5e Conversion From FAge

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magic items magic item benefits

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

1 Chapter 10 - Running a campaign


magic items
it is removed. Likewise, items such as potions are activated Sloshing sounds can be heard from within the jug when it
by drinking them (an Activate action) and then have their is shaken, even if the jug is empty.
effect, which may last for a predetermined amount of time. You can use a major action and name one liquid from the
Other magic items, particularly magic weapons, are acti- table below to cause the jug to produce a chosen liquid. Af-
vated by taking a melee or Ranged Attack action with terward, you can uncork the jug as a major action and pour
the item. Magic items granting a spell bonus are gener- that liquid out, up to 2 gallons per minute. The maximum
ally activated with a Cast action. amount of liquid the jug can produce depends on the liquid
you named.
Once the jug starts producing liquid, it can't produce a dif-
magic item restrictions ferent one, or more of one that has reached its maximum, un-
til the next dawn.
Some magic items have restrictions on their use, including
the following. ALCHEMY JUG
• ability, talent, or Class: If an item requires a Liquid Max Liquid Max
particular talent or training to use, such as a type of Amount Amount
armor or weapon, characters without the necessary
talent cannot use the item effectively. Likewise, if Acid 8 ounces Oil 1 quart
the item grants a bonus to a trait the character does Basic Poison ½ ounce Vinegar 2 gallons
not have, such as a class-specific talent or stunt, it is
ineffective for that character. Some magic items grant- Beer 4 gallons Water, Fresh 8 gallons
ing spell bonuses require users be at least capable of
Honey 1 gallon Water, Salt 12 gallons
casting that spell, whether they know the spell or not.
Mayonnaise 2 gallons Wine 1 gallon
• benefit threshold: Some items have a threshold of
skill the item’s user must meet in order to benefit from
some or all of the effects of the item. This reflects that amulet of health rare
a Novice does not have the necessary understanding
Your Constitution is 3 while you wear this amulet. It has no
to wield the item effectively. This threshold is ex-
pressed as a number that describes the unmodified effect on your if your Constitution is already 3 or higher.
test bonus (threshold = ability bonus + focus bonus) This item requires attunement.
the user must have to gain the benefits of the item. For
amulet of proof against
example, an item requiring great martial prowess
detection and location uncommon
might have a threshold of 5, requiring at least a
Strength of 3 and While wearing this amulet, you are hidden from any spell
a focus in the appropriate weapon group, while an from the Divination arcana. You can't be targeted by
item requiring a measure of arcane might could have such magic or perceived through magical scrying sen-
a threshold of 4, met by a combination of Intelligence sors. This item requires attunement.
and an arcana focus.
amulet of the planes very rare
• baCkGround requirement: Additionally, some
magic items may have restrictions as a part of their While wearing this amulet, you can use a major action to
nature name a location that you are familiar with on another plane
or enchantment, limiting them to users of a particular of existence. Then make a TN 13 INTELLIGENCE (ARCANE LORE)
background. So a dwarf-made hammer or axe, for test. If you pass, you and up to eight willing creatures who
example, might only exhibit its bonuses in the hands of a link hands in a circle are transported to the location you
dwarf, while a holy weapon or item could only function previously named. If you fail, you and each creature and
for a devout believer in a particular faith, and so forth. object within 6 yards of you travel to a random destination.
These restrictions are imposed as the GM sees fit based Roll 1d6. If you roll a 3-6, you travel to a random location
on the nature and description of the magic item. on the plane you named. If you roll a 1 or 2, you travel to a
randomly determined place of existence. This item requires
magic items a-z attunement.
animated shield very rare
adamantine armor uncommon
While holding this shield, you can speak its command
This suit of light or heavy plate armor is reinforced word as a minor action to cause it to animate. The shield
with adamantine, one of the hardest substances in ex- leaps into the air and hovers in your space to protect you as
istence. While you're wearing it, any combat stunts used if you were wielding it, leaving your hands free. The shield
against you cost 1 SP higher than usual. remains animated for 1 minute, until you use a minor ac-
tion to end this effect, or until you are incapacitated or die,
alchemy jug uncommon at which point the shield falls to the ground or into your
This ceramic jug appears to be able to hold a gallon of liq- hand if you have one free. This item requires attunement.
uid and weighs 12 pounds whether full or empty.

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.

3 Chapter 10 - Running a campaign


magic items
arrow-catching shield rare BAG OF BEANS
You gain a +1 bonus to your Defense against ranged at- D100 Effects
tacks while you wield this shield. This bonus is in addition
to the shield's normal bonus to Defense. In addition, 01 6d3 toadstools sprout. If a creature eats a toadstool,
whenever an attacker makes a ranged attacked against a roll 1d6. On an odd roll, the eater must pass a TN
target within 2 yards of you, you can force yourself to be- 13 CONSTITUTION (STAMINA) test or take 3d6
come to target of the attack instead, though doing so penetrating poison damage and take a -1 penalty on
"uses" your minor action on your next turn. This item re- all tests for 1 hour. On an even roll, the eater gains
quires attunement. 3d6 Health.
02-10 A geyser erupts and spouts water, beer, berry juice,
arrow of slaying very rare
tea, vinegar, wine, or oil (GM's choice) 12 yards into
An arrow of slaying is a magic weapon meant to say a the air for 2d6 rounds.
particular kind of creature. Some are more focused
than others; for example, there are both arrows of dragon 11-20 A treant sprouts. There's a 50% chance that the
slaying and arrows of blue dragon slaying. If a creature be- treant is evil and attacks.
longing to the type, race, or group associated with an ar- 21-30 An animate, immobile stone statue in your likeness
row of slaying takes damage from the arrow, the creature rises. It makes verbal threats against you. If you
must pass a TN 15 CONSTITUTION (STAMINA) test, taking an leave it and others come near, it describes you as the
extra 3d6 piercing damage on a failed test, or half as most heinous of villains and directs the newcomers
much extra damage on a passed test. to find and attack you. If you are on the same plane
Once an arrow of slaying deals its extra damage to a of existence as the statue, it knows where you are.
creature, it becomes a nonmagical arrow. The statue becomes inanimate after 24 hours.
Other types of magic ammunition of this kind exist, such
as bolts of slaying meant for a crossbow, though arrows 31-40 A campfire with blue flames springs forth and
are most common. burns for 24 hours (or until it is extinguished).
41-50 1d6 + 6 shriekers sprout.
bag of beans rare
Inside this heavy cloth are 4d3 dry beans. The bag weighs 51-60 1d3 + 8 bright pink toads crawl forth. Whenever a
½ pound plus ¼ pound for each bean it contains. toad is touched, it transforms into a Large or
If you dump the bag's contents out on the ground, they smaller monster of the GM's choice. The monster
explode in a 4-yard radius, extending from the beans. remains for 1 minute, then disappears in a puff of
Each creature in the area, including you, must attempt a bright pink smoke.
TN 13 DEXTERITY (ACROBATICS) test, taking 2d6 fire dam- 61-70 A hungry bulette burrows up and attacks.
age on a failure, or half as much damage on a passed
71-80 A fruit tree grows. It has 2d6 + 20 fruit, 1d6 of which
test. The fire ignites flammable objects in the area that
act as randomly determined magic potions, while
aren't being worn or carried.
one acts as an ingested poison of the GM's choice.
If you remove a bean from the bag, plant it in dirt or
The tree vanishes after 1 hour. Picked fruit remains,
sand, and then water it, the bean produces an effect 1
retaining any magic for 30 days.
minute later from the ground where it was planted. The
GM can choose an effect from the Bag of Beans table, deter- 81-90 A nest of 1d3 + 4 eggs springs up. Any creature that
mine it randomly, or create an effect. eats an egg must attempt a TN 16 CONSTITUTION
(STAMINA) test. On a passed test, a creature
bag of devouring rare permanently increases its lowest ability score by 1,
This bag superficially resembles a bag of holding but is randomly choosing among equally low scores. On a
a feeding orifice for a gigantic extradimensional crea- failed test, the creature takes 3d6 penetrating force
ture. Turning the bag inside out closes the orifice. damage from an internal magical explosion.
The extradimensional creature attached to the bag can
91-99 A pyramid with a 20-square-yard base bursts
sense whatever is placed inside the bag. Animal or veg-
etable matter placed wholly in the bag is devoured and upward. Inside is a sarcophagus containing a
lost forever. When part of a living creature is placed in mummy lord. The pyramid is treated as the
the bag, as happens when someone reaches inside it, mummy lord's lair, and its sarcophagus contains
there is a 50% chance that the creature is pulled inside the treasure of the GM's choice.
bag. A creature inside the bag can use its major action to
try to escape with a TN 14 STRENGTH (MIGHT) test. Another 00 A giant beanstalk sprouts, growing to a height of
creature can use its major action to reach into the bag to the GM's choice. The top leads where the GM
pull a creature out, doing so with a passed TN 18 chooses, such as to a great view, a cloud giant's
STRENGTH (MIGHT) test (provided it isn't pulled inside the
bag first). castle, or a different plane of existence.

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.

