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Charged!

by Alex Welk @ anarchydice.wordpress.com

45 assorted magic items, arms, and armor charged and ready with
tempting magic. Take care not to be running on empty when you’re in
a bind though.

All images beyond this point are courtesy of oldbookart.com via a Creative Common Share-Alike license.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured
by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Glyph of the Reaper 40000 ____________________ 6
Magical Item List Horn of Destruction, Lesser 4000______________ 7
Horn of Destruction 21000 _____________________ 7
Horn of Destruction, Epic 45000 _______________ 7
Arms ____________________________________________ 2
Illusionist's Deck 8500 _________________________ 7
Manticore Tail 6000 ____________________________ 2
Jailer's Rod 10000 ______________________________ 7
Slaver Whip 3000________________________________ 2
Jester's Tights 300 ______________________________ 7
Staff of Striking 3500 _________________________ 2
Pain Glyph 6000 ________________________________ 8
Sword of Subtlety 25000 _____________________ 3
Pendant of Nine Lives 9000 ___________________ 8
Armor ___________________________________________ 3 Ring of Telekinesis 35000 ______________________ 8
Arbiter Plate 9000 _____________________________ 3 Ring of Wishes 80000 ___________________________ 8
Cockatrice Scale 8000___________________________ 3 Scouting Wand 500______________________________ 8
Corroded Hulk 8000 __________________________ 3 Sharpening Scabbard 20000 _________________ 8
Fellhide 4000 __________________________________ 3 Solar Hood 4000 _______________________________ 8
Lightning Rod 9000 _____________________________ 4 Spider's Rod 9000 ______________________________ 9
Manta Ray Poncho 1000 ________________________ 4 Stony Silence Glyph 18000 ___________________ 9
Scintillating Shield 6000 ________________________ 4 Sword-maiden’s Pommel 150 __________________ 9
Smoky 1000 __________________________________ 4 Thief’s Bells 3000 ______________________________ 9
Spellguard Shield 2500 ________________________ 4 Third Eye 7000 _______________________________ 10
Wand of Enemy Detection 300 _______________ 10
Wondrous Items ______________________________ 4 Wand of the Battle-Medic 300 _______________ 10
Assassin's Hood 18000 _________________________ 4 Wand of the Generous Host 200 ____________ 10
Bat Hood 10000 ________________________________ 4 Warning Glyph 1800 __________________________ 10
Diplomat's Monocle 5500 ______________________ 5 Winged Boots 5000 __________________________ 10
Explosive Glyph 3000 ____________________________ 5
Fan of the Seasons 4000 ________________________ 5
Fan of the Stormfront 5500 ____________________ 5
Fez of Lashing Wounds 2500 ____________________ 5
Genie's Lamp 150000___________________________ 6

Manticore Tail 6000


Spines grow from the wood of clubs or great-clubs that
are so enchanted with this ability. In addition to being
a +2 weapon, a Manticore Tail can fire spines at foes
within 30ft as part of any attack. Each attack shoots
up to 2d4 short spines that each deal 1 damage,
distributed in any way against any number of targets
within 30ft. A Manticore Tail holds a maximum of 10 Staff of Striking 3500
spines. The spines regrow after five minutes. A thick oaken staff that gains a significant amount of
weight in its ends when moved quickly. The Staff of
Slaver Whip 3000 Striking is a +1 quarterstaff, that has 6d6 bludgeoning
This beast-toothed, barbed whip deals damage as a +1 damage it can distribute to its attacks each day. The
dagger but with a reach of 15ft. and a minimum range damage can be added after the attack hits but before
of 10 ft. Three times each day, barking a command the attacker knows the result of their damage roll, with
during an attack will force the defending creature to no more than 3d6 added to a single attack. Scoring a
make a WIS save, DC 12, or obey. This functions as the critical hit with the staff restores 2d6 of the
Command spell. On rolling maximum damage, the bludgeoning damage bonus to the staff.
save DC increases to 15 and the duration increases to
2 rounds.

