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FlamingEmblem

Arveraflame's Magic Itemnomicon

Feb 2nd, 2019
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  1. Party Punch
  2. _Uncommon potion_
  3.  
  4. When this potion is consumed, roll on the Wild Magic table as if you had a Wild Magic Surge as a Wild Magic Sorcerer. This potion modifies the results, minimizing all damage dice rolled into 1s. Creatures summoned by this surge are initially nonhostile and like to be pet, although aggression can cause them to become hostile. If a creature would be poisoned by this surge, it is instead asleep for 1d4 rounds. Result 33-34 instead causes you to emit heatless, colorful sparks for 1d4 rounds.
  5.  
  6. These potions are often comsumed at high-end parties, as a recreational party drug with exciting effects, although not for the faint of heart or constitition.
  7.  
  8. To _Detect Magic_, this potion gives an aura of conjuration.
  9.  
  10. Hellfirewater
  11. _rare potion_
  12.  
  13. This potion has different effects depending on whether or not the drinker is conscious or not at the time of drinking.
  14.  
  15. Conscious: The drinker gains resistance to fire damage, and gains the ability to breath out a gout of fire in a 15ft cone. All creatures within the cone must make a DC13 Dexterity saving throws, taking 3d6 fire damage on a failure, or half damage on a success. After one hour, or once the gout of fire has been breathed, the drinker loses their fire resistance and ability to breath fire.
  16.  
  17. Unconscious: The drinker become conscious, and flames immediately whirl around their prone body in a circle centered on the drinker. All creatures within 5ft must make a DC13 Dexterity saving throws, taking 3d6 fire damage on a failure, or half damage on a success. If the drinker is unconscious and dying, they are treated as if they had rolled a 20 on a death saving throw.
  18.  
  19. To Detect Magic, this potion gives an aura of conjuration.
  20.  
  21. Goodberry Tea
  22. uncommon potion
  23.  
  24. This potion is brewed by steeping 10 goodberries (as the spell) in pure fresh water for 24 hours at a simmering heat, creating enough tea for 2 gulps. After being brewed, the tea lasts for 24 hours in a sealed container before going bad, or one hour in an unsealed container. As an action, you can drink one or two gulps of Goodberry Tea from its container (generally a small flask or wineskin). Each gulp heals you by 7 HP, and allows you to forgo eating for one week with no side effects, as the tea sustains you.
  25.  
  26. Drinking more than one gulp in quick succession, however, is dangerous; for each gulp you drink after your first within an hour, make a DC13+quantity of gulps Constitution saving throw. On a failure, you are poisoned for 1 hour. If you attempt to drink another gulp while poisoned in this way, make a DC20 Constitution saving throw. On a failure, you fall unconscious, and begin dying. The DC to be stabilized if you start dying in this matter is 15, instead of 10.
  27.  
  28. Once this tea has gone bad, it instead deals 7 damage per gulp and gives you a level of exhaustion.
  29.  
  30. This tea is favored by low-level druids and rangers for its taste and fulfilling qualities. More experienced druids will often brew several cups (each cup containing one gulp) ahead of time, if they're expecting guests.
  31.  
  32. To _Detect Magic_, this potion gives an aura of transmutation.
  33.  
  34. Albus's Alchemy Pouch
  35. _uncommon wondrous item_
  36. This alchemy pouch is enchanted to provide alchemy ingredients, magically generating them as needed; however, it was poorly made, and doesn't always work.
  37.  
  38. For common ingredients, it will always be able to produce either the intended ingredient or a satisfactory substitute (such as a hawk's talon in lieu of a eagle's talon).
  39. For uncommon ingredients, roll a 1d4. On an odd numbered result, the ingredient is produced, or an acceptable substitute.
  40. For rare ingredients, roll a 1d6. On a 1, the ingredient is produced, or an acceptable substitute.
  41. For very rare ingredients, roll a 1d8. For legendary ingredients, roll a 1d12.
  42. If a roll fails to produce an ingredient, an ingredient of that tier cannot be drawn from the pouch for an amount of weeks equal to the amount rolled. (For example, if you rolled an 11 when attempting to produce a legendary ingredient, no legendary ingredients can be drawn for 11 weeks.)
