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5e Conversion From FAge
5e Conversion From FAge
5e Conversion From FAge
Perhaps the greatest rewards characters can receive are magic Magic items can provide a number of benefits. Most items
items. They are rare and prized by those lucky enough to provide only one or two benefits, temporary items in partic-
have them. ular usually provide only one. Single use items, due to their
limited nature, are typically one class more common than
In general there are two broad categories of magic items: permanent items. For example, an effect that would normally
temporary and permanent. Temporary items have enchant- be uncommon would be common in a temporary item.
ments that fade over time or are good for a single use. Potions
are a good example of temporary items. Since they last for a • ability bonus: While the item is in use, you gain a bonus
short time and often use tried and true recipes, they tend to to a specific ability (and therefore to all tests of that
be generic. Permanent items are different; each one is special. ability, and any secondary traits based on it). A +1 ability
As such, permanent items tend to have unique names and bonus is uncommon, +2 is rare, and +3 is legendary.
histories. If you create new magic items for your campaign,
• armor bonus: While the item is in use, you gain a
try to make each permanent item unique. It may provide the
bonus to your Armor Rating. A +1 bonus is uncommon,
same bonus as another item, but its origin and appearance
+2 is rare, and +3 is legendary. Alternately, this benefit
should be different.
might reduce the armor penalty by 1-3 instead..
rarity of magic items • attaCk bonus: The item grants a bonus on attack rolls. A
+1 bonus is uncommon, +2 is rare, and +3 is legendary.
Magic items come in increasing levels of rarity: • damaGe bonus: The item grants a bonus to damage rolls.
A +1 bonus is uncommon, +2 is rare, and +3 is legendary.
• Common items are almost always temporary magic, • defense bonus: While the item is in use, you gain a
fairly easily made and acquired, and may even be found bonus to your Defense. A +1 bonus is uncommon, +2 is
for sale in some places. rare, and +3 is legendary.
• Uncommon are generally acquired as treasures or the • foCus bonus: While the item is in use, you either gain a
result of a quest. They’re rarely ever offered for sale and, focus you do not already have, or increase the bonus of
when they are, they tend to be expensive. a focus you do already have by +1.
• Rare items are not often seen and draw attention when • immunity: While using the item, you gain immunity
they show up. They are almost never offered for sale from a specific hazard or effect, such as: one spell
and are usually acquired from adventures, hidden arcana, a specific form of damage (such as poison or
treasure troves, and the like. lightning), a specific hazard (such as disease or demonic
• Legendary items are truly one-of-a-kind and a character possession), and so forth. The GM sets the parameters of
is lucky to acquire even one over the course of a career. the immunity granted by the item.
Such items are the subjects of great quests, and many • sPell bonus: The item grants you the use of a particular
may have sought and failed to find them in the past. A spell you don’t already know.
legendary item is worth a king’s ransom.
• stunt bonus: The item grants you the ability to perform
a particular stunt at a reduced cost in Stunt Points, or to
availability of magic items perform a unique stunt normally unavailable to you.
If you want to adjust the availability of magic items in the • talent bonus: When in use, the item grants you the
game, just shift their rarity up or down a level. For a “high benefits of a talent you do not already have (usually at
magic” game, common items become very common, almost the Novice level) or an additional level in a talent you
everyday, items of regular equipment, and even legendary already do have, up to Master level.
magic items are only rare, and characters might well have • unique bonus: This is a catch-all category for benefits
more than one. For a “low magic” game, even common items not fitting into any of the previous categories, chosen
are uncommon and rarely offered for sale, rare items become and defined by the GM for a particular item. Use the
truly legendary, and legendary items do not even exist—at guidelines of the other magic item benefits to set the
least so far as anyone has ever seen. They’re nothing more effect and define its rarity, although items with a unique
than legends. bonus are uncommon, at least.
You can also modify the availability of specific types of magic
items based on their benefits (following). You might decide
that armor, attack, and damage bonus items have their usual
using magic items
rarity, but that immunity items are high magic and more A magic item generally requires an Activate action to use,
rare, while talent bonus items do not exist in your game at although, once activated some items continue providing
all, because you don’t want items “trumping” the benefits their bonuses until they are specifically deactivated. This is
of characters’ chosen talents. Changing the availability of particularly the case for magic items that are worn, such as
various magic items can influence the style of your game by armor or items or clothing or jewelry; the Activate action is
emphasizing the things that are important in it. the process of putting the item on, and it is deactivated when
magic items 2
apparatus of kwalish legendary APPARATUS OF KWALISH LEVERS
This item first appears to be a Large sealed iron bar-
Lever Up Down
rel weighing 500 pounds. The barrel has a hidden catch,
which can be found with a successful TN 15 PERCEPTION 1 Legs and tail extend, Legs and tail retract,
(SEARCHING) test. Releasing the catch unlocks a hatch at allowing the apparatus reducing the apparatus'
one end of the barrel, allowing two Medium or smaller to walk and swim. Speed to 0 and making it
creatures to crawl inside. Ten levers are set in a row at the unable to benefit from
far end, each in a neutral position, able to move either bonuses to Speed.
up or down. When certain levers are used, the appara-
2 Forward window Forward window
tus transforms to resemble a giant lobster.
shutter opens. shutter closes.
The apparatus of Kwalish is a Large object with the fol-
lowing statistics: 3 Side window shutters Side window shutters
open (two per side). close (two per side).
apparatus of kwalish
sPeed health defense armor ratinG 4 Two claws extend from The claws retract.
the front sides of the
12 100 14 5
apparatus.
sPeCial qualities
5 Each extended claw Each extended claw
damaGe immunities: Poison, Psychic makes the following makes the following
To be used as a vehicle, the apparatus requires one pilot. attack: +5 to hit, 2d6 attack: +5 to hit, the
While the apparatus' hatch is closed, the compartment is damage. target is held in the claw,
airtight and watertight. The compartments holds enough TN 13 STRENGTH (MIGHT)
air for 10 hours of breathing, divided by the numbers of test to escape.
breathing creatures inside. The apparatus floats on water. It
6 The apparatus walks or The apparatus walks or
can also go underwater to a depth of 360 yards. Below that,
swims forward. swims backward.
the vehicle takes 2d6 penetrating damage per minute from
pressure. 7 The apparatus turns 90 The apparatus turns 90
A creature in the compartment can use a major action degrees left. degrees right.
to move as many as two of the apparatus' levers up or
8 Eyelike fixtures emit The light turns off.
down. After each use, a lever goes back to its neutral
position. Each lever, from left to right, functions as shown bright light in a 12-yard
in the Apparatus of Kwalish Levers table. radius and dim light for
an additional 12 yards.
armor of invulnerability legendary 9 The apparatus sinks as The apparatus rises up
You have 1d6 Resistance to nonmagical damage while you much as 8 yards in to 8 yards in liquid.
wear this suit of light or heavy plate armor. Additionally, liquid.
you can use a major action to make yourself immune to
10 The rear hatch unseals The rear hatch closes
nonmagical damage for 10 minutes or until you are no
and opens. and seals.
longer wearing the armor. Once this special action is used,
it can't be used again until the next dawn. This item re- ARMOR OF RESISTANCE
quires attunement.
D10 Damage Type D10 Damage Type
armor of resistance rare 1 Acid 6 Necrotic
You have 1d6 Resistance to one type of damage while you
2 Cold 7 Poison
wear this armor. The GM chooses the type or determines it
randomly from the Armor of Resistance table. This item re- 3 Fire 8 Psychic
quires attunement.
4 Force 9 Radiant
armor of vulnerability rare 5 Lightning 10 Thunder
While wearing this suit of light or heavy plate armor, you
have 1d3 Resistance to nonmagical damage. targeted by the Remove Curse spell or similar magic;
Curse: This armor is cursed, a fact that is revealed only removing the armor fails to end the curse. While cursed, you
when an Arcane Awareness spell is cast on the armor or you take an additional 1d6 damage when you are hit by magical
attune to it. Attuning to the armor curses you until you are attacks. This item requires attunement.
magic items 4
Any creature that starts its turn inside the bag is de- APPARATUS
GRAY BOF
AGKOF LEVERS
TRICKS
WALISH
voured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold D6 Creature D6 Creature
a cubic foot of such material. However, once each day, the 1 Weasel 4 Panther
bag swallows any object inside it and spits them out into
another plane of existence. The GM determines the time 2 Giant Rat 5 Dire Wolf
and plane. 3 Boar 6 Giant Elk
If the bag is pierced or torn, it is destroyed, and anything
contained within it is transported to a random location on
the Astral Plane. RUST BAG OF TRICKS
D6 Creature D6 Creature
bag of holding uncommon
1 Owl 4 Giant Boar
This bag has an interior space considerably larger than its
outside dimensions, roughly 2 feet in diameter at the 2 Mastiff 5 Lion
mouth and 4 feet deep. The bag can hold up to 500 pounds,
3 Goat 6 Brown Bear
not exceeding the volume of 64 cubic feet. The bag weighs
15 pounds, regardless of its contents. Retrieving an item
from the bag requires a major action. TAN BAG OF TRICKS
If the bag is overloaded, pierced, or torn, it ruptures and is
D6 Creature D6 Creature
destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill 1 Jackal 4 Black Bear
forth, unharmed, but the bag must be put right before it
2 Ape 5 Giant
can be used again. Breathing creatures inside the bag can
Weasel
survive up to a number of minutes equal to 10 di-
vided by the number of creatures (minimum 1 minute), 3 Baboon 6 Tiger
after which time they being to suffocate.
Placing a bag of holding inside an extradimensional space You can use a major action to throw the bead up to 24
yards. The bead explodes on impact and is destroyed. Each
instantly destroys both items and opens a gate to the As-
creature within a 4-yards radius of where the bead landed
tral Plane. The gate originates where the one item was
must pass a TN 13 DEXTERITY (ACROBATICS) test or take 2d6
placed inside the other. Any creature within 4 yards of the
force damage. A sphere of transparent force then encloses
gate is sucked through it to a random location on the As-
the area for 1 minute. Any creature that failed the test and
tral Place. The gate then closes. The gate is one-way only
is completely within the area is trapped inside this
and can't be reopened.
sphere. Creatures that passed the test, or are partially in
bag of tricks uncommon the area, are pushed away from the center of the sphere
until they are no longer inside it. Only breathable air can
This ordinary bag, made from gray, rust, or tan cloth, ap-
pass through the sphere's wall. No attack or other effect
pears empty. Reaching inside the bag, however, reveals the
can.
presence of a small, fuzzy object. The bag weighs ½
An enclosed creature can use its major action to push
pound.
against the sphere's wall, moving the sphere up to half the
You can use a major action to pull the fuzzy object from
creature's Speed. The sphere can be picked up, and its
the bag and throw it up to 8 yards. When the object lands,
magic causes it to weigh only 1 pound, regardless of the
it transforms into a creature you determine by rolling a d6
weight of creature's inside.
and consulting the table that corresponds to the bag's
color. belt of dwarvenkind rare
The creature is friendly to you and your companions, and While wearing this belt, you gain the following benefits:
it acts on your turn. You can use a minor action to com- • Your CONSTITUTION is increased by 1 to a maximum of 4.
mand how the creature moves and what action it takes on • You have advantage on COMMUNICATION (PERSUASION) tests
its turn, or to give it general orders, such as to attack your made to interact with dwarves.
enemies. In the absence of such orders, the creature acts in In addition, while attuned to the belt, you have a 50%
a fashion appropriate to its nature. chance each day at dawn of growing a full beard if you're
Once three fuzzy objects have been pulled from the bag, capable of growing one, or a visibly thicker beard if you al-
the bag can't be used again until the next dawn. ready have one.
If you aren't a dwarf, you gain the following additional
bead of force rare
benefits while wearing the belt:
This small black sphere measures ¾ of an inch in diameter • You have advantage on tests against poison, and you
and weighs an ounce. Typically, 1d3 + 4 beads of force are have 1d6 Resistance against poison damage.
found together. • You have Dark Sight out to a range of 20 yards.
• You can speak, read, and write Dwarven.
magic items 6
brazier of commanding additional effects. For example, a candle dedicated to a
fire elementals rare god of fire would allow Novice fire spells to be cast for 0
MP.
While a fire burns in this brass brazier, you can use a ma-
jor action to speak the brazier's command word and Alternatively, when you light the candle for the first time,
summon a fire elemental. The elemental is friendly to you you can open a portal to another plane of existence for 1
and your allies for 1 hour. The brazier can't be used this minute that would align with the dedicated deity. Doing
way again until the next dawn. The brazier weighs 5 so destroys the candle. This item requires attunement.
pounds.
cap of water breathing uncommon
brooch of shielding uncommon
While wearing this cap underwater, you can speak its
While wearing this brooch, you have 1d6 Resistance to command word as a major action to create a bubble of air
force damage, and you are completely immune to the Ar- around your head. It allows you to breathe normally
cane Missile spell. This item requires attunement. underwater. This bubble stays with you until you speak
the command word again, the cap is removed, or you are
broom of flying uncommon no longer underwater.
This wooden broom, which weighs 3 pounds, functions
cape of the mountebank rare
like a mundane broom until you stand astride it and speak
its command word. It then hovers beneath you and can be This cape smells faintly of brimstone. While wearing it,
ridden in the air. It has a flying Speed of 20 yards. It can you can use it to teleport to an area you can see up to 200
carry up to 400 pounds, but its flying Speed becomes 12 yards away as a major action. This property of the cape
yards while carrying over 200 pounds. The broom can't be used again until the next dawn.
stops hovering when you land. When you disappear, you leave behind a cloud of smoke,
You can send the broom to travel alone to a destination and you appear in a similar cloud of smoke at your
within 1 mile of you if you speak the command word, destination. The smoke lightly obscures the space you left
name the location, and are familiar with that place. The and the space you appear in, and it dissipates at the end of
broom comes back to you when you speak another com- your next turn. A light or stronger wind disperses the
mand word, provided that the broom is still within 1 mile smoke.
of you.
carpet of flying very rare
candle of invocation very rare
You can speak the carpet's command word as a major ac-
This slender taper is dedicated to a deity and shares that tion to make the carpet hover and fly. It moves according
deity's alignment. The candle's alignment can be detected to your spoken directions, provided that you are within 12
with an Arcane Awareness spell. The GM chooses the god yards of you.
and associated alignment or determines the alignment Four sizes of carpet of flying exist. The GM chooses the
randomly. size of a given carpet or determines it randomly.
magic items 8
cube of force rare cubic gate legendary
This cube is about an inch across. Each face has a distinct This cube is 3 inches across and radiates palpable magical
marking on it that be be pressed. The cube starts with 36 energy. The six sides of the cube are each keyed to a
charges, and it regains 3d6 expended charges daily at different plane of existence, one of which is the Material
dawn. Plane. The other sides are linked to planes determined by
You can use a major action to press one of the cube's the GM.
faces, expending a number of charges based on the cho- You can use a major action to press one side of the cube to
sen face, as shown in the Cube of Force Faces table. Each open a portal that stays open for 1 minute to the plane of
face has a different effect. If the cube has insufficient existence keyed to that side. Alternatively, if you use a
charges remaining, nothing happens. Otherwise, a bar- major action to press one side twice, you can attempt to
rier of invisible force springs into existence, forming a force one target you can see within 20 yards of you
cube 6 yards on a side. The barrier is centered on you, through the portal. If they fail a TN 15 WILLPOWER (SELF-
moves with you, and lasts for 1 minute, until you use a DISCIPLINE) test, they are pulled through the portal. If they
major action to press the cube's sixth face, or the cube pass, the portal has no effect on them.
runs out of charges. You can charge the barrier's effects The cube has 3 charges. Each use of the cube expends 1
by pressing a different face of the cube and expending charge. The cube regains 1d3 expended charges daily at
the requisite number of charges, resetting the duration. dawn.
If your movement causes the barrier to come into contact
with a solid object that can't pass through the cube, you daern's instant fortress rare
can't move any closer to that object as long as the barrier You can use a major action to place this 1-inch metal cube
remains. on the ground and speak its command word. The cube
The cube loses charges when the barrier is targeted by rapidly grows into a fortress that remains until you use a
certain spells or comes into contact with certain spell or major action to speak the command word that dismisses
magic item effects, as shown on the table below: it, which works only if the fortress is empty.
Spell or Item Charges Lost The fortress is a square tower, 8 yards on a side and 12
yards high, with arrow slits on all sides and a battlement
Decompose 2d6+1
atop it. Its interior is divided into two floors, with a lad-
Horn of Blasting 1d6+3 der running along one wall to connect them. The ladder
ends at a trapdoor leading to the roof. When activated,
Earth Passage 1d6
the tower has a small door on the side facing you. The
Prismatic Spray 3d6+2 door opens only at your command, which you can speak
Wall of Element (Fire, etc.) 1d3 as a minor action. It is immune to any spell or effect that
could magically unlock it, such as that of a chime of open-
CUBE OF FORCE FACES ing.
Face Charges Effect Each creature in the area where the fortress appears must
pass a TN 13 DEXTERITY (ACROBATICS) test, taking 6d6 dam-
1 1 Gases, wind, and fog can't pass through age on a failed test, or half as much damage on a passed
the barrier. one. In either case, the creature is pushed to an unoccu-
2 2 Nonliving matter can't pass through the pied space outside but next to the fortress. Objects in the
barrier. Walls, floors, and ceilings can area aren't being worn or carried take this damage and
pass through at your discretion. are pushed automatically.
The tower is made of adamantine, and its magic prevents
3 3 Living matter can't pass through the it from being tipped over. The roof, the door, and the
barrier. walls each have 100 Health, immunity to damage
4 4 Spell effects can't pass through the barrier. from nonmagical weapons excluding siege weapons,
and take half damage from all other damage. The fortress
5 5 Nothing can pass through the barrier.
can only be repaired magically, and each repair should
Walls, floors, and ceilings can pass
heal the roof, the door, or one wall 50 Health. Repairing
through at your discretion.
should be considered extremely expensive and difficult.
