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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:

 

  • You can only attune to a maximum of 3 magical items at a time.

  • You may only be attuned to one item of a particular wearable slot (neck, back, ring, etc.).

  • 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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Amulet of Constitution.png

Neck

 

This necklace grants the wearer a +1 bonus to their Constitution score.

Rare, Craftable | 6,000g​

  • 1x Necklace

  • 1x Amulet of Health

  • 20x Silver Ingot

  • 40x Daisy

  • 12x Resilient Heart

  • 40x Arcane Residue

Amulet of Health.png

Neck

 

This amulet grants the wearer a +10 bonus to their hit points. Grants: Tough Feature

Uncommon, Craftable | 3,500g​

  • 1x Necklace

  • 10x Silver Ingot

  • 30x Daisy

  • 9x Resilient Heart

  • 30x Arcane Residue

Amulet of Proof against Detection and Location.png

Neck

 

While wearing this amulet, you are hidden from divination magic.

Rare, Craftable | 6,000g​

  • 1x Necklace

  • 1x Ring of Mind Shielding

  • 20x Silver Ingot

  • 40x Valorbell

  • 12x Unstable Essence

  • 40x Arcane Residue

Belt of Strength.png

Waist

 

This belt grants the wearer a +1 bonus to their Strength score.

Rare, Craftable | 6,000g​

  • 1x Belt

  • 1x Rope of Entanglement

  • 20x Silver Ingot

  • 30x Giant's Root

  • 12x Resilient Heart

  • 40x Arcane Residue

Boots of Dexterity.png

Feet

 

These boots grants the wearer a +1 bonus to their Dexterity score.

Rare, Craftable | 6,000g​

  • 1x Boots

  • 1x Bracers of Flying Daggers

  • 20x Silver Ingot

  • 40x Brisk Leaf

  • 12x Elegant Feather

  • 40x Arcane Residue

Boots of Speed.png

Feet

 

These boots grant the wearer an additional 1 tile of movement speed.

Very Rare, Craftable | 9,000g​

  • 1x Boots

  • 1x Boots of Dexterity

  • 30x Silver Ingot

  • 50x Briskleaf

  • 15x Unstable Essence

  • 50x Arcane Residue

Bracer of Flying Daggers.png

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​

  • 1x Gloves

  • 10x Silver Ingot

  • 30x Briskleaf

  • 9x Feral Claw

  • 30x Arcane Residue

Cloak of Charisma.png

Back

 

This cloak grants the wearer a +1 bonus to their Charisma score.

Rare, Craftable | 6,000g​

  • 1x Cloak

  • 1x Rod of Rulership

  • 20x Silver Ingot

  • 40x Valorbell

  • 12x Captured Melody

  • 40x Arcane Residue

Cloak of Invisibility.png

Back

 

Once per day, the wearer may cast Invisibility (V) as an action without expending spell slots or materials.

Very Rare, Craftable| 9,000g​

  • 1x Cloak

  • 1x Cape of Charisma

  • 30x Silver Ingot

  • 50x Valorbell

  • 15x Unstable Essence

  • 50x Arcane Residue

Cloak of Protection.png

Back

 

You gain a +1 bonus to AC while you wear this cloak.

Rare, Craftable | 6,000g​

  • 1x Cloak

  • 1x Ring of Protection

  • 20x Silver Ingot

  • 40x Mother's Leaf

  • 12x Draconic Scale

  • 40x Arcane Residue

Dispelling Stone.png

Accessory

 

You may toss the stone at a target and dispel it of all magical effects. Two charges per combat.

Rare, Craftable | 6,000g​

  • 4x Stone Brick

  • 1x Stone of Good Luck

  • 20x Silver Ingot

  • 40x Mysterious Mushroom

  • 12x Captured Melody

  • 40x Arcane Residue

Elven Chain.png

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​

  • 1x Chain Shirt

  • 10x Silver Ingot

  • 30x Mother'sleaf

  • 9x Resilient Heart

  • 30x Arcane Residue

Gem of Seeing.png

Head 

Once per day, you can cast See Invisibility (V) on yourself.

Uncommon, Craftable | 3,500g​

  • 1x Hat

  • 10x Silver Ingot

  • 30x Valorbell

  • 9x Precious Gemstone

  • 30x Arcane Residue

Gloves of Wisdom.png

Hands

 

These gloves grants the wearer a +1 bonus to their Wisdom score.

Rare, Craftable | 6,000g​

  • 1x Gloves

  • 1x Gem of Seeing

  • 20x Silver Ingot

  • 40x Valorbell

  • 12x Feral Claw

  • 40x Arcane Residue

Hat of Disguise.png

Head

 

You may cast the Disguise Self spell (V) at will. The spell ends if the hat is removed.