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Sword of Subtlety 25000 Cockatrice Scale 8000
A Sword of Subtlety has an exceptionally mediocre This +1 scale male consists of metal scales covered
appearance in every way; even against low level detect by glued on, grey-green cockatrice scales and
magic spells. Commissioned by a long dead chapter of feathers. Stone dust hangs in the air near the
thieves, these +3 short swords would live in anonymity
had one not been accidentally swapped with an armor, slowing the joints and limbs of attackers
apprentice artificer’s graduation project, and then within 5 ft. Attackers lose 10 ft of their
painstakingly analyzed and reproduced. A Sword of movement speed with each attack they make
Subtlety has a minor aura that makes it hard to focus against the wearer. The slow effect of the
on, adding +2 to attack and +2d6 damage when used Cockatrice Scale lasts until the end of their next
with advantage. It is empowered with illusion spells to
turn. Thrice each day, the wearer can bunch up
appear extraordinarily mundane, granting it advantage
to being concealing and disadvantage on others trying their shoulders to fluff out the armor’s feathers
to find it while hidden. Three times each day, the and scales. The next attacker loses all of their
Sword of Subtlety can be called upon to amplify its movement speed. Each turn, they may attempt
aura, making the wielder hard to focus on. This aura to make a CON save, DC 12, to end the effect. If
counts as a mind altering effect and is treated as a the creature fails this save twice in a row, they
distraction, allowing the wielder to hide, and grants
turn to stone permanently. After three uses of
advantage. Its effect lasts for 5 rounds or until the
wielder attacks. While the effect is in place, the this ability in a day, the feathers go limp and
wielder may hide in plain sight, so long as there are at scales lose their luster, and the Cockatrice loses
least 5 non-combatants within 20 feet. its slowing ability until the wearer completes a
long rest.
Corroded Hulk 8000
Piles of rusty iron plates are bolted, jointed, and twisted
together into a vaguely humanoid shape. This rusted
out +1 plate mail corrodes any non-magical metals that
it touches. This only affects their appearance. Any
metal weapons that hit or that strike the armor, those
that would hit without the armor, rapidly rust and have
a 50% chance of incurring a -1 penalty to attack and
damage until they are sharpened. This penalty builds
upon itself. Three times a day, the wearer can clench
their gauntlet into a fist then reach out with a rusting
grasp attack. This attack rusts away non-magical metal
of up to 30 pounds or rusts a single magical metal item
to uselessness, needing 1d4 hours of care before it can
be used again. If that object is held, its holder can
Arbiter Plate 9000 make a DEX save (DC 16) to instead take a -1 penalty
Worn with a black, flowing robe, this +2 plate mail to all rolls using that object until it is repaired. Magic
has large pauldrons and sits regally on all items grant advantage on this save. After all three daily
wearers. The wearer gets a +1 bonus to Charisma uses are made, the armor’s rust recedes, leaving it as a
faintly brown, battered iron plate mail armor that does
checks. If the wearer is lawful neutral, they gain not corrode metals at a touch until the rust is allowed
advantage on checks to sense motives, discern to grow back overnight.
lies, or persuade others. Three times each day, Fellhide 4000
the wearer can create a Sanctuary, requiring all A loose collection of rags and tanned fey skins and
creatures within 15ft to make a WIS save (DC 14) wings, twitches and giggles when not worn. Fellhide
in order to take a hostile action, losing that acts as clothing that confers a +1 magical armor bonus.
action on a failed save. Once a creature has When falling, the rags flow behind the wearer,
successfully saved against this effect, they are allowing them to glide slowly, moving up to 15ft per
round horizontally and 5ft down. Once each day, the
immune to the Arbiter Plate’s Sanctuary for 1
wearer may shake the rags loose of sparkly dust,
hour. This effect lasts for 1 minute or until the casting a Sleep spell centered on the armor as a 1st
wearer commits a hostile act. level spell with DC 11. The wearer is not affected by
this spell.
