> 1 Uncommon*
	+ *10 Uncommon <> 1 Rare*
	+ *10 Rare <> 1 Very Rare*

### Alkahestry Tablet

* **Type:** Magical Item, Unbreakable/Indispensable
* **Rarity:** Wondrous Item, Legendary
* **Price:** 500kgp

A perfectly shaped polished translucent pane made out of a single piece of gemstone tinted a pitch black, but shines with iridescence, as large as a tome. This tablet is paradoxically filled to the brim with items, and at the same time is it as empty as the void.

While channeling the power of this tablet, you may toss any item that has a direct value in gold into this tablet; the item is now destroyed. The tablet will now hold the value of the consumed item as a new resource called "Energy-Matter Currency" (EMC for short) based on its value in gold: you can store an infinite amount of EMC into this tablet by tossing in more items.

If an item with storage is inserted (such as a bag), the sum total of the item and its contents are added to its original worth, rounded down. When an item is consumed, a small image of the item will appear within the surface of the tablet, and can be interacted with. Upon interaction with an item's image (such as a poke) the item will materialize underneath the tablet with all of its original properties and items.

You can only materialize items if you have sufficient EMC, and upon materialization, the amount of EMC the item is worth is deducted from the total EMC resource pool. These images do not disappear from the tablet once the item has materialized, unless the item is materialized while an Alkahestry Gem is directly touching the tablet.

### Kobold's Lucky Tooth

*(Credit to Bonus\_Action from Instagram)*

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Uncommon
* **Price:** 500gp

Every day at any time, you can roll 1d4+1. You somehow find this amount of gold coins. These coins can be found in your pockets, bags, or inventory (you probably forgot about them). Sometimes you might find them in your surroundings, such as inside a bush, by the side of the road you've been traveling, or even outside a tavern you've been staying in. You can only use this feature once per day.

### Magical Rune Chalk

*(Credit to Bonus\_Action from Instagram)*

* **Type:** Magical Item (Requires Attunement)
* **Rarity:** Wondrous Item, Very Rare
* **Price:** 50kgp

A small white chalk that glows with a faint iridescence, with a small golden cap in one of the ends. A creature must have an intelligence of 10 to properly use this chalk; otherwise it is treated like normal chalk. Upon attuning, you can switch the color of this chalk at will once per short rest. You can use an action to draw a symbol, and you can draw up to 20 symbols with the chalk before it is used up; the chalk returns to an unused state each dawn.

**Chalk variations and their effects**

Black

* Square: Drawn around a lock, it grants +5 bonus to Sleigh of Hand checks to unlock it.
* Circle: While standing on the symbol, you have advantage on Perception checks to spot traps.
* Triangle: Summons and spreads caltrops in a 5ft radius.
* Cross: Drawn on footwear, it grants +3 to stealth checks for 1 hour.

Gray

* Square: When drawn, delivers a physical sound or auditory message of your choosing when a creature is within 5ft of the symbol.
* Circle: When drawn, delivers an image or a written message of your choosing when a creature is within 5ft of the symbol.
* Triangle: When drawn, delivers a mental sound or message of your choosing when a creature touches it.
* Cross: When drawn, silences all sources of sound within 5ft of the symbol when a creature touches it.

White

* Square: When drawn around a creature with 0 hit points but not dead, they become stabilized. This does not affect undead or constructs.
* Circle: While standing on the symbol, you are granted 1d4 bonus on a single ability check of your choice.
* Triangle: Creates a sacred glyph on an unoccupied space. An undead creature walking over it must make a Dexterity saving throw (DC 15) or take 1d8+2 Radiant damage. Only one triangle can be active at a time.
* Cross: When drawn, choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. A holy light emits from the symbol, and the chosen creature type cannot willingly exit the space where the symbol is drawn on for 1 hour. If the creature tries to use teleportation or inter-planar travel to do so, it must first succeed on a Charisma saving throw (DC 10).

Red

* Square: This symbol lasts for 1 hour while not triggered. The first creature that walks over this symbol must make a Dexterity saving throw (DC 10) or take 1d6 fire damage from an erupting flame pillar. After this, the symbol disappears.
* Circle: Conjures a campfire that can burn for up to 8 hours.
* Triangle: Cooks all the food within the symbol as if prepared by a chef.
* Cross: Casts Heat Metal on an item it is drawn on. The item must be metal, or the symbol will disappear with no effect.

Orange

* Square: You can transmute a 1ft cube of stone, metal, or sand into wood for 1 hour. This does not work on equipment or weapons that are worn or carried.
* Circle: You can transmute a 1ft cube of wood, metal, or sand into stone for 1 hour. This does not work on equipment or weapons that are worn or carried.
* Triangle: You can transmute a 1ft cube of wood, stone, or sand into metal for 1 hour. This does not work on equipment or weapons that are worn or carried.
* Cross: You can transmute a 1ft cube of wood, stone, or metal into sand for 1 hour. This does not work on equipment or weapons that are worn or carried.

