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Added Konis' present items

konis
Graham Northup 4 years ago
parent
commit
e4a1f76930
Signed by untrusted user: grissess GPG Key ID: 5D000E6F539376FB
  1. 14
      Items/antimagic_artifact.txt
  2. 14
      Items/box_of_duplication.txt
  3. 16
      Items/bracers_of_dabbing.txt
  4. 20
      Items/chronomancers_ring.txt
  5. 16
      Items/diplomancers_ring.txt
  6. 16
      Items/divine_wand.txt
  7. 10
      Items/evertangling_rope.txt
  8. 42
      Items/flask_of_smells.txt
  9. 8
      Items/greater_box_of_duplication.txt
  10. 21
      Items/greater_chronomancers_ring.txt
  11. 26
      Items/leaded_restraint.txt
  12. 16
      Items/necromancers_ring.txt
  13. 16
      Items/orb_of_magic_concentration.txt
  14. 71
      Items/potion.txt
  15. 10
      Items/ring_of_greater_ring.txt
  16. 12
      Items/ring_of_greater_stamina.txt
  17. 14
      Items/ring_of_greater_true_sight.txt
  18. 10
      Items/ring_of_greatest_ring.txt
  19. 10
      Items/ring_of_lesser_ring.txt
  20. 12
      Items/ring_of_magic_detection.txt
  21. 10
      Items/ring_of_ring.txt
  22. 16
      Items/ring_of_stamina.txt
  23. 14
      Items/ring_of_true_sight.txt
  24. 14
      Items/ring_of_vorpal.txt
  25. 14
      Items/scrying_artifact.txt
  26. 10
      Items/staff_of_greater_telekinesis.txt
  27. 8
      Items/staff_of_greater_teleportation.txt
  28. 12
      Items/staff_of_telekinesis.txt
  29. 12
      Items/staff_of_teleportation.txt
  30. 14
      Items/story_stone.txt
  31. 21
      Items/sword_of_pay_to_win.txt
  32. 20
      Items/talking_stone.txt
  33. 10
      Items/teleport_artifact.txt
  34. 16
      Items/wand_of_deletion.txt

14
Items/antimagic_artifact.txt

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Antimagic Artifact
------------------
These artifacts take many forms; they may be mundane stones, precious gems, orbs, jewelry (including rings, bracelets, necklaces, etc.).
Within 10' of each such item, the magic weave is evacuated, as with Antimagic Field. Curiously, the field does not affect these items, nor does an Antimagic Field (via either the normal spell or another item) affect each other. Unable to "pull" at the weave, casters inside the field cannot cast spells unless they can reach the border. Other effects are as usual, per the Antimagic Field spell.
Such an artifact can be created by taking a small base object into an existing normal cast of Antimagic Field, and expending two 9th-level spell slots: one extends the duration indefinitely, and the other binds it to an item (either both or neither take effect). When this succeeds, the Antimagic Field cast technically ends, but the effect continues centered on the artifact itself. The caster nor either of the spell slots need come from the same creature.
The field can be moved from one artifact to another capable small object by expending a 9th-level spell slot to rebind it. That cast, of course, must be done outside the field of the artifact to be effective.
The artifact retains its usual AC and HP. When destroyed, the weave recoils: roll a magic surge centered on it with no particular caster or target.
Per Detect Magic (which fails to work within the field), the artifact has a strong aura of abjuration.

14
Items/box_of_duplication.txt

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Box of Duplication
------------------
The "box" may take the form of a chest, wardrobe, jeweler's box, etc.; importantly, the closure must have ample inside space and a closing lid, and be opaque.
When the box is opened, if it was previously empty, it remains empty; if a single non-magical item was placed in it when it was last closed, the box is filled to capacity with exact clones of that item; if the box had a single magic item in it when it was last closed, and that magic item is based on a mundane, non-magical item (an unenchanted sword, a regular ring, a normal scroll with writing), the box is filled with clones of the mundane item. The original item is also present, but jumbled randomly within the box, and it is hard to locate amongst its clones (without aid--e.g., Detect Magic for magical items).
The box explicitly can be used to duplicate currency and precious materials (such as gems and expensive material components), as well as spellbooks (which aren't themselves magical) and most alchemical potions which don't rely on magic to take effect (such as Alchemist's Fire, or a tanglefoot bag). Thus, lest they fall into the hands of unscrupulous, avaricious persons, these boxes are quite rare.
There is no known way to create one of these boxes, short of a Wish or divine intervention. A Wish or divine intervention to such a box may also convert it to a Greater Box of Duplication.
The AC and HP are as expected for the mundane container it appears to be. When destroyed, if it contained an item which could be duplicated as above: roll a d100; if 10 or below, the remains of the box explode with duplicates. The amount below 10 determines both the number of duplicates and the force with which they are ejected, at the DM's discretion; in general, rolling 5 or below when cloning a sharp object (like a dagger) is enough to cause several (e.g. 3d6) rolls to hit to any creatures within a range of 30', while an exact 10 may only result in 1d4 rolls to hit at a range of 10'. More massive weapons may travel further and hit harder.
Per Detect Magic, the box has a strong aura, but without a particular school affiliation.

16
Items/bracers_of_dabbing.txt

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Bracers of Dabbing
------------------
These bracers fit comfortably around the arms of the creature for which they were sized--most tend to fit Medium sized creatures, but Small and Large ones can be found, albeit less frequently. They appear a brilliant, shiny gold, and never tend to become dirty.
While worn, when dabbing on a target creature within 15': that creature takes 1d10 force damage, 1d6 psychic damage, and, if your size or smaller, makes a DEX save, DC 15; on fail: the creature is pushed 5' back and knocked prone. This effect is accompanied by a sharp gust of wind in a 15' long, 5' wide line in the same direction, which may knock over or move loose items 5lb or less in weight.
You can dab on a creature as an action and/or as a bonus action.
A creature which is T-posing cannot be targeted.
These bracers can only be summoned by a Wish, or the will of a deity.
The bracers themselves have an AC of 13 and an HP of 25. When destroyed: the wearer, if any, gets dabbed on by all non-incapacitated creatures other than the wearer with arms (or analogous forelimbs) within 15', taking 2d10 force damage and 2d6 psychic damage per dab and buffeting items as before. If any such creatures exist, the wearer makes a DEX save, DC 10 plus 5 per each such creature; on fail: the wearer is pushed 5' away from each such creature (in no particular order) and knocked prone (and into the fetal position, at the DM's discretion). For this effect, the non-wearer creatures are immune to each others' dabs, and the wearer having been T-posing does not avoid the effect.
Per Detect Magic, the bracers have a strong aura of evocation.