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Lightning Rod 9000 Smoky 1000
The Lightning Rod is a +1 steel breastplate with rivulets Slightly charred and blackened, wafts of smoke drift off
of copper and gold winding down the center of the the armor. Three times each day, the armor can be
chest and around a large inset ring of platinum. Magic dusted off with a vigorous swipe to call forth a smoke
spells cast against targets within 20ft of the wearer are cloud. The cloud has a 10 ft radius and lasts for 10
redirected to target the wearer of the Lightning Rod. rounds, or until a strong breeze dissipates it. Lesser air
The wearer gets +2 on saves against those redirected currents will slowly move the smoke cloud. The thick
spells. If the wearer successfully saves against a spell, smoke provides concealment against creatures on the
the platinum ring in their chest fills with one third of a other side or within the smoke.
charge. Once it reaches a full charge, lightning rapidly Spellguard Shield 2500
builds up on the surface of the armor and if the wearer
This small +1 steel shield is a bulwark against spells. It
does not spend an action on their next turn wave their
has a faint glimmer that extends up to three feet
arms at a target, the lightning will fire at a random
beyond its small steel profile. By using the faintly
target within 30ft. Wherever the lightning is aimed, it
outlined, immaterial tower shield surrounding the
is a 30 ft. line of lightning that deals 5d6 electricity
small steel shield as cover, the wielder gets a +2 on
damage with a DEX save (DC 14) reducing the
saves versus magic. The wielder can use their reaction
damage by half.
to extend this bonus to another creature within 5ft,
Manta Ray Poncho 1000 extending some portion of the glimmering outline to
Manta Ray Ponchos are grey-blue leather squares with a that creature, as well as some portion of the +2 bonus.
central head hole and a double-pointed hood. The
poncho is equivalent to leather armor. The lower, back
corner twists up in a long, pointy tail when the poncho
is worn. Pulling the hood up over the head, the wearer Assassin's Hood 18000
gains a swim speed equal to their fastest movement Assassin's Hoods are the 'liberated' black hoods of
speed and can breath water as the poncho pulls tight to executioners that have been enchanted for an even
their skin like loose wings or fins. The Poncho can be darker purpose. While wearing the hood, Darkness
used for a total of 10 minutes each day. spells can be created at will as a move action, while
up to two such Darkness spells active at one time.
Creating a third Darkness cancels the oldest Darkness
still active. When the wearer is attacking with
advantage, an Assassin's Hood adds 2d6 damage to
their attacks.
Bat Hood 10000
The deep black of this flowing cloak stops just short of
the ground. The hood of this cloak bears two
triangular points at its top. While the hood of this
cloak is up, the wearer gains +2 to perception checks,
or +4 in dim light or darker. If the wearer grasps the
two tail ends of the cloak in their hands, the cloak
extends into two membranous wings attached to the
wearer's arms. These black, slightly transparent wings
allow the wearer to fly for up 5 minutes each day. The
Bat Hood lets its wearer glide, moving up to 30ft
horizontally for every 10 feet fallen, with these wings
as long as any fly time remains.
Scintillating Shield 6000
Shifting rainbow colors splay across the glossy surface
of this +1 shield’s face. Three times each day, it can be
used to summon a 10 ft x 10 ft plane of force within 10
ft. of the wearer. The barrier lasts for 1 minute and
calling it forth is a free action. The plane of force
molds around fixed objects but cannot be placed where
it would intersect with moving creatures or objects.

4|P a g e
Diplomat's Monocle 5500 Fan of the Seasons 4000
A regal, Gold-leafed, iron monocle that when worn lets This silk folding fan depicts the four seasons one after
its wearer see lies as illusory puffs of smoke pouring another: Winter, Spring, Summer, Fall, Winter. Sharp
from the liar’s mouth, with bigger smoke clouds the transitions separate each season on the illustrated
bigger and more brazen the lie. By turning the fan, such that a single branch extends across multiple
monocle a half turn and focusing on one creature seasons is blooming, leafy, abscissing, and frozen in
intently, the monocle casts Detect Thoughts. This the respective seasons. Swiping this fan from one side
ability can be used up to three times a day; after the to another temporarily progresses the local area by
last use, the monocle loses its ability spot lies until the one season. This change occurs for the immediate
next day. mile surrounding the fan. Multiple fans change it
successively. This season change lasts for one day.