Yellow

* Square: Fills a container with 1 pint of standard ale.
* Circle: Casts Light on the object it was drawn on.
* Triangle: Choose between the following liquids: cooking oil or lamp oil. Fills a container with 1 pint of the chosen liquid.
* Cross: Casts Grease when walked on by a creature, centered on the symbol. Only three crosses can be active at a time.

Lime

* Square: Drawn on an item or creature, it reveals if it is toxic to the person who drew the symbol.
* Circle: Drawn either on or beneath a plant reveals basic information, as well as any potential uses.
* Triangle: While standing on the symbol, Alchemy or Herbology crafting or skill checks are made with advantage.
* Cross: Conjures 1d4 Goodberries (as per the Goodberry Spell).

Green

* Square: If drawn on an unoccupied space, it becomes coated in a thick green glue-like substance. Any creature stepping on it must make an Athletics check (DC 9) to break free. It can repeat the check on its turn. Only one square can be active at a time, and lasts for 1 hour.
* Circle: Coats a weapon or ammunition used with acid. On a successful hit, the coating deals 5 Acid damage. The coating lasts for 1 minute.
* Triangle: Conjures one empty vial.
* Cross: When drawn on a shield or armor, it grants Acid Resistance for 1 day.

Blue

* Square: Casts Alarm, centered on the symbol.
* Circle: Casts Purify Food and Drink, centered on the symbol.
* Triangle: Casts Mending on the item drawn on.
* Cross: Instantly locks a mechanical lock on a door or a chest, once.

Indigo

* Square: Casts Fog Cloud at 1st level, centered on the symbol. Only one square can be active at a time.
* Circle: Creates up to a gallon of water in a container.
* Triangle: Creates an Arcane Umbrella 10ft above the symbol. It covers a 10ft radius in which it stays dry from natural rainfall.
* Cross: Destroys up to a gallon of liquid in a container.

Purple

* Square: When drawn on a shield, the shield gains +1 AC. This lasts for 1 hour and does not stack with itself.
* Circle: When drawn on armor, the wearer gains resistance against Bludgeoning damage. This lasts for 1 hour and does not stack with itself.
* Triangle: When drawn on armor, the wearer gains resistance against Piercing damage. This lasts for 1 hour and does not stack with itself.
* Cross: When drawn on armor, the wearer gains resistance against Slashing damage. This lasts for 1 hour and does not stack with itself.

Pink

* Square: When drawn on an instrument, it tunes and repairs it.
* Circle: When standing on the symbol, any sound (bodily or instrument) you make is heard three times as loud.
* Triangle: Dramatic lighting fills 10ft, centered on the symbol. Any creature within the light gains +3 to Performance checks.
* Cross: Casts a small display of Prestidigitation fireworks within 5ft of the symbol, when touched by a creature.

### Cloak of Suns

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Very Rare
* **Price:** 50kgp

This white hooded cloak is embroidered with small yellow or orange suns. You gain a +1 bonus to Attack Throws while you wear it.

Three suns, located on each of the cloak’s shoulder portion and one on front portion of the hood, are particularly large. While wearing this cloak, you can use an action to pull off one of the suns and use it to cast Fireball as a 5th-level spell.

Daily at sunrise, 1d4-1 (minimum 1) removed suns reappear on the cloak. Additionally, this cloak can be layered with the Robe of Stars; layering both items allows them to magically merge and create a Cloak of Cosmos.

While you wear the cloak, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

### Cloak of Cosmos

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Legendary
* **Price:** 500kgp

This black hooded cloak is embroidered with small white suns and small silver stars, speckled with a variety of white dots that seem to ebb and flow with the cloak's movement. You gain a +1 bonus to Attack and Saving Throws while you wear it.

Three suns, located on each of the cloak’s shoulder portion and one on front portion of the hood, are particularly large and are surrounded by stars, two each. While wearing this cloak, you can use an action to pull off either one of the suns and use it to cast Fireball as a 5th-level spell, or pull off one of the stars and use it to cast Magic Missile as a 5th-level spell.

Daily at sunrise, 1d4-1 removed suns reappear on the cloak; and daily at dusk, 1d6-1 removed stars reappear on the robe.

While you wear the cloak, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

If this cloak has all charges expended and you roll a 0 on both of the recharge dice, this cloak instead becomes a Cloak of Black Holes.

### Cloak of Black Holes

* **Type:** Magical Item, Consumable
* **Rarity:** Wondrous Item, Legendary
* **Price:** 500kgp

This white hooded cloak is embroidered with large black circles that gently seem to vibrate within the cloak, speckled with a variety of black dots that seem to ebb and flow with the cloak's movement. You gain a +2 bonus to Attack Throws while you wear it.

