General Magic Items
This page contains a comprehensive list of general magical items available in the world, organized by category: wearable items, wondrous items, consumable items, and potions.
Wearable Magic Items
Items that are worn on the body and provide continuous or activated benefits.
| Item Name | School of Magic | Price | Mechanical Effect | Location Worn | Requires Attunement | Brief Description |
|---|---|---|---|---|---|---|
| Aethis' Belt of Wands | Arcane | 5,000 gp | Holds 10 wands, quick access, enhanced wand charging | Waist | Yes | Belt designed to hold and enhance multiple wands. |
| Amulet of Health | Fae | 4,000 gp | Constitution score becomes 19 | Neck | Yes | Amulet that enhances constitution. |
| Amulet of Proof against Detection and Location | Arcane | 2,000 gp | Hidden from divination magic | Neck | Yes | Amulet that protects against scrying and detection. |
| Barrier Bracer | Arcane | 1,500 gp | Reaction AC bonus (up to +5), repulsive field (rare variant) | Forearm | Yes | Bracer that provides defensive bonuses and can push attackers away. |
| Belt of Dwarvenkind | Arcane/Divine | 5,000 gp | Constitution +2, darkvision, poison resistance | Waist | Yes | Belt that grants dwarven traits. |
| Belt of Giant Strength | Arcane | Varies | Strength score changes (21-29) | Waist | Yes | Belt that grants giant strength. |
| Boots of Elvenkind | Fae | 2,500 gp | Silent movement, advantage on Stealth | Feet | No | Boots that make movement completely silent. |
| Boots of Levitation | Arcane | 5,000 gp | Cast levitate at will | Feet | Yes | Boots that allow levitation. |
| Boots of Speed | Fae | 7,000 gp | Double walking speed, disadvantage on opportunity attacks | Feet | Yes | Boots that increase movement speed. |
| Boots of Striding and Springing | Fae | 2,000 gp | 30 ft speed, jump 3x distance | Feet | Yes | Boots that enhance movement and jumping. |
| Cloak of Displacement | Arcane | 8,000 gp | Disadvantage on attacks against you | Shoulders | Yes | Cloak that creates illusory displacement. |
| Cloak of Elvenkind | Fae | 2,000 gp | Advantage on Stealth, disadvantage on Perception | Shoulders | Yes | Cloak that aids in hiding. |
| Cloak of Protection | Arcane/Divine | 3,500 gp | +1 AC and saving throws | Shoulders | Yes | Cloak that provides protection. |
| Douser | Arcane | 50 gp | Extinguishes non-magical flames in 5-ft area up to 30 ft (3 charges, bonus action) | Worn on clothing | No | Small metal disc with arcane sigil that emits wind to extinguish fires. |
| Eyes of Minute Seeing | Arcane | 2,500 gp | Advantage on Investigation checks (1 ft range) | Eyes | No | Eyes that enhance close-up vision. |
| Eyes of the Eagle | Fae | 2,500 gp | Advantage on Perception checks relying on sight | Eyes | Yes | Eyes that enhance vision. |
| Gauntlets of Eldritch Ferocity | Arcane | 5,000 gp | Enhanced eldritch blast, extra beam with risk | Hands | Yes | Gauntlets that enhance eldritch blast with additional beams and damage. |
| Gauntlets of Ogre Power | Arcane | 2,000 gp | Strength score becomes 19 | Hands | Yes | Gauntlets that grant ogre strength. |
| Gloves of Arcane Handling | Arcane | 5,000 gp | Mage Hand at will, up to 2 spectral hands | Hands | Yes | Fingerless gloves that create multiple mage hands with full functionality. |
| Gloves of Finger Guns | Arcane | 500 gp | Produce flame cantrip, faster fire spell casting | Hands | Yes (Spellcaster) | Gloves that allow casting produce flame and speed up fire spell casting. |
| Goggles of Night | Arcane | 1,500 gp | Darkvision 60 ft (or +60 ft) | Eyes | No | Goggles that grant darkvision. |
| Gravitational Gauntlets | Arcane | 6,000 gp | +1 unarmed, force damage, push/pull, gravitational shift | Hands | Yes (Monk) | Gauntlets that enhance unarmed combat with gravitational manipulation. |
| Headband of Intellect | Arcane | 4,000 gp | Intelligence score becomes 19 | Head | Yes | Headband that enhances intelligence. |
| Helm of Comprehending Languages | Arcane | 500 gp | Comprehend languages effect at will (requires power crystal) | Head | No | Helm that allows understanding all languages. Powered by arcane mana. |
| Lightning-Catcher Pauldron | Arcane | 5,000 gp | Lightning resistance, Dash Die (d8) for movement | Shoulder | Yes | Metal pauldron that absorbs lightning to grant movement bonuses. |