The fan can be used three times each week but each
use after the third in a week has a 25% chance of
leaving the fan in tatters, destroyed. The fan can only
be repaired by placing it in a nature shrine for an
entire week for in each of the four seasons. In
expansive indoor or underground spaces, this effect
works differently, shifting a 100 foot radius into the
next ‘season’ approximated by temperature and
humidity. This changes the temperature by +/– 30
degrees Fahrenheit with a dividing point at 60
degrees or the humidity by +/- 40%, with a dividing
line at 50% humidity. Winter is cold and dry. Spring is
cold and wet. Summer is warm and wet. Fall is warm
and dry.
Fan of the Stormfront 5500
Explosive Glyph 3000 This huge, spiked paddle-fan of bamboo allows its user
An Explosive Glyph is an engraved slate stamp. Raised to swipe downward to create a number of weather
stone runes cover the surface of this 4 inch black effects. The Fan of the Stormfront has five charges
square. Slathering on any coloration or pigment then that refill each day: 1 charge for Gust of Wind or Fog
stamping it on a surface leaves an Explosive Rune Cloud, 2 Charges for Call Lightning, and 3 Charges
effect behind up to three times per day. This magical changes the weather of the surrounding 3 miles into a
sigil deals 3d6 damage in a 20 ft burst when it is read, powerful, windy storm related to the biome. The
destroying itself in the process. Alternatively, it can be storm lasts for 2d10+4 hours. The user can only call a
stamped on a piece of parchment, to explode when storm outdoors in plain view of the sky. If the fan is
the paper is burned. Additional stamps placed outdoors in strong, natural winds, it has 6 charges
adjacent to or overlapping one another joins them instead of 5 for the next week.
together into a larger explosion. Each stamp adds 1d6 Fez of Lashing Wounds 2500
damage and increased the explosive radius by 5 ft. Fez of Lashing Wounds are red felt fezzes with a long,
These runes last for as long as the ‘ink’ remains dry fraying string tassel. With some mental focus, the
and legible or until too many stamps are placed, with wearer of this fez can control the movement of the
newer stamps causing the oldest stamps to flake hat’s string. Additionally, twice between each short
away. Up to 5 stamped runes can be functional at a rest, the movement of the tassel can create invisible
time. slashes of force. As a free action, the wearer strikes a
target in sight within 60 ft. for 1d6 force damage.

5|P a g e
Glyph of the Reaper 40000
This slate glyph bears a complicated rune that when
squinted at can appear to be a robed figure, armed
with a scythe standing over three skeletons. Slathered
with any ink like substance or pigment, this slate can
be stamped to create a magical sigil that will animate
corpses and damn the living. One stamp will create a
5ft radius of miasma that will kill creatures below 3d8
health instantly and reanimates corpses into zombies
or skeletons as appropriate. The kill threshold is rolled
by the DM secretly when the stamp is placed. Three
overlapping stamps will increase that radius of the
miasma to 10 feet, increase the instant death
threshold to 5d8 hit points and instead animate those
corpses into intelligent skeletons and zombies. Five
overlapping stamps creates a miasma that instantly
slays living creatures within 15 feet that have less
than 50 hit points and can reanimate up to one
creature as per Revive, as an action so long as the
glyph wielder can see the sigil and the creature to be
Genie's Lamp 150000 revived. All other corpses in the miasma are raised as
This brass, scented-oil lamp, when rubbed, calls forth a zombies and skeletons that retain the same
trapped Djinn. The Djinn is bound to its summoner to intelligence and skills they had in life, if none of their
grant three Wishes according to the exact wording of memories or empathies for the living. Undead created
the request. Djinn are usually clever about twisting by the Glyph of the Reaper can be controlled by the
the wording of a request to discourage creatures from wielder by brandishing the glyph as an action to
using such lamps, especially for greedy and selfish dominate up to 20 HD of undead within sight. Only 20
wishes. Selfless and kind wishes are interpreted more HD of undead can be controlled in total, and the
charitably. After granting three wishes, the Djinn is oldest undead are lost first when new undead are
freed and can return to their home plane. Lamp controlled. Unintelligent undead are mindless
owners rarely make it to their third wish before the destroyers of living creatures when they are free.
