Magic Items

This is a list of magic items that have been found in Toivoa.

* You gain a **+1** to your Dexterity.
* You gain **+2** damage to your unarmed, or natural weapon, strikes while wearing these claws, and changes the damage type to Slashing Damage.
* You gain a Climbing Speed equal to your movement speed.
* You can use your reaction to attempt to parry a melee attack against you, gaining **+2** to your AC for a single attack. You can use this reaction after seeing the attack roll.

Note: The Claws were recovered by Ketlin Redpath during an interplanar conflict between a demon and a goat.

Note: Gems of Discretion are popular in Endland Pointe. They are used by Skeeas Cross and the Crew of the Changemaker. Leslie has proven the ability to pierce the illusion.

Note: The Prestidigitation Cubes are gifted to children by Luther.

Note: The Collection awarded this item to the Crew of the Changemaker after an impressive display by "The Painmakers" in the Iron Boot.

This spellbook was created long ago by a gnome with a penchant for the odd, and wildly powerful magics of the feywild.
Once per day, recharging at dawn, a reader can attempt to decipher the text within The Qyzillickztek, thereby locking down a specific spell as being available within the spellbook for this reader, for all time. The Qyzillickztek contains the entirety of the knowledge of the weave, and is not limited to the Wizard's spell list. Being able to read the spell within The Qyzillickztek, does not grant the user the ability to cast it, as they must be able to cast that level of spell normally. When attempting to decipher a spell, the name, and level of the spell must be declared prior to the attempt.
To decipher a spell from the arcane schools(wizard, sorcerer, bard, etc), the reader must succeed on an Arcana check of DC(20 + twice the level of the spell).
To decipher a spell from the religious schools(cleric, paladin, etc), the reader must succeed on an Religion check of DC(20 + twice the level of the spell).
To decipher a spell from the natural schools(druid, ranger, etc), the reader must succeed on an Nature check of DC(20 + twice the level of the spell).
Failure to decipher the spell results in the reader being physically taxed by the endeavor, and gaining 1 level of exhaustion. Subsequent failures without success add additional levels of exhaustion. (example: second failure in a row, 2 levels of exhaustion. Third failure in a row, 3 levels, etc.) This failure counter is only reset when a spell is successfully deciphered within the pages of The Qyzillickztek.
If The Qyzillickztek is unattuned, the pages magically re-cypher themselves, rendering all previously deciphered spells lost back into the pages of the book.

* As a bonus action, you may peer through the other eye for one round.
* This also grants you 60 feet of Darkvision.

Note: This item was created by Chio Weaver by a set of Bheur Hag eyes.

Note: This item was recovered from the Central Wall Museum, during a Legendary Heist.

When casting a spell, you may choose to effect it with the Empowered Spell Metamagic. If you do so, roll a Hit die and take that much as fire damage. That Hit die is burned and can not be used again until you finish a long rest.
If you burn your final Hit die for the previously described effect, you erupt in unbridled flame, damaging those around you. Roll all of your spent Hit dice (if you are a lvl 13 sorcerer, that would be 13d6). All creatures within a 20 ft radius centered on you must make a DC 18 Dexterity saving throw or take fire damage equal to your number rolled. On a successful save, targets take half damage. You automatically take double the rolled amount as unmitigatable fire damage.