20
Items/chronomancers_ring.txt

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Chronomancer's Ring
--------------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
The ring must be worn to have effect. The wearing creature perceives time as going 3 time slower than usual; however, they are unable to move their body faster, feeling as if they are moving through water. Nonetheless, the creature can perceive faster, which grants:
- Advantage on Perception checks against Stealth or Sleight of Hand;
- Advantage on attack rolls, being able to notice weak spots and react much more quickly;
- Disadvantage on rolls to hit against the wearer, being able to move out of the way more proficiently.
Other characters observe that the wearer's speech (if any) is rushed or pressured and have a hard time understanding it; some may believe the ring simply drives the wearer insane without further context.
A spellcaster knowing Time Stop can perform a ritualized variant of the spell lasting a full 24 hours without interruption on a ring of precious metal to create this artifact. Depending on their CON score, the caster may receive a level of exhaustion for performing a ritual for that long. If the same ritual is performed to an extant Chronomancer's Ring, it becomes a Greater Chronomancer's Ring.
AC and HP are inherited from the progenitor ring. If it is destroyed, it merely loses its enchantment and becomes ineffective.
Per Detect Magic, this ring has a strong aura of transmutation.
The effects of wearing any multiple of this ring and the Greater Chronomancer's Ring do not stack. If both a normal and Greater Chronomancer's Ring are worn simultaneously, the Greater ring has precedence.

16
Items/diplomancers_ring.txt

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Diplomancer's Ring
------------------
This ring appears to be an ornate precious metal ring with numerous large inset gems; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature. The ring is extravagant enough to be noticeable from afar, if unobscured; creatures prone to greed or thievery may find themselves envious.
The wearer is granted a silver tongue, the visage of a pleasant appearance to all aesthetically-inclined creatures, and an unmatched eloquency.
When worn, as long as the ring is unobscured: the ring grants both proficiency and advantage on all CHA-based skill rolls, and proficiency with CHA saving throws which stacks with other bonuses. Additionally, for any CHA skill, check, or save, before counting a roll toward advantage: reroll any 1s, as with the Lucky feat. Any creature with which the wearer interacts must make a WIS save, DC 15; on failure, that creature is charmed by the wearer (though this doesn't add yet more advantage--it merely affects that creature's demeanor and ability to retaliate). The charmed status is revoked when the wearer leaves the creature's vision, or if all Diplomancer's Rings are removed or become obscured.
Any spellcaster knowing Charm Person can create this from a ring of sufficient quality by casting d100 consecutive slightly-modified Charm Person spells on the ring at touch range (multiple casters may need to be present if this exhausts one caster). The DM may raise or lower the result of the d100 roll based on the quality of the ring.
AC and HP are inherited from the progenitor ring. When it is destroyed, no particular effect occurs beyond what would happen if it were removed.
Per Detect Magic, this ring has a strong aura of enchantment.
When wearing multiple such rings, the effects do not stack, but charmed statuses terminate only when the last ring is removed or obscured.

16
Items/divine_wand.txt

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Divine Wand
-----------
This item may vary in appearance, taking the form of a walking stick, large twig, or even a truly ornate polished wand.
This item is attunable; the only prerequisite is being able to cast at least one spell of any kind, including as a feat. Attunement may be achieved by a meditative spell during a short rest. If left in contact with an unattuned creature during a long rest consisting of nonmagical sleep, that creature may have a bizarre dream or nightmare related to it, and in doing so become attuned.
Whenever it is flicked or shaken by a creature holding it: the DM rolls a d20 secretly. If the roll is 1, the DM rolls a magic surge affecting the holding creature as the caster, and the target being the nearest visible creature the caster is shaking the wand at, if they intend to aim toward that creature; otherwise, the "target" is some point in that direction at the DMs discretion. If the roll is 20, check that the holding creature is attuned; if so (and the wand is not damaged--see below), they may pick any known spell from level 0 to 9, and cast it immediately, regardless of material cost or casting time. If the creature is not attuned (on a 20 roll), the DM picks the spell instead, and casts it as before.
Flicking the stick 12 times is a full action. Three rushed flicks may be taken as a bonus action.
Despite its flimsy appearance, the wand is actually extraordinarily durable, having an AC of 20 and an HP of 45. If it is destroyed, roll 2d6 magic surges with no particular caster and create an explosion of 20d10 force damage centered on where the wand was previously intact, in that order. If the wand is damaged, the DM may summon a magic surge or other wild magical effect (such as a wide-range Dispel Magic), and/or roll a percentile on subsequent usage rolls by an attuned creature to cast a spell of the DM's choosing anyway. Notwithstanding destruction, repairing a damaged wand requires Mending cast at level 3 or higher which restores all HP and cancels any "percentile on usage roll" effect.
These wands are divine instruments, and cannot be created by mortals, but also cannot be intentionally controlled by the deities. One usually enters into existence through a Wish which materializes it, or via the sheer will of a deity, who rarely would condone it for fear of such power falling into the hands of one that could destroy them.
Per Detect Magic, this wand has a strong aura, but no particular school affiliation.

10
Items/evertangling_rope.txt

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Evertangling Rope
-----------------
The item appears to be a normal rope.
When the rope is withdrawn from an opaque container, however, it is always horrendously tangled into a ball; it takes 1d4 times the length of the rope divided by 10' rounds to untangle into a pleasant coil.
Converting a mundane rope to an Evertangling Rope requires the cast of a 5th-level transmutation spell with V, S, and M (the rope itself, which is enchanted) components which takes 1 minute, and lasts until dispelled. Enchanting an already Evertangling Rope has no further effect. The spell itself is frequently circulated as a joke spell to gullible wizards in college.
Per Detect Magic, the rope has an aura of transmutation.

