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ollesealey

Very Rare
crystal

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.

Common
potion

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.

Rare
potion

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!

Str is set at +5. Int is reduced by 2.

Rare
grenade

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.

Legendary
seal of the city

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.

Very Rare
one handed weapon

This hammer has a block of unstable delerium embedded in it. 2d8+STR damage. On miss you take the damage.

Dangerous energies half-harnessed.

Uncommon
armour

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.

Uncommon
gauntlets

When you make an unarmed attack you can add push 2 to your attack, and must push yourself 2 in the opposite direction.

Legendary
bracelet

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!

Uncommon
clothing

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.

Uncommon
weapon

1d6 + DEX.

This hammer does not miss small or tiny creatures. Small or tiny creatures will try to target you first.

Rare
armour

-1 move, 7 + DEX armour, Disadvantage on checks made for mind-altering conditions.

The golem is slow, hard and easy to control

Very Rare
Protection

This suit is sealed against the outside world. Advantage on saving throws against contamination.

Can be crafted onto many types of armour.

Legendary
relic of the Saint

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.

Legendary
relic of the Saint

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.

Legendary
seal of the city

+1 to INT

Once held by the genius-mage Adriana

Very Rare
weapon

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

Very Rare
painting materials

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.

Very Rare
hole

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.

Common
potion

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.

Uncommon
potion

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

Very Rare
potion

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.

Very Rare
potion

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

Uncommon
potion

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.

Common
potion

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

Rare
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

Very Rare
Boon

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

Uncommon
Narcotic

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

Legendary
Helmet

+2 to armour

1/encounter: If targeted by a ranged attack you can spend an action to have the attacker become the target.

Uncommon
ring

Gain 1 armour.

Uncommon
ring

Your jump is tripled.

Cue discussions about jumping height.

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.

Uncommon
clothing

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

Legendary
adhesive

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.

Legendary
seal of the city

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

Legendary
relic of the Saint

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.

Uncommon
scroll

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.

Rare
scroll

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.

Uncommon
Scroll

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

Uncommon
scroll

Up to 8 willing creatures of your choice treat water as solid ground for 1hr.

Rare
clothing

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.

Legendary
seal of the city

Can cast mage hand at will.

Once worn by Steward Eisner, the legendary administrator who could sign 3 documents at once.

Legendary
relic of the Saint

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.

Dagger

+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.

Very Rare
potion

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!

Very Rare
rod

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_______