Three black holes, located on each of the cloak’s shoulder portion and one on front portion of the hood, are particularly large. While wearing this cloak, you can use an action to pull off one of the black holes and use it to cast Antimagic Field for 1 minute, or use all three black hole to cast Bukoin.

While you wear the cloak, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

These black holes do not reappear, and once all three are used, the cloak loses its magic and modifier bonuses.

### Cloak of Moths

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Rare
* **Price:** 5kgp

This white cloak flows down to the wearer's legs, concealing them completely if the hood is pulled up. The cloak is accented with dark-gray markings and a fluffy collar, and the hood is embroidered with two medium citrine gems resembling eyes along with two massive antennae protruding from the top of the hood. The back of the hood has four white angular pieces of cloth draped from the collar, which possess dark-gray designs similar to those found on the wings of insects.

While wearing the cloak, the wearer gains the effect of the Feather Fall spell, and may cast the spell Swarm of Bees with all references of bees swapped to moths. The cloak contains 4 charges of this spell, recharging 1d4 charges each dawn.

***Lightweight***: If incorporated to an armor, it will reduce the weight rating on the armor by one category (Heavy armor becomes Medium armor, and Medium Armor becomes Light Armor) and its weight is halved. Additionally, armor that incurs disadvantage on stealth checks no longer do so. If this cloak is incorporated to heavy armor, the user no longer gains the Feather Fall effect. If incorporated to medium armor, the effect instead negates fall damage from a 30 feet height or lower.

### Band of Intentions

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Very Rare
* **Price:** 50kgp

This ring requires attunement to wear. While worn, when you cast a spell you may change the spell's targeting conditions in the following manner:

* Willing targeting conditions can be changed to unwilling, or removed.
* General targeting conditions can be changed to specify (Friendly, Hostile), as well as the opposite.
* Single-target conditions can be changed to any number of targets; the effect or damage of the spell is divided accordingly through all targets.
* Multiple-target conditions can be changed to a single target; the effect or damage of the spell is multiplied accordingly to the single target, based on the maximum amount of targets the spell can affect.
* Sensory-based targeting conditions may be inverted or removed.

This effect can be used once a day.

### Ring of Spell Changing

*(Credit to TAZ, based on Ring of the Grammarian)*

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Very Rare
* **Price:** 50kgp

This ring requires attunement to wear. Once a day when worn, you can alter one letter in a spell's title from your known spell list to alter the effects in the spell's description: the spell's new effects must be as close to the original in similarity if possible. You can only switch one letter for another, and you can only change one letter of any given spell at a time. This effect persists until it is modified or reversed by this item, and if the spell's new title does not make sense or cannot be understood clearly, the spell has no effect.

When this ring and the Band of Intentions are in contact, you may attune to both of these rings. When you attune to both of these rings, the rings will magically lock and become a Ring of Greater Spell Changing. Unattuning to either of these rings will separate them and revert them to their original state.

### Ring of Greater Spell Changing

*(Credit to TAZ, based on Ring of the Grammarian)*

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Legendary
* **Price:** 500kgp

This ring requires attunement to wear. Once a day when worn, you can switch, add, or remove one letter in a spell's title from your known spell list to alter the effects in the spell's description; the spell's new effect can deviate greatly from the original effect, and any new properties that the new spell 's effect inherits should be compared to any spell of similar function and nature whenever possible. This effect persists until it is modified or reversed by this item, and if the spell's new title does not make sense or cannot be understood clearly, the spell has no effect.

### Amulet of Assurance

* **Type**: Magical Item
* **Rarity**: Wondrous Item, Uncommon
* **Price**: 500gp

The amulet is made of a circle-shaped black gemstone framed by a delicate electrum bordering, hanging by a thin yet sturdy electrum necklace. A Detect Magic spell reveals a magical aura of enchantment around the amulet. As an action, you may speak the command word to summon a Spectral Follower on your space. The the follower gains bonuses equal to your proficiency bonus in several places. Unless it is given an order, the follower will follow you as best as possible and stay within your space.

If you were to take damage and the follower has not been summoned, you may use your reaction to summon the follower to block the attack for you, taking the damage instead. While the follower is within 120ft of you, the follower will act on your turn but only either before or after you take your turn. The follower also has abilities that it can take at its own discretion based on the situation it is currently in, as long as it is currently not performing a command.

The follower remains by your side until you speak the command word once more, is not within 120ft of you for more than 24 hours, or it dies. Speaking the command word when the follower is within 10ft of you and the amulet is in your possession, the follower vanishes into an extraplanar pocket dimension. If the follower were to die while summoned, it will drop any items it was given onto the ground, and the amulet will take 1d10 days to create another follower. If the amulet is destroyed, the follower dies and its contents are lost to the Astral Plane; it will require 1 workweek and 1000gp for materials and repairs to fix the amulet, and an additional 1d10 days for the amulet to create another follower once it is fixed.