| Periapt of Wound Closure | Divine | 2,000 gp | Stabilize when dying, double Hit Die healing | Neck | Yes | Divine amulet that aids in recovery. |
| Ring of Feather Falling | Arcane | 2,000 gp | Descend 60 ft/round, no fall damage | Finger | Yes | Ring that prevents fall damage. |
| Ring of Free Action | Fae | 2,500 gp | Immune to difficult terrain, paralysis, restraint | Finger | Yes | Ring that grants freedom of movement. |
| Ring of Jumping | Fae | 500 gp | Jump spell effect at will (requires power crystal) | Finger | Yes | Ring that allows jumping three times normal distance. |
| Ring of Mind Shielding | Divine | 8,000 gp | Immune to thought reading, stores soul | Finger | Yes | Ring that protects thoughts and can store the wearer's soul. |
| Ring of Protection | Arcane/Divine | 3,500 gp | +1 AC and saving throws | Finger | Yes | Ring that provides protection against attacks and magical effects. |
| Ring of Resistance | Arcane | 3,000 gp | Resistance to one damage type | Finger | Yes | Ring that grants resistance to a specific damage type. |
| Ring of Swimming | Fae | 500 gp | Swimming speed 40 ft | Finger | No | Ring that grants swimming speed. |
| Ring of Warmth | Arcane | 500 gp | Resistance to cold damage | Finger | Yes | Ring that provides protection against cold. |
| Ring of Water Walking | Arcane | 500 gp | Walk on liquid surfaces | Finger | No | Ring that allows walking on water. |
| Rimewhisp Bandolier | Fae | 3,000 gp | Cold tolerance, icicle daggers (5 charges) | Torso | No | Bandolier with five regenerating icicles that create cold fog. |
| Spellclash Vambrace | Arcane | 15,000 gp | Advantage vs spells, record and cast countered spells | Forearm | Yes | Vambrace that records spell signatures and allows casting countered spells. |
Wondrous Items
Items that can be used but are not worn on the body.
| Item Name | School of Magic | Price | Mechanical Effect | Requires Attunement | Brief Description |
|---|---|---|---|---|---|
| Arcane Scrying Apparatus | Arcane | 50,000 gp | Scrying effect (save DC 17, requires power crystal) | Yes | Complete scrying apparatus including crystal ball focus and targeting equipment. Powered by arcane mana. |
| Bag of Holding | Arcane | 500 gp | Extradimensional storage (64 cu ft, 500 lbs) | No | Bag with interior space larger than exterior dimensions. |
| Bag of Tricks | Fae | 1,500 gp | Summon animals (3/day) | No | Fae-enchanted bag that produces animals. |
| Decanter of Endless Water | Fae | 1,000 gp | Produces water on command | No | Flask that produces unlimited water. |
| Enchanted Paper Glider | Arcane | 500 gp | Creates illusion bird decoy (flying speed 30 ft, duration 10 min, 1 use) | No | Paper glider with levitation and illusion charms that creates a luminous bird decoy. |
| Fairy Lamp | Arcane | 5 gp | Provides bright illumination | No | Enchanted lighting providing clean, reliable illumination without fire or fuel. |
| Handy Haversack | Arcane | 2,000 gp | Extradimensional storage, items always on top | No | Backpack with organized extradimensional spaces. |
| Horn of Blasting | Fae | 3,000 gp | Thunder damage in 30-ft cone (20% chance to explode) | No | Horn that blasts thunder damage. |
| Immovable Rod | Arcane | 5,000 gp | Can be fixed in place, holds 8,000 lbs | No | Rod that can be locked in position. |
| Infernal Waystone | Infernal | 15,000 gp | Teleportation (range 500 miles, 1/day, requires paired waystone) | Yes | Diamond-shaped obsidian stone with glowing rune used for teleportation. |
| Lantern of Revealing | Arcane | 1,000 gp | Reveals invisible creatures and objects (requires power crystal) | No | Lantern that reveals hidden things. Powered by arcane mana. |
| Music Player | Arcane | 5 gp | Stores and plays recorded music | No | Enchanted device that stores and plays music, bringing entertainment to the masses. |
| Power Crystal | Arcane | 1 gp | Powers enchanted items and vehicles | No | Rechargeable arcane energy storage device powering enchanted items and vehicles. |
| Rope of Climbing | Arcane | 2,000 gp | Animated rope that climbs on command | No | Rope that moves and knots itself. |
| Scrying Baffler | Arcane | 3,000 gp | Prevents scrying and magical surveillance (30-ft radius) | No | Small device attached to power crystal that prevents scrying within its vicinity. |
| Stone of Good Luck | Fae | 3,000 gp | +1 to ability checks and saving throws | Yes | Stone that brings good fortune. |