  43.  
  44. To _Detect Magic_, this pouch gives an aura of transmutation.
  45.  
  46. Tableware of Cleansing
  47. _uncommon wonderous item_
  48.  
  49. This item can be a cup, plate, or silverware, and they're often commissioned in sets. They often are thick and made out of metal, so that wear and tear are less likely to affect the carved runes of _Purify Food and Water_. When a drink is put into a cup, or a food is placed on a plate, they flash and cast _Purify Food and Water_ thirty seconds later, cleansing the food of potential impurities or poison. However, the standard set of tableware can only cast the spell once a day, and do not have the ability to check for issues before casting it, meaning the spell charge is wasted on pure food. More advanced (and rare) sets of tableware will include _Detect Poison and Disease_ and even an _Alarm_ spell, casting _Detect Poison and Disease_ first before casting the other two spells. _Prestidigitation_ is also common, for enchanting them to be self-cleaning (and reflavoring... poorly chosen flavors).
  50.  
  51. Assassins wishing to poison people using this have to get a hold of copies of the tableware used and replace it, and also have to be able to recreate and fake the telltale "flash" of the plate/cup as the spell is cast.
  52.  
  53. To Detect Magic, this tableware gives an aura of transmutation. More advanced Tableware of Cleansing may give off an aura of Divination, if enchanted with _Alarm_ or _Detect Poison and Disease_.
  54.  
  55. Doorframe/Wand of Detect Magic
  56. _uncommon wondrous item_
  57.  
  58. These security options come in two standard forms:
  59.  
  60. Doorframe: This seven-foot-tall, three-foot-wide archway is made of a glass layer covering an inner runed-marble base.
  61.  
  62. Wand: This runed marble wand also has a half-inch thick layer of glass enveloping it.
  63.  
  64. Both forms are used as anti-magic security; the runes on the marble are a modified casting of _Detect Magic_. When a target walks through the doorway or when the wand comes within 6 inches of a magical effect, the glass changes color, to represent the school of magic detected, with no magic being clear.
  65.  
  66. These are often used to ensure that people are who they claim they are, and to protect more private areas/groups from those who would use transmutation or illusion to get in.
  67.  
  68. Abjuration: Dark Blue
  69. Conjuration: Dark Red
  70. Divination: Marble White
  71. Enchantment: Light Green
  72. Evocation: Yellow Orange
  73. Illusion: Bright Pink
  74. Necromancy: Black
  75. Transmutation: Light Blue
  76.  
  77. These tools give off a strong aura of Divination to Detect Magic spells.
  78.  
  79. Stones of the Campfire
  80. _common wondrous item_
  81.  
  82. This set of 12 smooth, round stones are carried in two bags of six. When all of them are taken out and laid out in order in a circle (with numbers on the bottoms to help keep them in order), the runes on the top of the stones connect and create the full enchantment, which lights and maintains a bonfire as the spell _Creature Bonfire_. This bonfire gives off light and heat as a normal fire would, but does not require fuel, making these stones a favorite of rangers, druids, and any others who spend a lot of time in nature. Removing a stone from the circle ends the effect.
  83.  
  84. In high-class society, it's often seen in fireplaces to have these stones built into the bricks, with a lever that moves one stone/brick in/out of place. Communities may also save up for a set of these stones and communally cook at the shared bonfire, and may even huddle together in winter around the bonfire in a town hall, as the bonfire requires no fuel.
  85.  
  86. If Detect Magic is cast within range of these stones, the stones give off an aura of Conjuration.
  87.  
  88. Serving Cup
  89. _common wondrous item_
  90.  