lamp is lost or stolen, or they are killed or ruined by Intelligent undead created by the glyph will seek to
an errant wish. An empty Genie’s Lamp lit with gain control of the glyph for their own use. Both types
incense worth at least 10000 SP forces any Djinn that will attempt to destroy the sigil and glyph wielder that
can smell the incense to make a Will save (DC 18) or created them upon being raised, unless they are
become trapped in the lamp. A successful save makes quickly controlled. Revived creatures act normally but
the Djinn immune to that use of incense. Using a have a vague resentment towards their reviver. Up to
trapped Djinn for wishes is considered neutral or even five stamps can be placed each day, and up to ten can
good to Djinn kind depending on the wishes retain their magical powers at any time. Stamps last
requested, so long as it gets the Djinn free. However, as long as the dye used is legible, until newer stamps
trapping a Djinn earns the enmity of all Djinn-kind replace them, or until they fade in one hour.
once the trapped Djinn gets free or can make its
situation known. Djinn will never grant a request for
more wishes, or those that could reasonably result in
free wishes, but pending the wording of the request,
may turn the user into a Djinn, trapped in the own
lamp to grant wishes to whoever rubs the lamp next…

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Horn of Destruction, Lesser 4000 Illusionist's Deck 8500
A silver horn that when blown does 3d6 sonic damage This deck of cards can be pulled from, with each thrown
to one target within 60 feet, with a DEX save (DC 14) card creating a full illusion of a summoned monster.
for half damage. Inanimate objects take double The deck can be pulled from five times each day, with
damage from this horn. It can be used twice each day; the summoned/illusory creature lasting for 2d6
each further use has a cumulative 25% chance of minutes. The creature is under the complete control*
catastrophic self-resonating, dealing a 6d6 sonic of the Deck’s wielder, changing hands as the deck
damage to itself (destroying it) and to its user. Objects does. Illusory creatures move as normal but deal no
destroyed by the horn are left cracked, bent, and damage and if they would take damage, the illusion is
useless. Destroying a building or object, one that took dispelled. Creature types (at random): Fat Rabbit [2],
over 100 man-years to build, with this horn and Gelatinous Cube [3], Insect Swarm [4], three Ghouls
burying it in the rubble will transform it into an Horn [5], four Kobolds with traps [6], Minotaur [7], Drake
of Destruction. [8], Skeletal Cyclops [9] Roc [10], Large Elemental
Horn of Destruction 21000 [Jack], Diva/Archon [Queen] , Demon/Devil [King],
The Horn of Destruction is a platinum horn that deals Adult Dragon [Ace], and Doppelganger* [Fool] Roll
6d6 sonic damage in a 60ft line, with a DEX save (DC randomly for the type of creature when called for.
16) for half damage. This damage is doubled against The Fool’s doppelganger comes as a parodied version
inanimate object. It can be blown three times a day, of the Illusionist’s Deck user, which has all of the same
with each use after that having a cumulative 10% abilities and items as the user that it will use in the
chance of destroying the horn, dealing 10d6 sonic least effective, but maximally comedic manner
damage to its user. Hitting the same target in possible to achieve the ends the deck wielder
successive rounds adds +1 damage per die for each commands of it. These items are inseparable from the
previous round the target has been struck in a row. doppelganger and disappear if removed.