5 Chapter 10 - Running a campaign


magic items
belt of giant strength rarity varies or down as a part of your Move action. When the 10
minutes end, you float gently to the ground. This item re-
While wearing this belt, your Strength score changes to
quires attunement.
a score granted by the belt. If your Strength is already
equal to or greater than the belt's score, the item has no ef- boots of speed rare
fect on you. Six varieties of this belt exist, corresponding
with and having rarity according to the six kinds of While you wear these boots, you can use a minor action
true giants. The Belt of Stone Giant Strength and the Belt of and click the boots' heels together. If you do, the
Frost Giant Strength look different, but they have the same boots double your Speed, and any creature that makes a
effect. This item requires attunement. second attack against you in one turn has disadvan-
tage on the attack roll. If you click your heels together
BELT OF GIANT STRENGTH again, you end the effect.
When the boots' property has been used for a total of 10
Type Strength Rarity minutes, the magic ceases to function until you finish a
Hill Giant 3 Rare long rest. This item requires attunement.

Stone/Frost Giant 4 Very Rare boots of striding


Fire Giant 5 Very Rare
and springing uncommon
While you wear these boots, your Speed becomes 12
Cloud Giant 6 Legendary
yards, unless your Speed is higher, and your Speed
Storm Giant 7 Legendary isn't reduced by your Armor Penalty. In addition, you
have advantage on STRENGTH (JUMPING) tests. This item re-
berserker axe rare quires attunement.
You gain a +1 bonus to attack and damage rolls made
boots of the winterlands uncommon
with this magic weapon. In addition, while you are attuned
to this weapon, your Health maximum increased by 1 for These furred boots are snug and feel quite warm. While
each level you have attained. you wear them, you gain the following benefits:
Curse: This axe is cursed, and becoming attuned to it • You have 1d6 Resistance to cold damage.
extends the curse to you. As long as you remain cursed, • Your Speed cannot be hindered by ice or snow.
you are unwilling to part with the axe, keeping it within • You can tolerate temperatures as low as -50 degree
reach at all times. You also have disadvantage on at- Fahrenheit without any additional protection. If
tack rolls with weapons other than this one, unless no foe you wear heavy clothes, you can tolerate tempera-
is within 24 yards of you that you can see or hear. tures as low as -100 degrees Fahrenheit.
Whenever a hostile creature damages you while the axe is This item requires attunement.
in your possession, you must pass a TN 13 WILLPOWER
(SELF-DISCIPLINE) test or go berserk. While berserk, you bowl of commanding
must use your major action each round to attack the crea- water elementals rare
ture nearest to you with the axe. If you can make extra at- While this bowl is filled with water, you can use a major
tacks on your turn, you use those extra attacks, moving to action to speak the bowl's command word and summon a
attack the next nearest creature after you fell your current water elemental. The elemental is friendly to you and
target. If you have multiple possible targets, you attack your allies for 1 hour. The bowl can't be used this way
one at random. You are berserk until you start your turn again until the next dawn.
with no creatures within 24 yards of you that you can The bowl is about 1 foot in diameter and half as deep. It
see or hear. This item requires attunement. weighs 3 pounds and holds about 3 gallons.
boots of elvenkind uncommon bracers of archery uncommon
While you wear these boots, your steps make no sound, While wearing these bracers, you have the ACCURACY
regardless of the surface you are moving across. You also (BOWS) focus, and you gain a +1 bonus to damage rolls
have advantage on DEXTERITY (STEALTH) tests that rely on made with such weapons. This item requires attunement.
moving silently.
bracers of defense rare
boots of levitation rare
While wearing these bracers, you gain a +2 bonus to Ar-
While you wear these boots, you can use a major action
mor Rating if you are wearing no armor and a +1 bonus to
to cause yourself to levitate for up to 10 minutes. You can
only move by pushing or pulling against a fixed object or Defense if you are using no shield. This item requires
surface within reach (such as a wall or ceiling), which al- attunement.
lows you to move as if you were climbing. You can
change your altitude on your turn up to 8 yards either up

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.

CANDLE OF INVOCATION CARPET OF FLYING


3D6 Alignment 3D6 Alignment D100 Size Capacity Flying Speed
3 Chaotic Evil 10-11 Neutral 01-20 3 ft. x 5 ft. 200 lb. 32 yards
4-5 Chaotic Neutral 12-13 Neutral Evil 21-55 4 ft. x 6 ft. 400 lb. 24 yards
6-7 Chaotic Good 14-15 Lawful Evil 56-80 5 ft. x 7 ft. 600 lb. 16 yards
8-9 Neutral Evil 16-17 Lawful Neutral 81-100 6 ft. x 9ft. 800 lb. 12 yards
18 Lawful Good A carpet can carry up to twice the weight shown on the ta-
ble, but it flies at half Speed if it carries more than its nor-
The candle's magic is activated when the candle is lit, mal capacity.
which requires a major action. After burning for 4 hours,
the candle is destroyed. You can snuff it out early for use censer of controlling
at a later time. Deduct the time it burned in incre- air elementals rare
ments of 1 minute from the candle's total burn time.
While incense is burning in this censer, you can a major
While lit, the candle sheds dim light in a 12-yard radius.
action to speak the censer's command word and summon
Any creature within that light whose alignment
matches that of the candle makes all tests, including attack an air elemental. The censer can't be used this way again
rolls and spellcasting rolls, with advantage. In addition, until the next dawn.
Novice spells cast from an arcana that matches the do- This 6-inch-wide, 1-foot-high vessel resembles a chalice
main the deity represents can be cast for 0 MP, though with a decorated lid. It weighs 1 pound.
the spell cannot benefit from spending additional MP for

7 Chapter 10 - Running a campaign


magic items
chime of opening rare cloak of invisibility legendary
This hollow metal tube measures about 1 foot long While you wear this cloak, you can pull its hood over
and weighs 1 pound. You can strike it as a major action, your head to cause yourself to become invisible. While
pointing it at an object within 50 yards of you that can you are invisible, anything you are carrying or wearing is
be opened, such as a door, lid, or lock. The chime issues a invisible with you. You become visible when you cease
clear tone, and one lock or latch on the object opens un- wearing the hood. Pulling the hood up or down requires a
less the sound can't reach the object. If no locks or latches major action.
remain, the object itself opens. Deduct the time you are invisible, in increments of 1
The chime can be used ten times. After the tenth time, minute, from the cloak's maximum duration of 2 hours.
it cracks and becomes useless. After 2 hours of use, the cloak ceases to function. For ev-
ery uninterrupted period of 12 hours the cloak goes un-
circlet of blasting uncommon used, it regains 1 hour of duration. This item requires
While wearing this circlet, you can use a major action to attunement.
cast the Rays of Flame spell with it. When you at-
cloak of protection uncommon
tempt the spellcasting roll, you do so without using your
Intelligence, but instead gain a +3 bonus to the roll. You You gain a +1 bonus to your Armor Rating and tests to re-
can still use the (Fire Arcana) focus if you have it. Cast- sist spells and effects while you wear this cloak. This item
ing the spell in this way costs 0 MP but it cannot be en- requires attunement.
hanced by spending additional MP. The circlet can't be
cloak of the bat rare
used this way again until the next dawn.
While wearing this cloak, you have advantage on
cloak of arachnida very rare DEXTERITY (STEALTH) tests. In an area of dim light or dark-
This fine garment is made of black silk interwoven with ness, you can grip the edges of the cloak with both hands
faint silvery threads. While wearing it, you gain the and use it to fly at a Speed of 16 yards. If you ever fail to
following benefits: grip the cloak's edges while flying in this way, or if you
• You gain 1d6 Resistance to poison damage. are no longer in dim light or darkness, you lose this abil-
• You have a climbing Speed equal to your Speed ity.
and do not need to make STRENGTH (CLIMBING) tests. While wearing the cloak in an area of dim light or
• You can move up, down, and across vertical darkness, you can use your major action to cast the Lesser
surfaces and upside down along ceilings, while Beast Form spell, transforming into a bat. While you are in
leaving your hands free. the form of a bat, you retain your Communication, In-
• You can't be caught in webs of any sort and telligence, and Willpower scores. The cloak can't be used
can move through webs by moving half your Speed. this way again until the next dawn. This item requires
• You can use a major action to use the Web spe- attunement.
cial quality from the Giant Spider entry in the Fantasy crystal ball rarity varies
AGE Rulebook (p. 107). Once used, this property of the
cloak can't be used again until the next dawn. The typical crystal ball, a very rare item, is about 6 inches
in diameter. While touching it, you can cast the Scrying
This item requires attunement.
spell with a Spellpower of 15 with it. All crystal balls re-
cloak of displacement rare quire attunement.
The following crystal ball variants are legendary items
While you wear this cloak, it projects an illusion that
and have additional properties.
makes you appear to be standing in a place near your ac-
Crystal Ball of Mind Reading: You can use a major action
tual location as if you had cast the Displacement spell. If
to cast the Mind Reading spell while you are using the
you take damage, the property ceases to function until
Scrying spell through the crystal ball, targeting creatures
the start of your next turn. This property is suppressed
you can see within 12 yards of the spell's sensor. This spell
while you are incapacitated, restrained, or otherwise un-
ends when the Scrying spell ends.
able to move. This item requires attunement.
Crystal Ball of Telepathy: While using the Scrying spell
cloak of elvenkind uncommon with the crystal ball, you can communicate telepathically
with creatures you can see within 12 yards of the spell's
While you wear this cloak with its hood up, PERCEPTION
sensor. You can also use a major action to cast the Charm
tests made to see you have disadvantage, and you have
spell with a Spellpower of 15 through the sensor on one of
advantage on DEXTERITY (STEALTH) tests as the cloak's colors
those creatures. This spell ends when the Scrying spell
shift to camouflage you. Pulling the hood up or down
ends. Once used, this power cannot be used again until
requires a major action. This item requires attunement.
the next dawn.
Crystal Ball of True Seeing: While using the Scrying spell
with the crystal ball, you can see 50 yards in every direc-
tion of the spell's sensor. Darkness does not impede your
vision and you can see invisible items or creatures.