| Telescroll | Arcane | 5 sp per message | Instant long-distance communication | No | Enchanted communication device allowing instant messaging across great distances. |
| Wand of Magic Detection | Arcane | 500 gp | Detect magic effect (requires power crystal, glows matching color) | No | Wand that detects magic and indicates type by color. Powered by arcane mana. |
| Archive Slate | Arcane | 2,000 gp | Magical e-reader, alternative to spell book | Yes | Arcane device that stores and displays written information, serving as a magical alternative to spell books. |
| Daguerreotype | Arcane | 1,500 gp | Magic-powered camera that captures images | No | Arcane device that captures and stores images using magical energy. |
| Dimensional Compass | Arcane | 25,000 gp | Points to nearest portal to chosen plane | Yes | Compass that can be aligned to any plane of existence and points to the nearest portal leading there. |
| Holographic Matrix | Arcane | 1,000 gp | Creates realistic illusions (20-ft cube, 3 stored scenes) | Yes | Arcane device that projects detailed illusions with sensory effects. |
| Psychic Document | Arcane | 100 gp | Scans thoughts to generate convincing credentials | Yes | Enchanted paper that reads surface thoughts to create false credentials. |
| Wand of Secrets | Arcane | 500 gp | Detects secret doors and traps (3 charges) | No | Wand that finds hidden passages. |
| Weatherproof Charm | Arcane | 2 gp | Protection against environmental hazards | No | Enchantment protecting clothing and vehicles against the elements. |
Consumable Items
Items that are consumed when used (excluding potions, which are listed separately).
Currently, there are no consumable items in this category. Consumable items other than potions would be listed here.
Potions
Magical potions that are consumed to gain temporary effects. Each type of potion is available in four variants: Lesser, Standard, Greater, and Superior.
Potion of Healing
| Variant | Price | School of Magic | Mechanical Effect | Brief Description |
|---|---|---|---|---|
| Lesser Healing Potion | 25 gp | Divine | Restores 1d4 + 1 hit points | Basic healing potion for minor injuries. |
| Healing Potion (Standard) | 50 gp | Divine | Restores 2d4 + 2 hit points | Common potion that accelerates healing and restores vitality. |
| Greater Healing Potion | 150 gp | Divine | Restores 4d4 + 4 hit points | More powerful healing potion that restores significant health. |
| Superior Healing Potion | 450 gp | Divine | Restores 8d4 + 8 hit points | Advanced healing potion that restores substantial health. |
Potion of Invisibility
| Variant | Price | School of Magic | Mechanical Effect | Brief Description |
|---|---|---|---|---|
| Lesser Potion of Invisibility | 500 gp | Arcane | Invisible for 15 minutes | Short-duration invisibility potion. |
| Potion of Invisibility (Standard) | 1,500 gp | Arcane | Invisible for 1 hour | Potion that grants invisibility. Effect ends early if you attack or cast a spell. |
| Greater Potion of Invisibility | 3,000 gp | Arcane | Invisible for 2 hours | Extended-duration invisibility potion. |
| Superior Potion of Invisibility | 6,000 gp | Arcane | Invisible for 4 hours | Long-duration invisibility potion. |
Potion of Resistance
| Variant | Price | School of Magic | Mechanical Effect | Brief Description |
|---|---|---|---|---|
| Lesser Potion of Resistance | 100 gp | Arcane | Resistance to one damage type for 30 minutes | Short-duration resistance potion. |
| Potion of Resistance (Standard) | 300 gp | Arcane | Resistance to one damage type for 1 hour | Potion that grants damage resistance. |
| Greater Potion of Resistance | 600 gp | Arcane | Resistance to one damage type for 2 hours | Extended-duration resistance potion. |
| Superior Potion of Resistance | 1,200 gp | Arcane | Resistance to one damage type for 4 hours | Long-duration resistance potion. |
Potion of Water Breathing
| Variant | Price | School of Magic | Mechanical Effect | Brief Description |
|---|---|---|---|---|
| Lesser Potion of Water Breathing | 100 gp | Fae | Breathe underwater for 15 minutes | Short-duration water breathing potion. |
| Potion of Water Breathing (Standard) | 300 gp | Fae | Breathe underwater for 1 hour | Potion that allows underwater breathing. |
| Greater Potion of Water Breathing | 600 gp | Fae | Breathe underwater for 2 hours | Extended-duration water breathing potion. |