Destroyed objects shatter into tiny pieces. Destroying Jailer's Rod 10000
a building, one that took over 10,000 man-years to This flat rectangular bar topped with a cast iron tip has a
build, with this horn and burying it in the rubble will thick leather grip and strap. It deals no damage even
transform it into an Epic Horn of Destruction. with the most furious strike, but any creature touched
Horn of Destruction, Epic 45000 by the cast-iron end must make a WILL save (DC 14)
The epic version of the horn of destruction billows sonic or be paralyzed for 1d6 rounds. Holding the metal
energy out of its etherium body. When blown, it deals part in one hand and turning the leather handle
10d6 sonic damage against any number of targets shoots forth a net from the metal rod’s end. This acts
within a 60ft cone, with a DEX save (DC 18) for half as a 5 foot burst attack on any point within 60 ft.
damage. Inanimate objects take double damage from Creatures in that area must make a DEX save (DC 14)
this horn and any not destroyed by this damage must or become entangled in the silk net. Creatures in the
make a save (DC 12) or be destroyed. It can be blown net must make a WILL save (DC 12) each round of be
three times in a day, with each further use after three paralyzed for 1 round. Escaping the net requires 20
having a 10% chance of exploding the horn. This damage or a Strength/Dex check (DC 16). The net can
explosion destroys the horn and deals 20d6 sonic be fired three times each day. Only creatures immune
damage to the blower and everything within a 5 feet. to electricity or without corporeal forms are immune
With a performance check (DC 5+ sum value of the to the paralysis effect.
target objects in thousands of SP) the user can leave
destroyed objects in the form of their component
parts: metal ingots, wooden boards, rope, etc. Striking
the same target in successive rounds adds +1 damage
per die for each previous round the target has been
struck successively. It also increases the DC of the
objects’ save by one. A destroyed Epic Horn of
Destruction, if buried in the rubble of a building that
took over 100,000 man-years to build that was just
destroyed by the wielder, will be restored to perfect
condition after being dug out. Jester's Tights 300
These skin-tight, bright-green leggings let their wearer
cast Minor Illusion 3/day and Silent Image 1/day.

7|P a g e
Ring of Wishes 80000
This lucky ring was a gift from Efreeti-kind for services
performed to their race and contains within it three
wishes, as the Wish spell. The oversized, gaudy,
bronze band is set with three flashing rubies. As each
wish is used, one ruby dulls permanently. Outside of
the wishes, the ring also grants a +1 luck bonus to all
the wearer’s rolls, as the baseline good-will of the
Efreeti pushes reality ever-so-slightly to grant the
wearer’s desires.
Scouting Wand 500
A scouting wand is fletched arrow now missing its head
but etched with an elaborate compass motif.
Throwing the wand into the sky, causes it to take
flight and allow the thrower to see, from a bird's eye
Pain Glyph 6000 view, a six mile radius circle centered up to ten miles
A slate stamp, the Pain Glyph can be used to place away. After five minutes, or after the thrower recalls
stamps. Up to three stamps can be placed each day, it, the wand returns. The wand can be used this way
with up to 5 at any one time remaining active. Newer twice each day.
stamps replace older ones if this maximum is reached.
Once a stamp is placed, all other creatures within 20 Sharpening Scabbard 20000
ft of the stamp suffer a needling of their nerves for a - What at first appears to be a simple loop of leather, will
1 pain penalty on all rolls. This effect lasts for 1 round actually resize itself, once touched, to fit as a
after the creature leaves the area of effect. Placing scabbard for its owner’s weapon. Any weapon drawn
stamps to overlap increases the penalty by 1/2 (round forth from this scabbard will see itself sharpened and
down), adds 10ft to the radius, and the effect lasts for made much more dangerous. Such a weapon
an additional 2 rounds after the creature leaves. The increases its critical threat range by 4 points, granting
stamps last as long as they remain legible, until new a normal weapon a critical hit on a 16-20 for example.
ones are made, or 1 day, whichever comes first. This bonus threat range decreases by 1 point after
each critical hit, until eventually it returns to 0. The
Pendant of Nine Lives 9000 scabbard can only sharpen a weapon three times each
A Pendant of Nine Lives is a black obsidian and white day. A Sharpening Scabbard can even fit improvised
ivory spotted cat idol suspended from a golden twine or unusual weapons, but nothing larger than what the
thread. If the wearer would die; instead, they are wearer can wield in two hands.