42
Items/flask_of_smells.txt

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Flask of Smells
---------------
This item appears to be a small, opaque flask, about the size of a small potion or flask of Alchemist's Fire.
Whenever the flask is open, and a creature with a sense of smell insufflates from its mouth: roll on a table for the scent it emits at that moment. The DM chooses this table on the item's creation.
The flask can be created with the expense of a third-level spell slot of Enchantment school: verbal, somatic, material (the flask itself, which is enchanted, as well as various odorous substances which are consumed), duration of 1 round.
Per detect magic, the flask has a faint aura of enchantment.
It has AC 5, HP 2. When broken, its noxious contents spill out; creatures in 15' of the spill that can smell and which the odor can reach roll CON save DC 15--on fail, lose a round to vomiting from intense smell.
An example table follows:
d6: (Cheyenne 11-2018)
1: Purple (literally the color) and Blood
2: Clean
3: Meat
4: Sexy bitch [the dog?]
5: Shit
6: Undead
A slightly saner table:
d8: (Grissess 11-2018)
1: Dirt
2: A fancy perfume
3: Carion
4: Whatever meal the smeller last ate, if any
5: A rose
6: An elderly person
7: Sewage
8: (The DM describes a percept, not necessarily scent, that would occur had that player actively rolled a nat 20 on Perception)
A slightly less sane table:
d4: (Josh 02-2019)
1: You smell a tabletop role-playing game being played
2: You smell whatever was there a year prior
3: You smell whatever will be there a year later
4: You lose your sense of smell for one day

8
Items/greater_box_of_duplication.txt

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Greater Box of Duplication
--------------------------
This item is the same as the Box of Duplication, with the following exceptions.
This box is capable of cloning almost any non-sentient object which can fit entirely within it, including rare magic items. The cloning of a magic item is not without risk, however; at the DM's discretion, roll a d20 when opening a box after having inserted a single magical item; if 1, 2d6 magic surges centered on the box occur (with no particular caster nor target), the item is not found to be duplicated, and the box's duplication effect is defeated for 1d12 hours.
The Greater Box of Duplication is rare, and normally created only by Wish or divine intervention of the same manner which would create a normal Box of Duplication.

21
Items/greater_chronomancers_ring.txt

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Greater Chronomancer's Ring
---------------------------
This item is the same as the Chronomancer's Ring, with the following exceptions.
While wearing the ring, a creature can move their body at the same speed they would while not wearing the ring, but while the world moves 3 times as slow around them. In addition the the Chronomancer's Ring effects, this further grants them:
- Three times their effective movement speed on their turn;
- Three times the damage they would inflict with a melee weapon or unarmed combat, being able to move their hands much faster (this does not translate to increased STR, however--merely speed);
- Up to three non-move-based standard actions and bonus actions on their turn (they may still break up their movement as usual, or dash to double their move speed, sacrificing all standard actions);
- Three reactions between their turns;
- Negation of any effect which would cancel a reaction;
- Negation of any negative effect which would accompany a reaction;
- Disadvantage to the attacker of all opportunity attacks against them if they pass Perception to notice them;
- The ability to hold concentration through inflicted damage not more than one third of their max HP;
- The ability to confuse a creature for a round by speaking to them in a language they can understand, as long as that creature can hear and is paying attention to them (and not, e.g., another attacker);
- One-third the required duration for rests (3 minutes 20 seconds for a short rest, and 2 hours 40 minutes for long); however, they also need to rest three times as often.
The Greater Chronomancer's Ring is created by performing the same 24-hour Time Stop ritual used to create a Chronomancer's Ring on an existing Chronomancer's Ring. Doing the same ritual on a Greater Chronomancer's Ring has no further effect.
If the ring is destroyed, time within 30' of the ring stops at the moment of destruction for 1d4+1 rounds, while any unaffected creature or object can affect them without reaction. Stopped creatures are incapacitated and immovable by force (but they can be teleported), are automatically "willing", automatically fail Perception checks, and have a move speed of 0. When the stop effect ends, they continue moving and acting as if they had before--except any actions done unto them while stopped immediately take effect, including, e.g., WIS or INT saves. Any mindreader which does not require save to read minds will note that the stopped creatures' minds are eerily blank, and only perceive a vague emotion representing their mood at the time they were stopped. A stopped creature which experiences planar travel is unstopped immediately.

26
Items/leaded_restraint.txt

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Leaded Restraint
----------------
This is a template for various restraints where lead has been added as an integral component, a plating, or substantial layer of some kind.
Lead has an ability to block the effects of many spells, including but not limited to divination. A leaded restraint appears nonmagical, even if it is, and has no aura via Detect Magic.
Similarly, while worn, a creature cannot cast spells, nor can it invoke its spell-like (Sp) and supernatural (Su) abilities, but it spends any resources required to attempt to do so. [Although not recorded in DnD 5e, spell-like abilities are innately-castable spells, and supernatural abilities are other feats granted to creatures whose basic implementation is contingent on magic (such as dragon's breath, or the Change Shape ability). As a litmus test, both types of abilities would be ineffective within an Antimagic Field.] The effect has no area (unlike Antimagic Field), but is localized to the wearing creature--in particular, the wearer can be affected by spells as usual.
Lead is a soft metal. If the restraint itself is made principally of lead, a typical set of manacles for a medium humanoid would require STR SAV (DC 20) to break (difficult, but not impossible).
Lead is also quite heavy, at ~700 pounds per cubic foot. Even if not binding the body, as with manacles, add a restraint's weight to the carrying weight of the creature; if the carrying weight exceeds that creature's carrying capacity, it becomes restrained (as in the status effect) until it is released, or its carried weight falls below its carrying capacity.
Example items of this template:
- Lead manacles: STR CHK DC 20 to break free (destroying the manacles); DEX CHK DC 20 to escape (the manacles remain locked); DEX CHK DC 15 to pick the lock for a creature proficient and capable of using thieves' tools; AC 15, HP 15, weight 5 pounds. The manacles are produced with a matching key that allows a creature to unlock them as an action. While worn by a humanoid, the creature cannot cast spells with S components [though this is redundant].
- Lead-lined steel manacles: STR CHK DC 35 to break free, DEX CHK DC 20 to escape, or DC 15 to pick the lock for a creature proficient in and using thieves' tools; AC 15, HP 35, weight 3 pounds. They are produced with a matching key to unlock in one action. While worn by a humanoid, the creature cannot cast spells with S components [though this is redundant].
- Lead fetters: STR CHK DC 25 to break free, DEX CHK DC 25 to escape, or DC 15 to pick the lock with tools; AC 15, HP 20, weight 10 pounds. Produced with one matching key. While worn by a humanoid, the creature's move speed is at most 10'.
- Lead collar (medium size): STR CHK DC 30 to break free (1/day); DEX CHK DC 15 to pick the lock with tools; AC 15, HP 40--risk of damaging wearer on miss, weight 10 pounds. Produced with a matching key.
- Lead collar (gargantuan size): STR CHK DC 50 to break free (1/day); DEX CHK DC 25 to pick the lock with tools; AC 18, HP 100--risk of damaging the wearer on miss, weight 50 pounds. Produced with a matching key.
- Leaded dimensional shackles: STR CHK DC 30 to break free (1/30 days); weight 5 pounds. Fits small to large creatures; the using creature, and any creatures they designate at time of use, can unlock them.

