


Magical Items
Whether a warrior seeks to tap into magic they otherwise would never grasp, or a spellcaster seeks to channel their magic into something more reliable and permanent, the arduous creation of magical items and the power therein has long been a studied practice that all have the means to pursue, but not necessarily the skills and persistence to see through to completion.
The creation of these items is not for the faint of heart. It takes but the greatest of wizards or most mighty of archdruids to easily imbue an object with such magical powers. For most, it is simply easier to purchase these items from another. But for those that wish to seek Tymora's favor, it is not difficult to find a place to practice such arcane arts. Be warned, the process is costly. Both in it's physical requirements and it's mental ones.
You can use the Attunement Obelisk to connect with magical items. However, there are some restrictions:
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You can only attune to a maximum of 3 magical items at a time.
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You may only be attuned to one item of a particular wearable slot (neck, back, ring, etc.).
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You may only attune to one "Protection" magic item at a time. These items are the Cloak of Protection, Ring of Protection, Staff of Defense and the Watchful Helm.
The Bag of Holding magic item will allow you to attune to a maximum of 5 magic items, including the bag itself. You must have at least one magical item already attuned to attune to a Bag of Holding.
Creating Magical Items
Magical Items can be created within the mage's tower of the hub. Players will need to collect the listed materials and bring them to either location to begin. Every five days a magical item can be created, once created the same magic item cannot be crafted by the player again for two weeks. There is no chance of failure, so once the items are collected the item will be created!
Magical Items are broken into tiers based on their rarity starting. Uncommon Magical Items are the first step and are used to create Rare Magical Items. These are then used to make Very Rare Magical Items. Wonderous Items cannot be crafted and must be bought from specific NPCs or other players.
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Neck
This necklace grants the wearer a +1 bonus to their Constitution score.
Rare, Craftable | 6,000g​
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1x Necklace
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1x Amulet of Health
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20x Silver Ingot
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40x Daisy
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12x Resilient Heart
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40x Arcane Residue

Neck
This amulet grants the wearer a +10 bonus to their hit points. Grants: Tough Feature
Uncommon, Craftable | 3,500g​
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1x Necklace
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10x Silver Ingot
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30x Daisy
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9x Resilient Heart
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30x Arcane Residue

Neck
While wearing this amulet, you are hidden from divination magic.
Rare, Craftable | 6,000g​
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1x Necklace
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1x Ring of Mind Shielding
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20x Silver Ingot
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40x Valorbell
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12x Unstable Essence
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40x Arcane Residue

Waist
This belt grants the wearer a +1 bonus to their Strength score.
Rare, Craftable | 6,000g​
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1x Belt
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1x Rope of Entanglement
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20x Silver Ingot
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30x Giant's Root
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12x Resilient Heart
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40x Arcane Residue

Feet
These boots grants the wearer a +1 bonus to their Dexterity score.
Rare, Craftable | 6,000g​
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1x Boots
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1x Bracers of Flying Daggers
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20x Silver Ingot
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40x Brisk Leaf
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12x Elegant Feather
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40x Arcane Residue

Feet
These boots grant the wearer an additional 1 tile of movement speed.
Very Rare, Craftable | 9,000g​
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1x Boots
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1x Boots of Dexterity
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30x Silver Ingot
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50x Briskleaf
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15x Unstable Essence
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50x Arcane Residue

Hands
In place of one of your attacks on your turn, you make a ranged attack within 6.5 tiles, dealing 1d6+1 damage on a hit. This attack is considered magical.
Uncommon, Craftable| 3,500g​
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1x Gloves
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10x Silver Ingot
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30x Briskleaf
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9x Feral Claw
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30x Arcane Residue

Back
This cloak grants the wearer a +1 bonus to their Charisma score.
Rare, Craftable | 6,000g​
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1x Cloak
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1x Rod of Rulership
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20x Silver Ingot
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40x Valorbell
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12x Captured Melody
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40x Arcane Residue

Back
Once per day, the wearer may cast Invisibility (V) as an action without expending spell slots or materials.
Very Rare, Craftable| 9,000g​
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1x Cloak
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1x Cape of Charisma
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30x Silver Ingot
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50x Valorbell
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15x Unstable Essence
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50x Arcane Residue

Back
You gain a +1 bonus to AC while you wear this cloak.
Rare, Craftable | 6,000g​
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1x Cloak
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1x Ring of Protection
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20x Silver Ingot
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40x Mother's Leaf
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12x Draconic Scale
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40x Arcane Residue

Accessory
You may toss the stone at a target and dispel it of all magical effects. Two charges per combat.
Rare, Craftable | 6,000g​
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4x Stone Brick
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1x Stone of Good Luck
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20x Silver Ingot
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40x Mysterious Mushroom
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12x Captured Melody
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40x Arcane Residue