Uncommon, Craftable | 3,500g​

  • 1x Hat

  • 10x Silver Ingot

  • 30x Valorbell

  • 9x Unstable Essence

  • 30x Arcane Residue

Ring of Feather Falling.png

Ring

 

You are immune to fall damage while wearing this ring.

Uncommon, Craftable | 3,500g​

  • 1x Ring

  • 10x Silver Ingot

  • 30x Brisk Leaf

  • 9x Elegant Feather

  • 30x Arcane Residue

Ring of Jumping.png

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​

  • 1x Ring

  • 1x Ring of Feather Falling

  • 20x Silver Ingot

  • 40x Mysterious Mushroom

  • 12x Elegant Feather

  • 40x Arcane Residue

Ring of Mind Shielding.png

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​

  • 1x Ring

  • 10x Silver Ingot

  • 30x Strange Shard

  • 9x Unstable Essence

  • 30x Arcane Residue

Ring of Protection.png

Ring 

 

You gain a +1 bonus to AC while you wear this ring.

Uncommon, Craftable | 3,500g​

  • 1x Ring

  • 10x Silver Ingot

  • 30x Mother'sleaf

  • 9x Draconic Scale

  • 30x Arcane Residue

Ring of Shooting Stars.png

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​

  • 1x Ring

  • 1x Ring of Jumping

  • 30x Silver Ingot

  • 50x Valorbell

  • 15x Precious Gemstone

  • 50x Arcane Residue

Rod of Rulership.png

Accessory

 

Once per day, DC 15 vs WIS Save Charm.

Uncommon, Craftable | 3,500g​

  • 1x Wood Club

  • 10x Silver Ingot

  • 30x Mysterious Mushroom

  • 9x Capture Melody

  • 30x Arcane Residue

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Rope of Entanglement.png

Ammunition

 

1 Attack Action, 8 Tile Range. (8 + Prof bonus + STR/DEX) vs STR Save Restrain.

Uncommon, Craftable | 3,500g​

  • 30x Bolts of Cloth

  • 10x Silver Ingot

  • 30x Brisk Leaf

  • 9x Captured Melody

  • 30x Arcane Residue

Staff of Defense.png

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​

  • 1x Staff

  • 1x Cloak of Protection

  • 30x Silver Ingot

  • 50x Mother'sleaf

  • 15x Precious Gemstone

  • 50x Arcane Residue

Staff of Fire.png

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​

  • 1x Staff

  • 1x Tome of Intelligence

  • 30x Silver Ingot

  • 50x Valor Bell

  • 15x Draconic Scale

  • 50x Arcane Residue

Staff of Healing.png

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​

  • 1x Staff

  • 1x Gloves of Wisdom

  • 30x Silver Ingot

  • 50x Daisy

  • 15x Captured Melody

  • 50x Arcane Residue

Stone of Good Luck.png

Accessory

 

This stone grants the holder a +1 bonus to all saving throws.

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Uncommon, Craftable | 3,500g​

  • 1x Stone Brick

  • 10x Silver Ingot

  • 30x Mother'sleaf

  • 9x Precious Gemstone

  • 30x Arcane Residue

Tome of Intelligence.png

Accessory 

 

This tome grants the wearer a +1 bonus to their Intelligence score.

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Rare, Craftable | 6,000g​

  • 1x Tome

  • 1x Hat of Disguise

  • 20x Silver Ingot

  • 40x Mother'sleaf

  • 12x Precious Gemstone

  • 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.

Arcane_Grimoire.png

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​

Dragonhide_Belt.png

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​

AmuletoftheDevout.png

Neck

(Cleric/Paladin)

 

While you wear this holy symbol, you gain +2 Spell Bonus and +1 Class Resource.

Wonderous, Exotic | 13,500g​

Bracers of Archery.png

Hands

 

+2 Attack Bonus when using a Shortbow or Longbow.

Wonderous, Exotic | 13,500g​

Flame_Tongue_Greatsword.png

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​

Instrument of the Bards.png

Focus

(Bard only)

 

While this is in your focus slot you gain a +2 Spell Bonus

Wonderous, Exotic |13,500g​

Serpent Scale Armor.png

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​

Bag of Holding.png

Misc

 

This bag has an interior space considerably larger than its outside dimensions. You may equip 1 additional magic item.