6 0 The barrier deactivates. dagger of venom rare
This item requires attunement. You gain a +1 bonus to attack and damage rolls made
with this magic dagger.
You can use a major action to cause thick, black poison to
coat the blade. The poison remains for 1 minute or until
an attack using this weapon hits a creature. That creature
must succeed on a TN 13 CONSTITUTION (STAMINA) test or
magic items 10
illusory with a passed TN 13 PERCEPTION (SEEING) test. The Balance: Your mind suffers a wrenching alteration,
creature then appears translucent. causing your alignment to change. Lawful becomes
The illusion lasts until its card is moved or the illusion is chaotic, good becomes evil, and vice versa. If you are true
dispelled. When the illusion ends, the image on its card neutral or unaligned, this card has no effect on you.
disappears, and that card can't be used again. Comet: If you single-handedly defeat the next hostile
deck of many things legendary monster or group of monsters you encounter, you gain
Usually found in a box or pouch, this deck contains a experience points enough to gain one level. Otherwise,
number of cards made of ivory or vellum. Most (75%) of this card has no effect on you.
these decks have only 13 cards, but the rest have 22. Donjon: You disappear and become entombed in a state
Before you draw a card, you must declare how many of suspended animation in an extradimensional
cards you intend to draw and then draw them randomly sphere. Everything you were wearing and carrying stays
(you can use an altered deck of playing cards to simulate behind in the space you occupied when you disappeared.
the deck). Any cards drawn in excess of this number You remain imprisoned until you are found and re-
have no effect. Otherwise, as soon as you draw a card moved from the sphere. You can't be located by any div-
from the deck, its magic takes effect. You must draw each ination magic. You draw no more cards.
card no more than 1 hour after the previous draw. If you Euryale: The card's medusa-like visage curses you. You
fail to draw the chosen number, the remaining number of take a -2 penalty on tests to resist spells or effects while
cards fly from the deck on their own and take effect all at cursed in this way. Only a god or the magic of The Fates
once. card can end this curse.
Once a card is drawn, it fades from existence. Unless the The Fates: Reality's fabric unravels and spins anew, al-
card is the Fool or the Jester, the card reappears in the lowing you to avoid or erase one event as if it never
deck, making it possible to draw the same card twice. happened. You can use the card's magic as soon as you
DECK OF MANY THINGS draw the card or at any other time before you die.
Flames: A powerful devil becomes your enemy. The
Playing Card Card
devil seeks your ruin and plagues your life, savoring
Ace of Diamonds Vizier* your suffering before attempting to slay you. This enmity
lasts until either you or the devil dies.
King of Diamonds Sun
Fools: You lose 1,000 experience, discard this card, and
Queen of Diamonds Moon draw from the deck again, counting both as one of your
Jack of Diamonds Star declared draws. If losing that much XP would cause you
to lose a level, you instead lose an amount that leaves
Two of Diamonds Comet* you with just enough EXP to keep your level.
Ace of Hearts The Fates* Gem: Twenty-five pieces of jewelry worth 200 gp each or
fifty gems worth 100 gp each appear at your feet.
King of Hearts Throne
Idiot: Permanently reduced your Intelligence by 1d3+1
Queen of Hearts Key (to a minimum score of 1). You can draw one additional
card beyond your declared draws.
Jack of Hearts Knight
Jester: You gain 1,000 experiece, or you can draw two ad-
Two of Hearts Gem* ditional cards beyond your declared draws.
Ace of Clubs Talons* Key: A rare or rarer magic weapon that you have the
weapons group for appears in your hands. The GM
King of Clubs The Void
chooses the weapon.
Queen of Clubs Flames Knight: You gain the service of a soldier (Fantasy AGE
Jack of Clubs Skull Companion, p. 113) who appears in a space you
choose within 12 yards of you. The soldier is of the same
Two of Clubs Idiot* race as you and serves you loyally until death, believing
Ace of Clubs Donjon* the fates have drawn him or her to you. You control this
character.
King of Spades Ruin Moon: You are granted one wish. State your wish to the
Queen of Spades Euryale GM as precisely as possible. The GM has great latitude in
ruling what occurs in such an instance, the greater the
Jack of Spades Rogue wish, the greater the likelihood that something goes
wrong. This spell might simply fail, the effect you desire
Two of Spades Balance* might only be partly achieved, or you might suffer
some unforeseen consequence as a result of how you
Joker (with TM) Fool*
worded the wish. For example, wishing that a villain
Joker (without TM) Jester
magic items 12
dragon scale mail very rare use a major action to throw the dust into the air, you and
Dragon scale mail is made of the scales of one kind of each creature and object within 4 yards of you become
dragon. Sometimes dragons collect their cast-off scales invisible for 2d3 minutes. The duration is the same for
and gift them to humanoids. Other times, hunters care- all subjects, and the dust is consumed when its magic
fully skin and preserve the hide of a dead dragon. In ei- takes effect. If a creature affected by the dust attacks or
ther case, dragon scale mail is highly valued. casts a spell, the invisibility ends for that creature.
While wearing this light or heavy mail armor, you gain a +1 dust of dryness uncommon
bonus to Defense, you have advantage on tests to resist
This small packet contains 1d6+4 pinches of dust. You
any breath weapon of dragons, and you gave 1d6 Resis-
can use a major action to sprinkle a pinch of it over water.
tance to one damage type that is determined by the kind of
The dust turns a cube of water 6 yards on a side into one
dragon that provided the scales (see the table).
marblesized pellet, which floats or rests near where the
Additionally, you can focus your senses as a major ac-
dust was sprinkled. The pellet's weight is negligible.
tion to magically discern the distance and direction to
the closest dragon within 30 miles of you that is of the Someone can use a major action to smash the pellet
same type as the armor. This special action can't be used against a hard surface, causing the pellet to shatter and re-
again until the next dawn. lease the water the dust absorbed. Doing so ends that pel-
let's magic.
DRAGON SCALE MAIL An elemental composed mostly of water that is exposed
to a pinch of the dust must pass a TN 12 CONSTITUTION
Dragon Resistance Dragon Resistance
(STAMINA) test, taking 3d6 penetrating necrotic damage
Black Acid Gold Fire on a failed test, or half as much on a passed test.
Blue Lightning Green Poison dust of sneezing
Brass Fire Red Fire
and choking uncommon
Found in a small container, this powder resembles very fine
Bronze Lightning Silver Cold
sand. It appears to be dust of disappearance, and an Arcane
Copper Acid White Cold Awareness spell reveals it to be such. There is enough of it
for one use.
dragon slayer rare When you use a major action to throw a handful of the dust
You gain a +1 bonus to attack and damage rolls made into the air, you and each creature that needs to breathe
with this magic sword. within 12 yards of you must pass a TN 13 CONSTITUTION
When you hit a dragon with this sword, the dragon (STAMINA) test or become unable to breathe, while sneezing
takes an extra 3d6 damage. For the purpose of this uncontrollably. A creature affected in this way is in-
weapon, “dragon” refers to any creature with the dragon capacitated and suffocating. As long as it is conscious, a
type, including dragon turtles and wyverns. creature can repeat the test at the end of each of its turns,
ending the effect on it on a passed test. Healing magic can
driftglobe uncommon also end the effect on a creature.
This small sphere of thick glass weighs 1 pound. If you
dwarven plate very rare
are within 24 yards of it, you can speak its command
word and cause it to emanate light as if it were the target While wearing this light or heavy plate armor, you gain a
of an Arcane Lantern spell. Once used, it can't be used +2 bonus to Defense. In addition, if an effect moves you
again until the next dawn. against your will along the ground, such as the Skirmish
You can speak another command word as a major ac- stunt, you can reduce the distance you are moved by up to
tion to make the illuminated globe rise into the air and 4 yards, though doing so “uses” your minor action on your
float up to 2 yards off the ground. The globe hovers in next turn.
this way until your or another creature grasp it. If you
dwarven thrower very rare
move more than 24 yards away from the hovering
globe, it follows you until it is within 24 yards of you. It You gain a +3 bonus to attack and damage rolls made with
takes the shortest route to do so. If prevented from mov- this magic two-handed maul. It can be also be thrown with
ing, the globe sinks gently to the ground and becomes a short range of 8 yards and a long range of 16 yards. When
inactive, and its light winks out. you hit with a ranged attack with this weapon, it deals an
extra 1d6 damage if the target is a giant. Immediately after
dust of disappearance uncommon the attack, the weapon flies back to your hand. This item re-
Found in a small packet, this powder resembles very quires attunement by a dwarf.
fine sand. There is enough of it for one use. When you
91-00 The efreeti can grant you up to three wishes (at eyes of minute seeing uncommon
the GM's discretion). It disappears when it grants These crystal lenses fit over the eyes. While wearing them,
the final wish or after 1 hour, and the bottle loses you can see much better than normal out to a range of 1
its magic. foot. You have advantage on PERCEPTION (SEEING) tests while
elemental gem uncommon searching an area or studying an object within that range.
This gem contains a mote of elemental energy. When you eyes of the eagle uncommon
use a major action to break the gem, an elemental is
summoned and the gem's magic is lost. The type of gem de- These crystal lenses fit over the eyes. While wearing them,
termines the elemental summoned by the spell. you have advantage on PERCEPTION (SEEING) tests. In condi-
tions of clear visibility, you can make out details of even ex-
ELEMENTAL GEM tremely distant creatures and objects as small as 2 feet
Gem Summoned Elemental across. This item requires attunement.
magic items 14
The creature exists for a duration specific to each figurine. Marble Elephant (Rare): This marble statuette is about 4
At the end of the duration, the creature reverts to its fig- inches high and long. It can become an elephant for up to 24
urine form. It reverts to a figurine early if it drops to 0 hours. Once it has been used, it can't be used again until 7
Health or if you use a major actions to speak the command days have passed.
word again while touching it. When the creature becomes a Obsidian Steed (Very Rare): This polished obsidian horse
figurine again, its property can't be used again until a cer- can become a nightmare for up to 24 hours. The nightmare
tain amount of time has passed, as specified in the fig- fights only to defend itself. Once it has been used, it can't be
urine's description. used again until 5 days have passed.
Bronze Griffon (Rare): This bronze statuette is of a griffon If you have a good alignment, the figurine has a 10% chance
rampant. It can become a griffon for up to 6 hours. Once it each time to use it to ignore your orders, including a com-
has been used, it can't be used again until 5 days have passed. mand to revert to its figurine form. If you mount the night-
Ebony Fly (Rare): This ebony statuette is carved in the mare while it is ignoring your orders, you and the night-
likeness of a horsefly. It can become a giant fly for up to 12 mare are instantly transported to a random location on the
hours and can be ridden as a mount. Once it has been used, plane of Hades, where the nightmare reverts to a fig-
it can't be used again until 2 days have passed. urine form.
Golden Lions (Rare): These gold statuettes of lions are al- Onyx Dog (Rare): This onyx statuette of a dog can become
ways created in pairs. You can use one figurine or both si- a mastiff for up to 6 hours. The mastiff has an Intelligence of
multaneously. Each can become a lion for up to 1 hour. -1 and can speak the Common Tongue. It also has Dark
Once a lion has been used, it can't be used again until 7 Sight out to a range of 24 yards and can see invisible crea-
days have passed. tures and objects within range. Once it has been used, it
Ivory Goats (Rare): These ivory statuettes of goats are al- can't be used again until 7 days have passed.
ways created in sets of three. Each goat looks unique and Serpentine Owl (Rare): This serpentine statuette of an owl
functions differently from the others. Their properties are as can become a giant owl for up to 8 hours. Once it has been
follows: used, it can't be used again until 2 days have passed. The
owl can telepathically communicate with you at any range
• The goat of traveling can become a Large goat with
if you and it are on the same plane of existence.
the same statistics as a riding horse. It has 24
Silver Raven (Uncommon): This silver statuette of a raven
charges, and each hour or portion thereof it
can become a raven for up to 12 hours. Once it has been
spends in beast form costs 1 charge. While it has
used, it can't be used again until 2 days have passed. While
charges, you can use it as often as you wish. When
in raven form, you can speak up to 20 words to the raven
it runs out of charges, it reverts to a figurine and
and give a brief description of a person and place to have
can't be used again until 7 days have passed, when
the raven give the message to the person you described.
it regains all its charges.
• The goat of travail becomes a giant goat for up to 3 flame tongue rare
hours. Once it has been used, it can't be used again
You can use a minor action to speak this magic sword's
until 30 days have passed.
command word, causing flames to erupt from the blade.
• The goat of terror becomes a giant goat for up to 3 These flames shed bright light in a 16-yard radius and dim
hours. The goat can't attack, but you can remove light for an additional 16 yards. While the sword is ablaze,
its horns and use them as weapons. One horn be- it deals an extra 1d6 fire damage to any target it hits. The
comes a magical heavy lance with a +1 bonus to at- flames last until you use a minor action to speak the com-
tack and damage rolls, and the other becomes a mand word again or until you drop or sheathe the sword.
magical long sword with a +2 bonus to attack and This item requires attunement.
damage rolls. Removing a horn requires a major
action, and the weapons disappear and the horns folding boat rare
return when the goat reverts to figurine form. In This object appears as a wooden box that measures 12
addition, the goat radiates a 12-yard-radius aura of inches long, 6 inches wide, and 6 inches deep. It weighs 4
terror that while you are riding it. Any creature pounds and floats. It can be opened to store items inside.
hostile to you that starts its turn in the aura must This item also has three command words, each requiring
pass a TN 13 WILLPOWER (COURAGE) test or be over- you to use a major action to speak it.
come with fear for 1 minute, or until the goat re- One command word causes the box to unfold into a boat 10
verts to figurine form, not allowing the hostile feet long, 4 feet wide, and 2 feet deep. The boat has one pair
creature to move any closer to the goat. The fright- of oars, an anchor, a mast, and a lateen sail. The boat can
ened creature can repeat the test at the end of each hold up to four Medium creatures comfortably.
of its turns, ending the effect on itself on a success. The second command word causes the box to unfold into a
Once it passes the test, a creature is immune to the ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a
goat's aura for the next 24 hours. Once the figurine deck, rowing seats, five sets of oars, a steering oar, an an-
has been used, it can't be used again until 15 days chor, a deck cabin, and a mast with a square sail. The ship
have passed.
magic items 16
The maul also has 5 charges. While attuned to it, you can Each creature within 24 yards of the helm other than you
expend 1 charge to attempt a FIGHTING (BLUDGEONS) test must pass a TN 15 DEXTERITY (ACROBATICS) test or be struck
against the target's Defense, hurling it as a thrown weapon by a beam, taking radiant damage equal to the number of
with a short range of 8 yards and a long range of 16 yards. gems in the helm. The helm and its gems are then de-
If the attack hits, the maul unleashes a thunderclap audible stroyed. This item requires attunement.
out to 100 yards. The target and every creature within 12
helm of comprehending
yards of it must pass a TN 15 CONSTITUTION (STAMINA) test or
be stunned until the end of your next turn. A stunned crea-
languages uncommon
ture cannot take a major action; only a single minor action is While wearing this helm, you can use a major action to cast
allowed. The hammer regains 1d3 + 1 expended charges the Comprehend Language spell without an MP cost, but you
daily at dawn. must pass a spellcasting test.
hat of disguise uncommon helm of telepathy uncommon
While wearing this hat, you can use a major action to cast While wearing this helm, you can use a major action to cast
the Illusory Guise spell on yourself without an MP cost or Mind Reading with a Spellpower of 12 from it. As long as
the need to make a spellcasting roll. The spell ends if the you maintain concentration on the spell, you can use a minor
hat is removed. This item requires attunement. action to send a telepathic message to a creature you are fo-
headband of intellect uncommon cused on. It can reply – using a minor action to do so –
while your focus on it continues.
Your Intelligence is 3 while you wear this headband. It has
While focusing on a creature with Mind Reading, you can
no effect on you if your Intelligence is already 3 or higher.
use a major action to cast the Charm spell with a Spellpower
This item requires attunement.
of 12 from the helm on that creature. Once used, the Charm
helm of brilliance very rare property can't be used again until the next dawn. This item
This dazzling helm is set with 2d6 diamonds, 3d6 rubies, requires attunement.
4d6 fire opals, and 5d6 opals. Any gem pried from the helm helm of teleportation rare
crumbles to dust. When all the gems are removed or de-
stroyed, the helm loses its magic. This helm has 3 charges. While wearing it, you can use a
major action and expend 1 charge to cast one of the follow-
You gain the following benefits while wearing it:
ing spells: Earth Speed, Shadow Slip, or Dryad's Door. The
• You can use a major action to cast one of the follow-
helm regains 1d3 expended charges daily at dawn.
ing spells with a Spellpower of 16, using one of the
helm's gems of the specified type instead of an MP heward's handy haversack rare
cost: Arcane Lantern (Opal), Firestorm (Fire Opal),
This backpack has a central pouch and two side pouches,
Prismatic Spray (Diamond), Wall of Fire (Ruby). The
each of which is an extradimensional space. Each side
gem is destroyed when the spell is cast and disap-
pouch can hold up to 20 pounds of material, not exceeding a
pears from the helm. You must pass a spellcasting
volume of 2 cubic feet. The large central pouch can hold up
test when attempting to cast the spell, but the gems
to 8 cubic feet or 80 pounds of material. The backpack always
are not destroyed if you fail.
weighs 5 pounds, regardless of its contents.