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

9 Chapter 10 - Running a campaign


magic items
take 2d6 penetrating poison damage and take a -1 penalty DECK OF ILLUSIONS
on all attempted tests for 1 minute. The dagger can't be
used this way again until the next dawn. Playing Card Illusion

dancing sword very rare Ace of Hearts Red Dragon


You can use a minor action to toss this magic sword into King of Hearts Knight and Four Guards
the air and speak its command word. When you do so,
the sword begins to hover, flies up to 12 yards, and at- Queen of Hearts Succubus or Incubus
tacks one creature of your choice within 2 yards of it. The Jack of Hearts Druid
sword uses your ACCURACY (LIGHT BLADES) or FIGHTING
(HEAVY BLADES) for attack rolls and your STRENGTH for Ten of Hearts Cloud Giant
damage rolls. Nine of Hearts Ettin
While the sword hovers, you can use a minor action to
cause it to fly up to 12 yards to another spot within 12 Eight of Hearts Bugbear
yards of you. As part of the same minor action, you can Two of Hearts Goblin
cause the sword to attack one creature within 2 yards of
it. Ace of Diamonds Beholders
After the hovering sword attacks for the fourth time, it King of Diamonds Archmage and Mage Apprentice
flies up to 12 yards and tries to return to your hand. If
Queen of Diamonds Night Hag
you have no hand free, it falls to the ground at your feet. If
the sword has no unobstructed path to you, it moves as Jack of Diamonds Assassin
close to you as it can and then falls to the ground. It also
Ten of Diamonds Fire Giant
ceases to hover if you grasp it or move more than 12
yards away from it. This item requires attunement. Nine of Diamonds Ogre Mage
decanter of endless water uncommon Eight of Diamonds Gnoll
This stoppered flask sloshes when shaken, as if it con-
Two of Diamonds Kobold
tains water. The decanter weighs 2 pounds.
You can use a major action to remove the stopper and Ace of Spades Lich
speak one of three command words, whereupon an
amount of fresh water or salt water (your choice) pours King of Spades Priest and Two Acolytes
out of the flask. The water stops pouring out at the start Queen of Spades Medusa
of your next turn. Choose from the following options:
• “Stream” produces 1 gallon of water. Jack of Spades Veteran
• “Fountain” produces 5 gallons of water.
Ten of Spades Frost Giant
• “Geyser” produces 30 gallons of water that gushes
forth in a geyser 12 yards long and 1 foot wide. As a mi- Nine of Spades Troll
nor action while holding the decanter, you can aim the Eight of Spades Hobgoblin
geyser at a creature you can see within 12 yards of you.
The target must pass a TN 10 STRENGTH (MIGHT) test Two of Spades Goblin
or take 1d6 damage and fall prone. Instead of a crea- Ace of Clubs Iron Golem
ture, you can target an object that isn't being worn or
carried and that weighs no more than 200 pounds. King of Clubs Bandit Captain and Three Bandits
The object is either knocked over or pushed up to 6 Queen of Clubs Erinyes
yards away from you.
Jack of Clubs Berserker
deck of illusions uncommon
This box contains a set of parchment cards. A full deck Ten of Clubs Hill Giant
has 34 cards. A deck found as treasure is usually missing Nine of Clubs Ogre
3d6 – 3 cards.
The magic of the deck functions only if cards are drawn Eight of Clubs Orc
at random (you can use an altered deck of playing cards Two of Clubs Kobold
to simulate this deck). You can use a major action to
draw a card at random and throw it to the ground at a Jokers (2) You (The Deck's Owner)
point within 12 yards of you. harm. While you are within 50 yards of the illusory crea-
An illusion of one or more creatures forms over the ture and can see it, you can use a major action to move it
thrown card and remains until dispelled. An illusory magically anywhere within 12 yards of its card. Any phys-
creature appears real, of the appropriate size, and be- ical interaction with the illusory creature reveals it to be an
haves as if it were a real creature, except that it can do no illusion, because objects pass through it. Someone who uses
a major action to visually inspect the creature identifies it as

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

11 Chapter 10 - Running a campaign


magic items
were dead might propel you forward in time to a period A QUESTION OF EMNITY
where that villain is no longer alive, effectively removing Two of the cards in a deck of many things can earn a charac-
you from the game. Similarly, wishing for a legendary ter the enmity of another being. With the Flames card, the
magic item or artifact might instantly transport you to emnity is overt. The character should experience the
the presence of the item's current owner. devil's malevolent efforts on multiple occasions. Seek-
Rogue: A nonplayer character of the GM's choice be- ing out the fiend shouldn't be a simple task, and the ad-
comes hostile toward you. The identity of your new en- venturer should clash with the devil's allies and followers
emy isn't known until the NPC or someone else reveals a few times before being able to confront the devil itself.
it. Nothing less than divine intervention can end the In the case of the Rogue card, the enmity is secret and
NPC's hostility toward you. should come from someone thought to be a friend or an
Ruin: All forms of wealth that you carry or own, other ally. As Game Master, you should wait for a dramati-
than magic items, are lost to you. Businesses, buildings, cally appropriate moment to reveal this enmity, leaving the
and land you own are lost in a way that alters reality the adventurer guessing who is likely to become a betrayer.
least. Any documentation that proves you should own
defender legendary
something lost to the card also disappears.
Skull: You summon a soul harvester (Fantasy AGE Bes- You gain a +3 bonus to attack and damage rolls made with
tiary, p. 104). It appears in a space of the GM's choice this magic sword.
within 4 yards of you and attacks you, warning all others The first time you attack with the sword on each of your
that you must win the battle alone. The soul harvester turns, you can transfer some of all of the sword's bonus to
fights until you die or it drops to 0 Health, where- your AR, instead of using the bonus on any attacks that
upon it disappears. If anyone tries to help you, the turn. For example, you could reduce the bonus to your at-
helper summons its own soul harvester. A creature slain tack and damage rolls to +1 and gain a +2 bonus to AR.
by a soul harvester in this manner can't be restored to The adjusted bonuses remain in effect until the start of
life. your next turn, although you must hold the sword to gain
a bonus to AR from it. This item requires attunement.
Star: Increase one of your ability scores by 1.
Sun: You gain 5,000 experience, and a wondrous item demon armor very rare
(which the DM determines randomly) appears in your While wearing this light or heavy plate armor, you gain a
hands. +1 bonus to your Defense, and you can understand and
Talons: Every magic item you wear or carry disinte- speak Abyssal. In addition, the armor's clawed gauntlets
grates. Artifacts in your possession aren't destroyed but turn unarmed strikes with your hands into magic
do vanish. weapons that deal 1d6+1 magic damage with an ACCURACY
Throne: You gain the COMMUNICATION (PERSUASION) focus (BRAWLING) test. This item requires attunement.
if you do not already have it, and you can add your focus Curse: Once you don this cursed armor, you can't doff it
bonus twice when attempting a test made with that skill. unless you are targeted by the Remove Curse spell or simi-
In addition, you gain rightful ownership of a small lar magic. While wearing the armor, you have disadvan-
keep somewhere in the world. However, the keep is cur- tage on attack rolls and on tests to resist spells and effects
rently in the hands of monsters, which you must clear against demons.
out before you can claim the keep as yours.
dimensional shackles rare
Vizier: At any time you choose within one year of
drawing this card, you can ask a question in meditation While wearing this light or heavy plate armor, you gain a
and mentally received a truthful answer to that question. +1 bonus to your Defense, and you can understand and
Besides information, the answer helps you solve a puz- speak Abyssal. In addition, the armor's clawed gauntlets
zling problem or other dilemma. In other words, the turn unarmed strikes with your hands into magic
knowledge comes with wisdom on how to apply it. weapons that deal 1d6+1 magic damage with an ACCURACY
(BRAWLING) test. This item requires attunement.
The Void: This black card spells disaster. Your soul is
You can use a major action to place these shackles on an
drawn from your body and contained in an object in a
incapacitated creature. The shackles adjust to fit a creature
place of the GM's choice. One or more powerful beings
of Small to Large size. In addition to serving as mundane
guard the place. While your soul is trapped in this way,
manacles, the shackles prevent a creature bound by them
your body is incapacitated. You draw no more cards.
from using any method of extradimensional movement,
including teleportation or travel to a different plane of
existence. They don't prevent the creature from passing
through an interdimensional portal.
You and any creature you designate when you use the
shackles can use a major action to remove them. Once ev-
ery 30 days, the bound creature can make a TN 25
STRENGTH (MIGHT) test. If they pass, the creature breaks
free and destroys the shackles.