You may summon or unsummon a follower once a day.

### Amulet of Promise

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Rare
* **Price:** 5kgp

The amulet is made of a diamond-shaped black gemstone framed by a delicate silver bordering, hanging by a thin yet sturdy silver necklace. A Detect Magic spell reveals a magical aura of enchantment around the amulet. As an action, you may speak the command word to summon a guardian (choose one between Construct Guardian, Spectral Guardian, or Spectral Follower) within an unoccupied space closest to you. These variants have differing stats and abilities, and the guardian gains bonuses equal to your proficiency bonus in several places. Unless it is given an order, the guardian will follow you as best as possible and stay within a 5ft distance from you.

If you were to take damage and the guardian has not been summoned, you may use your reaction to summon the guardian to block the attack for you, taking the damage instead. While the guardian is within 120ft of you, the guardian will act on your turn but only either before or after you take your turn. The guardian also has abilities that it can take at its own discretion based on the situation it is currently in, as long as it is currently not performing a command.

The guardian remains by your side until you speak the command word once more, is not within 120ft of you for more than 24 hours, or it dies. Speaking the command word when the guardian is within 10ft of you and the amulet is in your possession, the guardian vanishes into an extraplanar pocket dimension. If the guardian were to die while summoned, it will drop any items it was given onto the ground, and the amulet will take 1d10 days to create another guardian. If the amulet is destroyed, the guardian dies and its contents are lost to the Astral Plane; it will require 1 workweek and 1000gp for materials and repairs to fix the amulet, and an additional 1d10 days for the amulet to create another guardian once it is fixed.

You may summon or unsummon a guardian once a day.

### Amulet of the Void

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Rare
* **Price:** 5kgp

A black diamond-shaped gem is suspended by frail platinum frames hanging from a platinum necklace. Within it you can see a myriad of speckles that resemble the cosmos, ebbing and flowing with your movements. This gem has charges equal to half of your level (rounded up) + 1. As an action, you can expend 1 charge to cast Arms of Hadar at 1st level, or expend 2 charges to cast Hunger of Hadar at 3rd level; you can expend additional charges to increase the spell slot level by one for each additional charge you expend.

The gem recharges twice its current amount of charges each midnight: if it has no charges, roll a d20. On a 1, the gem is destroyed in an explosion and casts Hunger of Hadar centered on you at 5th level. Otherwise, it gains half of it's current maximum charges, rounded down.

### Magic ∞ Ball

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Uncommon
* **Price:** 500gp

A small crystal sphere, filled with an opaque black liquid. One half of the sphere is transparent, where a small floating multi-sided die with writing can be seen floating above the liquid, while the other half is black with a white ∞ painted in the middle. Three times per day, you can shake the sphere and ask it a yes or no question as an action. At this time roll a 1d4: the roll will determine the type of answer they will get. Questions that the user may have information to can be answered with Yes or No tables, however question that the user have little to no information to have a chance of getting an Unsure answer. The DM determines whether this answer is positive, negative, or uncertain.

Magic ∞ Ball Answer Chart
 No
 Unsure
(+1 free question)

### Deck of Many Things (Gray Edition)

* **Type:** Magical item
* **Rarity:** Wondrous Item, Legendary
* **Price:** 500kgp

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. The container of this deck of cards has the symbol of The Grays embedded onto it, signifying it as its maker.

Each dawn, roll a 1d6: the next number of cards gain the capability of triggering their magical effects. You must draw the topmost card from the deck, otherwise the card as no effect. You may either draw a card from a deck of playing cards, or roll a 1d20 and a 1d3-1, to determine which card you draw. As soon as you draw a card from the deck, its magic takes effect immediately.

Once a card is drawn it fades from existence and reappears in the deck, before the deck magically shuffles.

### The Third Eye

* **Type:** Magical Item (Requires Attunement)
* **Rarity:** Wondrous Item, Rare
* **Price:** 5kgp

A small triangle gem consisting of three different colors, each point colored differently while the middle is clear with an eye etched onto it.

Attuning and unattuning to this item takes twice as long. Successfully attuning to the gem will grant you the following benefits:

* You can now cast spells and concentrate on spells if you are under an effect that disallows you to do so, such as a barbarian's *Rage*, a druid's *Wild Shape*, or wearing armor you are not proficient with. Concentration checks are made with disadvantage during this time. This trait ceases to work while you or the item are under an effect that can suppress magic, such as the *Arcane Suppression* or *Antimagic Field* spells.
* Choose between Intelligence, Wisdom, and Charisma. You gain +1 to the chosen ability score.
* You gain one extra cantrip of your choice. If you do not have the *Spellcasting* or *Pact Magic* features, your spellcasting ability is the ability chosen previously.