Wonderous, Exotic | 13,500g​

Dwarven Plate.png

Body

 

20 AC. Reaction ability to decrease distance you are pushed by 1 tile. Requires Heavy Armor Proficiency.

Wonderous, Exotic | 13,500g​

Frostbrand_Katana.png

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​

Glamored Hunter's Coat.png

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​

Robes of the ArchMagi.png

Body

(Sorcerer/Warlock/Wizard)

 

While wearing this robe, your AC becomes 13 + DEX. You also gain a +2 Spell Bonus.

Wonderous, Exotic | 13,500g​

Staff of the Woodlands.png

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​

Watchful Helm.png

Head

 

+1 AC. Once per day, you can cast See Invisibility (V) on yourself.

Wonderous, Exotic | 13,500g​

Moon_Sickle.png

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​

Wraps_Of_Unarmed_Prowess.png

Hands

 

Grants +2 Hit Bonus (Unarmed) and damage to unarmed attacks.

Wonderous, Exotic | 13,500g​

Cryptic Anomalies

Exceedingly rare magical items may find the adventurer in their time of need! When the seasons change, and there's magic in the air, adventurers may get lucky and find some of these enchanted items. They are rarely readily available to be purchased.

Frostbrand_Greataxe.png

Main Hand, Two-Handed

 

A Greataxe that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Stormcaller_Greataxe.png

Main Hand, Two-Handed

 

A Greataxe that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Stormcaller_Greatsword.png

Main Hand, Two-Handed

 

A Greatsword that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Stormcaller_Katana.png

Main Hand, Two-Handed

 

A katana that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Thundering_Warhammer.png

Main Hand, Two-Handed

 

A Warhammer that deals an additional 1d6 thundering damage on successful attacks. Also grants +1 Melee Hit Bonus and damage.

Magical Peculiarities

Sometimes adventurers need a little extra magic! These items may be purchased in the Oasis and each have their own effect. This shop has flavor magical items and reagents for ritual spells.

Anti-Magic Restraints.png

Pocket

 

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

Googles of the Night.png

Head

 

Grants Darkvision on equip.

Purchased | 3000g

Gloves of Control Flames.png

Hands

 

Non-attunable flavor magic item. Allows the user to cast Control Flames as a free action.

Purchased | 1000g

Gloves of Mending.png

Hands

 

Non-attunable flavor magic item. Allows the user to cast Mending as a free action.

Purchased | 2000g

Ring of Mage Hand.png

N/A​

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 Non-attunable flavor magic item. Allows the user to cast Mage Hand as a free action.

Purchased | 2000g​

Wand of Prestidigitation.png

Main Hand

 

Non-attunable flavor magic item. Allows the user to cast Prestidigitation as a free action

Purchased | 1000g

Crystal Ball.png

Reagent

 

Ritual Reagent.

Purchased | 1000g

Diamond.png

Reagent

 

Ritual Reagent.

Purchased | 500g

Incense.png

Reagent

 

Ritual Reagent.

Purchased | 10g

MagicBroom.png

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.

All Purpose Tools.png

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 of Brilliance.png

Belt 

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

Boots of Elvenkind.png

Feet 

​

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

Boots of the Winterlands.png

Feet

 

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

Cloak of Storms.png

Back

​

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

Cracked Driftglobe.png

Ammunition

 

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

Dread Helm.png

Head

 

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

Decanter of Endless Water.png

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.

Gloves of Thievery.png

Hands

 

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

Horn_of_Blasting.png

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.

Cloak_of_the_Manta_Ray.png

Back

 

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

Eversmoking_Bottle.png

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.

Immovable Rod.png

Ammunition

 

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

Lantern of Revealing.png

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.

Midwinters_Ire.png

Spellbook
 

Unlocks:

  • Frostbite (Cantrip)

  • Frost Fingers (1st)

  • Rime's Binding Ice (2nd)

  • Sleet Storm (3rd)

  • Ice Storm (4th)

  • Cone of Cold (5th)

Night Caller.png

Pocket

 

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)

Periapt_of_Proof_against_Poison.png

Necklace

 

Grants the wearer Poison Resistance (-6 Poison Damage)

Pipes of Haunting.png

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)

Sentinel Shield.png

Off Hand

 

Grants the wielder a +2 to Initiative Rolls.

Tankard of Plenty.png

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.

Skeleton Key.png

Pocket
 

Serves as Thieves Tools. Not consumed on use.

Storms_Fury.png

Spellbook
 

Unlocks:

  • Lightning Lure (Cantrip)

  • Thunderwave (1st)

  • Shatter (2nd)

  • Witch Bolt (2nd)

  • Chaos Bolt (3rd)

  • Chromatic Orb Lightning (4th)

  • Cloud Kill (5th)

  • Chain Lightning (5th)

Wand of Magic Missile.png

Ammunition

 

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

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