• As long as it has at least one diamond, the helm
Retrieving an item from the haversack requires you to use a
emits dim light in a 12-yard radius when at least
major action. When you reach into the haversack for a spe-
one undead is within that area. Any undead that
cific item, the item is always magically on top.
starts its turn in that area takes 1d6 penetrating radi-
The haversack has a few limitations. If it is overloaded, or if
ant damage.
a sharp object pierces it or tears it, the haversack ruptures
• As long as the helm has at least one ruby, you have
and is destroyed. If the haversack is destroyed, its contents
1d6 Resistance to fire damage.
are lost forever, although an artifact always turns up again
• As long as the helm has at least one fire opal, you
somewhere. If the haversack is turned inside out, its con-
can use a major action to speak a command word
tents spill forth, unharmed, and the haversack must be put
to cause one weapon you are holding to burst into
right before it can be used again. If a breathing creature is
flames as if you had cast the Flaming Weapon spell.
placed within the haversack, the creature can survive for up
The flames last until you use a minor action to speak
to 10 minutes, after which time it begins to suffocate.
the command word again or until you drop or stow
Placing the haversack inside an extradimensional space cre-
the weapon.
ated by a bag of holding, portable hole, or similar item instantly
If you are wearing the helm and take fire damage as the re-
destroys both items and opens a gate to the Astral Plane.
sult of failing a test against a spell, make an TN 12 INTELLI-
The gate originates where the one item was placed inside
GENCE (ARCANE LORE) test. If you fail and the Stunt Die is a 1,
the other. Any creature within 4 yards of the gate is sucked
the helm emits beams of lights from its remaining gems.
through it and deposited in a random location on the Astral
Plane. The gate then closes. The gate is one-way only and
can't be reopened.
magic items 18
INSTRUMENT OF THE BARDS Fortitude (Very Rare): Your Constitution increases by 1,
to a maximum of 4, while this pink rhomboid orbits your
Instrument Rarity Spells head.
All - Winds of Flight, Telekinesis, Greater Absorption (Legendary): While this marbled
plus the spells listed for the lavender and green ellipsoid orbits your head, you can
particular instrument force a spell cast by a creature you can see and targeting
only you to automatically fail, though doing so “uses” your
Anstruth Very Rare Ensnaring Roots, Healing minor action on your next turn.
Harp Touch (3 MP), Illusory Scene Once the stone has canceled 50 MP worth of spells, it burns
Canaith Rare Arcane Abatement, Healing out and turns dull gray, losing its magic. If you are targeted
Mandolin Touch (2 MP), Shocking by a spell with a higher MP cost than the number of MP the
Shield stone has left, the stone can't cancel it.
Insight (Very Rare): Your Willpower increases by 1, to a
Cli Lyre Rare Shape Earth, Wall of Fire, maximum of 4, while this incandescent blue sphere orbits
Wall of Mist your head.
Doss Lute Uncommon Antidote, Beast Speech, Intellect (Very Rare): Your Intelligence increases by 1, to a
maximum of 4, while this marbled scarlet and blue sphere
Burning Shield
orbits your head.
Fochlucan Uncommon Beast Speech, Ensnaring Leadership (Very Rare): Your Communication increases
Bandore Roots, Faerie Fire by 1, to maximum of 4, while this marbled pink and green
sphere orbits your head.
Mac- Uncommon Healing Touch (1 MP), Stone
Mastery (Legendary): Your focus bonus increases by 1
Fuirmidh Cloak, Wall of Mist
while this pale green prism orbits your head.
Cittern
Protection (Rare): You gain a +1 bonus to your Armor Rat-
Ollamh Harp Legendary Firestorm, Psychic Contact, ing while this dusty rose prism orbits your head.
Psychic Domination Regeneration (Legendary): You regain 10 Health at the
end of each hour this pearly white spindle orbits your head,
ioun stone rarity varies provided that you have at least 1 Health.
An Ioun stone is named after Ioun, a god of knowledge and Reserve (Rare): This vibrant purple prism stores spells
prophecy revered on some worlds. Many types of Ioun cast into it, holding them until you use them. The stone can
stone exist, each type a distinct combination of shape and store up to 15 MP worth of spells at a time. When found, it
color. contains 1d3 Novice spells chosen by the GM.
When you use a major action to toss one of these stones into Any creature can cast a Novice spell into the stone by
the air, the stone orbits your head at a distance of 1d3 feet touching it as the spell is cast. The spell has no effect, other
and confers a benefit to you. Thereafter, another crea- than to be stored in the stone. If the stone can't hold the
ture must use a major action to grasp or net the stone to spell, the spell is expended without effect. The MP cost of
separate it from you, either by making a successful attack the spell determines how much space it uses.
roll against a Defense of 20 or a successful TN 20 DEXTERITY While this stone orbits your head, you can cast any spell in
(ACROBATICS) test. You can use a major action to seize and it. The spell uses the MP, Spellpower, and Stunt Points of
stow the stone, ending its effect. the original casting roll, but it otherwise treated as if you
A stone has a Defense of 20, 10 Health, and takes half dam- cast the spell. The spell cast from the stone is no longer stored
age from all sources. It is considered to be an object that is in it, freeing up space.
being worn while it orbits your head. Strength (Very Rare): Your Strength increases by 1, to a
Absorption (Very Rare): While this pale lavender ellipsoid maximum of 4, while this pale blue rhomboid orbits your
orbits your head, you can force a Novice or Journeyman head.
spell cast by a creature you can see and targeting only you to Sustenance (Rare): You don't need to eat or drink while
automatically fail, though doing so “uses” your minor ac- this clear spindle orbits your head.
tion on your next turn. iron bands bilarro rare
Once the stone has canceled 20 MP worth of spells, it burns
out and turns dull gray, losing its magic. If you are targeted This rusty iron sphere measure 3 inches in diameter and
by a spell with a higher MP cost than the number of MP the weighs 1 pound. You can use a major action to speak the
stone has left, the stone can't cancel it. command word and throw the sphere at a Huge or smaller
Agility (Very Rare): Your Dexterity increases by 1, to a creature you can see within 24 yards of you. As the sphere
maximum of 4, while this deep red sphere orbits your head. moves through the air, it opens into a tangle of metal
Awareness (Rare): You can't be surprised while this dark bands.
blue rhomboid orbits your head.
This iron bottle has a brass stopper. You can use a major ac- 65 Demon (Type 5) 91 Planetar
tion to speak the flask's command word, targeting a creature 66 Demon (Type 6) 92-93 Salamander
that you can see within 24 yards of you. If the target is na-
tive to a plane of existence other than the one you're on, the 67 Deva 94-95 Slaad (Any)
target must pass a TN 15 WILLPOWER (SELF-DISCIPLINE) test or 68-69 Devil (Greater) 96 Solar
be trapped in the flask. If the target has been trapped by the
flask before, it has advantage on the test. Once trapped, a 70-72 Devil (Lesser) 97-98 Succubus/Incubus
creature remains in the flask until released. The flask can 73-74 Djinni 99 Ultroloth
hold only one creature at a time. A creature trapped in the
flask doesn't need to breathe, eat, or drink and doesn't age. 75-76 Efreeti 00 Xorn
You can use a major action to remove the flask's stopper
and release the creature the flask contains. The creature is keoghtom's ointment uncommon
friendly to you and your companions for 1 hour and obeys
This glass jar, 3 inches in diameter, contained 1d3+1 doses
your commands for that duration. If you give no com-
of a thick mixture that smells faintly of aloe. The jar and its
mands or give it a command that is likely to result in its
contents weigh ½ pound.
death, it defends itself but otherwise takes no actions. At
As a major action, one dose of the ointment can be swallowed
the end of the duration, the creature acts in accordance
or applied to the skin. The creature that receives it regains
with its normal disposition and alignment.
2d6 Health, ceases to be poisoned, and is cured of any dis-
An Arcane Awareness spell reveals that a creature is inside
ease.
the flask, but the only way to determine the type of crea-
ture is to open the flask. A newly discovered bottle might lantern of revealing uncommon
already contain a creature chosen by the GM or determined While lit, this hooded lantern burns for 6 hours on 1 pint of
randomly. oil, shedding bright light in a 12-yard radius and dim light
javelin of lightning uncommon for an additional 12 yards. Invisible creatures and objects are
visible as long as they are in the lantern's bright light. You
This throwing spear is a magic weapon. When you hurl it
can use a major action to lower the hood, reducing the light
and speak its command word, it transforms into a bolt of
to dim light in a 2-yard radius.
lightning, forming a line 2 yards wide that extends out
from you to a target within 50 yards. Each creature in the luck blade legendary
line excluding you and the target must pass a TN 12 DEXTER- You gain a +1 bonus to attack and damage rolls made with
ITY (ACROBATICS) test, taking 2d6 penetrating lightning dam- this magic weapon. While the sword is on your person, you
age on a failure, and half as much on a passed test. The also gain a +1 bonus to all tests to resist spells and abilities.
lightning bolt turns back into a javelin when it reaches the Luck: If the sword is on your person, you can call on its
target. If you hit with the weapon, the target takes damage luck (no action required) to reroll one attack roll, ability
from the weapon plus 2d6 penetrating lightning damage. test, or test to resist spells and abilities that you dislike. You
The javelin's property can't be used again until the next must use the second roll. This property can't be used again
dawn. In the meantime, the javelin can still be used as a until the next dawn.
magic weapon.
magic items 20
Wish: The sword has 1d3 – 1 charges. While holding it, manual of bodily health very rare
you can use a major action to expend 1 charge and make a
This book contains health and diet tips, and its words are
wish. State your wish to the GM as precisely as possible.
charged with magic. If you spend 48 hours over a period of
The GM has great latitude in ruling what occurs in such an
6 days or fewer studying the book's contents and practicing
instance, the greater the wish, the greater the likelihood
its guidelines, your Constitution increases by 1. The man-
that something goes wrong. This spell might simply fail, the
ual then loses its magic, but regains it in a century.
effect you desire might only be partly achieved, or you might
suffer some unforeseen consequence as a result of how you manual of gainful exercise very rare
worded the wish. For example, wishing that a villain were
This book describes fitness exercises, and its words are
dead might propel you forward in time to a period where
charged with magic. If you spend 48 hours over a period of
that villain is no longer alive, effectively removing you from
6 days or fewer studying the book's contents and practicing
the game. Similarly, wishing for a legendary magic item or
its guidelines, your Strength increases by 1. The manual
artifact might instantly transport you to the presence of the
then loses its magic, but regains it in a century.
item's current owner.
This item requires attunement. manual of golems very rare
mace of disruption rare This tome contains information and incantations necessary
to make a particular type of golem. The GM chooses the type
When you hit a fiend or an undead with this magic mace,
or determines it randomly. To decipher and use the man-
that creature takes an extra 2d6 radiant damage. If the tar-
ual, you must be a Master in at least one arcana. A creature
get has 20 Health or fewer after taking this damage, it must
that can't use a manual of golems and attempts to read it
pass a TN 13 WILLPOWER (FAITH) test or be destroyed. On a
takes 6d6 penetrating psychic damage.
passed test, the creature becomes frightened of you until
the end of your next turn. MANUAL OF GOLEMS
While you hold this weapon, it sheds bright light in an 8-
3d6 Golem Time Cost
yard radius and dim light for an additional 8 yards. This
item requires attunement. 3-8 Clay 30 Days 6,500 gp
mace of smiting rare 9-15 Flesh 60 Days 5,000 gp
You gain a +1 bonus to attack and damage rolls made with 16 Iron 120 Days 10,000 gp
this magic weapon. The bonus increases to +3 when you
use the mace to attack a construct. 17-18 Stone 90 Days 8,000 gp
When you generate Stunt Points on an attack roll made To create a golem, you must spend the time shown on the
with this weapon, the target takes an extra 1d6 damage, or table, working without interruption with the manual at
an extra 2d6 damage if it's a construct. If a construct has 20 hand and resting no more than 8 hours per day. You must
Health or fewer after taking this damage, it is destroyed. also pay the specified cost to purchase supplies.
mace of terror rare Once you finish creating the golem, the book is consumed
in eldritch flames. The golem becomes animate when the
This magic weapon has 3 charges. While holding it, you ashes of the manual are sprinkled on it. It is under your
can use a major action and expend 1 charge to release a control, and it understands and obeys your spoken com-
wave of terror. Each creature of your choice in a 12-yard ra- mands.
dius extending from you must pass a TN 13 WILLPOWER
(COURAGE) test or become frightened of you for 1 minute. manual of quickness
While it is frightened in this way, a creature must spend its of action very rare
turns trying to move as far away from you as it can, and it This book contains coordination and balance exercises, and
can't willingly move to a space within 12 yards of you. If it its words are charged with magic. If you spend 48 hours
has nowhere it can move, the creature takes the Guard Up over a period of 6 days or fewer studying the book's con-
minor action. At the end of each of its turns, a creature can tents and practicing its guidelines, your Dexterity increases
repeat the test, ending the effect on itself if it passes. by 1. The manual then loses its magic, but regains it in a
The mace regains 1d3 expended charges daily at dawn. century.
This item requires attunement.
mariner's armor uncommon
mantle of spell resistance rare
While wearing this armor, you have a swimming Speed
You have advantage on tests to resist spells while you wear equal to your Speed without the need of a CONSTITUTION
this cloak. This item requires attunement. (SWIMMING) test. In addition, whenever you start your turn
underwater with 0 Health, the armor causes you to rise 24
yards toward the surface. The armor is decorated with fish
and shell motifs.
magic items 22
nolzur's marvelous pigments very rare oil of etherealness rare
When you hit a fiend or an undead with this magic mace, Beads of this cloudy gray oil form on the outside of its con-
that creature takes an extra 2d6 radiant damage. If the tar- tainer and quickly evaporate. The oil can cover a Medium or
get has 20 Health or fewer after taking this damage, it must smaller creature, along with the equipment it's wearing and
pass a TN 13 WILLPOWER (FAITH) test or be destroyed. On a carrying (one additional vial is required for each size cate-
passed test, the creature becomes frightened of you until gory above Medium). Applying the oil takes 10 minutes.
the end of your next turn. The affected creature then gains all of the effects of the Spec-
While you hold this weapon, it sheds bright light in an tral Special Quality for 1 hour.
8-yard radius and dim light for an additional 8 yards. oil of sharpness very rare
This item requires attunement.
Typically found in 1d3 pots inside a fine wooden box with This clear, gelatinous oil sparkles with tiny, ultrathin silver
a brush (weighing 1 pound in total), these pigments allow shards. The oil can coat one weapon or up to 5 pieces of
you to create three-dimensional objects by painting them in ammunition. Applying the oil takes 1 minute. For 1 hour,
two dimensions. The paint flows from the brush to form the coated item is magical and has a +3 bonus to attack and
the desired object as you concentrate on its image. damage rolls.
Each pot of paint is sufficient to over 1,000 square feet of a oil of slipperiness uncommon
surface, which lets you create inanimate objects or terrain
This sticky black unguent is thick and heavy in the container,
features – such as a door, a pit, flowers, trees, cells, rooms,
or weapons – that are up to 10,000 cubic feet. It takes 10 min- but it flows quickly when poured. The oil can cover a
utes to cover 100 square feet. Medium or smaller creature, along with the equipment it's
wearing and carrying (one additional vial is required for
When you complete the painting, the object or terrain fea-
each size category above Medium). Applying the oil takes
ture depicted becomes a real, nonmagical object. Thus,
10 minutes. The affected creature then gains the effect of a
painting a door on a wall creates an actual door that can be
Hero's Speed spell for 8 hours.
opened to whatever is beyond. Painting a pit on a floor cre-
ates a real pit, and its depth counts against the total area of Alternatively, the oil can be poured on the ground as a ma-
objects you create. jor action, where it covers a 4-yard square, causing all crea-
tures who touch the oil to pass a TN 14 DEXTERITY
Nothing created by the pigments can have a value greater
(ACROBATICS) test or fall prone. The oil lasts for 8 hours.
than 25 gp. If you paint an object of greater value (such as a
diamond or pile of gold), the object looks authentic, but close pearl of power uncommon
inspection reveals it is made from paste, bone, or some
You can use a major action to speak this pearl's command
other worthless material.
word and regain 2d6 MP. Once you have used this pearl, it
If you paint a form of energy such as fire or lightning, the
can't be used again until the next dawn. This item requires
energy appears but dissipates as soon as you complete the
attunement by a spellcaster.
painting, doing no harm to anything.
periapt of health uncommon
oathbow very rare
When you nock an arrow on this longbow, it whispers in You are immune to contracting any disease while you wear
Elvish, “Swift defeat to my enemies.” When you use this this pendant. If you are already infected with a disease, the
weapon to make a ranged attack, you can, as a command effects of the disease are suppressed while you wear the
phrase, say, “Swift death to you who have wronged me.” pendant.
The target of your attack becomes your sworn enemy until periapt of proof
it dies or until dawn seven days later. You can have only against poison rare
one such sworn enemy at a time. When your sworn enemy
dies, you can choose a new one after the next dawn. This delicate silver chain has a brilliant-cut black gem pen-
dant. While you wear it, poisons have no effect on you. If
When you make an attack roll with this weapon against
you are already poisoned, the effects of the poison are sup-
your sworn enemy, you have advantage on the roll. In
pressed while you wear the pendant.
addition, your target gains no benefit from cover unless no
part of their body can be seen, and you do not take a periapt of wound closure uncommon
penalty due to long range. If the attack hits, your sworn en-
emy takes an extra 2d6 piercing damage. While you wear this pendant, you stabilize whenever you
are dying at the start of your turn. In addition, whenever
While your sworn enemy lives, you have disadvantage on
you are magically healed, add 1d6 to the amount of Health
attack rolls with all other weapons. This item requires at-
you gain. This item requires attunement.
tunement.
magic items 24
potion of diminution rare POTION OF GIANT STRENGTH
When you drink this potion, your size is reduced by one Type of Giant Strength Rarity
category, causing Medium creatures to become Small, for
example, for 1d3 hours. If you become Small, you gain the Hill Giant 4 Uncommon
Small Special Quality. The red in the potion's liquid contin- Frost/Stone Giant 5 Rare
uously contracts to a tiny bead and then expands to color
the clear liquid around it. Shaking the bottle fails to inter- Fire Giant 6 Rare
rupt this process. Cloud Giant 7 Very Rare
potion of fire breath uncommon Storm Giant 8 Legendary
After drinking this potion, you can use a minor action to potion of growth uncommon
exhale fire at a target within 12 yards of you. The target
must pass a TN 12 DEXTERITY (ACROBATICS) test, taking 3d6 When you drink this potion, your size is increased by one
fire damage on a failed test, or half as much on a passed category, causing Medium creatures to become Large, for ex-
one. The effect ends after you exhale the fire three times or ample, for 1d3 hours. If you become Large, you gain the Big
when 1 hour has passed. Special Quality. The red in the potion's liquid continu-
This potion's orange liquid flickers, and smoke fills the top ously expands from a tiny bead to color the clear liquid
of the container and wafts out whenever it is opened. around it and then contracts. Shaking the bottle fails to in-
terrupt this process.
potion of flying very rare
potion of heroism rare
When you drink this potion, you gain a flying Speed equal
to your Speed for 1 hour and can hover. If you're in the air For 1 hour after drinking it, you gain a +2 bonus to your Ar-
when the potion wears off, you fall unless you have some mor Rating that lasts for 1 hour. For the same duration, you
other means of staying aloft. This potion's clear liquid are under the effects of a Hero's Inspiration spell. This blue
floats at the top of its container and has cloudy white impu- potion bubbles and steams as if boiling.
rities drifting in it. potion of invisibility very rare
potion of gaseous form rare This potion's container looks empty but feels as though it
When you drink this potion, you transform, along with ev- holds liquid. When you drink it, you become invisible for 1
erything you're wearing and carrying, into a misty cloud hour. Anything you wear or carry is invisible with you. The
effect ends early if you attack or cast a spell.
for 1 hour, or until you end the effect as a minor action.