Once you attune to the item, the gem will lose its color and details and become inactive. When you unattune to this item, or the attunement is broken, you lose these benefits and the gem will regain its colors, allowing it to become active once more.

### Smoke of Dragon's Rip

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Very Rare
* **Price:** 50kgp

When smoked, the creature gets disadvantage on Dexterity checks and skills, but gains +3 AC as magic smoke envelops them in the form of a skeletal dragon. The pipe holds 1d6 charges recharging each day at dawn, and the enveloping smoke lasts for 1 hour.

### Paper Megaphone of Commanding

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Uncommon
* **Price:** 500gp

A megaphone made of several sheets of paper and adhesives, it bends and gives with ease though it is resistant to tearing and piercing. When a creature speaks through it, any creature that can understand the language spoken within a 20ft cone is affected by the spell Command (DC 15). This item can be used up to 1d6 times a day. If this item is torn or ripped with an attack (AC 8), the magic is dispelled.

### Sticks of Performance

* **Type:** Magical Item
* **Rarity:** Wondrous Item, Uncommon
* **Price:** 500gp

When you use these sticks to play an instrument, or use them on their own (these instruments sound like a xylophone when striking the air), each creature within 60ft of you must make a Wisdom saving throw (DC 15) or become charmed for 1 minute. A creature cannot be affected by this effect more than once within a 24 hour period.

### Star of Infinity

* **Type**: Magical Item, Consumable (Requires attunement)
* **Rarity**: Wondrous Item, Artifact
* **Price**: Priceless

A fragile 4-pointed translucent gem in the shape of a star that continuously shimmers with opalescence. When attuned to, the star subtly vibrates within your possession, but only to you. As an action, you may destroy the gem with an improvised attack roll (the item's AC is 0); otherwise, this item is unbreakable. When the item is broken this way, the user may cast Mini-Wish once. The gem then shatters into innumerable pieces.

When this item is broken, roll a d20. On an 18 or higher, the gem reforms on the next dawn within the creature's inventory. Otherwise, the item is permanently destroyed.

### Star of the Void

* **Type**: Magical Item, Consumable (Requires attunement)
* **Rarity**: Wondrous Item, Artifact
* **Price**: Priceless

A fragile 4-pointed jet-black gem in the shape of a star that continuously shudders a white, translucent outline. When attuned to, the star subtly vibrates within your possession, but only to you. As an action, you may destroy the gem with an improvised attack roll (the item's AC is 0); otherwise, this item is unbreakable. When the item is broken this way, the user may choose a point within 60 feet and a gate to the Astral Plane opens as per the final effect of Portable Hole. The gem then shatters into innumerable pieces.

When this item is broken, roll a d20. On an 18 or higher, the gem reforms on the next dawn within the creature's inventory. Otherwise, the item is permanently destroyed.

*"Placing a portable hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."* -Portable Hole, magical item, D&D 5e

### Bag of the Traveller

* **Type**: Magical Item
* **Rarity**: Wondrous Item, Uncommon
* **Price**: 500gp

This small cloth pouch is pitch black in nature, with an embedded purple knitted cord by the opening for easy closing, weighting about 1/4 pounds. While seemingly empty, reaching inside reveals the presence of several glass spheres. As an Action, you may pull one sphere of your choosing and use it, from the options given below. This bag holds 2d4+2 charges when first found, and regains 1d6 at dawn, up to a maximum of 10 charges. The items retain their shape for 1 hour after being pulled out of the bag, before dissolving into mist.

* **Blinkpearl** (*2 Charges*): A translucent deep green sphere that emanates purple gentle-glowing wisps of light. This sphere can be thrown up to 30ft; wherever it lands, you are affected by the Misty Step spell and teleport to the point where the sphere was thrown; if you are teleported onto an occupied spot, you and the creature or object in the spot take 10 (2d8+2) bludgeoning damage and are pushed back 5ft from the chosen point. Otherwise if the spot is unoccupied, you take 5 (1d6+2) bludgeoning damage. The sphere dissolves into mist the moment it makes contact with a creature, an object, or a solid surface.

* **Eye of the World** (*3 Charges*): A translucent lime green sphere, with a large eye-looking shape within the center. This sphere can be thrown into the air with the following options:
	+ You may ask a question about a location that is known to you, such as a town or a building that you have seen or visited. The sphere will rise 5ft into the air, and move 5ft to the correct direction to the location. If the location is not known to you, the sphere only rises 5ft into the air.
	+ If the sphere is thrown without a question, it will rise 5ft into the air, and move 5ft towards north.
* In either scenario, roll a d10. If the roll's result is a 1 or 2, the sphere falls onto the floor and dissolves into mist. Otherwise, the sphere falls onto the floor harmlessly and may be used again.