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

13 Chapter 10 - Running a campaign


magic items
efreeti chain legendary elven chain rare
While wearing this light or heavy mail armor, you gain a This fine suit of light mail is as light as gossamer, but as
+2 bonus to Defense, you are immune to fire damage, protective as regular mail, having an Armor Rating of 5, but
and you can understand and speak Primordial. In addi- no armor penalty. It is light enough to wear under ordinary
tion, you can stand on and walk across molten rock as if it clothing without being noticeable.
were solid ground. This item requires attunement.
eversmoking bottle uncommon
efreeti bottle very rare
Smoke leaks from the lead-stoppered mouth of this brass
This painted brass bottle weighs 1 pound. When you use a bottle, which weighs 1 pound. When you use a major action
major action to remove the stopper, a cloud of thick smoke to remove the stopper, a cloud of thick smoke pours out in
flows out of the bottle. At the end of your turn, the smoke a 24-yard radius from the bottle. The cloud's area is heavily
disappears with a flash of harmless fire, and an efreeti obscured. Each minute the bottle remains open and within
appears in an unoccupied space within 12 yards of you. the cloud, the radius increases by 4 yards until it reaches its
The first time the bottle is opened, the GM rolls to deter- maximum radius of 50 yards.
mine what happens. The cloud persists as long as the bottle is open. Closing the
bottle requires you to speak its command word as a major
EFREETI BOTTLE
action. Once the bottle is closed, the cloud disperses after 10
D100 Effect minutes. A moderate wind (11 to 20 miles per hour) can
also disperse the smoke after 1 minute, and a strong wind
01-10 The efreeti attacks you. After fighting for 5
(21 or more miles per hour) can do so after 1 round.
rounds, the efreeti disappears, and the bottle loses
its magic. eyes of charming uncommon
11-90 The efreeti serves you for 1 hour, doing as you These crystal lenses fit over the eyes. They have 3 charges.
command. Then the efreeti returns to the bottle, While wearing them, you can expend 1 charge as a major
and a new stopper contains it. The stopper can't action to cast the Charm spell with a Spellpower of 12 on a
be removed for 24 hours. The next two times the humanoid within 12 yards of you, provided that you and
bottle is opened, the same effect occurs. If the the target can see each other. The lenses regain all ex-
bottle is opened a fourth time, the efreeti escapes pended charges daily at dawn. This item requires
and disappears, and the bottle loses its magic. attunement.

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.

Blue Sapphire Air Elemental figurine of


wondrous power rarity varies
Yellow Diamond Earth Elemental
A figurine of wondrous power is a statuette of a beast small
Red Corundum Fire Elemental enough to fit in a pocket. If you use a major action to speak
Emerald Water Elemental the command word and throw the figurine to a point on the
ground within 24 yards of you, the figurine becomes a liv-
elixir of health rare ing creature. If the space where the creature would ap-
pear is occupied by other creatures or objects, or if there
When you drink this potion, it cures any disease afflicting isn't enough space for the creature, the figurine doesn't
you and stops any effect that is currently blinding, deafen- become a creature.
ing, paralyzing, or poisoning you. The clear red liquid has
The creature is friendly to you and your companions. It un-
tiny bubbles of light in it. derstands your languages and obeys your spoken com-
mands. If you issue no commands, the creature defends it-
self but takes no other actions.

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.

15 Chapter 10 - Running a campaign


magic items
can hold fifteen Medium creatures comfortably. giant slayer rare
When the box becomes a vessel, its weight becomes that of
a normal vessel its size, and anything that was stored in the You gain a +1 bonus to attack and damage rolls made with
box remains in the boat. this magic axe or sword.
The third command word causes the folding boat to fold When you hit a giant with it, the giant takes an extra 2d6
back into a box, provided that no creatures are aboard. Any damage and must pass a TN 13 STRENGTH (MIGHT) test or
objects in the vessel that can't fit inside the box remain fall prone. For the purpose of this weapon, “giant” refers to
outside the box as it folds. Any objects in the vessel that can any creature with the giant type, including ettins and trolls.
fit inside the box do so. glamoured studded leather rare
frost brand very rare While wearing this heavy leather armor, you gain a +1
When you hit with an attack using this magic sword, the bonus to your Armor Rating. You can also use a minor ac-
target takes an extra 1d6 cold damage. In addition, while tion to speak the armor's command word and cause the ar-
you hold the sword, you have 1d6 Resistance to fire dam- mor to assume the appearance of a normal set of clothing or
age. some other kind of armor. You decide what it looks like, in-
In freezing temperatures, the blade sheds bright light in a cluding color, style, and accessories, but the armor retains
4-yard radius and dim light for an additional 4 yards. its normal bulk and weight. The illusory appearance lasts
When you draw this weapon, you can extinguish all until you use this property again or remove the armor.
nonmagical flames within 12 yards of you. This property
can be used no more than once per hour.
gloves of missile snaring uncommon
These gloves seem to almost meld into your hands when
gauntlets of ogre power uncommon
you don them. When a ranged weapon attack hits you
Your Strength score is 4 while you wear these gauntlets. while you're wearing them, you can reduce the damage by
They have no effect on you if your Strength is already 4 or 1d6 + your Dexterity, provided that you have a free hand,
higher. This item requires attunement. though doing so “uses” your minor action on your next
turn. If you reduce the damage to 0, you can catch the mis-
gem of brightness uncommon sile if it is small enough for you to hold in that hand. This
This prism has 50 charges. While you are holding it, you item requires attunement.
can use a major action to speak one of three command words
gloves of swimming
to cause one of the following effects:
and climbing uncommon
• The first command word causes the gem to shed
bright light in a 12 yard-radius and dim light for an ad- While wearing these gloves, you have the STRENGTH
ditional 12 yards. This effect doesn't expend a charge. It (CLIMBING) and CONSTITUTION (SWIMMING) focuses. This item
lasts until you use a minor action to repeat the command requires attunement.
word or until you use another function of the gem.
gloves of thievery uncommon
• The second command word expends 1 charge and
causes the gem to fire a brilliant beam of light at one These gloves are invisible while worn. While wearing them,
creature you can see within 24 yards of you. The crea- you gain the DEXTERITY (LEGERDEMAIN) and DEXTERITY (LOCK
ture must pass a TN 13 CONSTITUTION (STAMINA) test or PICKING) focuses.
become blinded for 1 minute, automatically failing any goggles of night uncommon
PERCEPTION (SEEING) test.
• The third command word expends 5 charges and While wearing these dark lenses, you have Dark Sight out
causes the gem to flare with blinding light in a 12-yard to a range of 20 yards. If you already have Dark Sight, wearing
cone originating from it. Each creature in the cone must the goggles increases its range by 20 yards.
pass a test as if struck by the beam created with the sec- hammer of thunderbolts legendary
ond command word.
You gain a +1 bonus to attack and damage rolls made with
When all of the gem's charges are expended, the gem be-
this magic maul.
comes a nonmagical jewel worth 5 gp.
Giant's Bane (Requires Attunement): You must be wearing
gem of seeing rare a belt of giant strength and gauntlets of ogre power to attune to
This gem has 3 charges. As a major action, you can speak this weapon. The attunement ends if you take off either of
the gem's command word and expend 1 charge. For the those items. While you are attuned to this weapon and
next 10 minutes, you can see invisible items and creatures holding it, your Strength score increases by 2, but cannot ex-
out to 50 yards when you peer through the gem. ceed 8. When you generate Stunt Points on an attack roll
The gem regains 1d3 expended charges daily at dawn. This made with this weapon against a giant, the giant must pass
item requires attunement. a TN 15 CONSTITUTION (STAMINA) test or is immediately
killed.

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.