16
Items/necromancers_ring.txt

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Necromancer's Ring
------------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
When applied to the digits of a living creature, nothing immediately happens (but see below). However, when applied to the digits of a deceased creature, as long as such a recognizeable digit is available, that creature is resurrected, as if by the Resurrection spell. The DM decides how to restore missing body parts--closer ones may move together and merge, while irrecoverable ones may be regrown, for example.
While worn by a living creature, however, that creature is essentially immortal: it automatically passes all death saving throws so long as the ring remains worn on a finger, even if their HP drops below negative one-half their max HP. Effects causing instant death (such as Power Word Kill) are not prevented, but the creature resurrects within a round, being aware they were temporarily killed. The effect does not prevent their body from being mutilated; creatures who are conscious of this but unable to die may roll WIS saves at the DM's discretion; on failure, they become psychotic from the agony.
A group of spellcasters knowing Resurrection or True Resurrection can create this ring by casting a slight variant of that spell while touching the ring. 12 Resurrection casts must be made within the same round to create the ring, or a quarter as many True Resurrection casts (each True Resurrection counts as four Resurrections).
AC and HP are inherited from the progenitor ring. When it is destroyed: if it is being worn by a creature, that creature instantly dies. Otherwise, no other effect occurs.
Per Detect Magic, this ring has a strong aura of necromancy.
When wearing multiple such rings, all of them must be removed to reattain mortality. Additionally, further rings will resurrect within a round after the "instant death" effect posed by one's destruction.

16
Items/orb_of_magic_concentration.txt

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Orb of Magic Concentration
--------------------------
This palm-sized blue orb appears to be a crystal ball, but emits a blue glow, and tingles in the grasp of or contact with any creature that holds or touches it, regardless of size or scale, as long as that creature can feel.
This powerfully-magic orb attracts the magic weave as if by a magnet, granting its holder incredible power to manipulate it to their will. For the touching creature: all positive (conducive) quantities (such as damage, bonuses, saving DCs, durations, ranges, etc.) for a cast have their effect multiplied by 6 within their full range, and all negative (counterconducive) quantities (such as cooldowns, delays, penalties, etc.) divided by 6. For each range increment (of the full range of the original spell), the factor/quotient decreases by 1, up to a maximum of 5 increments (granting 6 times the range to the spell with "normal" effect at the fringe). A range of "Self" or "Touch" implies an increment of 0 (there is no range increase). This effect is unconditional, not "at will", for any creature touching the orb.
The orb's manipulation of the weave is not without cost. Whenever a touching creature casts a spell, regardless of whether or not it uses the effect above: unconditionally roll a magic surge or, at the DM's discretion, a powerful magic effect of their choice may be substituted, usually related to the spell just cast.
The orb is hard, having an AC of 17 and an HP of 15; if it is destroyed, roll 2d6 magic surges with no particular caster and create an explosion of 10d10 force damage centered on where the orb previously was intact, in that order.
Creating such an orb takes a full week of constant spellcasting on a crystal ball focus at a rate of one 1-level spell slot per minute. Because creatures often need to sleep and run out of spell slots, this often requires a large team of shift casters.
Per Detect Magic, this orb has a strong aura, but no particular school affiliation.
The effect of having multiple such orbs does not stack; the weave can only be warped so much.