Body (Any Non-Druid)
This chain shirt grants the wearer 14 AC + DEX (Max 2). Does not require medium armor proficiency or attunement.
Uncommon, Craftable | 3,500g​
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1x Chain Shirt
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10x Silver Ingot
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30x Mother'sleaf
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9x Resilient Heart
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30x Arcane Residue

Head
Once per day, you can cast See Invisibility (V) on yourself.
Uncommon, Craftable | 3,500g​
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1x Hat
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10x Silver Ingot
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30x Valorbell
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9x Precious Gemstone
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30x Arcane Residue

Hands
These gloves grants the wearer a +1 bonus to their Wisdom score.
Rare, Craftable | 6,000g​
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1x Gloves
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1x Gem of Seeing
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20x Silver Ingot
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40x Valorbell
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12x Feral Claw
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40x Arcane Residue

Head
You may cast the Disguise Self spell (V) at will. The spell ends if the hat is removed.
Uncommon, Craftable | 3,500g​
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1x Hat
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10x Silver Ingot
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30x Valorbell
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9x Unstable Essence
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30x Arcane Residue

Ring
You are immune to fall damage while wearing this ring.
Uncommon, Craftable | 3,500g​
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1x Ring
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10x Silver Ingot
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30x Brisk Leaf
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9x Elegant Feather
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30x Arcane Residue

Ring
While wearing this ring, you may cast the Jump spell (V) on yourself as a bonus action on your turn. Has two charges.
Rare, Craftable| 6,000g​
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1x Ring
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1x Ring of Feather Falling
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20x Silver Ingot
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40x Mysterious Mushroom
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12x Elegant Feather
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40x Arcane Residue

Ring
While wearing this ring, you are immune to magic that reads your thoughts or identifies if you are lying. Also grants a +2 bonus to Wisdom saving throws. Creatures can telepathically communicate with you only if you allow it.
Uncommon, Craftable | 3,500g​
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1x Ring
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10x Silver Ingot
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30x Strange Shard
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9x Unstable Essence
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30x Arcane Residue

Ring
You gain a +1 bonus to AC while you wear this ring.
Uncommon, Craftable | 3,500g​
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1x Ring
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10x Silver Ingot
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30x Mother'sleaf
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9x Draconic Scale
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30x Arcane Residue

Ring
3 Item Charges, 1 Charge to cast Faerie Fire (V). 1 Charge to cast Shooting Stars (V): the target takes 5d4 damage on a failed save (DC 15 DEX Save) and half as much on a success.
Very Rare, Craftable| 9,000g​
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1x Ring
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1x Ring of Jumping
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30x Silver Ingot
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50x Valorbell
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15x Precious Gemstone
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50x Arcane Residue

Accessory
Once per day, DC 15 vs WIS Save Charm.
Uncommon, Craftable | 3,500g​
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1x Wood Club
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10x Silver Ingot
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30x Mysterious Mushroom
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9x Capture Melody
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30x Arcane Residue


Ammunition
1 Attack Action, 8 Tile Range. (8 + Prof bonus + STR/DEX) vs STR Save Restrain.
Uncommon, Craftable | 3,500g​
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30x Bolts of Cloth
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10x Silver Ingot
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30x Brisk Leaf
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9x Captured Melody
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30x Arcane Residue

Main Hand, Two-Handed (Wizard/Sorcerer)
This staff grants you a +1 bonus to AC and has 5 charges per long rest. You may cast Mage Armor (1 charge, V) and Shield (2 charges, V).
Very Rare, Craftable | 9,000g​
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1x Staff
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1x Cloak of Protection
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30x Silver Ingot
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50x Mother'sleaf
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15x Precious Gemstone
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50x Arcane Residue

Main Hand, Two-Handed
This staff has 5 charges per long rest. You may cast Burning Hands (1 charge, V) and Fireball (3 charges, V).
Very Rare, Craftable| 9,000g​
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1x Staff
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1x Tome of Intelligence
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30x Silver Ingot
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50x Valor Bell
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15x Draconic Scale
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50x Arcane Residue

Main Hand, Two-Handed
(Bard, Cleric, Druid)
This staff has 5 charges per long rest. You may cast Cure Wounds 2nd (1 charge, V), Lesser Restoration (2 charges, V), and Mass Cure Wounds (5 charges, V).
Very Rare, Craftable| 9,000g​
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1x Staff
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1x Gloves of Wisdom
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30x Silver Ingot
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50x Daisy
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15x Captured Melody
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50x Arcane Residue