returned to life with 1/10th of their hit points, rounded
up, restored. They are whole and unharmed, no Solar Hood 4000
matter what the cause of their untimely demise. This A Solar Hood grants its wearer some revitalizing benefits
pendant can be used nine times before it crumbles while in the sun. The blue-black hexagonal crystals
into dust, with a sad mewling. covering the top and back of this shiny cloth hood
heat up to a soothing warmth in the direct sun. The
Ring of Telekinesis 35000 wearer of the hood regenerates one spell level worth
A Ring of Telekinesis is a band of pure ruby that allows of magical energy for each hour they spend in the
its wearer to cast Telekinesis up to five times each sun. These spell levels can be used to recharge a
day. In addition, any spell or mental effect the wearer single use of an equivalently powerful magic item,
has that allows it to move objects or creatures at spell slot, or supernatural ability. Each spell level may
mental command is empowered. They may move 50% instead be absorbed to gain 1d8+2 temporary hit
more weight (or an additional size category of points. Using the magical energies in the Solar Hood
creature) and while maintaining significantly finer takes only a free action. The hood can only store up to
control over those movements than they otherwise four solar hours of energy at a time, and they degrade
would, moving the object with near perfect at a rate of one solar hour each day.
maneuverability.

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Spider's Rod 9000 Stony Silence Glyph 18000
This hollow onyx tube is adorned with loose silk threads. This bamboo stamp has a raised, hollow circle with a
Etched into these bands are indecipherable runes. single, eldritch character, “Silence”, in the middle. A
Twisting these runes lets the wielder call forth a Stony Silence Glyph can utilize any substance as its
spider from the end of the black tube as a standard ink, so long as it remains legible after stamping. Once
action. Adjusting these runes allows the wielder to stamped on a solid surface, the magical glyph
control the size, type, and coloration of the spider. enforces a magical silencing effect within 30 ft. Any
The spiders have the normal abilities of a poisonous, hostile creature that attempts to speak or cast a spell
hunting, or burrowing spider of their size. Up to 5 HD within its radius is accosted by a conjured stone hand
worth of spiders(s) can be summoned forth from the that attempts to clamp over their mouth. Creatures
Spider’s Rod as an action, with up to 15 HD total at that attempt to communicate or cast spells using
any one time. Up to 10 HD of spiders can be other methods will find those appendages arrested by
summoned each day. These spiders are under the a stone hand as well. They must make a Dexterity
control of the holder of the rod. Upon death or a save (DC 15) or take 2d6+4 bludgeoning damage and
touch of the rod, these spiders disintegrate into a puff be singularly affected by a Silence spell. This effect
of silk threads. In addition to summoning spiders, if ends when the glyph ends or if the stone hand is
the wielder has any ability to turn, control, rebuke, or destroyed. The hand has 30 hit points, and resistance
command creatures of a given type, that ability can to non-bludgeoning damage. Half of the damage dealt
also be used on spiders. The spiders obey the verbal to the hand by any strikes or blows is also dealt to the
commands of the wielder, given in a whispering, muffled creature. If multiple glyphs are overlapped,
clicking language, and the wielder understands the they combine their effects, forming one area of effect
responses of their spiders likewise. that has radius 10 feet larger, deals an additional
1d6+2 damage, and has stone hands with 10 more hit
points. If three or more glyphs are overlapped, any
hostile creature that makes noise in the area of effect
is accosted by a stone hand on the source of the
noise, such as footfalls, clanking armor, etc. Up to
three glyphs can be placed each day and up to five
glyphs can exist at any one time. These glyphs last for
a week, until the ink used becomes illegible, or it is
the oldest glyph when a sixth glyph would be placed,
whichever comes first.
Sword-maiden’s Pommel 150
Affixing this flat, chained whetstone to the handle of a
weapon allows that weapon to be sharpened and
maintained as a free action, twice each day. This is
done by squeezing the whetstone and removes any
weapon penalties from wear, restoring up ¼ of the
weapons hit points.
Thief’s Bells 3000
Thief's Bells are a set of three tiny metal chimes
adorning a small cat-collar tied around the wrist.