17 Chapter 10 - Running a campaign


magic items
holy avenger legendary If you blow the horn without meeting its requirement, the
summoned tribal warriors attack you. If you meet the
You gain a +3 bonus to attack and damage rolls made with requirement, they are friendly to you and your companions
this magic sword. When you hit a fiend or an undead with
and follow your commands.
it, that creature takes an extra 2d6 penetrating radiant dam-
The silver and brass versions are rare, the bronze version is
age.
very rare, and the iron version is legendary.
While you hold the drawn sword, it creates an aura in a 4-
yard radius around you. You and all creatures friendly to horseshoes of a zephyr very rare
you in the aura have advantage on tests to resist spells, These iron horseshoes come in a set of four. While all four
abilities, or other effects. If you have the Master degree of shoes are affixed to the hooves of a horse or similar crea-
the Paladin specialization talent, the radius of the aura is ture, they allow the creature to move normally while float-
increased to 12 yards. This item requires attunement by a ing 4 inches above the ground. This effect means the crea-
Paladin. ture can cross or stand above nonsolid or unstable surfaces,
horn of blasting rare such as water or lava. The creature leaves no tracks and ig-
nores difficult terrain. In addition, the creature can move at
You can use a major action to speak the horn's command
a normal Speed for up to 12 hours a day without suffering
word and then blow the horn, which emits a thunderous
from any sort of exhaustion from a forced march.
blast in a 12-yard cone that is audible 240 yards away. Each
creature in the cone must pass a TN 13 CONSTITUTION horseshoes of speed rare
(STAMINA) test. On a failed test, a creature takes 3d6 pene-
trating thunder damage and is deafened for 1 minute (or These gloves seem to almost meld into your hands
they are unaffected if they are already deaf or cannot hear). when you don them. When a ranged weapon attack
On a passed test, a creature takes half as much damage as hits you while you're wearing them, you can reduce the
isn't deafened. Creatures and objects made of glass or crys- damage by 1d6 + your Dexterity, provided that you have
tal have disadvantage on the test and take 6d6 penetrating a free hand, though doing so “uses” your minor action
thunder damage instead of 3d6. on your next turn. If you reduce the damage to 0, you can
Each use of the horn's magic has a 20% chance of causing catch the missile if it is small enough for you to hold in
the horn to explode. The explosion deals 6d6 penetrating that hand. This item requires attunement.
fire damage to the blower and destroys the horn. immovable rod uncommon
horn of valhalla rarity varies This flat iron rod has a button on one end. You can use a
major action to press the button, which causes the rod to be-
You can use a major action to blow this horn. In response,
come magically affixed in place. Until you or another crea-
warrior spirits from the plane of Ysgard appear within 24
ture uses a major action to push the button again, the rod
yards of you. These spirits use the Tribal Warrior statistics
doesn't move, even if it is defying gravity. The rod can hold
from the Fantasy AGE Companion, p. 113. They return to
up to 8,000 pounds of weight. More weight causes the rod
Ysgard after 1 hour or when they drop to 0 Health. Once
you use the horn, it can't be used again until 7 days have to deactivate and fall. A creature can use a major action to
passed. make a TN 25 STRENGTH (MIGHT) test, moving the fixed rod
up to 4 yards if they pass.
Four types of horn of Valhalla are known to exist, each made
of a different metal. The horn's type determines how many instrument of the bards rarity varies
tribal warriors answer its summons, as well as the require- An instrument of the bards is an exquisite example of its
ment for its use. The GM chooses the horn's type or deter- kind, superior to an ordinary instrument in every way.
mines it randomly. When the requirement states a “combat Seven types of these instruments exist, each named after a
talent” it is referring to a talent such as Archery Style, Two- legendary bard college. The following table lists the spells
Hander Style, etc. commons to all instruments, as well as the spells specific to
HORN OF VALHALLA each one and its rarity. A creature that attempts to play the
instrument without being attuned to it must pass a TN 14
D100 Horn Tribal Warriors Requirement WILLPOWER (SELF-DISCIPLINE) test or take 2d3 penetrating psy-
Type Summoned chic damage.
01-40 Silver 2d3 + 3 None You can use a major action to play the instrument and cast
one of its spells. Once the instrument has been used to cast
41-75 Brass 3d3 + 4 Novice in a Combat a spell, it can't be used to cast that spell again until the next
Style Talent dawn.
76-90 Bronze 4d3 + 5 Journeyman in a When you use the instrument to cast a spell that causes tar-
gets to become charmed if they fail a test, the targets have
Combat Style disadvantage on that test. This effect applies whether you
Talent are using the instrument as the source of the spell or as an
arcane device. This item requires attunement by a bard.
91-00 Iron 5d3 + 6 Master in a Combat
Style Talent

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.

19 Chapter 10 - Running a campaign


magic items
Make an ACCURACY (GRENADES) test with a TN equal to your IRON FLASK
target's Defense. If you pass, the target is restrained by the
iron bands until you take a minor action to speak the com- D100 Contents D100 Contents
mand word again to release it. Doing so, or missing the at-
01-50 Empty 77-78 Elemental (Any)
tack, causes the bands to contract and become a sphere
once more. 51 Arcanaloth 79 Githyanki Knight
A creature, including the one restrained, can use a major ac-
52 Cambion 80 Githzerai Zerth
tion to make a TN 18 STRENGTH (MIGHT) test to break the
iron bands. If they pass, the item is destroyed, and the re- 53-54 Dao 81-82 Invisible Stalker
strained creature is freed. If they fail, any further attempts
55-57 Demon (Type 1) 83-84 Marid
made by that creature automatically fail until 24 hours have
elapsed. 58-60 Demon (Type 2) 85-86 Mezzoloth
Once the bands are used, they can't be used again until the
61-62 Demon (Type 3) 87-88 Night Hag
next dawn.
iron flask legendary 63-64 Demon (Type 4) 89-90 Nycaloth

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.

21 Chapter 10 - Running a campaign


magic items
medallion of thoughts uncommon necklace of adaptation uncommon
The medallion has 3 charges. While wearing it, you can use While wearing this necklace, you can breathe normally in
a major action and expend 1 charge to cast the Mind Read- any environment, and you have advantage on tests made
ing spell with a Spellpower of 12 from it. The medallion re- against harmful gases and vapors (such as inhaled poi-
gains 1d3 expended charges daily at dawn. This item re- sons). This item requires attunement.
quires attunement.
necklace of fireballs rare
mirror of life trapping very rare
This necklace has 1d6 + 3 beads hanging from it. You can
When this 4-foot-tall mirror is viewed indirectly, its surface use a major action to detach a bead and throw it up to 24
shows faint images of creatures. The mirror weighs 50 yards away. When it reaches the end of its trajectory, the
pounds, and it has a Defense of 10 and 10 Health. It shat- bead detonates as a Firestorm spell with a Spellpower of 14.
ters and is destroyed when reduced to 0 Health. You can hurl multiple beads, or even the whole necklace, as
If the mirror is hanging on a vertical surface and you are one action. When you do so, increase the damage of the
within 2 yards of it, you can use a major action to speak its Firestorm spell by 1d6 for each bead beyond the first.
command word and activate it. It remains activated until
you use a major action to speak the command word again. necklace of prayer beads rare
Any creature other than you that sees its reflection in the This necklace has 1d3 + 3 magic beads made from aquama-
activated mirror while within 12 yards of it must pass a TN rine, black pearl, or topaz. It also has many nonmagical
13 WILLPOWER (SELF-DISCIPLINE) test or be trapped, along beads made from stones such as amber, bloodstone, citrine,
with anything it is wearing or carrying, in one of the mir- coral, jade, pearl, or quartz. If a magic bead is removed
ror's twelve extradimensional cells. This test is made with from the necklace, that bead loses its magic.
advantage if the creature knows the mirror's nature, and Six types of magic beads exist. The GM decides the type of
constructs pass on the test automatically. each bead on the necklace or determines it randomly. A neck-
An extradimensional cell is an infinite expanse filled with lace can have more than one bead of the same type. To use
thick fog that reduces visibility to 4 yards. Creatures one, you must be wearing the necklace. Each bead contains a
trapped in the mirror's cells don't age, and they don't need spell that you can cast from it as a minor action using your
to eat, drink, or sleep. A creature trapped within a cell can Spellpower. Once a magic bead's spell is cast, that bead
escape using magic that permits planar travel. Otherwise, can't be used again until the next dawn. This item requires
the creature is confined to the cell until freed. attunement by a Paladin.
If the mirror traps a creature but its twelve
extradimensional cells are already occupied, the mirror NECKLACE OF PRAYER BEADS
frees one trapped creature at random to accommodate the 3d6 Bead of... Spell
new prisoner. A freed creature appears in an unoccupied
space within sight of the mirror but facing away from it. If 3-7 Blessing Divine Favor
the mirror shattered, all creatures it contains are freed and 8-11 Curing Healing Touch
appear in unoccupied spaces near it.
While within 2 yards of the mirror, you can use a major ac- 12-14 Favor Prayer of Healing
tion to speak the name of one creature trapped in it or call 15-16 Smiting Holy Aura
out a particular cell by number. The creature named or con-
tained in the named cell appears as an image on the mirror's 17 Summons Beast Summoning
surface. You and the creature can then communicate nor- 18 Wind Walking Winds of Flight
mally.
In a similar way, you can use a major action to speak a sec- nine lives stealer very rare
ond command word and free one creature trapped in the You gain a +2 bonus to attack and damage rolls made with
mirror. The freed creature appears, along with its posses-
this magic sword.
sions, in the unoccupied space nearest to the mirror and
The sword had 1d6 + 2 charges. If you generate Stunt
facing away from it.
Points against a creature that has fewer than 50 Health, it
mithral armor uncommon must pass a TN 14 CONSTITUTION (STAMINA) test or be slain in-
Mithral is a light, flexible metal. A mithral chain shirt or stantly as the sword tears its life force from its body (a con-
breastplate can be worn under normal clothes. The Armor struct or undead is immune). The sword loses 1 charge if
Penalty is reduced by 1. the creature is slain. When the sword has no charges remain-
ing, it loses this property. This item requires attunement.