Accessory
This stone grants the holder a +1 bonus to all saving throws.
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Uncommon, Craftable | 3,500g​
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1x Stone Brick
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10x Silver Ingot
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30x Mother'sleaf
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9x Precious Gemstone
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30x Arcane Residue

Accessory
This tome grants the wearer a +1 bonus to their Intelligence score.
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Rare, Craftable | 6,000g​
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1x Tome
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1x Hat of Disguise
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20x Silver Ingot
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40x Mother'sleaf
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12x Precious Gemstone
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40x Arcane Residue
Exotic Oddities
Travelers come from far and wide to trade within the Silver Marches. It just so happens that those coming from the south and far east often make their way directly through Hellgate Dell on their way to Luruar. Expect to see traveling caravans stopping for respite in the area every so often.
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Isun has set up a trading outpost at the Oasis!
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Wonderous Magical Items are always in stock, but due to their rarity will be sold at 25% mark up on their appraised prices. Alternatively all of these items may be purchased for Marks of Service from a quartermaster within one of the hubs.

Focus (Wizard, Arcane Trickster, Eldritch Knight only)
Grants +2 Spell Bonus (INT)
As a bonus action, stay yourself and focus on the arcane powers within your Grimoire. Granting you +2 Spell Bonus (INT) until the end of your turn at the cost of your movement.
Wonderous, Exotic |13,500g​

Belt (Monk only)
Grants +2 Spell Bonus (Wis)
As a full round action, once per short rest you may pause and meditate inwards. Restoring 1d4 ki points.
Wonderous, Exotic |13,500g​

Neck
(Cleric/Paladin)
While you wear this holy symbol, you gain +2 Spell Bonus and +1 Class Resource.
Wonderous, Exotic | 13,500g​

Hands
+2 Attack Bonus when using a Shortbow or Longbow.
Wonderous, Exotic | 13,500g​

Main Hand, Two-Handed
A greatsword that deals an additional 1d6 fire damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.
Wonderous, Exotic | 13,500g​

Focus
(Bard only)
While this is in your focus slot you gain a +2 Spell Bonus
Wonderous, Exotic |13,500g​

Body
16 AC + DEX (2 max). Ability to swap weapons/equip ammo as a free action once per turn. Requires Medium Armor Proficiency.
Wonderous, Exotic |13,500g​

Misc
This bag has an interior space considerably larger than its outside dimensions. You may equip 1 additional magic item.
Wonderous, Exotic | 13,500g​

Body
20 AC. Reaction ability to decrease distance you are pushed by 1 tile. Requires Heavy Armor Proficiency.
Wonderous, Exotic | 13,500g​

Main Hand, Two-Handed
A katana that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.
Wonderous, Exotic | 13,500g​

Body
13 AC + DEX. 3 Charges per rest. Use one charge to deal 1d10 necrotic damage after you deal damage to a target within range. Additionally, you can make this armor appear as a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Requires Light Armor Proficiency.
Wonderous, Exotic | 13,500g​

Body
(Sorcerer/Warlock/Wizard)
While wearing this robe, your AC becomes 13 + DEX. You also gain a +2 Spell Bonus.
Wonderous, Exotic | 13,500g​

Mainhand, Two-Handed
(Druid only)
While wielding this staff you gain +2 Spell Bonus, Ensnaring Strike (1 charge, V) and Erupting earth (3 charges, V)
Wonderous, Exotic |13,500g​

Head
+1 AC. Once per day, you can cast See Invisibility (V) on yourself.
Wonderous, Exotic | 13,500g​

Focus (Druid, Ranger only)
Grants +2 Spell Bonus (Wis)
Grants +3 Herbalism Bonus
When you restore hit points to a target you may restore an additional 1d4 hit points.
Wonderous, Exotic | 13,500g​

Hands
Grants +2 Hit Bonus (Unarmed) and damage to unarmed attacks.
Wonderous, Exotic | 13,500g​

Main Hand, Two-Handed
A Greataxe that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Main Hand, Two-Handed
A Greataxe that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Main Hand, Two-Handed
A Greatsword that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Main Hand, Two-Handed
A katana that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Main Hand, Two-Handed
A Warhammer that deals an additional 1d6 thundering damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Consumable magical item that can be applied during consequences with permission from the other party. Single use, may be removed by anyone using the "Help" action against the target. Prevents the wearer from using any magic, spells or class abilities while restrained in this way. Normal imprisonment rules apply. Has a button in RPR, and a status when applied to a target.
Purchased | 500g

Head
Grants Darkvision on equip.
Purchased | 3000g

Hands
Non-attunable flavor magic item. Allows the user to cast Control Flames as a free action.
Purchased | 1000g

