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Sat 10th Aug 2019 09:20

Magic Items

by Kyrin Starshine

Arcane Lens
Goggles - Major Uncommon (800GP - 8 Days to Craft)
 
A finely crafted set of brass goggles with many intricate and adjustable lens, enchanted with Comprehend Languages and Detect Magic.
 
These goggles have 3 charges, which can be used for the following ability.
 
Enhance: Whenever you make an Intelligence (Arcana) or an Intelligence (Investigation) check related to magic, magic items, alchemical objects, or technological devices, you can spend one charge to add +3 to the check.
 
These goggles regain all charges at dawn.
 
[Base Material, Enchantment (2x Spells)]
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Minor Magical Band of Magic Missiles
Ring – Minor Uncommon – 200gp
 
.1lb
 
A golden ring, adorned with a sapphire, enchanted with a spell most basic, but always effective.
 
While wearing this ring, as a part of the action used to cast the Magic Missile spell, you can make an Intelligence (Arcana) check against a creature within 60 feet of you that you can see to discern the ability of the creature, should the DM deem it appropriate. When you do this you cannot use this ability again until the next dawn.
(Enchantment x1)
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Taltaken Mask – While wearing this item, whenever you would hard cast a damaging cantrip, you deal 1 additional point of damage with that cantrip.
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Guild Band (Light) – Ring - This magic ring not only stands as a mark of your membership in the guild, but it is a powerful magic item in its own right. Guild Bands are simple platinum bands with a single gem decoration. The gem type and cut is whatever the individual wishes, yet within the gem burns the symbol for the Mages Guild. This ring provides the character wearing it access to a cantrip from the wizard spell list of their choice. Once it is chosen it cannot be changed. The character may cast this cantrip as long as they wear the ring, even if they themselves are not casters. This cantrip uses your intelligence modifier.
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Starry Eye
Being Crafted by Kyrin Starshine
Pendant - Major Rare (2,100 GP, 21 Days)
 
A long chain pendant that loops multiple times around it's wearer's neck. Attached to it are many small charms in the shape of stars. Predominantly featured is a large charm made of a strange eye, fashioned in the shape of a comet, complete with blazing tail.
 
Meteor Shower - When you can see the stars in the sky and cast a spell with a save DC, and the target fails that save, you can choose to use your bonus action to call down magic missile of first level against that target. This ability can only be used once, and refreshes at dawn.
 
Starcatcher - After completing a long or short rest under the stars, you gain an extra 6 temporary hit points as the stars themselves catch blows meant for you.
 
Vacuum - When astral damage is done to a target, you can chose to have them make a Strength save using your spellcasting DC. On a failure, the target is pulled up to 15 feet toward you. This ability can be used twice, and refreshes at dawn.
 
[Base Material, Enchantment, Spell Invocation x1]
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The Eye of Ramon, Way of Floating Blades
Wondrous - Very Rare (4,700 gp) - Restricted Attunement
A beautiful teardrop sapphire that bestows a magnificent prowess unlike any seen elsewhere.
 
When attuned, this sapphire embeds itself into your forehead, and you cannot wield a weapon or shield, or use an offensive item or spell scroll of any kind.
 
Four spectral blades follow you wherever you move. These blades are considered +1 longswords, but use your Intelligence modifier for attack and damage rolls, they use a d8 damage die, and all damage they deal is force damage. They count as force effects and spells instead of weapons; effects that augment weapons do not apply, with the exception of Fighting Styles that would apply to a longsword wielded in one hand.
You can attack with the blades only by using the Attack action. When you do, you make attacks on up to four targets within 30 feet of you simultaneously, but you cannot make multiple attack rolls against the same target. If there are less than four targets available, the leftover blades instead combine based on the number of targets you can attack. Only one of the attacks benefit from these effects each time, and the blades cannot combine if there are four or more possible targets to attack.
 
3 targets: The blade deals an extra d6 force damage.
2 targets: The blade deals another extra d6 force damage.
1 target: Upon scoring a critical hit, you cast the Dispel Magic spell on the target at a spell level equal to half your character level, or 3rd level, whichever is higher. You use your Intelligence as the spell ability modifier, and you are considered to have hard cast the spell.
 
The blades cannot be targeted except by dispel effects; they are considered a force spell effect of a spell level equal to half your character level. If a blade is dispelled, the number of attacks you can make is reduced respectively, which also prevents the respective combining effect (you do not benefit from the 1 target effect if you only control three blades, for example), but it returns after 1 minute.

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