While in this form, your only method of movement is a fly- potion of healing rarity varies
ing Speed of 4 yards. You can enter and occupy the same
You regain Health when you drink this potion. The amount
space of another creature. You gain 1d6 Resistance to
of Health depends on the potion's rarity, as shown in the
nonmagical damage and you have disadvantage on Con-
Potions of Healing table. Whatever its potency, the potion's
stitution, Dexterity, and Strength tests. You can pass through
red liquid glimmers when agitated.
small holes, narrow openings, and even mere cracks,
though you treat liquids and though they were solid sur- POTION OF HEALING
faces. You can't fall and remain hovering in the air even
Potion of... Rarity Health Regained
when incapacitated. You can't talk or manipulate objects, and
any objects you were carrying or holding can't be dropped, Healing Common 1d6 + Constitution
used, or otherwise interacted with. You can't attack or cast Greater Healing Uncommon 2d6 + Constitution
spells.
Superior Healing Rare 3d6 + Constitution
This potion's container seems to hold fog that moves and
pours like water. Supreme Healing Very Rare 4d6 + Constitution
potion of giant strength rarity varies potion of invulnerability rare
When you drink this potion, your Strength changes for 1 For 1 minute after you drink this potion, you have 1d6 Re-
hour. The type of giant determines the new value (see the sistance to all damage. The potion's syrupy liquid looks like
table below). The potion has no effect on you if your liquified iron.
Strength is equal to or greater than that value.
This potion's transparent liquid has floating in it a sliver of
fingernail from a giant of the appropriate type. The potion of
frost giant strength and the potion of stone giant strength have
the same effect.
magic items 26
Whip: You can use a major action to throw the token to a The ring has 5 charges. It regains 1d3 + 1 expended charges
point within 4 yards of you. The token disappears, and a daily at dawn. Spells cast from the ring have a Spellpower of
floating whip takes its place. You can then use a minor action 16.
to attempt an INTELLIGENCE (ARCANE LORE) test against a crea- Ring of Air Elemental Command: You can expend 2 of
ture's Defense if they are within 4 yards of the whip. On a the ring's charges to cast Psychic Domination on an air ele-
hit, the target takes 1d6 + 5 force damage. mental. In addition, when you fall, you descend 24 yards
As a minor action on your turn, you can direct the whip to per round and take no damage from falling. You can also
fly up to 8 yards and repeat the attack against a creature speak and understand Auran.
within 4 yards of it. The whip disappears after 1 hour, If you help slay an air elemental while attuned to the ring,
when you use a major action to dismiss it, or when you are you gain access to the following additional properties:
incapacitated or die. • You have 1d6 Resistance to lightning damage
quiver of ehlonna uncommon • You have a flying Speed equal to your Speed and
can hover
Each of the quiver's three compartments connects to an • You can cast the following spells from the ring,
extradimensional space that allows the quiver to hold nu- expending the necessary number of charges: Chain
merous items while never weighing more than 2 pounds. Lightning (3 charges), Wall of Mist (2 charges),
The shortest compartment can hold up to sixty arrows, Downdraft (1 charge)
bolts, or similar objects. The midsize compartment holds up Ring of Earth Elemental Command: You can expend 2 of
to eighteen throwing spears or similar objects. The longest the ring's charges to cast Psychic Domination on an earth ele-
compartment holds up to six long objects, such as bows, mental. In addition, you can move in difficult terrain that is
quarterstaffs, or spears. composed of rubble, rocks, or dirt as if it were normal ter-
You can draw any item the quiver contains as if doing so rain. You can also speak and understand Terran.
from a regular quiver or scabbard. If you help slay an earth elemental while attuned to the
ring of animal influence rare ring, you gain access to the following additional properties:
• You have 1d6 Resistance to acid damage
This ring has 3 charges, and it regains 1d3 expended • You can move through solid earth or rock as if those
charges daily at dawn. While wearing the ring, you can use areas were difficult terrain. If you end your turn
a major action to expend 1 of its charges to cast one of the there, you are shunted out to the nearest unoccupied
following spells: space you last occupied.
• Charm Beasts with a Spellpower of 12 • You can cast the following spells from the ring, ex-
• Horror with a Spellpower of 12, targeting only pending the necessary number of charges: Shape
beasts that have an Intelligence of 0 or lower Earth (2 charges), Stone Cloak (1 charge), Petrify (3
• Beast Speech charges)
ring of djinni summoning legendary Ring of Fire Elemental Command: You can expend 2 of
the ring's charges to cast Psychic Domination on a fire ele-
While wearing this ring, you can speak its command word
mental. In addition, you have 1d6 Resistance to fire damage.
as a major action to summon a particular djinni from the
You can also speak and understand Ignan.
Elemental Plane of Air. The djinni appears in an unoccu-
If you help slay an fire elemental while attuned to the ring,
pied space you choose within 50 yards of you. It remains as
you gain access to the following additional properties:
long as you concentrate, to a maximum of 1 hour, or until it
• You are immune to fire damage
drops to 0 Health. It then returns to its home plane.
• You can cast the following spells from the ring, ex-
While summoned, the djinni is friendly to you and your
pending the necessary number of charges: Flame
companions. It obeys any commands you give it, no matter
Blast (1 charge), Inferno (3 charges), Wall of Fire (3
what language you use. If you fail to command it, the
charges)
djinni defends itself against attackers but takes no other ac-
Ring of Water Elemental Command: You can expend 2 of
tions.
the ring's charges to cast Psychic Domination on a water ele-
After the djinni departs, it can't be summoned again for 24
mental. In addition, you can stand on and walk across liq-
hours, and the ring becomes nonmagical if the djinni dies.
uid surfaces as if they were solid ground. You can also
This item requires attunement.
speak and understand Aquan.
ring of elemental command legendary If you help slay an water elemental while attuned to the
This ring is linked to one of the four Elemental Planes. The ring, you gain access to the following additional properties:
GM chooses or randomly determines the linked plane. • You can breathe underwater and have a swim-
While wearing this ring, you have advantage on attack rolls ming Speed equal to your Speed
against elementals from the linked plane, and they have dis- • You can cast the following spells from the ring, ex-
advantage on attack rolls against you. In addition, you pending the necessary number of charges: Shape
have access to properties based on the linked plane. This Water (2 charges), Frost Shards (2 charges), Ice Wall
item requires attunement. (3 charges)
magic items 28
Shooting Stars: You can expend 1 to 3 charges as a major ring of three wishes legendary
action. For every charge you expend, you launch a glowing
While wearing this ring, you can use a major action to ex-
mote of light from the ring at a point you can see within 24
pend 1 of its 3 charges to make a wish. State your wish to
yards of you. Each creature within a 6-yard cube originat-
the GM as precisely as possible. The GM has great latitude
ing from that point is showered in sparks and must pass a
in ruling what occurs in such an instance, the greater the
TN 13 DEXTERITY (ACROBATICS) test, taking 5d3 fire damage
wish, the greater the likelihood that something goes
on a failed test, or half as much damage on a passed one.
wrong. This spell might simply fail, the effect you desire
This item requires attunement outdoors at night.
might only be partly achieved, or you might suffer some
ring of spell storing rare unforeseen consequence as a result of how you worded the
wish. For example, wishing that a villain were dead might
This ring stores spells cast into it, holding them until the at-
propel you forward in time to a period where that villain is
tuned wearer uses them. The ring can store up to 25 MP
no longer alive, effectively removing you from the game.
worth of spells at a time. When found, it contains 1d6 – 1
Similarly, wishing for a legendary magic item or artifact
MP worth of stored spells chosen by the GM.
might instantly transport you to the presence of the item's
Any creature can cast a spell into the ring by touching the
current owner. The ring becomes nonmagical when you
ring as the spell is cast. The spell has no effect, other than to
use the last charge.
be stored in the ring. If the ring can't hold the spell, the MP
is expended without effect. The amount of MP used to cast ring of warmth uncommon
the spell determines how much space it uses. While wearing this ring, you have 1d6 Resistance to cold
While wearing this ring, you can cast any spell stored in it. damage. In addition, you and everything you wear and carry
The spell uses the MP, Spellpower, and Stunt Points of the are unharmed by temperatures as low as -50 degrees
original casting roll, but it otherwise treated as if you cast Fahrenheit. This item requires attunement.
the spell. The spell cast from the ring is no longer stored in
it, freeing up space. This item requires attunement. ring of water walking uncommon
ring of spell turning legendary While wearing this ring, you can stand on and move across
and liquid surface as if it were solid ground.
While wearing this ring, you have advantage on tests to re-
sist any spell that targets only you (not in an area of effect). In
ring of x-ray vision rare
addition, if you generate Stunt Points on the test and the While wearing this ring, you can use a major action to
spell cast was Journeyman or lower, the spell has no effect speak its command word. When you do so, you can see
on you and instead targets the caster, using the MP and into and through solid matter for 1 minute. This vision has
Spellpower of the original casting, but you may apply your a radius of 12 yards. To you, solid objects within that ra-
Stunt Points to the roll. This item requires attunement. dius appear transparent and don't prevent light from pass-
ing through them. The vision can penetrate 1 foot of stone,
ring of swimming uncommon 1 inch of common metal, or up to 3 feet of wood or dirt.
You have a swimming Speed of 16 yards while wearing Thicker substances block the vision, as does a thin sheet of
this ring. lead.
Whenever you use the ring again before taking a long rest,
ring of telekinesis rare you must pass a TN 14 CONSTITUTION (STAMINA) test or take
While wearing this ring, you can cast the Telekinesis spell as a -2 penalty on all tests until you do.
if you knew it, but you can target only objects that aren't
robe of eyes rare
being worn or carried. This item requires attunement.
This robe is adorned with eyelike patterns. While you wear
ring of the ram rare the robe, you gain the following benefits:
This ring has 3 charges, and it regains 1d3 expended • The robe lets you see in all directions, and you
charges daily at dawn. While wearing the ring, you can use have advantage on all PERCEPTION (SEEING) tests.
a major action to expend 1 to 3 of its charges to attack one • You have Dark Sight out to a range of 50 yards.
creature you can see within 24 yards of you. The ring pro- • You can see invisible creatures and objects, as well
duces a spectral ram's head and makes its attack roll with a as see into the Ethereal Plane, out to a range of 50
+4 bonus. On a hit, for each charge you spend, the target yards.
takes 2d6 force damage and is pushed 2 yards away from The eyes on the robe can't be closed or averted. Although
you. you can close or avert your own eyes, you are never consid-
Alternatively, you can expend 1 to 3 of the ring's charges as ered to be doing so while wearing this robe.
a major action to try and break a object you can see within A spell or effect that creates magical light cast on the robe
24 yards of you that isn't being worn or carried. The ring or within 2 yards of the robe causes you to be blinded for 1
makes a STRENGTH (MIGHT) test within a +3 bonus for each minute. At the end of each of your turns, you can make a
charge you spend. This item requires attunement. CONSTITUTION (STAMINA) test against the Spellpower of the
spell or effect that caused the blindness, ending it on a
passed test. This item requires attunement.
magic items 30
rod of alertness very rare no magnetic north.) The rod also gives you knowledge of
your approximate depth beneath the ground or your height
This rod has a flanged head and the following properties. above it.
Alertness: While holding the rod, you have advantage on Drain Life: When you hit a creature with a melee attack
DEXTERITY (INITIATIVE) tests. using the rod, you can force the target to make a TN 15
Spells: While holding the rod, if you are a spellcaster, you CONSTITUTION (STAMINA) test. If they fail, the target takes an
can use a major action to cast one of the following spells extra 2d6 penetrating necrotic damage, and you regain an
from it as if you know them: Arcane Awareness, Sense Minds, amount of Health equal to half that necrotic damage. This
or Forewarning. property can't be used again until the next dawn.
Protective Aura: As a major action, you can plant the haft Paralyze: When you hit a creature with a melee attack us-
end of the rod in the ground, whereupon the rod's head ing the rod, you can force the target to make a TN 15
sheds bright light in a 24-yard radius and dim light for an STRENGTH (MIGHT) test. If they fail, the target is paralyzed
additional 24 yards. While in that bright light, you and any for one minute. The target can repeat the test at the end of
creature that is friendly to gain a +1 bonus to your Armor each of its turns, ending the effect on a success. This prop-
Rating and tests to resist spells and abilities and can sense erty can't be used again until the next dawn.
the location of any invisible hostile creature that is also in Terrify: While holding the rod, you can use a major ac-
the bright light.
tion to force each creature you can see within 12 yards of
The rod's head stops glowing and the effect ends after 10
minutes, or when a creature uses a major action to pull the you to make a TN 15 WILLPOWER (COURAGE) test. If they fail,
rod from the ground. This property can't be used again un- a target is frightened of you for 1 minute. A frightened tar-
til the next dawn. This item requires attunement. get can repeat the test at the end of each of its turns, ending
rod of lordly might legendary the effect on itself on a success. This property can't be used
again until the next dawn.
This rod has a flanged head and it functions as a magic
mace that grants a +3 bonus to attack and damage rolls made This item requires attunement.
with it. The rod has properties associated with six different rod of the pact keeper rarity varies
buttons that are set in a row along the haft. It has three While holding this rod, you gain a bonus to spellcasting
other properties as well, detailed below. rolls and to your Spellpower. The bonus is determined by
Six Buttons: You can press one of the rod's six buttons as the rod's rarity, giving a +1 bonus for an uncommon item,
a minor action. A button's effect lasts until you push a differ- +2 for a rare item, and +3 for a very rare item.
ent button or until you push the same button again, which In addition, you can regain 1d6 MP as a major action while
causes the rod to revert to its normal form. holding this rod. You can't use this property again until
If you press button 1, the rod becomes a flame tongue, as a you finish a long rest. This item requires attunement by a
fiery blade sprouts from the end opposite the rod's flanged Soulbound.
head.
If you press button 2, the rod's flanged head folds down
rod of resurrection legendary
and two crescent-shaped blades spring out, transforming The rod has 5 charges. While you hold it, you can use a ma-
the rod into a magic battleaxe that grants a +3 bonus to at- jor action to cast one of the following spells from it without
tack and damage rolls made with it. an MP cost: Healing Touch (1 charge for each MP) or Revival
If you press button 3, the rod's flanged head folds down, a (5 charges).
spear point springs from the rod's tip, and the rod's handle The rod regains 1 expended charge daily at dawn. If the
lengthens into a 6-foot haft, transforming the rod into a rod is reduced to 0 charges, make an TN 15 INTELLIGENCE
magic spear that grants a +3 bonus to attack and damage (ARCANE LORE) test. If you fail and the Stunt Die is a 1, the
rolls made with it. rod disappears in a burst of radiance. This item requires
If you press button 4, the rod transforms into a climbing attunement by a Miracle Worker or Paladin.
pole up to 20 yards long, as you specify. In surfaces as hard rod of rulership rare
as granite, a spike at the bottom and three hooks at the top You can use a major action to present the rod and command
anchor the pole. Horizontal bars 3 inches long fold out obedience from each creature of your choice that can see
from the sides, 1 foot apart, forming a ladder. The pole can within 50 yards of you. Each target must pass a TN 13
bear up to 4,000 pounds. More weight or lack of solid an- WILLPOWER (SELF-DISCIPLINE) test or be charmed by you for 8
choring causes the rod to revert to its normal form. hours. While charmed in this way, the creature regards
If you press button 5, the rod transforms into a handheld you as its trusted leader. If harmed by you or your com-
battering ram and grants its user a +5 bonus to STRENGTH panions, or commanded to do something contrary to its na-
(MIGHT) tests made to break through doors, barricades, and ture, a target ceases to be charmed in this way. The rod
other barriers. can't be used again until the next dawn. This item requires
If you press button 6, the rod assumes or remains in its attunement.
normal form and indicates magnetic north. (Nothing hap-
pens if this function of the rod is used in a location that has
31 Chapter 10 - Running
magica campaign
items
rod of security very rare rope of entanglement rare
This robe has 3 charges, and it regains 1d3 expended This rope is 12 yards long and weighs 3 pounds. If you
charges daily at dawn. While you wear it, you can use hold one end of the rope and use a major action to speak its
a major action and expend 1 charge to cause the garment command word, the other end darts forward to entangle a
to display a shifting pattern of dazzling hues until the end creature you can see within 8 yards of you. The target must
of your next turn. During this time, the robe sheds bright pass a TN 13 DEXTERITY (ACROBATICS) test or become re-
light in a 12-yard radius and dim light for an additional 12 strained.
yards. Creatures that can see you have disadvantage on at- You can release the creature by using a minor action to
tack rolls against you. In addition, any creature in the speak its second command word. A target restrained by the
bright light that can see you when the robe's power is acti- rope can use a major action to make a TN 13 STRENGTH
vated must pass a TN 13 WILLPOWER (SELF-DISCIPLINE) test (MIGHT) or DEXTERITY (ACROBATICS) test (target's choice). If
or become stunned until the effect ends. This item requires they pass, the creature is no longer restrained by the rope.
attunement. The rope has a Defense of 15 and 15 Health. It regains 1
While holding this rod, you can use a major action to acti- Health every 5 minutes as long as it has at least 1 Health. If
vate it. The rod then instantly transports you and up to 199 the rope drops to 0 Health, it is destroyed.
other willing creatures you can see to a paradise that exists saddle of the cavalier uncommon
in an extraplanar space. You choose the form that the par-
While in this saddle on a mount, you can't be dismounted
adise takes. It could be a tranquil garden, lovely glade,
against your will if you're conscious, and attack rolls against
cheery tavern, immense palace, tropical island, fantastic car-
the mount have disadvantage.
nival, or whatever else you can imagine. Regardless of its
nature, the paradise contains enough water and food to sus- scarab of protection legendary
tain its visitors. Everything else that can be interacted with
If you hold this beetle-shaped medallion in your hand for 1
inside the extraplanar space can only exist only there. For
round, an inscription appears on its surface revealing its
example, a flower picked from a garden in the paradise dis-
magical nature. It provides two benefits while it is on your
appears if it is taken outside the extraplanar space.
person:
For each hour spent in the paradise, a visitor regains 1d6 +
• You have advantage on tests to resist spells.