Hands
Non-attunable flavor magic item. Allows the user to cast Mending as a free action.
Purchased | 2000g

N/A​
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Non-attunable flavor magic item. Allows the user to cast Mage Hand as a free action.
Purchased | 2000g​

Main Hand
Non-attunable flavor magic item. Allows the user to cast Prestidigitation as a free action
Purchased | 1000g

Reagent
Ritual Reagent.
Purchased | 1000g

Reagent
Ritual Reagent.
Purchased | 500g

Reagent
Ritual Reagent.
Purchased | 10g

Usable Item
Please refrain from using these in the hub or highly populated areas. Zooming around and avoiding, or not giving people a chance to roleplay with you while on one will result in a strike and the item being removed from you without a refund. Be courteous.
Purchased | 5000g
Esoteric Curios
The world if filled with magical this and thats. You never know when you might stumble across an enchanted item with some manner of special effect. These can be found from various sources across the region. Though they are rarely directly available for purchase except from other lucky adventurers.

Focus
This tool can shift to fit your needs. Becoming any set of Apothecary, Blacksmith, or Craftsman tools at a whim. As well as granting a +1 bonus to crafting attempts.

Belt
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Grants the wearer Fire Resistance. (-6 Fire damage)

Feet
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Grants the wearer a +2 bonus to their Stealth. As well the sounds of the wearer's footsteps make no noise.

Feet
Grants the wearer Cold Resistance. (-6 Cold damage)

Back
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Grants the wearer Lightning and Thunder Resistance. (-6 Lightning/Thunder damage)

Ammunition
For one equipment use fill the area around yourself in 6 tiles will bright light.

Head
Grants the wearer +2 to Intimidation (CHA). The eyes of this helmet glow with a color of your choosing.

Ammunition
As a Bonus Action and for one Equipment use, speak the command word, "Geyser", sending out a torrent of water from the decanter. Choose a target within 3 tiles, they must succeed a DC 15 Strength Saving Throw or take 1d4 damage and be knocked prone.

Hands
Grants the wearer a +2 bonus to Lockpicking while worn.

Ammunition
As a full round action and one equipment use, you can speak the horn's command word and then blow the horn, which emits a thunderous blast in a 3 tile cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage. On a successful save, a creature takes half as much damage.

Back
While wearing this cloak you can breathe underwater, and swimming costs you no extra movement.

Ammunition
As a full round action and one equipment use, you cause, a cloud of thick smoke to pour out in a 3 tile radius from the bottle. The cloud's area is heavily obscured, dim light, and any targets within cannot be targeted with any attack or ability that requires sight of them until the start of their next turn. Additionally they are blinded until the start of their next turn.

Ammunition
For one equipment use and a bonus action become immovable until the end of your next turn.

Ammunition
As a Bonus Action and one equipment use, lift the hood of this lantern. Shedding bright light in 3 tiles around. Every creature must succeed a DC 15 Dexterity Saving Throw or be Illuminated until the end of their next turn.

Spellbook
Unlocks:
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Frostbite (Cantrip)
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Frost Fingers (1st)
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Rime's Binding Ice (2nd)
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Sleet Storm (3rd)
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Ice Storm (4th)
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Cone of Cold (5th)

During night and while on unholy ground, blow this whistle to cast Animate Dead (V, If able) to create Undead Thrall without spending the Arcane Residue Cost.
(Death Domain, School of Necromancy)

Necklace
Grants the wearer Poison Resistance (-6 Poison Damage)

Ammunition
As a full round action and one equipment use, blow these pipes to fill the air around with you and eerie tune. Targets that you choose within range must succeed a DC 15 Wisdom Saving Throw or be frightened for two turns. Once frightened in this way a target cannot be frightened by this effect again until they complete a long rest.
(Requires Musical Instrument Proficency)

Off Hand
Grants the wielder a +2 to Initiative Rolls.

Ammunition
As a bonus action and one equipment use, drink from this tankard to roll to cure your frightened status. Reducing the remaining cooldown by 1 and clearing it if the DC is passed. Additionally you must succeed on a DC 15 Constitution Saving Throw or be Off Balance until the end of your turn.

Pocket
Serves as Thieves Tools. Not consumed on use.

Spellbook
Unlocks:
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Lightning Lure (Cantrip)
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Thunderwave (1st)
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Shatter (2nd)
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Witch Bolt (2nd)
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Chaos Bolt (3rd)
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Chromatic Orb Lightning (4th)
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Cloud Kill (5th)
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Chain Lightning (5th)

Ammunition
As a full round action and one equipment use, cast the Magic Missile spell (V).