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.

23 Chapter 10 - Running a campaign


magic items
philter of love uncommon plate armor of
The next time you see a creature within 10 minutes after etherealness legendary
drinking this philter, you become charmed by that creature While you're wearing this plate armor, you can speak its
for 1 hour. If the creature is of a species and gender you are command word as a major action to gain the effect of the
normally attracted to, you regard it as your true love while Spectral Special Quality, which lasts for 10 minutes or until
you are charmed. This potion's rose-hued, effervescent liq- you remove the armor or use a major action to speak the
uid contains one easy-to-miss bubble shaped like a heart. command word again. This property of the armor can't be
pipes of haunting uncommon used again until the next dawn. This item requires
attunement.
You must be a Novice in the music talent to use these
pipes. They have 3 charges. You can use a major action to portable hole rare
play them and expend 1 charge to create an eerie, spell- This fine black cloth, soft as silk, is folded up to the dimen-
binding tune. Each creature within 12 yards of you that sions of a handkerchief. It unfolds into a circular sheet 6 feet
hears you play must pass a TN 14 WILLPOWER (COURAGE) test in diameter.
or become frightened of you for 1 minute. If you wish, all You can use a major action to unfold a portable hole and
creatures in the area that aren't hostile toward you auto- place it on or against a solid surface, whereupon the portable
matically pass the test. A creature that fails the test can re- hole creates an extradimensional hole 4 yards deep. The cylin-
peat it at the end of each of its turns, ending the effect if it drical space within the hole exists on a different plane, so it
passes. A creature that passes its test is immune to the ef- can't be used to create open passages. Any creature inside
fect of these pipes for 24 hours. The pipes regain 1d3 ex- an open portable hole can exit the hole by climbing out of it.
pended charges daily at dawn. If the hole is folded up, a creature within the hole's
pipes of the sewers uncommon extradimensional space can use a major action to attempt a
You must be a Novice in the music talent to use these TN 10 STRENGTH (MIGHT) test. On a passed test, the creature
pipes. While you are attuned to the pipes, ordinary rats and forces its way out and appears within 2 yards of the portable
giant rats are indifferent toward you and will not attack hole or the creature carrying it. A breathing creature within
you unless you threaten or harm them. a closed portable hole can survive for up to 10 minutes, after
The pipes have 3 charges. If you play the pipes as a major which time it begins to suffocate.
action, you can use a minor action to expend 1 to 3 charges, Placing a portable hole inside an extradimensional space cre-
calling forth one swarm of rats with each expended charge, ated by a bag of holding, Heward's handy haversack, or a similar
provided that enough rats are within half a mile of your to item instantly destroys both items and opens a gate to the
be called in this fashion (as determined by the GM). If there Astral Plane. The gate originates where the one item was
aren't enough rats to form a swarm, the charge is wasted. placed inside the other. Any creature within 4 yards of the
Called swarms move toward the music by the shortest avail- gate is sucked through it and deposited in a random loca-
able route but aren't under your control otherwise. The tion on the Astral Plane. The gate then closes. The gate is
pipes regain 1d3 expended charges daily at dawn. one-way only and can't be reopened.
Whenever a swarm of rats that isn't under another crea-
ture's control comes within 12 yards of you while you are
potion of animal
playing the pipes, you can make a COMMUNICATION (ANIMAL
friendship uncommon
HANDLING) test against the swarm's WILLPOWER (SELF- When you drink this potion, you can cast the Charm Beasts
DISCIPLINE). If you lose the contest, the swarm behaves as it spell with Spellpower of 12 for 1 hour at will. Agitating this
normally would and can't be swayed by the pipes' music muddy liquid brings little bits into view: a fish scale, a hum-
for the next 24 hours. If you win the contest, the swarm mingbird tongue, a cat claw, or a squirrel hair.
is swayed by the pipes' music and becomes friendly to you
and your companions for as long as your continue to play potion of clairvoyance rare
the pipes each round as a major action. When you drink this potion, you gain the effect of the Sen-
A friendly swarm obeys your commands. If you issue no tinel spell. An eyeball bobs in this yellowish liquid but van-
commands to a friendly swarm, it defends itself but other- ishes when the potion is opened.
wise takes no actions. If a friendly swarm starts its turn and potion of climbing common
can't hear the pipes' music, your control over that swarm
ends, and the swarm behaves as it normally would and When you drink this potion, you gain a climbing Speed
can't be swayed by the pipes' music for the next 24 hours. equal to your Speed for 1 hour. During this time, you have
This item requires attunement. advantage on STRENGTH (CLIMBING) tests. The potion is sepa-
rated into brown, silver, and gray layers resembling bands of
stone. Shaking the bottle fails to mix the colors.

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.

25 Chapter 10 - Running a campaign


magic items
potion of longevity very rare potion of water breathing uncommon
When you drink this potion, your physical age is reduced You can breathe underwater for 1 hour after drinking this
by 1d6 + 6 years, to a minimum of 13 years. Each time you potion. Its cloudy green fluid smells of the sea and has a jel-
subsequently drink a potion of longevity, there is a 10% cumu- lyfish-like bubble floating in it.
lative chance that you instead age by 1d6 + 6 years. Sus- quaal's feather token rare
pended in this amber liquid are a scorpion's tail, an adder's
This tiny object looks like a feather. Different types of
fang, a dead spider, and a tiny heart that, against all reason,
feather tokens exist, each with a different single-use effect.
is still beating. There ingredients vanish when the potion is
The GM chooses the kind of token or determines it ran-
opened.
domly.
potion of mind reading rare
QUAAL'S FEATHER TOKEN
When you drink this potion, you gain the effect of the Mind
D100 Feather Token D100 Feather Token
Reading spell with a Spellpower of 12. The potion's dense,
purple liquid has an ovoid cloud of pink floating in it.
01-20 Anchor 51-65 Swan Boat
potion of poison uncommon
21-35 Bird 66-90 Tree
This concoction looks, smells, and tastes like a potion of heal-
36-50 Fan 91-00 Whip
ing or other beneficial potion. However, it is actually poison
masked by illusion magic. An Arcane Awareness spell re- Anchor: You can use a major action to touch the token to a
veals its true nature. boat or ship. For the next 24 hours, the vessel can't be
If you drink it, you take 3d6 penetrating poison damage, moved by any means. Touching the token to the vessel
and you must pass a TN 12 CONSTITUTION (STAMINA) test or again ends the effect. When the effect ends, the token disap-
be poisoned. At the start of each of your turns while you pears.
are poisoned in this way, you take 3d6 penetrating poison Bird: You can use a major action to toss the token 2 yards
damage. At the end of each of your turns, you can repeat into the air. The token disappears and an enormous, multi-
the test. On a passed test, the poison damage you take on colored bird takes its place. The bird has the statistics of a
your subsequent turns decreases by 1d6. The poison ends roc, but it obeys your simple commands and can't attack. It
when the damage decreases to 0.
can carry up to 500 pounds while flying at its maximum
potion of resistance uncommon Speed (16 miles an hour for a maximum of 144 miles per
day, with a one-hour rest for every 3 hours of flying), or
When you drink this potion, you gain 1d6 Resistance to one
1,000 pounds at half that Speed. The bird disappears after
type of damage for 1 hour. The GM chooses the type or de-
flying its maximum distance for a day or if it drops to 0
termines it randomly from the options below.
Health. You can dismiss the bird as a major action.
POTION OF RESISTANCE Fan: If you are on a boat or ship, you can use a major ac-
tion to toss the token up to 4 yards in the air. The token dis-
D10 Damage Type D10 Damage Type
appears, and a giant flapping fan takes its place. The fan
floats and creates a wind strong enough to fill the sails of
1 Acid 6 Necrotic
one ship, increasing its Speed by 5 miles per hour for 8
2 Cold 7 Poison hours. You can dismiss the fan as a major action.
Swan Boat: You can use a major action to touch the token
3 Fire 8 Psychic
to a body of water at least 24 yards in diameter. The token
4 Force 9 Radiant disappears, and a 20-yard-long, 8-yard-wide boat shaped like
5 Lightning 10 Thunder a swan takes its place. The boat is self-propelled and moves
across water at a Speed of 6 miles per hour. You can use a
potion of speed very rare major action while on the boat to command it to move or to
When you drink this potion, you gain the effect of the turn up to 90 degrees. The boat can carry up to thirty-two
Medium or smaller creatures. A Large creature counts as
Hero's Speed spell as if it was cast with a Willpower of 4 for
four Medium creatures, while a Huge creature counts as
1 minute. The potion's yellow fluid is streaked with black
nine. The boat remains for 24 hours and then disappears.
and swirls on its own.
You can dismiss the boat as a major action.
potion of vitality very rare Tree: You must be outdoors to use this token. You can use
When you drink this potion, it cures any disease or poison a major action to touch it to an unoccupied space on the
affecting you. For the next 24 hours, you regain the maxi- ground. The token disappears, and in its place a nonmagi-
mum amount of Health for any healing you receive that is cal oak tree springs into existence. The tree is 24 yards tall
not considered magical without the need to roll. The potion's and has a 2-yard-diameter trunk, and its branches at the top
crimson liquid regularly pulses with dull light, calling to spread out in an 8-yard radius.
mind a heartbeat.