Constitution Health. Also, creatures don't age while the par-
• The scarab has 12 charges. If you fail a test against a
adise, although time passes normally. Visitors can remain
spell from the Death Arcana or a harmful effect orig-
in the paradise for up to 200 days divided by the number of
inating from an undead creature, you can expend 1
creatures present (round down).
charge and turn the failed test into a passed one,
When the time runs out or your use an action to end it, all
though doing so “uses” your minor action on your
visitors reappear in the location they occupied when you
next turn, leaving you with only a major action. The
activated the rod, or an unoccupied space nearest that loca-
scarab crumbles into powder and is destroyed
tion. The rod can't be used again until ten days have
when its last charge is expended.
passed.
This item requires attunement.
rope of climbing uncommon
scimitar of speed very rare
This 24-yard length of silk rope weighs 3 pounds and can
You gain a +2 bonus to attack and damage rolls made with
hold up to 3,000 pounds. If you hold one end of the rope
this magical short sword. In addition, you can make one at-
and use a major action to speak the command word, the
tack with it as a minor action on each of your turns. This
rope animates. As a minor action, you can command the
item requires attunement.
other end to move toward a destination you choose. That
end moves 4 yards on your turn when you first command it scroll of protection rare
and 4 yards on each of your turns until reaching its destina- Each scroll of protection works against a specific type of crea-
tion, up to its maximum length away, or until you tell it to ture chosen by the GM or determined randomly by rolling on
stop. You can also tell the rope to fasten itself securely to an
the following table.
object or to unfasten itself, to knot or unknot itself, or to
coil itself for carrying. SCROLL OF PROTECTION
If you tell the rope to knot, large knots appear at 1-foot in-
D100 Creature Type D100 Creature Type
tervals along the rope. While knotted, the rope shortens to
a 20-yard length and grants advantage on STRENGTH (CLIMB- 01-10 Aberrations 41-50 Fey
ING) tests.
The rope has a Defense of 15 and 15 Health. It regains 1 11-20 Beasts 51-75 Fiends
Health every 5 minutes as long as it has at least 1 Health. If 21-30 Celestials 76-80 Plants
the rope drops to 0 Health, it is destroyed.
31-40 Elementals 81-00 Undead
magic items 32
Using a major action to read the scroll encloses you in an spell scroll rarity varies
invisible barrier that extends from you to form a 2-yard ra- A spell scroll bears the words of a single spell, written in a
dius, 4-yard high cylinder. For 5 minutes, this barrier pre-
mystical cipher. If the spell is of an Arcana that you are at
vents creatures of the specified type from entering or affect-
least a Novice in, you can use a major action to read the
ing anything within the cylinder.
scroll and cast its spell. Otherwise, the scroll is unintelligi-
The cylinder moves with you and remains centered on you.
ble.
However, if you move in such a way that a creature of the
If the spell is of an Arcana that you are at least a Novice in
specified type would be inside the cylinder, the effect ends.
but is of a higher tier than what you could normally cast (if
A creature can attempt to overcome the barrier by using a
major action to make a TN 13 STRENGTH (MIGHT) test. If they the spell is Journeyman but you are only a Novice, for ex-
pass, the creature ceases to be affected by the barrier. ample), you must pass an INTELLIGENCE (VARIOUS ARCANA) test
to determine whether you cast it successfully. The TN
sending stones uncommon varies based on the table below. On a failed test, the spell
Sending stones come in pairs, with each smooth stone carved disappears from the scroll with no other effect.
to match the other so the pairing is easily recognized. While Once the spell is cast, the words on the scroll fade, and the
you touch one stone, you can use a major action to cast the scroll itself crumbles to dust.
Dream Sending spell from it. The target is the bearer of the The table below determines the Spellpower, bonus to cast-
other stone. If no creature bears the other stone, you know ing roll, as well as the scroll's rarity.
that fact as soon as you use the stone and don't cast the
SPELL SCROLLS
spell.
Once Dream Sending is cast through the stones, they can't be Spell Level Rarity Spellpower Bonus TN
used again until the next dawn. If one of the stones in a pair Novice Uncommon 13 +4 13
is destroyed, the other one becomes nonmagical.
Journeyman Rare 15 +6 15
sentinel shield uncommon
Master Very Rare 18 +8 18
While holding this shield, you have advantage on DEXTERITY
(INITIATIVE) tests and PERCEPTION (SEEING) tests. The shield is A spell on a spell scroll can be copied into a spellbook. When
emblazoned with a symbol of an eye. a spell is copied from a spell scroll, the copier must pass an
INTELLIGENCE (ARCANE LORE) test with a TN equal to the nor-
shield of missile attraction rare mal TN of the spell +3. If the test is passed, the spell is suc-
While holding this shield, you have 1d6 Resistance to dam- cessfully copied. Whether the test passes or fails, the spell
age from ranged weapon attacks. scroll is destroyed.
Curse: This shield is cursed. Attuning to it curses you un- spellguard shield very rare
til you are targeted by the Remove Curse spell or similar
While holding this shield, you have advantage on tests to
magic. Removing the shield fails to end the curse on you.
resist spells and other magical effects, and spell attacks
Whenever a ranged weapon attack is made against a target
within 4 yards of you, the curse causes you to become the have disadvantage against you. This item requires
target instead. attunement.
This item requires attunement. sphere of annihilation legendary
slippers of spider climbing uncommon This 2-foot-diameter black sphere is a hole in the multiverse,
hovering in space and stabilized by a magical field sur-
While you wear these light shoes, you can move up, down,
rounding it.
and across vertical surfaces and upside down along ceil-
The sphere obliterates all matter it passes through and all
ings, while leaving your hands free. You have a climbing
matter that passes through it. Artifacts are the exception.
Speed equal to your Speed without the need of a STRENGTH
Unless an artifact is susceptible to damage from a sphere of
(CLIMBING) test. However, the slippers don't allow you to
annihilation, it passes through the sphere unscathed. Any-
move this way on a slippery surface, such as one covered
thing else that touches the sphere but isn't wholly engulfed
by ice or oil. This item requires attunement.
and obliterated by it takes 3d6 penetrating force damage.
sovereign glue legendary The sphere is stationary until someone controls it. If you
This viscous, milky-white substance can form a permanent are within 24 yards of an uncontrolled sphere, you can use
adhesive bond between any two objects. It must be stored in a major action to make a TN 20 INTELLIGENCE (ARCANE LORE)
test. If you pass, the sphere levitates in one direction of
a jar or flask that has been coated inside with oil of slipperi-
your choice, up to a number of years equal to 2 x your In-
ness. When found, a container contains 1d6 + 1 ounces.
telligence (minimum 2 yards). If you fail, the sphere moved
One ounce of the glue can cover a 1-foot square surface. The 4 yards toward you. A creature whose space the sphere en-
glue takes 1 minute to set. Once it has done so, the bond it ters must pass a TN 10 DEXTERITY (ACROBATICS) test or be
creates can be broken only by the application of universal touched by it, taking 3d6 penetrating force damage.
solvent or oil of etherealness.
33 Chapter 10 - Running
magica campaign
items
If you attempt to control a sphere that is under another The staff has 10 charges. While holding it, you can use a ma-
creature's control, you make a contested INTELLIGENCE jor action to expend 1 or more of its charges to cast one of the
(ARCANE LORE) test with the creature who is controlling it. following spells from it, using your Spellpower: Ice Knives (1
The winner of the contest gains control of the sphere and charge), Frost Shards (3 charges), or Ice Wall (4 charges).
can levitate it as normal. The staff regains 1d6 + 4 expended charges daily at dawn. If
If the sphere comes into contact with a planar portal or an you expend the last charge, make an TN 16 INTELLIGENCE
extradimensional space, such as that within a portable hole, (ARCANE LORE) test. If you fail and the Stunt Die is a 1, the
the GM determines randomly what happens, using the fol- staff turns to water and is destroyed. This item requires
lowing table. attunement by a mage.
D100 Result staff of healing rare
01-50 The sphere is destroyed. The staff has 10 charges. While holding it, you can use a
51-85 The sphere moves through the portal or into the major action to expend 1 or more of its charges to cast one
of the following spells from it, using your Spellpower:
extradimensional space.
Healing Touch (1 charge), Healing Aura (3 charges), or Revi-
86-00 A spatial rift sends each creature and object talize (4 charges).
within 72 yards of the sphere, including the The staff regains 1d6 + 4 expended charges daily at dawn.
sphere, to a random plane of existence. If you expend the last charge, make an TN 16 INTELLIGENCE
(ARCANE LORE) test. If you fail and the Stunt Die is a 1, the
staff of charming rare staff turns to water and is destroyed. This item requires
While holding this staff, you can use a major action to ex- attunement by a Miracle Worker.
pend 1 of its 10 charges to cast Charm or Comprehend Lan- staff of power very rare
guage using your Spellpower. The staff can also be used as
This staff can be wielded as a magic quarterstaff that grants
a magic quarterstaff.
a +2 bonus to attack and damage rolls made with it. While
If you are holding the staff and fail a test to resist a spell
holding it, you gain a +2 bonus to your Armor Rating, tests
that targets only you, you can turn your failed test into a
to resist spells and abilities, and spellcasting rolls.
passed one. You can't use this property of the staff again
The staff has 20 charges for the following properties. The
until the next dawn. If you pass a test to resist a spell that
staff regains 2d6 + 4 expended charges daily at dawn. If
targets only you, with or without the staff's intervention,
you expend the last charge, make a TN 15 INTELLIGENCE
you can expend 1 charge from the staff and turn the spell
(ARCANE LORE) test. If you fail and the Stunt Die is a 1, the
back on its caster as if you had cast the spell, though doing
staff retains its +2 bonus to attack and damage rolls but
so “uses” your minor action on your next turn.
loses all other properties. If you pass and the Stunt Die is a
The staff regains 1d6 + 2 expended charges daily at dawn.
6, the staff regains 1d6 + 2 charges.
If you expend the last charge, make a TN 15 INTELLIGENCE
Power Strike: When you hit with a melee attack using the
(ARCANE LORE) test. If you fail and the Stunt Die is a 1, the
staff, you can expend 1 charge to deal an extra 1d6 force
staff becomes a nonmagical quarterstaff. This item requires
damage to the target.
attunement by a mage.
Spells: While holding this staff, you can use a major ac-
staff of fire very rare tion to expend 1 or more of its charges to cast one of the fol-
You have 1d6 Resistance to fire damage while you hold lowing spells from it, using your Spellpower: Ice Knives (5
this staff. charges), Rays of Flame (5 charges), Crushing Prison (5
The staff has 10 charges. While holding it, you can use a charges), Telekinesis (2 charges), Arcane Missile (1 charge per
major action to expend 1 or more of its charges to cast one missile), or Ice Wall (5 charges).
of the following spells from it, using your Spellpower: Retributive Strike: You can use a major action to break
Flame Blast (1 charge), Rays of Flame (3 charges), or Wall of the staff over your knee or against a solid surface, perform-
Fire (4 charges). ing a retributive strike. The staff is destroyed and released
The staff regains 1d6 + 4 expended charges daily at dawn. its remaining magic in an explosion that expands to fill a
If you expend the last charge, make an TN 16 INTELLIGENCE 12-yard radius sphere centered on it.
(ARCANE LORE) test. If you fail and the Stunt Die is a 1, the You have a 50% chance to instantly travel to a random
staff blackens, crumbles into cinders, and is destroyed. This plane of existence, avoiding the explosion. If you fail to avoid
item requires attunement by a mage. the effect, you take force damage equal to 8 x the number
of charges in the staff. Every other creature in the area
staff of frost very rare must pass a TN 15 DEXTERITY (ACROBATICS) test. If they fail, a
You have 1d6 Resistance to cold damage while you hold creature takes an amount of damage based on how far
this staff. away it is from the point of origin, as shown in the follow-
ing table. If they pass, a creature takes half as much dam-
age.
magic items 34
Distance from Origin Damage staff of the magi legendary
4 yards away or closer 4 x the number of charges This staff can be wielded as a magic quarterstaff that grants
a +2 bonus to attack and damage rolls made with it. While
5 to 8 yards away 3 x the number of charges
you hold it, you gain a +2 bonus to spellcasting rolls.
9 to 12 yards away 2 x the number of charges The staff has 50 charges for the following properties. It re-
gains 4d6 + 2 expended charges daily at dawn. If you ex-
This item requires attunement by a mage.
pend the last charge, make an TN 18 INTELLIGENCE (ARCANE
staff of striking very rare LORE) test. If you pass and the Stunt Die is a 6, the staff in-
This staff can be wielded as a magic quarterstaff that grants stantly regains 2d6 + 1 charges.
a +3 bonus to attack and damage rolls made with it. Spell Absorption: While holding the staff, you have ad-
The staff has 10 charges. When you hit with a melee attack vantage on tests to resist spells. In addition, when another
using it, you can expend up to 3 of its charges. For each creature casts a spell that targets only you, the staff absorbs
charge you spend, the target takes an extra 1d6 force dam- the magic of the spell, canceling its effects and gaining a
age. The staff regains 1d6 + 4 expended charges daily at number of charges equal to the absorbed spell's MP cost,
dawn. If you expend the last charge, make a TN 15 though doing so “uses” your minor action on your next turn,
INTELLIGENCE (ARCANE LORE) test. If you fail and the Stunt Die leaving with you only a major action. If doing so brings the
is a 1, the staff becomes a nonmagical quarterstaff. This staff's total number of charges above 50, the staff explodes
item requires attunement. as if you activated its retributive strike (see below).
Spells: While holding the staff, you can use a major action
staff of swarming insects rare to expend some of its charges to cast one of the following
This staff has been 10 charges and regain 1d6 + 4 expended spells from it is if you knew it, but instead of spending MP,
charges daily at dawn. If you expend the last charge, make a you spend the same amount of charges: Arcane Abatement,
TN 14 INTELLIGENCE (ARCANE LORE) test. If you fail and the Flaming Sphere, Frost Shards, Invisibility, Lightning Bolt, Rays
Stunt Die is a 1, a swarm of insects consumes and destroys of Flame, Telekinesis, or Wall of Fire.
the staff, then disperses. You can also use a major action to cast one of the following
Spells: While holding this staff, you can use a major ac- spells from the staff without using any charges: Arcane
tion to expend charges to cast Vermin Growth from it as as if Awareness, Arcane Lantern, or Mage Lock.
you knew it for 4 charges. Retributive Strike: You can use a major action to break
Insect Cloud: While holding the staff, you can use a major the staff over your knee or against a solid surface, perform-
action and expend 1 charge to cause a swarm of harmless ing a retributive strike. The staff is destroyed and releases
flying insects to spread out in a 12-yard radius from you. its remaining magic in an explosion that expands to fill a
The insects remain for 10 minutes, making the area heavily 12-yard-radius sphere centered on it.
obscured for creatures other than you. The swarm moves You have a 50% chance to instantly travel to a random
with you, remaining centered on you. A wind of at least 10 plane of existence, avoiding the explosion. If you fail to avoid
miles per hour disperses the swarm and ends the effect. the effect, you take force damage equal to 10 x the number
This item requires attunement by a mage. of charges in the staff. Every other creature in the area
must pass a TN 16 DEXTERITY (ACROBATICS) test. If they fail, a
staff of the adder uncommon
creature takes an amount of damage based on how far
This staff has been 10 charges and regain 1d6 + 4 expended away it is from the point of origin, as shown in the follow-
charges daily at dawn. If you expend the last charge, make a ing table. If they pass, a creature takes half as much dam-
TN 14 INTELLIGENCE (ARCANE LORE) test. If you fail and the age. This item requires attunement by a mage.
Stunt Die is a 1, a swarm of insects consumes and destroys
the staff, then disperses. STAFF OF THE MAGI
You can use a minor action to speak this staff's command Distance from Origin Damage
word and make the head of the staff become that of an ani-
mate poisonous snake for 1 minute. By using another minor 4 yards away or closer 5 x the number of charges
action to speak the command word again, you return the 5 to 8 yards away 4 x the number of charges
staff to its normal inanimate form.