  91. These cups comes in many forms, such as teacups or beer steins. When a command work is spoke (often "warm" and "chill"), the cup chills or heats the liquid inside. High-class taverns or restaurants often serve their drinks in these for a slightly higher cost. While the outside of the cups are often left undecorated (in the case of metal beer steins) or fancily drawn upon (for porcelain teacups), the runes on the inside contain a partial _Prestdigitation_ enchantment. When it's time to clean a cup, saying a command word (often "clean") causes any remaining drops to flow out, which is the easiest way to get those little etches clean.
  92.  
  93. Lower-class cups often only have the three default commands, while cups owned by high-ranking nobles or in extremely high-brow restaurants often have more control over the temperature, with commands such as "warm slightly", "chill greatly", or "room temperature". In addition, higher-class cups have "shape" presets, such as "teacup", "tankard", or "thimble", among others (I'm really floundering on cup names okay).
  94.  
  95. Detect Magic on these cups will give off an aura of Transmutation.
  96.  
  97. Basin of the Water Wheels
  98. Very rare wonderous item
  99.  
  100. This large, 30ft wide, 30ft long, 10ft tall donut-shaped basin is filled with water. The wooden basin's outside and inside are all covered with etched-in runes that cause the spell _Shape Water_ to continually be active. The water constantly flows in a clockwise pattern, powered by the _Shape Water_ enchantment. This water can be easily used to power water wheels or similar technology. High class nobles will sometimes commission them made without the water wheels, and float around in it (think lazy rivers), or teach their children to swim in it.
  101.  
  102. Detect Magic on the basin will give off an aura of transmutation.
  103.  
  104. Poor drawing of it: https://gyazo.com/02b6df4be68274f7ef56b1433592dc64
  105.  
  106. Goodberry Generator
  107. _Uncommon Wondrous Item_
  108.  
  109. This wooden six-inch cube has three drawers on the front, and a small coin slot on top. Whenever a copper or silver coin is deposited in the coin slot on the top, goodberries (as the spell) appear in the bottommost closed drawer with room. Conversion rate is 1cp=1 berry, and each drawer can hold up to 10 berries at a time. This box can be used in an emergency or famine to prevent starvation.
  110.  
  111. Disclaimer: while a goodberry satisfies your nutritional needs, it does not satiate hunger very well. Eating nothing but goodberries for a sustained amount of time will leave you slightly hungry (and as a result, cranky or irritable).
  112.  
  113. This item gives a faint aura of transmutation magic if Detect Magic is used.
  114.  
  115. Voidclub
  116. _Club/Greatclub, rare_
  117.  
  118. This weapon, made from the bone of a void dragon (or other void enemy of usable size) and carved with runes representing the vacuum of the void, is an extremely pitch black, seemingly absorbing all of the light that hits it. As an action, you can use the club to snuff out a source of nonmagical light up to 10ft away, gaining 1 charge for each unique source put out, to a maximum of 3 charges held at one time. You can expend a charge when you successfully hit with a melee attack, adding 1d4 necrotic damage to the hit.
  119.  
  120. You can also use an action to attempt to dispel magical light within 10ft. Make an opposed Charisma check, with the light getting a bonus equal to the spell level it was cast at. On a success, you dispel the light spell, and gain charges equal to the spell slot used to create the spell (minimum of 1, maximum of 3).
  121.  
  122. This weapon gives a faint aura of transmutation magic if Detect Magic is used. If the item has charges, it also gives off a slight aura of necromancy.
  123.  
  124. Glimmering Weapon/Starlight Weapon
  125. _Any bladed weapon, very rare_
  126.  
  127. This weapon glimmers with a small shine, with tiny motes of light on the blade. The pure starlight of the sword burns away invisibility or illusions that come into contact with the sword, if they originated from a spell cast at 3rd level or lower.
  128.  
  129. The glimmering property can be applied to a weapon similarly to silvering a weapon, although it often requires 500gp of materials from a church of worshippers of the Light domain, as well as a skilled cleric of that domain's assistance (like holy water, this service is provided at cost by most capable clergy).
  130.  
  131. Necklace of Starlight
  132. _Uncommon wondrous item, requires attunement_
  133.  