Flicking a bell casts Knock as the spell. Instead, if the
wearer taps a bell against a door they are holding
closed, it casts Hold Portal as the spell. Each of the
three bells can only be activated once each day, and
once used they no longer jingle when tapped. Small
pets and domesticated animals are initially one step
friendlier to the wearer.

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Third Eye 7000 Wand of the Generous Host 200
A thin, steel chain holds a hemisphere of pearl to the A Wand of the Generous Host is a two tined golden fork
center of its wearer’s forehead. The Third Eye, once with a round-cut sapphire pommel. Sticking this wand
attuned, blinks open to reveal a flat, circular onyx gem into meal, multiplies it, creating 1d4 copies of that
set in the middle of the pearl. The Third Eye grants its meal. This wand can only be activated twice each day.
wearer advantage on sight-based skill checks and a +2 Warning Glyph 1800
bonus on other skill checks related to visual acuity. Any liquid that remains legible once dry can be
Additionally, the wearer of the Third Eye may astral slathered on this marble stamp and pressed down to
project as an action, releasing their soul as an place a magical rune that will alert you to intruders.
invisible, ethereal form. While they astral project, Up to three stamps can exist at any one time. When a
their body goes limp and comatose. A Third Eye lets it fourth stamp is created, the oldest surviving stamp
attuned wearer astral project for up to 10 rounds flakes and fades. The Warning Glyph’s sigils ward a
each day, after which, the wearer is instantly returned 30ft radius. If a creature enters this space, the magic
to their body and the Third Eye closes, offering none of the sigil creates a near deafening, minute long
of its sight based benefits for the rest of the day. cacophony of bird tweets, bird song, crowing, and
Killing the spirit kills both the body and the spirit. cawing that can be heard up to 500 feet away.
Destroying the body leaves the spirit disconnected Creatures that were touching the Warning Glyph or its
from the material plane, and they will likely be sent to wielder as the stamp was created are ignored by the
the afterlife, an outer plane, or quickly become ghost. warding magic. These stamps last until they are
While the user is astral projecting, the Third Eye defaced or until they deteriorate after a month.
cannot be removed. Adding adjacent or overlapping stamps increases the
Wand of Enemy Detection 300 warding magic. With two stamps, the radius increases
When the owner’s adrenaline kicks in at the start of to 60 feet, the noise can be heard as far away as 1000
combat, they can call upon the magic in this feet, and the noise is triggered by the glyph being
segmented steel wand to push them slightly faster. defaced. When all three active stamps are placed
Small electric shocks boost the wielders initiative roll together, the radius of the circle further increases to
by +1d8. This wand can be used three times each day. 120 feet, the circle’s list of ignored creatures can be
While it doesn’t need to be wielded to benefit from, it modified by the wielder of the Warning Glyph if they
must be in contact with the owner’s skin. Creatures can see the sigil, and the warning also alerts the
without a discernable biology gain no benefit from Warning Glyph holder telepathically if they are on the
this wand. If this wand or its wielder suffers electric same plane as the sigil.
damage, the wand stops working for that many hours.
Wand of the Battle-Medic 300
A Wand of the Battle-Medic is an ivory rod topped with
an oval-cut ruby. Squeezing its soft, white cotton
handle pushes out a fluorescent ethereal paste. If the
paste is immediately applied to a wound, it heals the
target for 1d6+2 points of hp. The wand slowly refills
and can be used up to three times each day. After this
magic is exhausted, the residual paste on the wand Winged Boots 5000
provides a soothing pain-killing effect for a +2 bonus White feathers adorns the ankles of the white, leather
to healing checks. Winged Boots. Any flying the wearer does or flight
effects the wearer is given will have improved
maneuverability, increasing by one step. Additionally,
the wearer may fly with poor maneuverability with a
speed of 60 feet for 10 minutes each day. This flight
already factor in the boots own maneuverability
increase. When the entirety of this duration is used,
the boots no longer contribute to the wearer’s
improved aerial maneuverability.

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