| Superior Potion of Water Breathing | 1,200 gp | Fae | Breathe underwater for 4 hours | Long-duration water breathing potion. |
Detailed Descriptions
Wearable Magic Items
Amulet of Health
Price: 4,000 gp | Location: Neck | Attunement: Required | School of Magic: Fae | Mechanical Effect: Constitution score becomes 19
A Fae-enchanted amulet that enhances constitution. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. Amulets of Health are Fae creations that enhance physical resilience and vitality, making them valuable for those who need to withstand physical hardship.
Amulet of Proof against Detection and Location
Price: 2,000 gp | Location: Neck | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Hidden from divination magic
An amulet that protects against scrying and detection. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. Amulets of Proof against Detection and Location are arcane creations that provide protection against magical surveillance, making them valuable for those who need to operate in secrecy.
Belt of Dwarvenkind
Price: 5,000 gp | Location: Waist | Attunement: Required | School of Magic: Arcane/Divine | Mechanical Effect: Constitution +2, darkvision, poison resistance
A Fae-enchanted belt that grants dwarven traits. While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. Belts of Dwarvenkind are Fae creations that grant the physical and cultural traits of dwarves, making them valuable for those who work with dwarves or in dwarven territories.
Belt of Giant Strength
Price: Varies | Location: Waist | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Strength score changes (21-29)
A Fae-enchanted belt that grants giant strength. Your Strength score changes to a specific value while you wear this belt. The belt has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Different versions of this belt exist, each with a different Strength score: Belt of Hill Giant Strength (21), Belt of Stone Giant Strength (23), Belt of Frost Giant Strength (25), Belt of Fire Giant Strength (27), Belt of Cloud Giant Strength (29). Belts of Giant Strength are Fae creations that grant exceptional physical power, making them highly valuable for warriors and those who rely on strength.
Boots of Elvenkind
Price: 2,500 gp | Location: Feet | Attunement: Not required | School of Magic: Fae | Mechanical Effect: Silent movement, advantage on Stealth
Fae-enchanted boots that make movement completely silent. While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Boots of Elvenkind are Fae creations favored by elves and those who value stealth, maintaining the connection to natural magic that many elves prefer over arcane technology.
Boots of Levitation
Price: 5,000 gp | Location: Feet | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Levitate effect at will (requires power crystal)
Boots that allow the wearer to levitate. While you wear these boots, you can use an action to activate the levitate effect on yourself at will. The boots require a power crystal to function and draw upon arcane mana stored within. Boots of Levitation are arcane creations that provide vertical mobility, allowing the wearer to float up to 20 feet above the ground. The enchantment is powered by arcane mana from power crystals.
Boots of Speed
Price: 7,000 gp | Location: Feet | Attunement: Required | School of Magic: Fae | Mechanical Effect: Double walking speed, disadvantage on opportunity attacks
Boots that dramatically increase movement speed. While you wear these boots, you can use a bonus action and click your heels together. If you do, you double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. You can use the boots this way for up to 10 minutes, all at once or in several shorter periods, each one using a minimum of 1 minute from the duration. Once the property has been used for a total of 10 minutes, the boots cease to function until you finish a long rest. Boots of Speed are Fae creations that provide exceptional mobility, making them valuable for those who need to move quickly in combat or travel.
Boots of Striding and Springing
Price: 2,000 gp | Location: Feet | Attunement: Required | School of Magic: Fae | Mechanical Effect: 30 ft speed, jump 3x distance
Boots that enhance movement and jumping ability. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Boots of Striding and Springing are Fae creations that enhance both speed and jumping ability.