You can make a melee attack using the snake head, which 9 to 12 yards away 3 x the number of charges
has a reach of 4 yards. On a hit, the target takes 1d6 pierc- staff of the python uncommon
ing damage and must pass a TN 13 CONSTITUTION (STAMINA)
You can use a major action to speak this staff's command
or take 3d6 penetrating poison damage.
word and throw the staff on the ground within 4 yards of
The snake head can be attacked while it is animate. It has a
you. The staff becomes a Large sized Elite constrictor snake
Defense of 13, an Armor Rating of 2, and 15 Health. If the
(Fantasy AGE Bestiary, p. 131) under your control and acts
head drops to 0 Health, the staff is destroyed. As long as
on its own initiative count. By using a minor action to
it's not destroyed, the staff regains all lost Health when it re-
speak the command word again, you return the staff to its
verts to its inanimate form. This item requires attunement
normal form in a space formerly occupied by the snake.
by a mage.
35 Chapter 10 - Running
magica campaign
items
On your turn, you can mentally command the snake if it is penetrating lightning damage on a failed test or half as much
within 24 yards of you and you aren't incapacitated. You on a passed one.
decide what action the snake takes and where it moves dur- Thunderclap: You can use a major action to cause the
ing its next turn, or you can issue it a general command, staff to issue a deafening thunderclap, audible out to 240
such as to attack your enemies or guard a location. yards. Each creature within 24 yards of you (not including
If the snake is reduced to 0 Health, it dies and reverts to its you) must pass a TN 15 CONSTITUTION (STAMINA) test. If they
staff form. The staff then shatters and is destroyed. If the fail, a creature takes 2d6 penetrating thunder damage and
snake reverts to staff form before losing all its Health, it re- becomes deafened for 1 minute. If they pass, a creature
gains all the Health it lost. This item requires attunement takes 1d6 penetrating thunder damage and isn't deafened.
by a mage. Thunder and Lightning: You can use a major action to
staff of the woodlands rare use the Lightning Strike and Thunderclap properties at the
same time. Doing so doesn't expend the daily use of those
This staff can be wielded as a magic quarterstaff that grants
properties, only the use of this one.
a +2 bonus to attack and damage rolls made with it. While
This item requires attunement.
holding it, you have a +2 bonus to spellcasting rolls.
The staff has 10 charges for the following properties. It re- staff of withering rare
gains 1d6 + 4 expended charges daily at dawn. If you ex- This staff has 3 charges and regains 1d3 expended charges
pend the last charge, make a TN 14 INTELLIGENCE (ARCANE daily at dawn.
LORE) test. If you fail and the Stunt Die is a 1, the staff loses The staff can be wielded as a magic quarterstaff. On a hit, it
its magical properties and becomes a nonmagical quar- deals damage as a normal quarterstaff, and you can expend
terstaff. 1 charge to deal an extra 2d6 penetrating necrotic damage
Spells: You can use a major action to expend 1 or more of to the target. In addition, the target must pass a TN 13
the staff's charges to cast one of the following spells from it CONSTITUTION (STAMINA) test or have disadvantage for 1
as if you knew it. Awaken Tree (5 charges), Beast Speech (1 hour on any ability test that uses Strength or Constitution.
charge), Brambles (1 charge), Charm Beasts (3 charges), Wood This item requires attunement by a mage.
Speech (1 charge).
stone of controlling
Tree Form: You can use a major action to plane one end
earth elementals rare
of the staff in fertile earth and expend 1 charge to trans-
form the staff into a healthy tree. The tree is 24 yards tall If the stone is touching the ground, you can use a major ac-
and has a 2-yard-diameter trunk, and its branches at the tion to speak its command word and summon an earth ele-
top spread out in an 8-yard radius. The tree appears ordi- mental. The elemental is friendly to you and your allies for
nary but radiates a faint aura of transmutation magic if tar- 1 hour. The bowl can't be used this way again until the next
geted by an Arcane Awareness spell. While touching the tree dawn. The stone weighs 5 pounds.
and using another major action to speak its command stone of good luck
word, you return the staff to its normal form. Any creature (luck stone) uncommon
in the tree falls when it reverts to a staff.
While this polished agate is on your person, you gain a +1
This item requires attunement by a mage.
bonus to all ability tests. This item requires attunement.
staff of thunder sun blade rare
and lightning very rare
This item appears to be a longsword hilt. While grasping
This staff can be wielded as a magic quarterstaff that grants the hilt, you can use a minor action to cause a blade of pure
a +2 bonus to attack and damage rolls made with it. It also radiance to spring into existence, or make the blade disap-
has the following additional properties. When one of these pear. You can attack with this sword using an ACCURACY
properties is used, it can't be used again until the next
(LIGHT BLADES) can FIGHTING (HEAVY BLADES) test.
dawn.
You gain a +2 bonus to attack and damage rolls made with
Lightning: When you hit with a melee attack using the
this weapon, which deals radiant instead of slashing dam-
staff, you can cause the target to take an extra 1d6 penetrat-
age. When you hit an undead with it, that target takes an
ing lightning damage.
extra 1d6 radiant damage.
Thunder: When you hit with a melee attack using the
The sword's luminous blade emits bright light in a 6-yard
staff, you can cause the staff to emit a crack of thunder, au-
radius and dim light for an additional 6 yards. The light is
dible out to 120 yards. The target you hit must pass a TN
sunlight. While the blade persists, you can use a major action
15 CONSTITUTION (STAMINA) test or become stunned until the
to expand or reduce its radius of bright and dim light by 2
end of your next turn.
yards each, to a maximum of 12 yards each or a minimum of
Lightning Strike: You can use a major action to cause a
4 yards each. This item requires attunement.
bolt of lightning to leap from the staff's tip in a line that is 2
yards wide and 50 yards long. Each creature in that line
must pass a TN 15 DEXTERITY (ACROBATICS) test, taking 3d6
magic items 36
sword of answering legendary sword of vengeance uncommon
Only nine of these blades are known to exist. Each is pat- You gain a +1 bonus to attack and damage rolls made with
terned after the legendary sword Fragarach, which is vari- this magic sword.
ously translated as “Final Word.” Each of the nine swords Curse: This sword is cursed and possessed by a vengeful
has its own name and alignment, and each bears a different spirit. Becoming attuned to it extends the curse to you. As
gem in its pommel. long as you remain cursed, you are unwilling to part with
the sword, keeping it on your person at all times. While at-
SWORD OF ANSWERING
tuned to this weapon, you have disadvantage on attack
Name Alignment Gem rolls made with weapons other than this one.
In addition, while the sword is on your person, you must
Answerer Chaotic Good Emerald
pass a TN 13 WILLPOWER (SELF-DISCIPLINE) test whenever you
Back Talker Chaotic Evil Jet take damage in combat. If you fail, you must attack the crea-
ture that damaged you until you drop to 0 Health or it
Concluder Lawful Neutral Amethyst
does, or until you can't reach the creature to make a melee
Last Quip Chaotic Neutral Tourmaline attack against it.
If the curse is removed or the spirit is somehow expelled
Rebutter Neutral Good Topaz
from the weapon, the sword then becomes a magical
Replier Neutral Peridot sword that grants a +1 bonus to attack and damage rolls
with no other properties.
Retorter Lawful Good Aquamarine
sword of wounding rare
Scather Lawful Evil Garnet
Health lost to this sword's damage can be regained only
Squelcher Neutral Evil Spinel through a short or long rest, rather than by regeneration,
You gain a +3 bonus to attack and damage rolls made with magic, or any other means.
this sword. In addition, while you hold the sword, you can Once per turn, when you hit a creature with an attack us-
make one melee attack with it against any creature in your ing this magic sword, you can wound the target. At the
reach that deals damage to you, though doing so “uses” start of each of the wounded creature's turns, it takes 1d3
penetrating necrotic damage for each time you've
your minor action on your next turn. You have disadvan-
wounded it, and it can then make a TN 13 CONSTITUTION
tage on the attack roll, and any damage dealt with this spe-
(STAMINA) test, ending the effect of all such wounds on it-
cial attack ignores any damage immunity or resistance the
self if it passes. Alternatively, the wounded creature, or a
target has. This item requires attunement by a creature creature within 2 yards of it, can use a Heal action, ending
with the same alignment as the sword. the effect of such wounds on it on a success but regaining
sword of life stealing rare no Health. This item requires attunement.
When you attack a creature with this magic sword and gen- talisman of pure good legendary
erate Stunt Points on the attack roll, that target takes an ex- This talisman is a mighty symbol of goodness. A creature
tra 5 penetrating necrotic damage if it isn't a construct or an that is neither good nor evil in alignment takes 3d6 pene-
undead. You also gain 5 Health. This item requires trating radiant damage upon touching the talisman. An
attunement. evil creature takes 5d6 penetrating radiant damage upon
sword of sharpness very rare touching the talisman. Either sort of creature takes the dam-
age again each time it ends its turn holding or carrying the
When you attack an object with this magic sword and hit,
talisman.
you automatically deal that maximum amount of possible
If you are a good creature that is specifically follows a
damage (this does not include additional damage that
good deity, you can use the talisman as an arcane device,
would be added by stunts).
and you gain a +2 bonus to spellcasting rolls while you
When you attack a creature with this weapon and generate
wear or hold it.
Stunt Points, that target takes an extra 1d6 penetrating
The talisman has 7 charges. If you are wearing or holding
damage. Then roll 3d6. If you roll doubles, you lop off one
it, you can use a major action to expend 1 charge from it
of the target's limbs, with the effect of such loss determined
and choose one creature you can see on the ground within
by the GM. If the creature has no limb to sever, you can lop
50 yards of you. If the target is of evil alignment, a flaming
off a portion of its body instead.
fissure opens under it. The target must pass a TN 18
In addition, you can speak the sword's command word to
DEXTERITY (ACROBATICS) test or fall into the fissure and be de-
cause the blade to shed bright light in a 4-yard radius and
stroyed, leaving no remains. The fissure then closes, leaving
dim light for an additional 4 yards. Speaking the command
no trace of its existence. When you expend the last charge,
word again or sheathing the sword puts out the light. This
the talisman disperses into motes of golden light and is de-
item requires attunement.
stroyed. This item requires attunement by a creature of
good alignment.
37 Chapter 10 - Running
magica campaign
items
talisman of the sphere legendary tome of leadership
When you make an INTELLIGENCE (ARCANE LORE) test to con- and influence very rare
trol a sphere of annihilation while you are holding this talis- This book contains guidelines for influencing and charming
man, you can add your INTELLIGENCE (ARCANE LORE) focus others, and its words are charged with magic. If you spend
twice. In addition, when you start your turn with control 48 hours over a period of 6 days or fewer studying the
over a sphere of annihilation, you can use a major action to book's contents and practicing its guidelines, your Commu-
levitate it 4 yards plus a number of additional yards equal nication increases by 1. The manual then loses its magic,
to 4 x your Intelligence score. This item requires but regains it in a century.
attunement.
tome of the stilled tongue legendary
talisman of ultimate evil legendary This thick leather-bound book volume has a desiccated
This talisman symbolizes unrepentant evil. A creature that tongue pinned to the front cover. Five of these tomes exist,
is neither good nor evil in alignment takes 3d6 penetrating and it's unknown which one is the original. The grisly
necrotic damage upon touching the talisman. A good crea- cover decoration on the first tome of the stilled tongue once
ture takes 5d6 penetrating necrotic damage upon touching belonged to a treacherous former servant of the lich-god
the talisman. Either sort of creature takes the damage again Vecna, keeper of secrets. The tongues pinned to the covers of
each time it ends its turn holding or carrying the talisman. the four copies came from other spellcasters who crossed
If you are an evil creature that is specifically follows an evil Vecna. The first few pages of each tome are filled with in-
deity, you can use the talisman as an arcane device, and decipherable scrawls. The remaining pages are blank and
you gain a +2 bonus to spellcasting rolls while you wear or pristine.
hold it. If you can attune to this item, you can use it as a spellbook
The talisman has 6 charges. If you are wearing or holding and an arcane device. In addition, while holding the tome,
it, you can use a major action to expend 1 charge from it you can use a minor action to cast a spell you have written
and choose one creature you can see on the ground within in this tome, without expending MP. Once used, this prop-
50 yards of you. If the target is of good alignment, a flam- erty of the tome can't be used again until the next dawn.
ing fissure opens under it. The target must pass a TN 18 While attuned to the book, you can remove the tongue
DEXTERITY (ACROBATICS) test or fall into the fissure and be de- from the book's cover. If you do so, all spells written in the
stroyed, leaving no remains. The fissure then closes, leaving book are permanently erased.
no trace of its existence. When you expend the last charge, the Vecna watches anyone using this tome. He can also write
talisman disperses into foul-smelling slime and is destroyed. cryptic messages in the book. These messages appear at mid-
This item requires attunement by a creature of evil alignment. night and fade away after they are read. This item requires
tentacle rod rare attunement.
Made by the drow, this rod is a magic weapon that ends in tome of understanding very rare
three rubbery tentacles. While holding the rod, you can use This book contains intuition and insight exercises, and its
a major action to direct each tentacle to attack a creature words are charged with magic. If you spend 48 hours over
you can see within 6 yards of you. Each tentacle makes a a period of 6 days or fewer studying the book's contents
melee attack roll with a +5 bonus. On a hit, the tentacle and practicing its guidelines, your Willpower increases by
deals 1d6 damage. If you hit a target with all three tenta- 1. The manual then loses its magic, but regains it in a cen-
cles, it must pass a TN 13 CONSTITUTION (STAMINA) test. If tury.
they fail, the creature's Speed is halved and it has disadvan-
tage on DEXTERITY (ACROBATICS) tests for 1 minute. More- trident of fish command uncommon
over, on each of its turns, it can take either a major action This military fork is a magic weapon. It has 3 charges.
or minor action, but not both. At the end of each of its While you carry it, you can use a major action and expend
turns, it can repeat the test, ending the effect on itself on a 1 charge to cast Charm Beasts with a Spellpower of 14 from
passed test. This item requires attunement. it on a beast that has an innate swimming Speed. The trident
tome of clear thought very rare regains 1d3 expended charges daily at dawn. This item re-
quires attunement.
This book contains memory and logic exercises, and its
words are charged with magic. If you spend 48 hours over universal solvent legendary
a period of 6 days or fewer studying the book's contents This tube holds milky liquid with a strong alcohol smell.
and practicing its guidelines, your Intelligence increases by You can use a major action to pour the contents of the tube
1. The manual then loses its magic, but regains it in a cen- onto a surface within reach. The liquid instantly dissolves
tury. up to 1 square foot of adhesive it touches, including sover-
eign glue.
magic items 38
vicious weapon rare Command: While holding the wand, you can use a major
action to expend 1 charge and command another creature
When you generate Stunt Points on your attack roll with to flee or grovel unless they pass a TN 13 WILLPOWER
this magic weapon, the target takes an extra 1d6 damage. (COURAGE) test.
vorpal sword legendary Cone of Fear: While holding the wand, you can use a ma-
jor action to expend 2 charges, causing the wand's tip to
You gain a +3 bonus to attack and damage rolls made with
emit a 24-yard cone of amber light. Each creature in the
this magic sword. In addition, the weapon always deals
cone must pass a TN 13 WILLPOWER (COURAGE) test or become
penetrating damage.
frightened of you for 1 minute. While it is frightened in this
When you attack a creature that has at least one head with
way, a creature must spend its turns trying to move as far
this weapon and generate Stunt Points, you can cut off one
away from you as it can, and it can't willingly move to a
of the creature's heads. The creature dies if it can't survive
space within 12 yards of you. For its major action, it can
without the lost head. A creature is immune to this effect at
use only the Run action or try to escape from an effect that
the GM's discretion, such as its head being too big to be cut
prevents it from moving. At the end of each of its turns, a
off with this weapon, for example. Such a creature instead
creature can repeat the test, ending the effect on itself if it
takes an additional 3d6 penetrating damage from the hit.
passes.
This item requires attunement.
This item requires attunement.
wand of binding rare wand of fireballs rare
This wand has 7 charges for the following properties. It re- This wand has 7 charges. While holding it, you can use a
gains 1d6 + 1 expended charges daily at dawn. If you expend major action to expend 1 or more of its charges to cast the
the wand's last charge, make a TN 15 INTELLIGENCE (ARCANE Rays of Flame spell with a Spellpower of 14 from it. For 1
LORE) test. If you fail and the Stunt Die is a 1, the wand charge, you cast the normal version of the spell. You can
crumbles into ashes and is destroyed. increase the amount of rays by expending an additional
Spells: While holding the wand, you can use a major ac- charge for each additional ray.
tion to expend some of its charges to cast one of the following The wand regains 1d6 + 1 expended charges daily at dawn.
spells with a Spellpower of 15: Entrapment (3 charges), Ar- If you expend the wand's last charge, make a TN 14
cane Barrier (5 charges). INTELLIGENCE (ARCANE LORE) test. If you fail and the Stunt Die
Assisted Escape: While holding the wand, you can expend is a 1, the wand crumbles into ashes and is destroyed.
1 charge and gain advantage on a test to avoid being para- This item requires attunement by a mage.
lyzed or restrained, though doing so “uses” your minor ac- wand of lightning bolts rare
tion on you next turn, or you can expend 1 charge and gain
advantage on any test you make to escape a grapple. This wand has 7 charges. While holding it, you can use a
This item requires attunement by a mage. major action to expend 1 or more of its charges to cast the
Lightning Bolt spell with a Spellpower of 14 from it. For 1
wand of enemy detection rare charge, you cast the normal version of the spell. You can
This wand has 7 charges. While holding it, you can use a increase the damage by 1d6 by expending an additional
major action and expend 1 charge to speak its command charge for each additional 1d6 damage. The additional dam-
word. For the next minute, you know the direction of the age is not considered penetrating.
nearest creature hostile to you within 24 yards, but not its The wand regains 1d6 + 1 expended charges daily at dawn.
distance from you. The wand can sense the presence of hos- If you expend the wand's last charge, make a TN 14
tile creatures that are ethereal, invisible, disguised, or hid- INTELLIGENCE (ARCANE LORE) test. If you fail and the Stunt Die
den, as well as those in plain sight. The effect ends if you is a 1, the wand crumbles into ashes and is destroyed. This
stop holding the wand. item requires attunement by a mage.
