ollesealey
This crystal has 10 charges. 1 charge: The crystals emits bright light for 1 hour. 3 charges: The crystal flashes, blinding all unprepared (consider a DC 12 dex save) in reach 6 for 1 round. When spent it becomes a beautiful gem worth 500gp.
The amethyst academy is exploring the process they think is happening to the falling fire worshippers.
Regain 1d6 mana. For one hour afterwards when you cast a spell roll a d20, creates an arcane anomaly on a 1.
If used more than once before a safe rest, take 1d12 damage per mana regained.
Duration: 6 hours, or until activated 3 times. When you fail a test to become contaminated you can pass it instead. After 6 hours take 10 damage and become incapacitated for 1 minute while you expel the corruption.
Contained a large syringe to be taken to the heart. Created from eldritch lilies. Find a comfortable place to ride out the after effects!
An ignited delerium shard is contained by a magical field in a bottle. If smashed, arcane anomaly, 4x4 AEO, DC15 ST save or 8d6 damage and 1 level of contamination.
DC: WIL/INT.
1 charge per day to be used on one of the following:
-Detect thoughts, WIL save to avoid. 1 minute.
-Send a one-sentence message up to 10 miles.
-Nominate one willing creature to share a telepathic bond with for 1 hour.
Once carried by Balrin, the charismatic representative of the city.
1/safe rest: Cast scorching ray. 1 action. 5d6 damage. Each miss does 3 damage to the user.
Using this as your spell focus allows you to enhance your spells. The focus has 5 charges. Using one charge upcasts a spell by 2 mana for free, and causes one level of contamination.
The focus regains one charge per hour in the deep haze.
This ring can move tiny objects no more than 100g within reach 6 at will.
Still has a bit of power in it.
This hammer has a block of unstable delerium embedded in it. 2d8+STR damage. On miss you take the damage.
Dangerous energies half-harnessed.
Armour 10 + DEX (max 2)
This armour is as light as a cotton shirt.
Wonderful craftsmanship
Has 3 charges. When used this staff creates an arcane anomaly centred on the user.
When you make an unarmed attack you can add push 2 to your attack, and must push yourself 2 in the opposite direction.
1/Safe rest: you can lower the temperature in reach 20 (100 feet) by 20 degrees C for 10 minutes. All non-magical flames are extinguished. While in this area your hand becomes an icy claw which deals 1d6+10 cold damage.
For example, if you were sat in a chilly room at 10 C you could turn it into -10 C and be even colder. Lucky you!
These white silk gloves allow the user to slap someone up to 10 feet away. Losing the hand means losing the hand.
Popular amongst aristocracy. Cost 600gp.
1d6 + DEX.
This hammer does not miss small or tiny creatures. Small or tiny creatures will try to target you first.
-1 move, 7 + DEX armour, Disadvantage on checks made for mind-altering conditions.
The golem is slow, hard and easy to control
This suit is sealed against the outside world. Advantage on saving throws against contamination.
Can be crafted onto many types of armour.
Requires a bearer of faith.
Gain truesight to range 6.
Can see to the truth.
Action: Blow on the horn. Cone 6,STR x d10 thunder damage and deafened for the scene, DC 12 ST save for half and avoid deafen. If the primary die is a 1 or 2 the horn explodes including the blower in the cone effect.
Very effective against structures.
This horn is cracked, and may explode at any time.
Requires a truthful bearer of faith.
Projects a zone of truth reach 1. WIL save to avoid.
One handed. 1d12 + STR fire damage.
Suffer not the liar.
+1 to INT
Once held by the genius-mage Adriana
Range 8, 1d6 + DEX damage
1/Safe rest: Transforms into a bolt of lightning. Line 8. DEX D6 damage.
This ancient clock-hand still packs a punch
These pigments allow you to create objects by painting them in the air or on surfaces. When you complete the painting, the object depicted becomes a real, nonmagical object.
Your imagination is the limit, that and the paint.
While you wear this pendant, you lose the dying condition and gain 1 hit point whenever you are dying at the start of your turn.
1 Use. While folded this looks like a black sheet of paper. When unfolded and put onto a surface it will attempt to become a hole in that surface.
The surface must be less than a foot deep, and inanimate.
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour
The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
For 1 hour you are immune to frightened and feel no fear. Role play accordingly.
This blue potion bubbles and steams as if boiling
When you drink this potion, your strength score changes to +6 for 1 hour. Afterwards your strength changes to -2 for 1 hour.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant
For 10 minutes you gain 1 action/round. For 1 hour afterwards you are dazed.
The potion’s yellow fluid is streaked with black and swirls on its own.