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)

27 Chapter 10 - Running a campaign


magic items
ring of evasion rare ring of resistance rare
This ring has 3 charges, and it regains 1d3 expended You have 1d6 Resistance to one damage type while wearing
charges daily at dawn. When you fail a Dexterity test while this ring. The gem in the ring indicates the type, which the
wearing it, you can expend one of its charges to pass on GM chooses or determines randomly. This item requires
that test instead, though doing so will “use” your minor ac- attunement.
tion on your next turn. This item requires attunement. RING OF RESISTANCE
ring of feather falling rare D10 Damage Type Gem
When you fall while wearing this ring, you descend 24
1 Acid Pearl
yards per round and take no damage from falling. This
item requires attunement. 2 Cold Tourmaline
ring of free action rare 3 Fire Garnet
While you wear this ring, difficult terrain doesn't cost you 4 Force Sapphire
extra movement. In addition, magic can neither reduce
5 Lightning Citrine
your Speed nor cause you to be paralyzed or restrained.
This item requires attunement. 6 Necrotic Jet
ring of invisibility legendary 7 Poison Amethyst
While wearing this ring, you can turn invisible as a major 8 Psychic Jade
action. Anything you are wearing or carrying is invisible
with you. You remain invisible until the ring is removed, 9 Radiant Topaz
until you attack or cast a spell, or until you use a minor ac- 10 Thunder Spinel
tion to become visible again. This item requires attunement.
ring of shooting stars very rare
ring of jumping uncommon This tiny object looks like a feather. Different types of
While wearing this ring, you gain advantage on all STRENGTH feather tokens exist, each with a different single-use effect.
(JUMPING) tests and your jump distance is tripled. This item The GM chooses the kind of token or determines it ran-
requires attunement. domly.
ring of mind shielding uncommon While wearing this ring in dim light or darkness, you can
cast a Figment spell as if you knew it to create illusory danc-
While wearing this ring, you are immune to magic that al- ing light from the ring as a major action.
lows other creatures to read your thoughts, determine The ring has 6 charges for the following other properties.
whether you are lying, or know your creature type. Crea- The ring regains 1d6 expended charges daily at dawn.
tures can telepathically communicate with you only if you
Faerie Fire: You can expend 1 charge as a major action to
allow it.
cast Faerie Fire from the ring.
You can use a major action to cause the ring to become in-
Ball Lightning: You can expend 2 charges as a major ac-
visible until you use another major action to make it visible,
tion to create one to four 3-foot-diameter spheres of light-
until you remove the ring, or until you die.
ning. The more spheres you create, the less powerful each
If you die while wearing the ring, your soul enters it, unless sphere is individually.
it already houses a soul. You can remain in the ring or de-
Each sphere appears in an unoccupied space you can see
part for the afterlife. As long as your soul is in the ring, you
within 50 yards of you. The spheres last as long as you con-
can telepathically communicate with any creature wearing
centrate, up to 1 minute. Each sphere sheds dim light in a
it. A wearer can't prevent this telepathic communication.
12-yard radius.
This item requires attunement.
As a minor action, you can move each sphere up to 12
ring of protection rare yards, but no farther than 50 yards away from you. When a
creature other than you comes within 2 yards of a sphere,
You gain a +1 bonus to your Armor Rating and tests to re- the sphere discharges lightning at that creature and disap-
sist spells while wearing this ring. This item requires pears. That creature must pass a TN 13 DEXTERITY (ACROBAT-
attunement. ICS) test. On a failed test, the creature takes penetrating
lightning damage based on the number of spheres you cre-
ring of regeneration very rare ated.
While wearing this ring, you regain 1d6 Health every 10 Spheres Lightning Damage
minutes, provided that you have at least 1 Health. If you
4 2d3
lose a body part, the ring causes the missing part to regrow
and return to full functionality after 1d6 + 1 days if you 3 3d3
have at least 1 Health the whole time. This item requires at- 2 2d6
tunement.
1 3d6

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.

29 Chapter 10 - Running a campaign


magic items
robe of scintillating colors very rare In addition, the robe has 5d3 other patches. The GM
chooses the patches or determines them randomly.
This robe has 3 charges, and it regains 1d3 expended
charges daily at dawn. While you wear it, you can use a ROBE OF USEFUL ITEMS
major action and expend 1 charge to cause the garment to
D100 Patch
display a shifting pattern of dazzling hues until the end of
your next turn. During this time, the robe sheds bright light 01-08 Bag of 10 gp
in a 12-yard radius and dim light for an additional 12
09-15 Silver coffer (1 foot long, 6 inches wide and deep)
yards. Creatures that can see you have disadvantage on at-
worth 50 gp
tack rolls against you. In addition, any creature in the
bright light that can see you when the robe's power is acti- 16-22 Iron door (up to 4 yards wide and 4 yards high,
vated must pass a TN 13 WILLPOWER (SELF-DISCIPLINE) test or barred on one side of your choice), which you can
become stunned until the effect ends. This item requires place in an opening you can reach; it conforms to
attunement. fit the opening, attaching and hinging itself
robe of stars very rare 23-30 10 gems worth 10 gp each
This black or dark blue robe is embroidered with small
31-44 Wooden ladder (4 yards long)
white or silver stars. You gain a +1 bonus to tests to resist
spells and abilities while you wear it. 45-51 A riding horse with saddle bags
Six stars, located on the robe's upper front portion, are par-
52-59 Pit (a cube 4 yards on a side), which you can place
ticularly large. While wearing this robe, you can use a ma-
on the ground within 4 yards of you
jor action to pull off one of the stars and use it to cast Ar-
cane Missile with MP cost of 8 MP. Daily at dusk, 1d6 re- 60-68 4 Potions of healing
moved stars reappear on the robe.
69-75 Rowboat (4 yards long)
While you wear the robe, you can use a major action to en-
ter the Astral Plane along with everything you are wearing 76-83 Spell scroll contains one Novice spell
and carrying. You remain there until you use a major action
84-90 2 Mastiffs
to return to the plane you were on. You reappear in the last
space you occupied, or if that space is occupied, the nearest 91-96 Window (2 feet by 4 feet, up to 2 feet deep), which
unoccupied space. This item requires attunement. you can place on a vertical surface you can reach
robe of the archmagi legendary 97-00 Portable ram
This elegant garment is made from exquisite cloth of white,
gray, or black and adorned with silvery runes. The robe's
rod of absorption very rare
color corresponds to the alignment for which the item was While holding this rod, you can absorb a spell that is target-
created. A white robe was made for good, gray for neutral, ing only you and not with an area of effect, though doing
and black for evil. You can't attune to a robe of the archmagi so “uses” your minor action on your next turn. The ab-
that doesn't correspond to your alignment. sorbed spell's effect is canceled, and the spell's energy – not
You gain these benefits while wearing the robe: the spell itself – is stored in the rod. The energy has the
• If you aren't wearing armor, your Armor Rating is same MP cost as the spell when it was cast. The rod can ab-
increased by 2 sorb and store up to 50 MP of energy over the course of its
• You have advantage on tests to resist spells and existence. Once the rod absorbs 50 MP worth of energy, it
other magical effects can't absorb more. If you are targeted by a spell that the rod
• Your Spellpower increases by 1 can't store, the rod has no effect on that spell.
This item requires attunement by a mage. When you become attuned to the rod, you know how much
MP of energy the rod has absorbed over the course of its
robe of useful items uncommon existence, and how much MP of energy it currently has
This robe has cloth patches of various shapes and colors stored.
covering it. While wearing the robe, you can use a major If you are a spellcaster holding the rod, you can convert en-
action to detach one of the patches, causing it to become the ergy stored in it into MP to cast spells you know. You use
object or creature it represents. Once the last patch is re- the stored energy in place of your MP, but otherwise cast
moved, the robe becomes an ordinary garment. the spell as normal.
The robe has two of each of the following patches: A newly found rod has 2d6 MP of spell energy stored in it
• Dagger already. A rod that can no longer absorb spell energy and
• Bullseye lantern (filled and lit) has no energy remaining becomes nonmagical. This item
• Steel mirror requires attunement.
• 4-yard pole
• Hempen rope (20 yards, coiled)
• Sack

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

5 1d3 750 gp art Roll 1d6 times on Magic 3 Dust of Disappearance


objects Item Table E. 4 Potion of Hill Giant Strength
6-7 1d3 750 gp art Roll 1d6 times on Magic 5 Potion of Fire Breath
objects Item Table D.
6 Potion of Greater Healing
8-9 2d6 250 gp art Roll 1d6 times on Magic
objects Item Table E. 7 Arrow of Wounding