### Blinkpearl (Stabilized)

* **Type**: Magical item, Consumable
* **Rarity**: Wondrous Item, Common
* **Price**: 100gp

A translucent deep green sphere that emanates purple gentle-glowing wisps of light. This sphere can be thrown up to 30ft; wherever it lands, you are affected by the Misty Step spell and teleport to the point where the sphere was thrown; if you are teleported onto an occupied spot, you and the creature or object in the spot take 10 (2d8+2) bludgeoning damage and are pushed back 5ft from the chosen point. Otherwise if the spot is unoccupied, you take 5 (1d6+2) bludgeoning damage. The sphere dissolves into mist the moment it makes contact with a creature, an object, or a solid surface.

### Eye of the World (Stabilized)

* **Type**: Magical item, Consumable
* **Rarity**: Wondrous Item, Common
* **Price**: 100gp

A translucent lime green sphere, with a large eye-looking shape within the center. This sphere can be thrown into the air with the following options:

* You may ask a question about a location that is known to you, such as a town or a building that you have seen or visited. The sphere will rise 5ft into the air, and move 5ft to the correct direction to the location. If the location is not known to you, the sphere only rises 5ft into the air.
* If the sphere is thrown without a question, it will rise 5ft into the air, and move 5ft towards north.

In either scenario, roll a d20. If the roll's result is a 1 or 2, the sphere falls onto the floor and dissolves into mist. Otherwise, the sphere falls onto the floor harmlessly and may be used again.

### Seed of Apoc

* **Type**: Symbiote (Requires attunement, cursed)
* **Rarity**: Wondrous item, Artifact
* **Price**: Priceless

Apoc is a small, slim tendril that extends from a barnacle-like shell, with a bulbous tip that is constantly shining with an eerie, unnatural bioluminescent glow. Underneath the shell there are small, jagged roots that, when in contact with a creature, will swiftly attach to the creature. The creature can make a Strength saving throw (DC 15) to forcefully rip the symbiote from them, or the creature may also willingly fail the saving throw. If the saving throw is successful, nothing happens. If the saving throw is failed, the symbiote will fully attach itself to the creature and partially burrow into their body, unlocking the following properties:

* **Unnatural Law**: Once the symbiote has bound to you, you are considered attuned to a magical item, and any previous attunements are ended if your are not able to attune to any more items. You cannot willingly end this attunement, and you cannot remove the symbiote willingly from your body. While this symbiote is attached to you, your Constitution score is lowered by 2; if you are unable to gain Apoc stages, your Constitution score does not lower. If you are targeted by a spell that ends a curse, your attunement to the symbiote ends, as it detatches from your body completely.
* **Unnatural Reclaim**: The symbiote is able to release spores as an action that will infect nearby living organisms within 10ft of it with. Any creature within this range must make a Constitution saving throw (DC 13) or gain 1 stage of the Apoc condition. A creature cannot gain a level within 1 minute of them having previously gained a stage. The symbiote can infect dead organisms at double the speed of a living organism, without requiring a Constitution saving throw.
* **Unnatural Word**: The creature may command any number of Apoc Scuttlers that have been created by any Lesser Apoc Hives that the symbiote has contributed to create. In combat, the creatures share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they will use the Defend ability whenever possible.

If you fall unconscious while this symbiote is attuned to you, the symbiote constantly releases spores around you within a 10ft radius at the start of your turn. Any living organisms within this radius must make a Constitution saving throw (DC 13), or be Stunned. Any creature that ends their turn within this radius must make the saving throw as well.

If you would die from failing a Death saving throw, you may choose to succeed instead: you become stabilized and conscious with 1hp. You can only succeed a Death saving throw in this manner only once. If you choose to use this ability, you permanently gain 3 stages of Apoc; this does not affect you if you are unable to gain stages of the disease. Any Apoc stages gained this way cannot be cured or reversed except by ending attunement, or with the Wish spell.

If you die while the symbiote is attuned to you, the symbiote engulfs you, turning you into a Lesser Apoc Hive with chaotic evil alignment and hostile to all creatures.

### Watch of Timely Death

* **Type**: Magical Item (Requires Attunement)
* **Rarity**: Wondrous Item, Rare
* **Price**: 5kgp

A small golden pocket watch with no details on its lid, along with a small button on the top that opens it. When the lid is opened, it shows both of the hands pointing to twelve, and further investigation shows that the hands do not move and the watch does not tick. An identify spell will reveal that this item contains the spells Invisibility, Misty Step, and Simulacrum.

While you are attuned to this time, if you take damage from a successful attack roll, you can use your reaction to click the button to activate the watch. At the time, the watch casts Invisibility on you for 1 minute; the invisibility effect does not require concentration, but can be dispelled as a bonus action or until you are hit or perform an attack. It then teleports you 15ft to an unoccupied space you can see and a simulacrum of you will appear on your original space, reacting to the damage you took and feigning death. This simulacrum cannot be commanded or dispelled but lasts as long as you are Invisible, and a Investigation check (DC 15) will reveal it to be a fake copy of you.