71
Items/potion.txt

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Potion
------
These potions can convert any spell into a ranged attack, or magic item consumable. Spells which target a point in range (such as a conjuration) or at least a single object or creature can be prepared this way. When made into a potion, such spells cannot target more than one creature--if targeting more than one is mandatory, the potion creation fails. (Spells which create areas-of-effect work as expected.)
To use targeting a creature, for the attack action: make a ranged attack roll, 20' normal, 60' long. If you succeed, instead of damage, apply the effects of the spell contained within the potion. If the spell is concentration, you must begin concentrating on it from this point forward for effect; if you can't, no effect occurs. Interruption of concentration from this point on is handled the usual way.
A creature who ingests the potion receives the effect as if they were targeted at Touch range.
Targeting objects or points within range works similarly, but the DM decides the DC based on the circumstances.
If the spell is concentration, the creator of the potion must be able to see the target; otherwise, no effect occurs, and the potion is lost. If the spell isn't concentration, the effect can occur anywhere, with maximum duration, unless the spell allows the caster (creator) to cancel it, which they can perform the usual way (typically an action). (The caster needs to be aware of the effect first, which isn't automatic.)
When targeting creatures that are incorporeal (e.g., in gaseous form), the liquid may hit the creature without shattering the container. If this occurs, treat it as a hit--but the container remains intact (until it impacts something else with enough force), and is now void of the potion itself.
If a potion misses, but hits another valid target (striking another object instead of the one you intended, or, for a point in range, landing next to a creature instead of hitting them), the effects occur to the target actually hit.
The creator loses no spell slots from the use of a potion, only from its creation.
At least 0.5L of potion must be consumed in use (being ingested or thrown) for any effect to occur. Additional volume per use does not further intensify effect.
These potions are created in a manner similar to casting the spell over a small container with 0.5 to 1L of distilled or magically purified water. Although the container may be any material capable of containing the water, it is usually designed to break upon impact. A brittle container, upon fracture, applies its effect to the nearest creature within 5', or loses its effect if there is no such creature. Similarly, any excessively strong container may elicit an additional STR check, at the DM's option, when the thrown potion is used, as above.
To create, gather a container, purified water as above, all of the material components for the spell, any additional materials you might wish to add to modulate the spell (see below), and any other objects required to perform casting (such as a Wizard's spellbook); then, with the water and components in the container, "cast" the spell, consuming a spell slot 2 levels higher than the spell's desired casting level. It takes double the time to prepare the potion as the normal cast of that level (minimum 1 round), and consumes all material components, blending them into the potion, even if the normal cast would not. If the cast can be done as a ritual, a potion can be made without consuming a spell slot in 20 minutes, again consuming all material components.
The appearance and sensation of the liquid, over the period of casting, slowly changes into a final appearance based on the properties of the spell, chiefly by school:
- For abjuration: the fluid is opaque and gray, with a highly reflective sheen, and has no apparent odor.
- For conjuration: if a creature is summoned, by alignment or type:
- For celestials, feys, and other good-aligned creatures: the fluid is a translucent, milky white, glowing slightly (imperceptibly unless in dim or lower light), with a non-descript pleasant odor;
- For fiends, demons, and other evil-aligned creatures: the fluid is a translucent, inky black, glowing slightly red (imperceptibly unless in dim or lower light), with a non-descript acrid odor;
- For neutrally-aligned creatures: the fluid is a translucent, silvery gray, glowing slightly (imperceptibly unless in dim or lower light) with no odor;
...otherwise, if no creature is summoned, the fluid is a translucent, light blue, and odorless, but glows dimly.
- For divination, the fluid is odorless, opaque milky white, and does not glow.
- For enchantment, the fluid is a translucent purple, with occasional sparkles swirling within, and smells of non-descript energy.
- For evocation, the fluid is deeply-colored, opaque, and turbid, adopting properties from the element:
- For fire, it is a deep but bright red, with orange highlights; particles reminiscent of embers swirl within. Attempting to smell it produces a painful, burning sensation.
- For air, it is a bright cerulean or cyan; the fluid always appears to have vortexes within. It is odorless.
- For water, it is a deep, sapphire blue; bubbles spontaneously form and disappear regularly. It is odorless.
- For earth, it is a stone gray, or dirty brown, with occasional gem-like sparkles that are slow to form and disappear. Even when swirled in a transparent container, the sparkles appear to retain their position. It has a distinct, earthy smell.
...further elements can adopt their Aristotlean visage above, or can be more particular as below:
- For lightning and thunder, it is a turbid, cloudy purple. The fluid occasionally flashes with bright white sparks, rarely on the surface, but often glowing deep within the cloudy appearance. It smells acrid, as of ozone.
- For ice and cold, it is a very sparkly, bright white, with particles regularly swirling, as if in a snowglobe. It is odorless.
- For acid, it is mostly black, with cyan or verdigris veins slowly swirling within. It has an extremely sharp odor, and attempting to smell it causes a painful burning sensation.
- For posion, it is a cloudy emerald green, with turbulent, darker clouds within. Attempting to smell it causes a creature vulnerable to its effect to cough uncontrollably for a round.
- For radiant, it is a bright, sunny yellow-white--like the sun, it noxious to look directly at. The fluid, if exposed or visible through a transparent container, provides 60' of bright light, and 60' further of dim light. Smelling it gives a pleasant, warm sensation, but no specific odor; if smelled by undead, a painful sensation also arises.
- For force, it is a glowing, bluish white; occasionally, it flashes even more brightly as a spark visibly jumps within its volume. It is odorless.
...for a combination of elements, the two properties may combine (like pigments, with both scents, etc.), or the fluid may spontaneously change between them. For evocation spells with no associated elements, the fluid is a translucent amber, and odorless.
- For illusion, the fluid is entirely clear and odorless.
- For necromancy, it depends whether the spell principally heals or harms most living (non-undead) creatures:
- If it principally heals, it is a warm, emerald green, and smells of herbal medicine;
- If it principally harms, it is an oily, chilling black, and smells of carion;
...if it is focused specifically on raising the dead as undead, it is a very dark opaque gray, smelling of earth and decay, and produces a burning sensation on touch with the living.
- For transmutation, the fluid flashes over in several deeply-saturated and bright opaque colors, once every few seconds, starting from some point randomly within its volume and proceeding quickly. The smell changes regularly, too, taking on benign, pleasant, or revulsive odors regularly.
Additional ingredients may be added to the preparation for various effects:
- Holy water may replace the purified or distilled water. When the spell targets undead, add 2d6 radiant damage on hit. When the spell would heal a non-undead creature, add 1d8 HP of healing to each creature.
- If the spell does damage, adding a tiny dagger made of precious metal worth at least 10gp adds 1d10 damage. You may add up to 4; further daggers are not absorbed.
- If the spell heals, adding a silken sac of medicinal herbs worth at least 10gp adds 1d10 HP healing to each target. You may add up to 4; further sacs are not absorbed.
...ingredients that cannot be absorbed, because they are not components, are not effective for the spell, are too numerous, or any other reason, remain within the potion, but separate from it, and can be filtered out.
Per Detect Magic, the aura presented about the fluid is the aura of the spell it contains.
Casting Extended Magic Aura on a potion causes it to change both the appearance of the fluid, and the aura per Detect Magic.

10
Items/ring_of_greater_ring.txt

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Ring of Greater Ring
--------------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
When equipped: the wearer equips as many rings as were equipped previously, plus one. This counter starts at 1 per ring.
Effects of multiple equipped Rings of Greater Ring do not stack.
Per Detect Magic, the ring has a very strong aura of enchantment.