10 - - 8 Arrow of Accuracy

11 2d6 250 gp art Roll 1d3 times on Magic 9 Arcane Light


objects Item Table H. 10 Potion of Water Breathing
12 1d6 + 1 500 gp gems Roll 1d3 times on Magic 11 Dust of Sneezing and Choking
Item Table G.
12 Potion of Poison
MAGIC ITEM TABLE A - 1-6
MAGIC ITEM TABLE B - 4-5
2D6 Magic Item
2D6 Magic Item
2 Bag of Holding
2 Ring of Swimming
3 Spell Scroll (Journeyman)
3 Dust of Dryness
4-5 Potion of Climbing
4 Potion of Growth
6-8 Potion of Healing
5 Potion of Resistance
9-10 Spell Scroll (Novice)
6 Potion of Greater Healing
11 Potion of Greater Healing
7 Arrow of Piercing
12 Driftglobe
8 Arcane Tent
MAGIC ITEM TABLE B - 1 9 Potion of Animal Friendship
2D6 Magic Item 10 Spell Scroll (Novice)
2 Rope of Climbing 11 Elemental Gem
3 Helm of Comprehending Languages 12 Robe of Useful Items
4 Cap of Water Breathing
MAGIC ITEM TABLE B - 6
5 Keoghtom's Ointment
2D6 Magic Item
6 Mage's Elixir
2 Wand of Magic Detection
7 Spell Scroll (Journeyman)
3 Immovable Rod
8 Potion of Might
4 Cloak of the Manta Ray
9 Philter of Love
5 Oil of Slipperiness
10 Driftglobe
6 Restorative Balm
11 Lantern of Revealing
7 Spell Stone
12 Saddle of the Cavalier
8 Bag of Holding
9 Alchemy Jug

47 Chapter 10 - Running
magica campaign
items
10 Goggles of Night 7 Potion of Frost Giant Strength

11 Mariner's Armor 8 Potion of Invulnerability

12 Wand of Secrets 9 Elixir of Health


10 Quaal's Feather Token
MAGIC ITEM TABLE C - 1-2
11 Eyes of Minute Seeing
2D6 Magic Item
12 Sending Stones
2 Folding Boat
3 War Paint MAGIC ITEM TABLE D - 1-4

4 Bead of Force 2D6 Magic Item

5 Spell Scroll (Journeyman) 2 Potion of Flying

6 Potion of Superior Healing 3 Arrow of Accuracy

7 Potion of Diminution 4 Spell Scroll (Journeyman)

8 Potion of Stone Giant Strength 5 Potion of Invisibility

9 Potion of Mind Reading 6-8 Potion of Supreme Healing

10 Oil of Etherealness 9 Potion of Speed

11 Warding Dust 10 Spell Scroll (Master)

12 Heward's Handy Haversack 11 Oil of Sharpness


12 Potion of Cloud Giant Strength
MAGIC ITEM TABLE C - 3-4
2D6 Magic Item MAGIC ITEM TABLE D - 5-6

2 Horseshoes of Speed 2D6 Magic Item

3 Warding Amulet 2 Bag of Devouring

4 Bag of Beans 3 Horseshoes of a Zephyr

5 Arrow of Piercing 4-5 Potion of Vitality

6 Potion of Superior Healing 6-8 Potion of Longevity

7 Potion of Gaseous Form 9-10 Spell Scroll (Master)

8 Potion of Heroism 11 Nolzur's Marvelous Pigments

9 Spell Scroll (Journeyman) 12 Portable Hole

10 Potion of Fire Giant Strength


MAGIC ITEM TABLE E - 1-6
11 Chime of Opening
2D6 Magic Item
12 Necklace of Fireballs
2 Universal Solvent

MAGIC ITEM TABLE C - 5-6 3 Potion of Storm Giant Strength

2D6 Magic Item 4-5 Adept's Wand

2 Periapt of Health 6-8 Spell Scroll (Master)

3 Decanter of Endless Water 9-10 Potion of Supreme Healing

4 Scroll of Protection 11 Arrow of Slaying

5 Potion of Clairvoyance 12 Sovereign Glue

6 Potion of Superior Healing

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

49 Chapter 10 - Running
magica campaign
items
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

Remember 4D6 on Magic Item Table G! 2 Wand of Fireballs


3 Armor with Novice Rune
MAGIC ITEM TABLE G - 2 4 Mace of Smiting
2D6 Magic Item 5 Elven Chain
2 Wand of Enemy Detection 6 Boots of Levitation
3 Rod of the Pact Keeper (Rare) 7 Adamantine Armor (Heavy Plate)
4 Armor of Resistance (Light Leather) 8 Armor of Resistance (Heavy Chain)
5 Dimensional Shackles 9 Instrument of the Bards (Cli Lyre)
6 Belt of Hill Giant Strength 10 Ring of Protection
7 Figurine of Wondrous Power (roll 2d6) 11 Stone of Controlling Earth Elementals
- 2: Bronze Griffon 12 Thunder Axe
- 3: Ebony Fly
MAGIC ITEM TABLE G - 5-6
- 4-5: Golden Lions
2D6 Magic Item
- 6-8: Onyx Dog
2 Wand of Lightning Bolts
- 9-10: Marble Elephant
3 Armor of Resistance (Heavy Leather)
- 11: Ivory Goats
4 Mace of Terror
- 12: Serpentine Owl
5 Flame Tongue
8 Armor with Novice Rune
6 Boots of Speed
9 Horn of Valhalla (Silver or Brass)
7 Weapon with Journeyman Rune
10 Ring of Feather Falling
8 Armor with Novice Rune
11 Staff of the Woodlands
9 Ioun Stone (Awareness)
12 Wyrmslayer
10 Ring of Resistance
MAGIC ITEM TABLE G - 3
11 Sun Blade
2D6 Magic Item
12 Mage's Font
2 Wand of Fear
3 Rope of Entanglement MAGIC ITEM TABLE G - 7-8

4 Mace of Disruption 2D6 Magic Item

5 Dragon Slayer 2 Wand of Paralysis

6 Berserker Axe 3 Shield with Journeyman Rune

7 Adamantine Armor (Light Plate) 4 Mantle of Spell Resistance

8 Armor of Resistance (Light Chain) 5 Gem of Seeing

magic items 50
6 Bowl of Commanding Water Elementals 3 Staff of Healing

7 Weapon with Journeyman Rune 4 Ring of Animal Influence

8 Cloak of Displacement 5 Helm of Teleportation

9 Ioun Stone (Protection) 6 Cape of the Mountebank

10 Ring of Spell Storing 7 Arrow-Catching Shield

11 Sword of Life Stealing 8 Daern's Instant Fortress

12 Mage's Font 9 Iron Bands of Bilarro


10 Robe of Eyes
MAGIC ITEM TABLE G - 9
11 Vicious Weapon
2D6 Magic Item
12 Scrying Stone
2 Arcane Device with Journeyman Rune
3 Shield of Missile Attraction MAGIC ITEM TABLE G - 12

4 Necklace of Prayer Beads 2D6 Magic Item

5 Giant Slayer 2 Mage's Font

6 Bracers of Defense 3 Staff of Swarming Insects

7 Amulet of Health 4 Ring of Evasion

8 Cloak of the Bat 5 Horn of Blasting

9 Ioun Stone (Reserve) 6 Censer of Controlling Air Elementals

10 Ring of the Ram 7 Belt of Dwarvenkind

11 Sword of Wounding 8 Dagger of Venom

12 Scout's Boots 9 Armor with Novice Rune


10 Rod of Rulership
MAGIC ITEM TABLE G - 10
11 Wand of Binding
2D6 Magic Item
12 Dragonwall
2 Wand of Wonder
3 Staff of Charming MAGIC ITEM TABLE H - 1

4 Periapt of Proof Against Poison 2D6 Magic Item

5 Clamoured Studded Leather 2 Mirror of Life Trapping

6 Brazier of Commanding Fire Elementals 3 Ioun Stone (Absorption)

7 Armor of Vulnerability 4 Cloak of Arachnida

8 Cube of Force 5 Staff of Power

9 Ioun Stone (Sustenance) 6 Ring of Shooting Stars

10 Ring of X-Ray Vision 7 Weapon with Master Rune

11 Tentacle Rod 8 Rod of Security

12 Shadow Cloak 9 Adamantine Armor (Heavy Plate)


10 Efreeti Bottle
MAGIC ITEM TABLE G - 11
11 Ioun Stone (Strength)
2D6 Magic Item
12 Armor of Resistance (Light Mail)
2 Wings of Flying

51 Chapter 10 - Running
magica campaign
items
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

MAGIC ITEM TABLE I - 4 10 Plate Armor of Etherealness

2D6 Magic Item 11 Talisman of Ultimate Evil

2 Dragon Wall 12 Deck of Many Things

3 Ring of Earth Elemental Command


4 Efreeti Chain
5 Iron Flask
6 Ring of Spell Turning
7 Luck Blade
8 Armor with Novice Rune
9 Apparatus of Kwalish
10 Ioun Stone (Master)
11 Talisman of Pure Good
12 Wyrmslayer

MAGIC ITEM TABLE I - 5


2D6 Magic Item
2 Arcane Device with Master Rune
3 Ring of Fire Elemental Command

53 Chapter 10 - Running
magica campaign
items

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