The wand regains 1d6 + 1 expended charges daily at dawn. wand of magic detection uncommon
If you expend the wand's last charge, make a TN 15
This wand has 7 charges. While holding it, you can expend 1
INTELLIGENCE (ARCANE LORE) test. If you fail and the Stunt Die
charge as a major action to cast the Arcane Awareness spell
is a 1, the wand crumbles into ashes and is destroyed. This
from it. The wand regains 1d3 expended charges daily at
item requires attunement.
dawn.
wand of fear rare wand of magic missiles rare
This wand has 7 charges for the following properties. It re- This wand has 7 charges. While holding it, you can use a
gains 1d6 + 1 expended charges daily at dawn. If you ex- major action to expend 1 or more of its charges to cast the
pend the wand's last charge, make a TN 14 INTELLIGENCE (AR- Arcane Missile spell from it. For 1 charge, you cast the nor-
CANE LORE) test. If you fail and the Stunt Die is a 1, the wand
mal version of the spell. You can increase the amount of
crumbles into ashes and is destroyed. missiles by expending additional charges, increasing by 1
39 Chapter 10 - Running
magica campaign
items
for each additional missile. This would mean that 1 addi- wand of wonder rare
tional missile would cost 1 charge, while 2 additional mis-
This wand has 7 charges. While holding it, you can use a
siles would cost 3 charges, and 3 missiles would cost 6
major action to expend 1 of its charges and choose a target
charges, etc.
within 50 yards of you. The target can be a creature, an ob-
The wand regains 1d6 + 1 expended charges daily at dawn.
ject, or a point in space. Roll 1d100 and consult the following
If you expend the wand's last charge, make a TN 12
table to discover what happens.
INTELLIGENCE (ARCANE LORE) test. If you fail and the Stunt Die
If the effect causes you to cast a spell from the wand, the
is a 1, the wand crumbles into ashes and is destroyed. This
Spellpower is 14. If the spell normally has a limited range,
item requires attunement by a mage.
its range becomes 50 yards if it isn't already.
wand of paralysis rare If an effect covers an area, you must center the spell on and
include the target. If an effect has multiple possible subjects,
This wand has 7 charges. While holding it, you can use a
the GM randomly determines which ones are affected.
major action to expend 1 or more of its charges to cause a
The wand regains 1d6 + 1 expended charges daily at dawn.
thin blue ray to streak from the tip toward a creature you
If you expend the wand's last charge, make an TN 14 INTEL-
can see within 24 yards of you. Make an INTELLIGENCE
LIGENCE (ARCANE LORE) test. If you fail as the Stunt Die is a 1,
(ARCANE LORE) against the target's Defense. If you pass, the the wand crumbles into dust and is destroyed. This item re-
target is paralyzed for 1 minute. At the end of each of the quires attunement by a mage.
target's turns, it can attempt a TN 15 STRENGTH (MIGHT) test
to end the effect if it passes. WAND OF WONDER
The wand regains 1d6 + 1 expended charges daily at dawn. D100 Effect
If you expend the wand's last charge, make a TN 14
INTELLIGENCE (ARCANE LORE) test. If you fail and the Stunt Die 01-05 You cast Ice Sheet.
is a 1, the wand crumbles into ashes and is destroyed. This 06-10 You cast Faerie Fire.
item requires attunement by a mage.
11-15 You are stunned until the start of your next turn,
wand of the curse believing something awesome just happened.
of the beast very rare
16-20 You cast Wind Blast.
This wand has 7 charges. While holding it, you can use a
major action to expend 1 of its charges to cast the Curse of 21-25 You cast Mind Reading on the target you chose. If
the Beast spell with a Spellpower of 14 from it. you didn't target a creature, you instead take 1d6
The wand regains 1d6 + 1 expended charges daily at dawn. penetrating psychic damage.
If you expend the wand's last charge, make a TN 16
26-30 You cast Wall of Mist.
INTELLIGENCE (ARCANE LORE) test. If you fail and the Stunt Die
is a 1, the wand crumbles into ashes and is destroyed. This 31-33 Heavy rain falls in a 24-yard radius centered on
item requires attunement by a mage. the target. The area becomes lightly obscured. The
rain falls until the start of your next turn.
wand of secrets uncommon
34-36 An animal appears in the unoccupied space
This wand has 3 charges. While holding it, you can use a
nearest the target. The animal isn't under your
major action to expend 1 of its charges, and if a secret door
control and acts as it normally would. Roll 1d100
or trap is within 12 yards of you, the wand pulses and
points at the one nearest to you. The wand regains 1d3 ex- to determine which animal appears. On a 01-25, a
pended charges daily at dawn. rhinoceros appears; on a 26-50, an elephant
appears; and on a 51-100, a rat appears.
wand of web uncommon
37-46 You cast Lightning Bolt.
This wand has 7 charges. While holding it, you can use a
major action to expend 1 of its charges to shoot a web at a 47-49 A cloud of 600 oversized butterflies fills a 12-yard
visible enemy within 12 yards. The target must pass a TN radius centered on the target. The area becomes
12 DEXTERITY (ACROBATICS) test or become immobilized. The heavily obscured. The butterflies remain for 10
target or an ally can free the victim by taking a major action minutes.
and passing a TN 14 STRENGTH (MIGHT) test. This is the only 50-53 You enlarge the target one size category, meaning
action the immobilized character can take until freed. a medium creature would grow to be a large
The wand regains 1d6 + 1 expended charges daily at dawn. creature. If the target can't be affected in that way,
If you expend the wand's last charge, make a TN 12 INTELLI- or if you didn't target a creature, you become the
GENCE (ARCANE LORE) test. If you fail and the Stunt Die is a 1,
target.
the wand crumbles into ashes and is destroyed. This item
requires attunement by a spellcaster. 54-58 You cast Veil of Darkness.
magic items 40
59-62 Grass grows on the ground in a 24-yard radius weapon of warning uncommon
centered on the target. If grass is already there, it This magic weapon warns you of danger. While the weapon
grows to ten times its normal size and remains is on your person, you have advantage on DEXTERITY
overgrown for 1 minute. (INITIATIVE) tests. In addition, you and any of your com-
63-65 An object of the GM's choice appears into the panions within 12 yards of you can't be surprised, except
Ethereal Plane. The object must be neither worn when incapacitated by something other than nonmagical
nor carried, within 50 yards of the target, and no sleep. The weapon magically awakens you and your com-
larger than 4 yards in any dimension. panions within range if any of you are sleeping naturally
when combat begins. This item requires attunement.
66-69 You shrink yourself one size category, so a
medium creature would become small. well of many worlds legendary
70-79 You cast Firestorm. This fine cloth, soft as silk, is folded up to the dimensions
of a handkerchief. It unfolds into a circular sheet 2 yards in
80-84 You cast Invisibility on yourself. diameter.
85-87 Leaves grow from the target. If you chose a point You can use a major action to unfold and place the well of
in space as the target, leaves sprout from the many worlds on a solid surface, whereupon it creates a two-
way portal to another world or plane of existence. Each
creature nearest to that point. Unless they are
time the item opens a portal, the GM decides where it
picked off, the leaves turn brown and fall off after
leads. You can use a major action to close an open portal
24 hours.
by taking hold of the edges of the cloth and folding it up.
88-90 A stream of 1d3 x 10 gems, each worth 1 sp, Once well of many worlds has opened a portal, it can't do so
shoots from the wand's tip in a line 12 yards long again for 1d6 hours.
and 2 yards wide. Each gem deals 1 penetrating winged boots uncommon
damage, and the total damage of the gems is
While you wear these boots, you have a flying Speed equal
divided equally among all creatures in the line.
to your Speed. You can use the boots to fly for up to 4
91-95 A burst colorful shimmering light extends from hours, all at once or in several shorter flights, each one us-
you in a 12-yard radius. You and each creature in ing a minimum of 1 minute from the duration. If you are
the area that can see must pass a TN 13 PERCEPTION flying when the duration expires, you descend at a rate of
(SEEING) test or become blinded for 1 minute. A 12 yards per round until you land.
creature can repeat the test at the end of each of The boots regain 2 hours of flying capability for every 12
its turns, ending the effect on itself if it passes. hours they aren't in use. This item requires attunement.
96-97 The target's skin turns bright blue for 2d6 days. If wings of flying rare
you chose a point in space, the creature nearest to While wearing this cloak, you can use a major action to
that point is affected. speak its command word. This turns the cloak into a pair
of bat wings or bird wings on your back for 1 hour or until
98-00 If you targeted a creature, it must pass a TN 14
you repeat the command word as a major action. The
CONSTITUTION (STAMINA) test. If you didn't target a
wings give you a flying Speed of 24 yards. When they dis-
creature, you become the target and must pass the
appear, you can't use them again for 2d6 hours. This item
test. If the test is failed by 3 or more, the target is
requires attunement.
instantly petrified. On any other failure, the target
is restrained and begins to turn to stone. While
restrained in this way, the target must repeat the
test at the end of its next turn, becoming petrified
on a failure or ending the effect if they pass. The
petrification lasts until the target is freed by a
miracle worker or some other specialized healer.
41 Chapter 10 - Running
magica campaign
items
original fantasy age items potion of might uncommon
arcane light common Consume this spicy elixir with an Activate action and feel
power thundering through your veins. You gain a +2
A palm sized crystal, an arcane light glows as brightly as a
bonus to damage with all melee attacks for one minute af-
torch with an Activate action and a touch, and can be extin-
ter drinking this potion.
guished with an Activate action as well. They are often
mounted in lantern housings or torch holders, or at the end restorative balm uncommon
of a staff or walking stick. An arcane light lasts for 28 days This jar of restorative herbal ointment is infused with heal-
of continual use before its enchantment dims and fades al- ing magic. Applying it as an Activate action immediately
together. restores 6d6 + Constitution in lost Health. A single applica-
arcane tent common tion of restorative balm can be used in smaller amounts, if
desired - either two restoring 3d6 Health each, or three
When this small crystal orb is planted firmly on the ground
restoring 2d6 Health each. A jar usually contains 1d6 appli-
and an Activate action is used to invoke its magic, it pro-
cations when found.
vides the following benefits. The crystal glows, providing
light and warmth equivalent to a campfire, although the spell stone common
crystal itself is safe to touch and does not burn. An invisi- This small precious or semi-precious stone or crystal con-
ble dome 10 feet high at the center and 10 feet in radius tains or stores a particular spell. If you are a mage, while
surrounds the crystal; this keeps out precipitation, wind, touching the stone, you can use the Cast action to cast the
and small insects and other vermin. The dome also makes
spell it contains as if you know it, with no Magic Point cost
the light from the crystal invisible to those standing out-
(the energy of the spell is contained in the item). Once the
side of it, and provides shade to those within it, although
stored spell has been cast, it cannot be used again, al-
they can see out through the dome. Lastly, the light of the
though you can recharge a spell stone by casting the spell it
crystal pulsates for 5 seconds when any creature larger
is meant to hold upon it while the stone is empty.
than a cat comes within 50 feet of the dome. An arcane tent
can be activated 30 times for up to 8 hours each time before warding amulet uncommon
its magic is exhausted. The arcane tent can be dismissed
This protective amulet is inscribed with arcane symbols
back to the crystal with an Activate action.
and worn close to the skin, often on a necklace, ring, or
arrow of accuracy uncommon charm bracelet. A warding amulet provides immunity to
This arrow (or crossbow bolt, throwing knife, or other mis- one spell arcana. A spell from the arcana automatically has
sile) is enchanted for greater accuracy. The character who no effect on the amulet's wearer. After stopping a single
fires an arrow of accuracy gains a +2 bonus to the attack spell, the amulet breaks and is no longer effective. Rare
roll. The arrow is good for only one attack. (and more potent) amulets stop from two to six total spells
before becoming ineffective.
arrow of piercing uncommon
warding dust uncommon
This arrow (or crossbow bolt, throwing knife, or other mis-
sile) magically penetrates armor. An attack from this arrow Usually found in sealed jars or paper packets, this glitter-
halves the target's Armor Rating (rounded down). The ar- ing powder made from a combination of arcane ingredi-
row is good for only one attack. ents can create a barrier against magic. One packet of
warding dust is enough to create a line 4 yards in length
arrow of wounding uncommon (or a circle roughly 1 yard in diameter, enough for a person
This arrow (or crossbow bolt, throwing knife, or other mis- to stand inside) as a major action. A mage's casting roll
sile) is enchanted to inflict more damage. The character must be 20+ to successfully cast a spell across a line of
who fires an arrow of wounding gains a +2 bonus to the warding dust. On a failed test, the spell fizzles, just like a
damage roll. The arrow is good for only one attack. failed spellcasting test. Additionally, incorporeal creatures
cannot cross the line of dust or use their powers on any tar-
mage's elixir common get on the other side of it. Neither magic nor incorporeal
This potion is a fizzy liquid that seems to almost glow with creatures can move or affect the line of dust itself, although
an inner light. A character who drinks it as an Activate ac- mundane things can brush or blow it away normally.
tion immediately regains 1d6 + Willpower Magic Points. If Warding dust lasts for up to 1 hour.
the character has no Magic Points, the potion has no effect.
The potion does not provide extra MP, it only restores
those expended.
magic items 42
war paint common magister staff legendary
If used to paint and decorate the face and body before bat- The Magister or "Master" Staff is a legendary item of
tle, these magical pigments filled with protective enchant- power, wielded by the mightiest of mages. It is a gnarled
ments provide a +1 bonus to Armor Rating with no addi- and polished wooden staff some six feet in length, topped
tional armor penalty. The bonus lasts until the war paint is with a crystal or gemstone, and has the following proper-
washed off, usually the length of a single battle, although ties: The gem acts as both a mage's font (storing up to 20
careful preservation could allow it to last longer. Magic Points) and an arcane light with an unlimited dura-
tion. The staff extends the mage's touch, such that touching
adept's wand uncommon
something with the staff counts as touching it with a hand
This slim baton of carved and polished wood, ivory, bone, for the purposes of spellcasting. While wielding the staff, a
or even metal is magically aligned with a particular arana mage gains a +2 bonus to Spellpower. Used as a striking
of magic. If you are a mage wielding an adept's wand, you weapon, the Magister's Staff does 2d6 damage, and 1 point
gain +1 Spellpower with all spells of its aligned arcana. of its damage is penetrating.
dragonwall legendary rogue's purse rare
A medium kite-shaped shield depicting the head of a roar- This ordinary looking battered leather satchel contains po-
ing dragon, Dragonwall's magic makes it indestructibly by tent magic, making it larger on the inside than the outside.
ordinary means. It provides a magical +2 bonus to the Although only about the size of a backpack, it can hold up
wielder's Armor Rating and additionally makes the to 500 pounds of cargo, while never weighing more than
wielder immune to the fiery breath of dragons. one-twentieth of the weight it contains. Additionally, you
can withdraw an item contained in the purpose with an
helm of invisibility rare
Activate action by placing your hand inside it. The desires
This is an ornate metal helm to accompany a suit of mail. item always comes to hand (provided it is contained
While you are wearing it, a helm of invisibility grants you within).
the power to become invisible at will as an Activate action.
You remain invisible until you take an attack or Cast ac- scout's boots uncommon
tion, whereupon you immediately become visible. You Magical leather boots or shoes of dark leather, this
cannot take an Activate action to become invisible again footwear makes you impossible to track, as you leave no
until the beginning of your next turn. footprints or other traces of your passage. Additionally,
you gain a +2 bonus to STRENGTH (CLIMBING) and
hunter's bow rare
CONSTITUTION (RUNNING) tests.
Magical bows of this sort were originally crafted by the
elves. When wielding a hunter's bow, if you take an Aim scrying stone rare
action, the subsequent attack rolls receives a +3 bonus These enchanted crystals range from fist- to head-sized.
rather than the usual +1 bonus. You can also perform the They are sometimes faceted, rough, and cloudy, and some-
Lightning Attack stunt with the bow for only 2 SP. times polished and perfectly clear. A mage whose Intelli-
gence + Arcane Lore focus is 4 or higher can use a scrying
mage's font uncommon stone to view distant places, seeing and hearing all that oc-
A magical precious or semi-precious gem able to fit easily curs there, as if physically present. You can specify a place
into the palm of the hand, a mage's font is infused with to view based on general description, such a "Near the ru-
pure arcane energy. A mage's font can contain up to 20 ins on Dunmara's Isle" or "At the entrance to the
Magic Points, though one usually contains only 3d6 when Swalegate." Those observed by means of a scrying stone
found. If you are a mage holding a font, you can draw can make a PERCEPTION (EMPATHY) test vs. a TN of 10 + the
upon it with an Activate action, using the stone's Magic scrying mage's INTELLIGENCE (ARCANE LORE). If they succeed,
Points to fuel a spell, rather than your own. Any excess they have a powerful sense of being watched. A scrying
over the amount contained in the font comes from your stone cannot view into a place warded against magic, in-
Magic Points, as usual. A mage holding a mage's font can cluding anywhere with all of the entrances sealed with
also infuse Magic Points into it with an Activate action, re- warding dust.
filling the font up to a maximum of 20, using the mage's
shadow cloak uncommon
available MP. Magic Points infused into a font remain there
until used. Magically woven of silk and shadow, this dark cloak
grants its wearer a +2 bonus on DEXTERITY (STEALTH) tests
while it is worn with the hood drawn up.
43 Chapter 10 - Running
magica campaign
items
thunder axe legendary THREAT LEVEL: MINOR (LEVELS 1 – 4) 1-4
An ancient creation of dwarf master smiths, the Thunder 2D6 Gem or Art Objects Magic Items
Axe is a heavy, double-bladed battle-axe, etched with
runes of thunder and lightning. Its fine heft, balance, and 2 1d6 2 gp art objects Roll 1d6 times on Magic
perfect sharpness grant a wielder a +2 bonus on attack rolls Item Table C.
and a +2 bonus on damage rolled with the weapon. In the 3 2d6 5 gp gems Roll 1d6 times on Magic
hands of a dwarf whose Fighting + Axes focus is 4 or Item Table B.
higher, the axe crackles with blue-white lightning around
its blades. Its wielder can perform the the Knock Prone 4 2d6 1 gp gems Roll 1d6 times on Magic
stunt for only 1 SP and the Lightning Attack stunt for only Item Table B.