While any of these spell's effects are still active, only you can hear the faint ticking coming from the clock, and are able to see the hands of the clock moving. When all of the spell's effects run out, the watch loses all magic and becomes a non-magical item until the next dawn.

### Boots of Air Steps

* **Type**: Magical Item
* **Rarity**: Wondrous Item, Uncommon
* **Price**: 500gp

A slim pair of boots made of white cotton and reinforced with leather padding. These boots can be worn under other footwear.

While you wear these boots, you do not trigger traps that rely on weight or the presence of a creature within the trap's space, such as pressure plates, trip wires, or arcane traps. Additionally, clicking your toes against the ground will grant you the ability to walk on liquids and snow, allowing you to resist any effects from the liquids while walking on them. You may click your toes again to end the effect.

When the boots' secondary property has been used for a total of 10 minutes, the boots lose the secondary magical effect until you finish a Long Rest.

### Gloves of Dexterity

* **Type**: Magical Item (Requires Attunement)
* **Rarity**: Wondrous Item, Special
* **Price**: 500gp / 5kgp / 50kgp / 500kgp

A pair of gloves, bracers, or gauntlets made from very fine leathers and metals, ranging from typical farm animal leathers and basic metals to monstrous creatures and mythical metals. While you wear these gloves, your Dexterity score increases by a certain amount based on the rarity. You can't increase your Dexterity score above 20, unless mentioned otherwise.

Gloves of Dexterity Bonuses
 Rare
 Very Rare
(Increases maximum Dexterity score by 2 while worn)
 Legendary
(Increases maximum Dexterity score by 4 while worn)

### Seal of the Xyian

* **Type**: Magical Item (Requires Attunement)
* **Rarity**: Wondrous Item, Legendary
* **Price**: 500kgp

A small talisman bearing a particular symbol of a xyian element made of a deep-blue metal, donning a twinned string that functions as a necklace. While attuned to this talisman, you gain resistance to the listed damage types based on the symbol the talisman has. Additionally, if you deal damage with the damage types the talisman protects you against, you deal an additional damage die on the damage roll.

Xyian Element List
 Ice Shard
 Bolt
 Swirl
 Drum

**Adept**: You gain the capability to control the elements the talisman grants you resistance over, following the examples of the Control Flame and Shape Water cantrip at will.

**Blessed**: As a reaction, whenever you would take damage that you would be normally resistant to (whether by this effect or other), you instead become immune to those damage types for 1 round. You may use this ability up to your half your proficiency bonus each day, and you regain expended uses each dawn.

**Respected**: When you speak with good-aligned creatures you have advantage on Persuasion checks, and when you speak with evil-aligned creatures you have advantage on Intimidation checks. If your requests betray the alignment of the creature (such as a good creature stealing or a evil creature give their wealth away), you lose the benefits of this trait for that check.

### Magic Camera

* **Type**: Magical Item
* **Rarity**: Wondrous Item, Common
* **Price**: 100gp (125gp)

This small handheld box shaped device has a lens on front and buttons on top, with latches on either side. By holding it up and pressing the button as an action, one can take a snapshot of what is immediately in the camera's view. It displays the image on its backside, and may be reviewed for removal or kept, or set to automatically keep all images. A stock of small notecard sized paper inside the side compartment is shifted over by mechanical trigger, and the camera prints the captured image onto the paper. A camera can hold a stock of up to 25 sheets at a time.

Additionally, a camera can obtain a "flash" worth 25 uses. It is a bulb that can cast the Light cantrip at will requiring no components and is cast immediately when the camera is used, but only lasts for 1 round.

### Ascertainer's Coin

* **Type**: Magical Item (Requires Attunement)
* **Rarity**: Wondrous Item, Uncommon
* **Price**: 500gp

A small smooth coin that holds a shard of magic. As long as you are attuned to this coin, you know the spell Eureka, and you can cast it at will. Additionally, depending on the design of this coin, a command word may be spoken to activate its effect as detailed below. This effect may be used up to three times per dawn.

***Curse***: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the coin, which immediately teleports back into your pocket or pack. Whenever you would find coins or be handed a sum of coins, roll a 2d4+1: that amount of coins vanish into thin air, leaving a minimum of a single coin.