Cloak of Displacement
Price: 8,000 gp | Location: Shoulders | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Disadvantage on attacks against you
A cloak that creates illusory displacement, making the wearer harder to hit. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Cloaks of Displacement are powerful arcane creations that provide exceptional defensive capabilities through illusion magic.
Cloak of Elvenkind
Price: 2,000 gp | Location: Shoulders | Attunement: Required | School of Magic: Fae | Mechanical Effect: Advantage on Stealth, disadvantage on Perception
A Fae-enchanted cloak that aids in hiding. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Cloaks of Elvenkind are Fae creations favored by elves and those who value stealth, maintaining the connection to natural magic that many elves prefer over arcane technology.
Cloak of Protection
Price: 3,500 gp | Location: Shoulders | Attunement: Required | School of Magic: Arcane/Divine | Mechanical Effect: +1 AC and saving throws
A cloak that provides a +1 bonus to AC and saving throws while worn. Cloaks of Protection can be created through either arcane enchanting or divine blessing, depending on the creator's expertise. These cloaks are valuable defensive items that provide general protection against both physical and magical threats.
Douser
Price: 50 gp | Location: Worn on clothing | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Extinguishes non-magical flames in 5-ft area up to 30 ft (3 charges, bonus action)
A small metal disc with an arcane sigil engraved on the front, typically crafted with a pin so it can be worn on clothing. The douser is a fire safety device that emits a gust of wind when pressed, extinguishing all non-magical flames within a 5-foot area up to 30 feet away. The device has 3 charges and can be used as a bonus action, making it valuable for quickly putting out fires in emergency situations. Dousers are mass-produced arcane items commonly used for fire safety in homes, businesses, and by adventurers who may encounter fire hazards. The device is particularly useful in situations where water is not readily available or where a quick response is needed. Dousers are widely available for purchase and are considered standard safety equipment in many establishments. The arcane sigil on the front glows faintly when the device has charges remaining, providing a visual indicator of its status. After all charges are expended, the douser can be recharged by an enchanter or at a magic shop for a small fee.
Eyes of Minute Seeing
Price: 2,500 gp | Location: Eyes | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Advantage on Investigation checks (1 ft range)
Eyes that enhance close-up vision. These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight when you are examining an area or object within 1 foot of you. Eyes of Minute Seeing are arcane creations that provide exceptional close-up vision, making them valuable for investigators, artificers, and those who need to examine fine details.
Eyes of the Eagle
Price: 2,500 gp | Location: Eyes | Attunement: Required | School of Magic: Fae | Mechanical Effect: Advantage on Perception checks relying on sight
Eyes that enhance vision. These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Eyes of the Eagle are Fae creations that provide exceptional visual acuity, making them valuable for scouts and those who need to observe from a distance.
Aethis' Belt of Wands
Price: 5,000 gp | Location: Waist | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Holds 10 wands, quick access, enhanced wand charging
Created by a methodical mage, this practical belt allows avid wand collectors to make the most out of their prized wands and keep them close at hand. The belt can hold up to 10 wands designed for Small and Medium-sized creatures. The wands are held securely by the belt and cannot be removed against your will unless you're incapacitated.
Stick Them Up!: While attuned to the belt, you can use a bonus action to instantly summon a wand from the belt in any of your hands, stow any wands you might be holding back into the belt, or swap any wands you might be holding with any other wands from the belt.
Concealed Carry: While attuned to the belt, you can use an action to cause the belt and any wands in it to become invisible until you use another action to make it visible, until you remove the belt, or until you die. The wands become visible when taken out of the belt.
Harmonious Handling: Any wands held by the belt regain 1 additional expended charge whenever they regain charges. Additionally, attuning to any wand held by the belt takes only 1 minute.
Slot of the War Mage: The belt is equipped with a special sheath designed to hold a Wand of the War Mage. You can attune to the belt and the Wand of the War Mage held in that sheath using a single attunement slot for both items. While attuned to both items that way, you gain the wand's bonus to spell attack rolls even when not holding it, as long as it remains in the sheath.
Barrier Bracer
Price: 1,500 gp | Location: Forearm | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Reaction AC bonus (up to +5), repulsive field (rare variant)
A solution for non-spellcasters to deflect attacks, replicating the shield spell and allowing the user to control its power. This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn.