2 SP. The wielder can throw the axe as if it were a throwing 5 - -
axe, and it returns to the wielder's hand. Additionally, the
6 2d6 5 gp gems -
user can perform the special stunt Axe Storm for 4 SP.
With a flash of lightning and a clap of thunder, the Thun- 7 1d6 2 gp art objects -
der Axe inflicts an extra 1d6 damage and all of its damage
8 2d6 1 gp gems -
for the attack is penetrating.
9 2d6 1 gp gems Roll 1d6 times on Magic
wyrmslayer legendary
Item Table A.
Wyrmslayer is a longsword featuring a gilded hilt in the
shape of a dragon's neck, with the head as the pommel and 10 1d6 2 gp art objects Roll 1d6 times on Magic
spreading wings as its cross-guard. The blade provides a Item Table B.
+2 bonus on attack rolls, which increases to +3 against 11 2d6 5 gp gems Roll 1d6 times on Magic
dragons and dragon-like creatures. Additionally, Wyrm- Item Table C.
slayer inflicts +1d6 damage to dragons and dragon-like
12 2d6 5 gp gems Roll 1d6 times on Magic
creatures and allows its wielder to perform the Pierce Ar-
Item Table C.
mor and Mighty Blow stunts against them at a cost of only
1 SP each. Lastly, Wyrmslayer's blade glows with a fiery
reddish light when a true dragon is within a mile of it, the THREAT LEVEL: MINOR (LEVELS 1 – 4) 5-6
light growing in proportion to the closeness of the beast:
2D6 Gem or Art Objects Magic Items
from a faint glimmer to as bright as a lantern within 100
feet. 2-3 1d6 2 gp art objects Roll 1d6 times on Magic
Item Table G.
HOW IT ROLLS...
When rolling on the random magic item tables, the GM 4-5 1d6 2 gp art objects Roll 1d6 times on Magic
must first decide which table the players will be receiving Item Table F.
loot from. This is based on the threat level of the monsters 6-7 1d6 2 gp art objects Roll 1d6 times on Magic
the players have just defeated (a Minor Threat would roll Item Table A.
on the table with the same name). The GM (or a player at
the GM's direction) makes a normal 3d6 roll with a Stunt 8-9 2d6 5 gp gems Roll 1d6 times on Magic
Die, just like nearly every other roll made in Fantasy AGE. Item Table A.
The Stunt Die determines which table you associate the 10-11 2d6 5 gp gems Roll 1d6 times on Magic
other two die with, while those two die determine the Item Table F.
amount of riches or magic items they receive.
For example, if the GM decides that they should use the 12 2d6 5 gp gems Roll 1d6 times on Magic
Moderate Threat tables and then rolls a 4, a 6, and a 5 on Item Table G.
the Stunt Die, the GM would then see that item 10 on
Moderate Threat table 5 (as indicated by the numbers after THREAT LEVEL: MODERATE TO MAJOR (LEVELS 5 – 10) 1-2
the listed levels) would give the players 1d6 art objects 2D6 Gem or Art Objects Magic Items
worth 25 gp each and 1d3 items from Magic Table C. A roll
2 3d6 10 gp gems Roll 1d3 times on Magic
is made in the same fashion on Magic Item Table C to
Item Table F.
determine which items the players gain.
3 1d6 2 gp art objects Roll one time on Magic
NOTE: Magic Item Table G has too many items for 3d6 to be
sufficient. For this table, instead you would roll 4d6, using
two sets of 2d6. One set would be used to determine which
table to use while the other set would determine which
items the players get.
magic items 44
4 3d6 10 gp gems Roll 1d3 times on Magic 6 1d6 2 gp art objects Roll 1d6 times on Magic
Item Table B. Item Table A.
5 3d6 10 gp gems Roll 1d6 times on Magic 7-8 3d6 5 gp gems -
Item Table A.
9 1d6 25 gp art objects Roll 1d6 times on Magic
6 1d6 2 gp art objects - Item Table A.
7-8 - - 10 1d6 25 gp art objects Roll 1d3 times on Magic
Item Table C.
9 1d6 2 gp art objects Roll 1d3 times on Magic
Item Table B. 11 3d6 5 gp gems Roll 1d3 times on Magic
Item Table F.
10 3d6 5 gp gems Roll 1d3 times on Magic
Item Table C. 12 1d6 25 gp art objects Roll one time on Magic
Item Table H.
11 1d6 25 gp art objects Roll one time on Magic
Item Table D. THREAT LEVEL: MAJOR TO DIRE (LEVELS 11 - 16) 1-2
12 1d6 25 art objects Roll 1d6 times on Magic 2D6 Gem or Art Objects Magic Items
Item Table G.
2 3d6 50 gp gems Roll 1d3 times on Magic
THREAT LEVEL: MODERATE TO MAJOR (LEVELS 5 – 10) 3-4 Item Table H.
2D6 Gem or Art Objects Magic Items 3 1d6 25 gp art objects Roll once on Magic Item
Table F and 1d3 times on
2 1d6 25 gp art objects Roll 1d3 times on Magic
Magic Item Table G.
Item Table F.
4 3d6 50 gp gems Roll 1d3 times on Magic
3 3d6 5 gp gems Roll one time on Magic
Item Table D.
Item Table D.
5 1d6 25 gp art objects Roll 1d6 times on Magic
4 1d6 25 gp art objects Roll 1d3 times on Magic
Item Table C.
Item Table B.
6 3d6 50 gp gems -
5-6 3d6 10 gp gems -
7 - -
7-8 1d6 2 gp art objects -
8 1d6 75 gp art objects Roll 1d3 times on Magic
9 3d6 5 gp gems Roll 1d6 times on Magic
Item Table A and 1d6 times
Item Table A.
on Magic Item Table B.
10 3d6 10 gp gems Roll 1d3 times on Magic
9 3d6 100 gp gems Roll 1d6 times on Magic
Item Table C.
Item Table C.
11 1d6 25 gp art objects Roll 1d3 times on Magic
10 1d6 75 gp art objects Roll one time on Magic
Item Table F.
Item Table E.
12 3d6 10 gp gems Roll one time on Magic
11 3d6 100 gp gems Roll once on Magic Item
Item Table H.
Table F and 1d3 times on
Magic Item Table G.
THREAT LEVEL: MODERATE TO MAJOR (LEVELS 5 – 10) 5-6
12 3d6 50 gp art objects Roll one time on Magic
2D6 Gem or Art Objects Magic Items Item Table I.
2 3d6 10 gp gems Roll 1d3 times on Magic
Item Table G. THREAT LEVEL: MAJOR TO DIRE (LEVELS 11 - 16) 3-4
3 3d6 10 gp gems Roll one time on Magic 2D6 Gem or Art Objects Magic Items
Item Table D. 2 3d6 100 gp gems Roll 1d3 times on Magic
4 1d6 2 gp art objects Roll 1d3 times on Magic Item Table H.
Item Table C. 3 1d6 75 gp art objects Roll once on Magic Item
5 3d6 5 gp gems Roll 1d3 times on Magic Table F and 1d3 times on
Item Table B. Magic Item Table G.
45 Chapter 10 - Running
magica campaign
items
4 3d6 100 gp gems Roll 1d3 times on Magic THREAT LEVEL: LEGENDARY (LEVELS 17 - 20) 1-2
Item Table D.
2D6 Gem or Art Objects Magic Items
5 1d6 75 gp art objects Roll 1d6 times on Magic
2 1d3 750 gp art Roll 1d3 times on Magic
Item Table C.
objects Item Table H.
6 3d6 100 gp gems -
3 3d6 100 gp gems Roll 1d6 + 1 times on Magic
7 1d6 25 gp art objects - Item Table C.
8 3d6 50 gp gems Roll 1d3 times on Magic 4-5 1d6 + 1 500 gp gems Roll 1d6 times on Magic
Item Table A and 1d6 times Item Table E.
on Magic Item Table B.
6-7 3d6 100 gp gems Roll 1d6 times on Magic
9 1d6 75 gp art objects Roll 1d3 times on Magic Item Table D.
Item Table D.
8-9 1d6 + 1 500 gp gems Roll 1d6 times on Magic
10 3d6 50 gp gems Roll one time on Magic Item Table D.
Item Table E.
10 2d6 250 gp art Roll 1d3 times on Magic
11 1d6 25 gp art objects Roll 1d3 times on Magic objects Item Table I.
Item Table H.
11 1d6 + 1 500 gp gems Roll 1d6 + 1 times on Magic
12 3d6 100 gp gems Roll one time on Magic Item Table C.
Item Table I.
12 2d6 250 gp art Roll 1d3 times on Magic
objects Item Table G.
THREAT LEVEL: MAJOR TO DIRE (LEVELS 11 - 16) 5-6
2D6 Gem or Art Objects Magic Items THREAT LEVEL: LEGENDARY (LEVELS 17 - 20) 3-4
2 1d6 25 gp art objects Roll one time on Magic 2D6 Gem or Art Objects Magic Items
Item Table I. 2 1d6 + 1 500 gp gems Roll 1d3 times on Magic
3 3d6 50 gp gems Roll once on Magic Item Item Table H.
Table F and 1d3 times on 3 2d6 250 gp art Roll 1d6 + 1 times on Magic
Magic Item Table G. objects Item Table C.
4 1d6 25 gp art objects Roll one time on Magic 4-5 1d4 750 gp art Roll one time on Magic
Item Table E. objects Item Table F and 1d3 times
5 3d6 50 gp gems Roll 1d6 times on Magic on Magic Item Table G.
Item Table C. 6-7 2d6 250 gp art Roll 1d6 times on Magic
6 1d6 25 gp art objects Roll 1d3 times on Magic objects Item Table D.
Item Table A and 1d6 times 8-9 3d6 100 gp gems Roll 1d6 times on Magic
on Magic Item Table B. Item Table E.
7 1d6 75 gp art objects - 10 1d6 + 1 500 gp gems Roll 1d3 times on Magic
8 3d6 100 gp gems Roll 1d3 times on Magic Item Table I.
Item Table A and 1d6 times 11 3d6 100 gp gems Roll 1d3 times on Magic
on Magic Item Table B. Item Table H.
9 1d6 75 gp art objects Roll 1d3 times on Magic 12 1d3 750 gp art Roll 1d3 times on Magic
Item Table D. objects Item Table G.
10 3d6 100 gp gems Roll one time on Magic
THREAT LEVEL: LEGENDARY (LEVELS 17 - 20) 5-6
Item Table E.
2D6 Gem or Art Objects Magic Items
11 1d6 75 gp art objects Roll 1d3 times on Magic
Item Table H. 2 3d6 100 gp gems Roll 1d3 times on Magic
Item Table G.
12 3d6 100 gp gems Roll one time on Magic
Item Table I.
magic items 46
3 1d3 750 gp art Roll 1d6 + 1 times on Magic MAGIC ITEM TABLE B - 2-3
objects Item Table C.
2D6 Magic Item
4 3d6 100 gp gems Roll 1d3 times on Magic
Item Table I. 2 Mithral Armor
10 - - 8 Arrow of Accuracy
47 Chapter 10 - Running
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10 Goggles of Night 7 Potion of Frost Giant Strength
magic items 48
MAGIC ITEM TABLE F - 1 10 Eyes of the Eagle
2D6 Magic Item 11 Medallion of Thoughts
2 Ring of Jumping 12 Helm of Invisibility
3 Gloves of Missile Snaring
MAGIC ITEM TABLE F - 4
4 Bag of Tricks (Gray)
2D6 Magic Item
5 Slippers of Spider Climbing
2 Ring of Water Walking
6 Boots of Elvenkind
3 Headband of Intellect
7 Weapon with Novice Rune
4 Boots of the Winterlands
8 Cloak of Protection
5 Sword of Vengeance
9 Arcane Device with Novice Rune
6 Brooch of Shielding
10 Eversmoking Bottle
7 Shield with Novice Rune
11 Instrument of the Bards (Fochlucan Bandore)
8 Javelin of Lightning
12 Wind Fan
9 Adamantine Armor (Light Chain)
MAGIC ITEM TABLE F - 2 10 Figurine of Wondrous Power (Silver Raven)
2D6 Magic Item 11 Necklace of Adaption
2 Ring of Mind Shielding 12 Hunter's Bow
3 Gloves of Swimming and Climbing
MAGIC ITEM TABLE F - 5
4 Bag of Tricks (Rust)
2D6 Magic Item
5 Staff of the Adder
2 Quiver of Ehlonna
6 Boots of Striding and Springing
3 Helm of Telepathy
7 Weapon with Novice Rune
4 Circlet of Blasting
8 Gauntlets of Ogre Power
5 Trident of Fish Command
9 Wand of Web
6 Broom of Flying
10 Eyes of Charming
7 Sentinel Shield
11 Instrument of the Bards (Mac-Fuimidh Cittern)
8 Pearl of Power
12 Winged Boots
9 Adamantine Armor (Heavy Chain)
MAGIC ITEM TABLE F - 3 10 Periapt of Wound Closure
2D6 Magic Item 11 Pipes of Haunting
2 Ring of Warmth 12 Rogue's Purse
3 Gloves of Thievery
MAGIC ITEM TABLE F - 6
4 Bag of Tricks (Tan)
2D6 Magic Item
5 Staff of the Python
2 Stone of Good Luck
6 Bracers of Archery
3 Instrument of the Bards (Doss Lute)
7 Weapon with Novice Rune
4 Deck of Illusions
8 Hat of Disguise
5 Wand of Arcane Missiles
9 Weapon of Warning
6 Cloak of Elvenkind
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7 Amulet of Proof Against Detection and Location 9 Instrument of the Bards (Canaith Mandolin)
8 Rod of the Pact Keeper (Uncommon) 10 Ring of Free Action
9 Adamantine Armor (Light Plate) 11 Staff of Withering
10 Gem Brightness 12 Magister Staff
11 Pipes of the Sewers
MAGIC ITEM TABLE G - 4
12 Scrying Stone
2D6 Magic Item
magic items 50
6 Bowl of Commanding Water Elementals 3 Staff of Healing
51 Chapter 10 - Running
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MAGIC ITEM TABLE H - 2 10 Helm of Brilliance
2D6 Magic Item 11 Manual of Gainful Exercise
2 Nine Lives Stealer 12 Tome of Understanding
3 Ioun Stone (Agility)
MAGIC ITEM TABLE H - 5
4 Dancing Sword
2D6 Magic Item
5 Staff of Striking
2 Armor with Novice Rune
6 Ring of Telekinesis
3 Ioun Stone (Intellect)
7 Weapon with Master Rune
4 Dwarven Plate
8 Rod of the Pact Keeper (Very Rare)
5 Wand of the Curse of the Beast
9 Animated Shield
6 Rod of Absorption
10 Figurine of Wondrous Power (Obsidian Steed)
7 Crystal Ball (Very Rare)
11 Armor with Journeyman Rune
8 Staff of Fire
12 Tome of Clear Thought
9 Armor of Resistance (Heavy Plate)
MAGIC ITEM TABLE H - 3 10 Horn of Valhalla (Bronze)
2D6 Magic Item 11 Manual of Golems
2 Oathbow 12 Hunter's Bow
3 Ioun Stone (Fortitude)
MAGIC ITEM TABLE H - 6
4 Demon Armor
2D6 Magic Item
5 Staff of Thunder and Lightning
2 Armor of Resistance (Heavy Mail)
6 Robe of Scintillating Colors
3 Ioun Stone (Leadership)
7 Amulet of the Planes
4 Dwarven Thrower
8 Scimitar of Speed
5 Arcane Device with Master Rune
9 Belt of Fire Giant Strength
6 Rod of Alertness
10 Frost Brand
7 Ring of Regeneration
11 Manual of Bodily Health
8 Staff of Frost
12 Tome of Leadership and Influence
9 Candle of Invocation
MAGIC ITEM TABLE H - 4 10 Instrument of the Bards (Anstruth Harp)
2D6 Magic Item 11 Manual of Quickness of Action
2 Spellguard Shield 12 Rogue's Purse
3 Ioun Stone (Insight)
MAGIC ITEM TABLE I - 1-2
4 Dragon Scale Mail
2D6 Magic Item
5 Sword of Sharpness
2 Tome of the Stilled Tongue
6 Robe of Stars
3 Armor of Resistance (Heavy Plate)
7 Carpet of Flying
4 Cubic Gate
8 Shield with Master Rune
5 Cloak of Invisibility
9 Belt of Frost (or Stone) Giant Strength
6 Ring of Djinni Summoning
magic items 52
7 Defender 4 Armor of Resistance (Heavy Mail)
8 Vorpal Sword 5 Robe of the Archmagi
9 Scarab of Protection 6 Rod of Lordly Might
10 Instrument of the Bards (Ollamh Harp) 7 Sword of Answering
11 Ring of Water Elemental Command 8 Armor with Journeyman Rune
12 Bag of Holding 9 Armor of Invulnerability
10 Ioun Stone (Regeneration)
MAGIC ITEM TABLE I - 3
11 Talisman of the Sphere
2D6 Magic Item
12 Shield with Master Rune
2 Thunder Axe
3 Ring of Air Elemental Command
MAGIC ITEM TABLE I - 6
4 Deck of Many Things
2D6 Magic Item
5 Crystal Ball (Legendary)
2 Weapon with Master Rune
6 Ring of Invisibility
3 Ring of Three Wishes
7 Hammer of Thunderbolts
4 Horn of Valhalla (Iron)
8 Belt of Cloud Giant Strength
5 Rod of Resurrection
9 Well of Many Worlds
6 Staff of the Magi
10 Ioun Stone (Greater Absorption)
7 Holy Avenger
11 Sphere of Annihilation
8 Armor with Master Rune
12 Magister Staff
9 Belt of Storm Giant Strength
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