Ascertainer's Coin Secondary Effect
Cat Tail
 Bullseye Head
Arrow Tail
 Exclamation Mark Head
Crossed Mark Tail

### Globe of Eons

* **Type**: Magical Item
* **Rarity**: Wondrous Item, Artifact
* **Price**: Priceless

A small globe that depicts a quaint home in the middle of a small tropical island around an ocean. Shaking the orb sends a storm of glitter around the home. At this time, the item's magic activates, and a swirl of wind and glitter completely overcome you. You are affected in the following ways:

* If you are of a maturing age (below what is considered adult for your species), you gain +20 years to your life (or equivalent). Your body ages along with you, bolstering the physicality for your new age and gaining worldly experience as if you have lived a full life. You gain +2 to three ability scores of your choosing, but they cannot exceed 20.
* If you are of adult age or advanced for your species, you lose enough years to be considered a young adult. Your body ages along with you, erasing scars and benefits you have gained through your life, along with any worldly experience as if you're just beginning to live your life. You lose -2 to three ability scores of your choosing, and gain any three proficiencies (Any Saves, Skills, Tools, Instruments, Game Sets, Armors, or Weapons) or languages of your choosing.

A creature may benefit from this item only once in their lifetime. Shaking the orb again after they have benefited from this item will show an empty island instead with glitter swirling around it.

### Ring of Spell Action

* **Type**: Magical Item
* **Rarity**: Wondrous Item, Varies
* **Price**: Varies

A plain band ring that is suffused with a mote of magic. This ring does nothing by itself, but can instead be used as an add-on in Spell Infusion rituals, or affixed with a Spell Gem. Whether this ring is imbued directly with a spell or affixed with a Spell Gem, this ring gains the properties of a magically-infused item, with additional properties based on the type of ring it is.

Ring of Spell Action Table
 Gold Ring
 Platinum Ring

## Potion Types

> *Their warrior was down, their healer had left, and their assassin was most likely cowardly hiding in the shadows: the only one left was their fragile caster. In the blink of an eye, they disappeared into nothingness, and suddenly their warrior was up and walking. A hulking beast ran us through, as if we were sticks in a forest, with unbelievable strength, and noxious gas kept paralyzing our best soldiers. There was nothing we could have done.* - Anonymous, detailing the defeat of an orc invasion against Raendalin.
>
>

Aside from the standard vials, alchemists have developed different types of containers for potions and drinks, for different needs and wants. While they are no substitute for the true and tried standard vials, they are more than useful when used appropriately; below is a list of some of the available types.

### Quaff Potions (Quick Potions)

These potions are relatively small, typically distributed in test-tube type containers with easily removable caps for quick use. You can use a Bonus Action to drink or use a potion from these containers, instead of an Action. Potions and substances sold with these types of tubes have their cost increased by 1/4 their original price (rounded up), as the liquid must be distilled and refined to maintain the same efficiency as a standard potion vial.

### Atomized Potions (Throwable Bomb Potions)

These potions are, instead of a liquid, compressed gas within a small glass globe, fitting roughly within an average adult human's palm. As an action, you can throw these potions at a 60 feet range, where they then break and explode into a fine opaque mist that covers an additional 5ft radius from where the potion was thrown. Any creature within the range of the fine mist is affected by the potion's effect. Due to the lengthy process of the creation of these potions, potions of these types have their cost increased by 1/2 their original price (rounded up).

### Strapped Potions

These potions are excessively large, and require to be strapped to a harness either around the waist or on a bag. Due to their size, strapped vials have three times the carrying capacity of a standard potion vial, and as such contain 3 charges of the chosen potion. As an action, you can don this potion and expend one of its charges to take a drink from it, or doff and store it away. Donning a strapped vial requires a free hand, and will be considered occupied unless doffed. You cannot don a strapped vial if you do not have an empty hand, or are wielding a shield. Potions of this type have their cost doubled, as it requires additional resources to fill the vial.

### Bottomless Potions

A standard sized potion vial that magically refills itself with a specific substance a certain number of times per day. These containers are magical in nature regardless of the substance within them and prove expensive on their own, let alone with the addition of the substance inside. When you first acquire a potion with this type of container, roll 4d4: the vial permanently contains those amount of charges per day of a given substance, and expended charges restore every morning.

A bottomless potion vial can only contain one type of substance, which must be present in its creation for it to refill with that substance. Any substance that enters a vial is lost, up to 5 squared feet; any more beyond this point will completely fill the vial and prevent it from creating any substance that it can magically create. At this point, the vial must be emptied completely (5 squared feet), and contains no charges of the substance it can create until the next morning.

Bottomless potion vials alone are worth approximately the same cost of a very rare item (roughly 50kgp), and any potion or substance the vial contains is added on top of this price x10, due to not only the amount of resources used, but also the magical procedure and requirements needed to create a filled vial.

## Magic Tier Prices

This is a general guide to gauge magical item prices.

* Scrolls cost *minimum* on the price range.
* Potions cost average on the price range.
* Items cost *maximum* on the price range.
* Scrolls, potions, and items may be sold at 50% of the price at base.

(Spell Scrolls)
(Min - Average - Max)
(0th - 1st)
 Uncommon
(2nd - 3rd)
 Rare
(4th - 5th)
 Very Rare
(6th - 8th)
 Legendary
(9th)
 Artifact