12
Items/ring_of_greater_stamina.txt

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Ring of Greater Stamina
-----------------------
This item is the same as the Ring of Stamina, with the following exceptions.
When worn: all limits or capacities of effects which have a limited number of uses before a rest of any kind (such as spell slots, bardic inspiration, channel divinity, the lucky feat, etc.) have their capacity tripled, in addition to possibly not expending them on use (see the Ring of Stamina). Additionally, the wearer can go any amount of time before rests without accruing levels of exhaustion (they must still eat and drink normally), though a rest of some kind is still required to restore said effects or reduce levels of exhaustion acquired through other means, as usual. The wearer has advantage on any saving throw against an effect which would cause them to sleep, or become fatigued or exhausted.
The added stamina increases the fortitude of the wearer. While worn, the wearer's CON score increases by 4, and they have advantage on saves which would prevent or end a poison effect.
Clerics in the Life domain can create one of these rings by using a modified variant of Bless at the 9th level which takes 8 hours to cast on a mundane ring. After doing so, they may take a level of exhaustion, at the DM's discretion. In addition, deities of the Life domain can create such rings freely, and can be swayed to do so (e.g., via Religion).
When wearing multiple such rings, the effects do not stack.

14
Items/ring_of_greater_true_sight.txt

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Ring of Greater True Sight
--------------------------
This item is the same as the Ring of True Sight, with the following exceptions:
The range of truesight is unlimited. The wearer's vision may be obscured by opaque objects, but it can see into all non-occluded darkness, and witness indefinitely into the ethereal plane, so long as nothing impedes line of sight.
The wearer either automatically passes, or has +15 to, any Perception check relying on sight. (See below.)
Such rings can be created by mortals by keeping a ring continuously enchanted for 240 hours (10 days); see the Ring of True Sight for details on the procedure. After 24 hours, the ring is a Ring of True Sight, but enchantment must continue for it to become a Ring of Greater True Sight. When created this way by mortals, the ring grants +15 to Perception.
Such rings can also be Wished into existence, or crafted by deities. In this case, at the creator's option, the ring may instead grant automatic Perception pass.
When this ring is destroyed: the wearer, if any, adopts the Blind condition for 2d6 hours. This does not affect truesight granted by other Rings of True Sight.

10
Items/ring_of_greatest_ring.txt

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Ring of Greatest Ring
---------------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
When equipped: the wearer equips as many rings as are presently equipped.
If you're wearing multiple such rings, you are already dead. [Omae wa mou shinderu.]
Per Detect Magic, the ring has a painfully-bright aura of bullshit.

10
Items/ring_of_lesser_ring.txt

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Ring of Lesser Ring
-------------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
When equipped: the ring is unequipped.
You couldn't possibly wear more than one of these (proof left as exercise to the reader).
Per Detect Magic, the ring has an aura of enchantment.

12
Items/ring_of_magic_detection.txt

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Ring of Magic Detection
-----------------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
While worn, the wearer can see a glow around magic auras, and learns the school of magic, if any, except where obscured, as with Detect Magic. Maintaining the spell requires no concentration.
Mages that know the Detect Magic spell can expend two fifth-level equivalent spell slots (one for a high-level Detect Magic, and another to bind the spell) with casting time one minute, verbal, somatic, material components (the latter being the ring to enchant).
Additional such rings have no further effect.
Per Detect Magic, the ring has an aura of divination.

10
Items/ring_of_ring.txt

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Ring of Ring
------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
When equipped: the wearer equips 1 additional Ring of Ring.
Effects of multiple equipped Rings of Ring do not stack.
Per Detect Magic, the ring has a strong aura of enchantment.

16
Items/ring_of_stamina.txt

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Ring of Stamina
---------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
The wearer feels more rejuvenated and vivacious than usual.
When worn: the wearer need only spend half the time per rest to experience its full effect (5 minute short rest, 4 hour long rest, per default). Additionally, when the wearer uses an effect which has a limited number of uses before a rest of any kind (such as spell slots, bardic inspiration, channel divinity, the lucky feat, etc.): roll a d20; if greater than 10, that usage is not expended.
Clerics in the Life domain can create one of these rings by using a modified variant of Bless at the 5th or higher level which takes 10 minutes to cast on a mundane ring. In addition, deities of the Life domain can create such rings freely, and can be swayed to do so (e.g., via Religion).
The AC and HP are the same as the progenital mundane ring. When broken, its effects merely cease.
Per Detect Magic, the ring has a strong aura of enchantment.
When wearing multiple such rings, the effects do not stack. A worn Ring of Greater Stamina supersedes (and includes) all effects of a Ring of Stamina.

14
Items/ring_of_true_sight.txt

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Ring of True Sight
------------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
When worn: the wearer has truesight out to 120 feet. [That creature can see into darkness, natural and magical, automatically discern illusions, perceive the original form of a shapeshifter, see invisibility, and perceive into the ethereal plane within the specified range.] This effect occurs regardless of whether or not the wearer has the appropriate, functional sensory organs.
Such rings can be created by casting True Seeing at the 8th level or higher over the course of 24 hours on a mundane ring of precious metal. A cast at the 8th level lasts for 1 hour; a cast at the 9th level lasts for 12 hours. If the ring remains so enchanted for the full 24 hours, it becomes a Ring of True Sight.
The ring inherits its AC and HP from its progenitor ring. When destroyed, the specific effect of truesight caused by that ring on its wearer, if any, simply ends. (This does not preclude other Rings of True Sight, True Seeing, or racial features from continuing effect.)
Additional such rings have no further effect.
Per Detect Magic, the ring has a strong aura of divination.

14
Items/ring_of_vorpal.txt

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Ring of Vorpal
--------------
This ring appears to be a nondescript precious metal band; often, it is sized for the largest finger of a medium humanoid creature, which may fit it to the smallest finger of a large humanoid creature, or on the thick thumbs of a small humanoid creature.
When worn: at will, the wearer can designate any bladed weapon to gain the magical "vorpal" effect once per turn, and become a magic weapon if it isn't already. [The "vorpal" effect causes the weapon to become magic if it isn't already with +3 to hit, and decapitate a hit creature on a critical hit, generally causing instant death--or, at the DM's discretion, 6d8 unblockable slashing damage if the blade is poorly situated to perform decapitation.]
Because it can create arbitrarily many vorpal weapons, and vorpal weapons are eminently deadly to any creature of any size which can die of decapitation, these rings are extremely rare. It's possible to Wish one into existence, but even the deities would generally be concerned with the existence of such an item, if only for how fecklessly it can be used.
The ring has an AC of 18 and an HP of 20. When destroyed, the wearer, if any, is decapitated instantly.
Per Detect Magic, the ring has a strong aura of enchantment.
When wearing multiple rings: you can designate a number of weapons per turn equal to the number of Rings of Vorpal you are wearing.