You become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell
This potion’s container looks empty but feels as though it holds liquid
The next time you see a creature within 10 minutes after drinking this, you become charmed by that creature for 1 hour. If it makes any sense, you regard it as your true love.
This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Healing Potion (action) Heal 2d4+4
Greater Healing Potion (action) Heal 3d6+6
Supreme Healing Potion (action) Heal 4d8+8
Regular prices:
Healing Potion 50 gp
Greater Healing Potion 150 gp
Supreme Healing Potion 450 gp
This potion takes 10 minutes to apply and the target must be naked. For 1 hour, or until they wish to return, the target is on the ethereal plane. While there they can vaguely perceive the material, but don't interact with it. Strong magical effects and spirits may extend into the ether.
A ghost potion
When you drink this potion, you become 2 sizes smaller for 1 hour.
The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it
Roll a d6 on every use, on a 1 the rod melts. Removes contamination and mutations. Caster gains 1 wound. Target gains 1 wound per level of contamination removed.
By trapping the essence of eldritch lilies in a rod
One pouch contains 3 uses of Delerium Dust. Using gives advantage on all attack rolls for one minute, and one level of contamination.
Just say no
+2 to armour
1/encounter: If targeted by a ranged attack you can spend an action to have the attacker become the target.
You can interpose for free an ally is subject to a ranged attack.
1/Safe rest: Advantage on saving throws vs spells. On a 'crit' save the spell affects the caster instead.
One per safe rest the wearer can transform into the animal whose skin made the robe. Forms include a mastiff, a crab and an alligator. The forms are not effective in combat, and taking damage reverts the user back to their normal form.
Decide the form on acquiring the robe. Cost 400gp
There's enough glue for 1 foot square. The glue sets in 1 minute with no motion. Once set the glue cannot be broken, although the objects still can.
The jar is pretty special too.
Requires a bearer of faith.
Saint Vetruvio's aid 1/day: the bearer can ask for one dice to be rerolled. Must be role played for it to work.
Said to contain the blood of Saint Vetruvio who, with the mighty dragon Argonath, saved the city centuries ago
Requires a bearer of faith.
+1 WIL.
1d6 + STR damage.
1d6 + DEX dmg. The first attack is at advantage. The bearer must eat twice as much as usual.
All that swinging works up an appetite!
All creatures in reach 10 move one step towards to the right in the sequence. Violent>Hostile>Surly>Calm>Sleepy
You and one other willing creature in reach 1 are teleported up to 500 feet (100) in a direction of your choosing.
Teleportataion is the bane of all high security installations. Expect countermeasures.
Conjures a floating disc for 6 hours which hovers. It can be loaded with up to 250kg before it starts to sag.
You can understand all spoken and written language for 10 minutes. Afterwards you can't understand any language for one hour.
Reach 3. You transform up to ten willing creatures. Each target assumes a beast form of your choice for 1 hour.
Must be read followed by an individual's name, a description of their appearance and character. After reading this scroll successfully you are filled with thoughts of where they currently are. If you are unsuccessful the scroll is not consumed.
After reading the scroll the next short message will be transmitted to a recipient the bearer is thinking about.
The haze boundary has foiled this spell more than once.
For 1 hour no sound is possible within reach 4.
At last, some peace.
After using the scroll on a dead creature you can ask it 5 questions.
The dead don't have to be helpful.
After using the scroll all creatures who want to lie in reach 2 must make a Wil save with DC of the caster's KEY stat. If they fail they cannot lie.
The caster doesn't know if the save is passed unless they are very perceptive
Up to 8 willing creatures of your choice treat water as solid ground for 1hr.
Once per safe rest, when the command word us uttered the user becomes almost two dimensional from the side for up to 10 minutes. Any damage in this form is a crit, and stops the effect. A stiff wind can knock you over.
Decide the command word now. Cost 3500gp
10 Charges. 1 action to use. 1 Charge: Range 6. Heal target for 1d8+4. 5 Charges: Reach 1. Heal targets 3d8+4. Gains one charge per healing spell cast on it.
Can cast mage hand at will.
Once worn by Steward Eisner, the legendary administrator who could sign 3 documents at once.
Requires a bearer of faith.
+5 armour.
Deny the witch 1/safe rest: roll off with a caster to counter a spell.
The sorcerer kings of old will never return while the church stands.
+2 to damage. Fills the user and the victim with feelings of nihilism. 1/day as a free action create 6x6 darkness and silence for 10 minutes. Concentration.
1 use: When used on a wound or ailment it will mend it. This includes lost limbs.
Does not fix being dead, but covers almost everything else!
When the rod's command word is spoken it stays where it is until the command word is spoken again. 2500kg of force (think of a car crash) is needed to move it.
Choose a command word, write it here_______