  134. A glittering golden star-shaped pendant on a silver chain, this necklace allows you to cast the dancing lights cantrip, although the range is halved, and you cannot combine the lights. However, the amount of dancing lights summoned is doubled, to a maximum of 8. The lights appear as tiny diamonds, no matter what angle they're viewed from. Once per day, you can cast the daylight spell with a range of touch, automatically targeting the necklace.
  135.  
  136. Automatic Astrolabe
  137. _Rare wondrous item_
  138.  
  139. This astrolabe is enchanted with a modified version of the spell _Find the Path_. If you hold this astrolabe and name a location you have seen, either in person or a detailed-enough recreation, it will automatically seek out the stars necessary to navigate to the location, failing if the stars aren't visible via line of sight from the astrolabe. This item can be used to unerringly find a viable route to a location, if it exists. If no such route exists, the astrolabe will point at the moon.
  140.  
  141. Divining Rod
  142. rare wondrous item
  143.  
  144. To use this rod, think a passphrase (something complex like "The Flames of Vulcan's Forge light all hiding places"), followed by naming or otherwise signifying the target (imagery of them, mental image). Target makes a wisdom save (DC 15), with modifiers as if a scrying attempt were being made. On a fail, the diving rod attempts to lightly pull itself and point itself in the direction of the target. This effect can last up to one hour, and can be canceled early. After being used for an hour total in a 24 hour period, the item does not work until 24 hours have passed, at which time it regains its full hour of time. Unlike most divination magic, stone/wood/dirt does not inhibit it, although lead does as normal.
  145.  
  146. Ritual of Enlightened Sight
  147.  
  148. This ritual can be used to grant permanent darkvision to a creature that lacks it, at great risk. For this to work, the creature must obtain two pints of blood of a creature tied closely to the stars or the void, such as a Star Genasi or a Void Dragon. This blood is mixed with two pints of another fluid (quicksilver if the blood is as dark as the void, or acid if the blood glitters like starlight), and then the combination is blessed by a cleric of the Light domain. The creature then drinks this liquid, potentially making Constitution saves as they try to drink a gallon of the vile liquid; they must also make three DC17 Constitution saving throws to keep the liquid down and survive the magic happening inside. If more than one of those saving throws are failed, the drinker dies. On two or more successes, the drinker falls unconscious, waking 1d20+4 hours later. When they awaken, they have darkvision out to a distance of 60ft. Their irises are now black with speckles of gray, and they faintly glow in the dark.
  149.  
  150. Blade of the Blue Mage
  151. _any weapon that does slashing damage, rare, requires attunement_
  152.  
  153. This +1 blade was crafted by a novice mage that wanted to learn from their enemies. When this weapon deals damage to a creature, they have to make a Wisdom saving throw (DC 14). On a fail, the blade "learns" a new damage type, gaining the ability to change forms and deal damage of that type, instead of slashing. On a save, the blade does not learn a new type, and that creature cannot be attempted to be learned from for 24 hours. If the damage type for their creature type is already learned (attacking an undead with a blade that has learned necrotic damage), the creature does not have to make a Wisdom saving throw.
  154.  
  155. The blade has slashing damage learned by default. The attuned owner can change the damage type as a bonus action; this changes the blade's form, such as a short bolt of lightning for a blade when in Lightning form. Use the chart below to determine what damage type is learned, although the chart is only a suggestion and it's encouraged that the DM chooses the best damage type to fit the creature. In addition, some creature types are not on the list.
  156.  
  157. Aberrations: Psychic
  158. Beasts: Piercing
  159. Celestial: Radiant
  160. Constructs: Lightning
  161. Fae: Psychic
  162. Fiends: Fire
  163. Giants: Bludgeoning
  164. Oozes: Acid
  165. Plants: Poison
  166. Undead: Necrotic
  167.  
  168. (notes: considered doing slashing+1d4 of chosen damage type, that might be better? also skipped dragons, elementals, monstrosities, and humanoids for being too varied, although I'm down for advice for them; trying to encapsulate the feeling/idea of blue mage-ing without being too broken like actually learning an enemy attack)
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