14
Items/scrying_artifact.txt

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Scrying Artifact
----------------
These artifacts take many forms; they may be mundane stones, precious gems, orbs, jewelry (including rings, bracelets, necklaces, etc.).
The item must be attuned, which can occur with a meditation with the item, or intense study of its properties. When it attunes to a creature, any other creature it may have been attuned to is no longer attuned. If the previously attuned creature was scrying through this artifact, that spell is immediately cancelled.
The attuned creature can, as a bonus action, change their viewpoint to any of the scrying artifacts they are attuned with. As a free action, they can move that viewpoint anywhere within 10' of the artifact itself. They can see and hear as if they were there, but cannot see and hear through their own senses. If they are damaged, their viewpoint immediately returns to their own body.
A scrying artifact can be created by combining the base item, a scroll of Scrying, a scroll of Sequester, and a 9th level spell slot to bind all of them together. This can be done only once per long rest. If a scroll of Teleport is additionally combined, the artifact gains the function of a Teleport Artifact (see), and has a combined aura.
The artifact retains its usual AC and HP. When destroyed, the spell is dispelled, and any creatures who may be scrying through it have their viewpoint returned to their own body.
Per Detect Magic, the artifact has a very faint aura of divination; in normal lighting, it takes Perception DC 30 to observe; in dim or dark lighting, it takes Perception DC 25.

10
Items/staff_of_greater_telekinesis.txt

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Staff of Greater Telekinesis
----------------------------
This item is the same as the Staff of Telekinesis, with the following exception.
When casting Telekinesis using this staff, it doesn't count as a concentration spell, and you can have up to five objects or creatures affected simultaneously. When you stop focusing on moving an object or creature, it remains in place until you cancel the effect or move out of range. If the object or creature changes weight (not mass--this includes effects that alter gravity), and the new weight is greater than the Telekinesis limit of the caster, that cast ends.
Additionally, casts of Telekinesis by the wielder of this staff have ten times the normal range, including ones not necessarily cast through the staff's effect. This effect is immediately cancelled if the wielder loses hold of the staff; if the target is outside the range, the spell ends as usual.
Creating a Staff of Greater Telekinesis takes five scrolls of Telekinesis and a 9th-level spell slot to bind.

8
Items/staff_of_greater_teleportation.txt

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Staff of Greater Teleportation
------------------------------
This item is the same as the Staff of Teleportation, with the following exceptions.
When casting Teleport using the ability of this staff: if a mishap would occur, the spell simply fails instead. If the result would be off-target, it is instead on-target. Similar location results still occur.
The Staff of Greater Teleportation can be created by combining a staff with a scroll of Teleport and a scroll of Scrying, and expending a 9th-level spell slot to bind them.

12
Items/staff_of_telekinesis.txt

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Staff of Telekinesis
--------------------
This item appears to be a staff, often knotted and gnarly, about the size of a walking stick for a medium creature. It is a bit small for a large creature, and a tad cumbersome for a small creature.
The holder of the staff can use the Telekinesis spell at will, without expending a spell slot and without a verbal component (a somatic component to gesture with the staff is still required).
It can be created by combining a scroll of Telekinesis with a staff, and expending an 8th-level or higher spell slot to bind the two.
The AC of the staff is inherited from the staff used to create it; however, it's markedly more durable, and has three times the HP of the staff used to create it. Upon destruction, any Telekinesis spell in progress is cancelled.
Per Detect Magic, the staff has a strong aura of transmutation.

12
Items/staff_of_teleportation.txt

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Staff of Teleportation
----------------------
This item appears to be a staff, often knotted and gnarly, about the size of a walking stick for a medium creature. It is a bit small for a large creature, and a tad cumbersome for a small creature.
The holder of the staff can use Teleport at will, without expending a spell slot, and without a verbal component (but with a somatic component to gesture with the staff).
It can be crafted by combining a scroll of Teleport with a staff, and expending a 9th-level spell slot to bind the two.
the AC of the staff is inherited from the staff used to create it; however, it's markedly more durable, and has three times the HP of the staff used to create it. Nothing in particular happens upon its destruction, except that it becomes unusable.
Per Detect Magic, the staff has a strong aura of conjuration.

14
Items/story_stone.txt

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Story Stone
-----------
This unique artifact has the visage of a stone, but may be either rough or polished, or even a gemstone. It may be bracketed and worn as a pendant, or as a setting on other jewelry, but its typical size (about palm-sized) precludes this use.
While held, or worn if in a setting: once per day, as a full round action, the holder can automatically pass a History check, as if by critical success. On doing so, that creature may perceive, with all of its senses, important or related events which answer or explain the check, usually in some form of narrative, and in an ethereal or dreamlike manner. (The DM is at liberty to be as detailed or terse as they see fit, so long as the depictions are accurate, relevant, and faithful to the purpose of the check.) While doing so, unless the holder has blindsight or truesight, it can no longer sense its own surroundings. Regardless of the perceived length, the duration is still one round.
When used subsequent times in the same day: the DM rolls d100 secretly; on less than 50: the story is anything but accurate; it may be simply fictitious, have errors of omission, and/or be downright harmful to the goal of the check (consider it a critical failure instead). Otherwise, the effects are as normal, but the DM retains the liberty to be more terse.
As a free action, a creature knowing any language can tell the Story Stone a story; if the story is deceptive, that creature must succeed on a Deception check, DC 25 (or as the DM sees fit). Any other creature knowing any language can ask the Story Stone to recite that creature's story (the most recent one being chosen), or specify a detail which is specified within the story (as with the History check). The storyteller can, with the telling, also give a phrase of up to fifteen words that will recount the selfsame story when spoken aloud by a holder (no History check required). In either case, the story is recounted exactly as it was told, and in the voice of the storyteller, but possibly translated into the other language, and the stone may "bring the story to life" by providing similar, vivid hallucinations). In this usage, the Story Stone resembles a more powerful Talking Stone.
Only one Story Stone exists in the world; it has existed since times prehistoric, being informed slowly throughout the years by the sages who have held it. The current form of the Story Stone has the same AC and HP as a mundane stone of the same form. When destroyed, a new stone somewhere within the material plane is randomly selected (by the DM).
Per Detect Magic, the Story Stone has a strong aura of divination.

21
Items/sword_of_pay_to_win.txt

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Sword of Pay to Win
-------------------
This item appears to be a standard steel longsword, but it has a slot in the hilt, large enough to fit all common denominations of currency.
The base damage of the sword is 1d4. However, if a coin is inserted, for the next hour, the damage changes according to the denomination of the coin:
- 1cp grants 1d6 damage;
- 1sp grants 1d8 damage, and the weapon gains the "silvered" status;
- 1gp grants 1d10 damage;
- 1pp grants 1d12 damage, and the weapon becomes +2 magical additionally.
The slot closes after you insert the coin, opening again when the hour has expired. Inserting the coin is a free action.
If a counterfeit coin is inserted, the sword remains at 1d4 damage, and additionally causes disadvantage with attacks made by it (it actively avoids hitting other creatures). This effect lasts for the usual hour. The slot remains open, but the counterfeit coin is gone.
While wielding the sword: the wielder may occasionally hear about the latest and best offers of nearby businesses, shops, stores, and so forth, from an incorporeal voice.
Although precautions are taken to avoid such tracking, the coins ultimately end up in the lair of an unscrupulous, avaricious gnome who mass-produces these swords and sends them widely to market. The money is vaulted away, but the gnome promises to any visiting creatures (in Common) deals and steals of various sorts, like the ability to purchase experience points, or a Certificate of Prerequisite to take a feat or multiclass. The gnome also has a proficient INT skill for determining the class of a creature on sight, if any, and may tailor their offers to that class.
The AC and HP are as for a typical longsword.
Per Detect Magic, the sword's hilt has a faint aura of conjuration and divination. No other part of the sword has an aura.

20
Items/talking_stone.txt

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Talking Stone
-------------
These artifacts usually take the form of palm-sized stones or other mineral materials of a similar size. Not all such stones can accept this spell, but more precious gemstones tend to work more reliably.
A creature holding the stone which knows at least one language can, as a free action: speak to the stone, or clear the message.
Whenever the stone is initially touched by a creature that understands at least one language: hears the previously recorded message, if any, over the course of a free action, in a language that it understands, and in the voice of the caster. If the creature stops touching the stone during the message, it ceases hearing it; a creature which is no longer touching the stone will hear it anew when they touch the stone again.
The stone can hold up to one message; a newly recorded message clears the previous one irretrievably.
Neither recording the message nor hearing the recording are affected by the inability to speak or hear, including earmuffs, gags, loud noise, or magical means, such as the Silence spell.
The recorded message, when being "heard" by touching a creature that understands at least one language, can be a verbal-component-only cantrip, such as Thaumaturgy or Vicious Mockery, if the recording creature knows that spell. The touching creature is the caster.
Such a stone can be created by casting Magic Mouth at 5th or higher level on the chosen stone. As above, not all stones can accept this spell; gems work well, the more precious, the better. A stone must not have a diameter longer than 4in., or shorter than 1in., in any dimension, or the spell will fail.
The stone retains its AC and HP. When destroyed, the recording is lost irretrievably.
Per Detect Magic, the stone has an aura of Illusion.

10
Items/teleport_artifact.txt

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Teleport Artifact
-----------------
These artifacts take many forms; they may be mundane stones, precious gems, orbs, jewelry (including rings, bracelets, necklaces, etc.).
As an action, the creator of this artifact can summon it back to a location within 60' that they can see. As with Teleport, up to 8 creatures within 10' of the artifact (including whichever may be carrying it) may also teleport, either if they are willing, or fail a WIS save against the spellcaster's spell DC. This can only be done once: when this effect is used, the enchantment from the artifact is lifted, and it becomes a mundane item again (or merely a Scrying Artifact if it is a combined artifact; see below).
A Teleport Artifact is created bu combining a base item and a scroll of Teleport, and expending a 9th-level spell slot to bind them together. The "creator" is considered the creature that expends this 9th-level spell slot; they can only do this once per long rest. If a scroll of Sequester is combined into this as well, the item becomes hard to detect as well (see below). If both a scroll of Sequester and a scroll of Scrying are combined, the artifact also gains the function of a Scrying Artifact (see), and has a combined aura.
Per Detect Magic, the artifact has a strong aura of conjuration, unless a scroll of Sequester was combined with it, in which case the conjuration aura is very faint--taking Perception DC 30 to observe in normal lighting, or DC 25 in dim or dark lighting.

16
Items/wand_of_deletion.txt

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Wand of Deletion
----------------
"delet this" - Anonymous ancient scholar
This item may vary in appearance, taking the form of a walking stick, large twig, or even a truly ornate polished wand.
The wand has at most 5 charges. At the end of the day, all spent charges are restored. If all charges are expended, roll a d20; on 1: the wand disintegrates; on 20: the wand becomes a Divine Wand.
When held: the holder may expend one charge and an action to target an item within 60' that it can perceive; if that item is held by a creature, it may contest (DEX(Acrobatics) of wand holder vs. DEX SAV of item holder, ties to the item holder). On a failed save, or if the item isn't held, it simply disappears, leaving no trace. On a passed save, the item holder may spend their reaction (if any) to fire a handgun as an Attack action at the wand holder (one appears for the duration of the reaction if the item holder does not have one). [The handgun is a simple ranged mundane weapon, +1 to hit, 2d10 damage, versatile 2d12.] If the item holder choses to do so, it may simultaneously yell "DELETE THIS" (failing any Stealth checks) to gain advantage on the attack roll.
The wand has an AC of 10 and an HP of 15. When destroyed, the most recent holder (whether or not they used it) is deleted, leaving no held or equipped items, or resurrectable body parts.
The only known method of creation is by a Wish, or divine intervention.
Per Detect Magic, this wand has a strong aura of abjuration.
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