Expansive Defence: When the wearer or a visible creature within 5 feet of the wearer is hit by an attack, you can use your reaction to expend up to 5 charges, granting a +1 bonus to AC per charge spent against the triggering attack.
Arcane Recharge: As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can't be used again until the next dawn.
Rare Variant: Some Barrier Bracers are more powerful, with 12 charges and a recharge of 1d8 + 4. These rare variants also have the Repulsive Field property.
Repulsive Field (Rare Variant Only): When the bonus to AC from the Expansive Defence property causes an attack to miss, if the attacker is within 5 feet of its target, it must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.
Gauntlets of Eldritch Ferocity
Price: 5,000 gp | Location: Hands | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Enhanced eldritch blast, extra beam with risk
These leather gloves are protected with ancient stone plates inscribed with indecipherable runes. When you hit a target with the eldritch blast spell while wearing these gauntlets and roll damage, you can treat any 1 on a damage die as a 2.
Additionally, while wearing these gauntlets, you can choose to create an additional beam of energy and make an extra attack whenever you cast eldritch blast. When you roll a 1 or 2 on an attack roll made with this extra beam, you take 3d12 necrotic damage, and until you finish a short or long rest, your hit point maximum is reduced by an amount equal to the necrotic damage you take. This necrotic damage ignores resistance and immunity, and if it reduces you to 0 hit points, you die.
Gauntlets of Eldritch Ferocity are dangerous but powerful tools for warlocks who seek to maximize their eldritch blast's effectiveness, though the risk of catastrophic failure makes them a double-edged weapon.
Gauntlets of Ogre Power
Price: 2,000 gp | Location: Hands | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Strength score becomes 19
Fae-enchanted gauntlets that grant ogre strength. Your Strength score is 19 while you wear these gauntlets. It has no effect on you if your Strength is already 19 or higher. Gauntlets of Ogre Power are Fae creations that enhance physical strength, making them valuable for warriors and those who need to perform feats of strength.
Gloves of Arcane Handling
Price: 5,000 gp | Location: Hands | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Mage Hand at will, up to 2 spectral hands
These fingerless leather gloves are dyed purple and feature silver trappings and faintly-glowing green gems on the right glove, with buckles and clasps allowing for a snug fit. The wearer of these gloves is able to cast mage hand at will, and create up to two spectral Mage Hands. In addition to the capabilities of the mage hand spell, the user may use these mage hands exactly as they would their normal hands, including but not limited to, to pick locks, disarm traps, manipulate objects, attack or cast spells, and use items and equipment.
Gloves of Arcane Handling are rare arcane creations that significantly expand the utility of the mage hand spell, making them highly valuable for rogues, artificers, and spellcasters who need additional manipulative capabilities.
Gloves of Finger Guns
Price: 500 gp | Location: Hands | Attunement: Required (Spellcaster) | School of Magic: Arcane | Mechanical Effect: Produce flame cantrip, faster fire spell casting
This leather glove has its top two fingers blackened by soot while bright swirling patterns run from those fingers to a flat metal circle engraved with a flame spurt on the back of the glove. The glove allows you to cast the produce flame cantrip as an arcane innate spell.
Activate Interact: Frequency once per day. Effect: The blaze glove allows you to fling a spell at great speeds. If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell you can cast and also has the fire trait, reduce the number of actions to cast it by 1 (minimum 1 action).
Gloves of Finger Guns are uncommon arcane items that enhance fire-based spellcasting, making them popular among evocation wizards and sorcerers who specialize in fire magic.
Gravitational Gauntlets
Price: 6,000 gp | Location: Hands | Attunement: Required (Monk) | School of Magic: Arcane | Mechanical Effect: +1 unarmed, force damage, push/pull, gravitational shift
An elegant pair of bronze hand chains connected with the fingers by rings, and to the wrist by a bracelet. Each one has a considerably big orange gemstone in the middle. When attuned to this item, as a free action, you can transform this beautiful set of jewellery into a pair of heavy gauntlets by making the gemstones on your backhand touch one another.
You gain a +1 bonus to attack and damage rolls made with your unarmed strikes. Once per turn, when you hit a creature while attuned to this item, you deal an extra 1d4 force damage.
Forced Movement: As a bonus action, you can use 1 ki point. Choose a Huge or smaller creature within 20 feet. The target makes a Strength saving throw against your ki save DC. On a failed save, choose to push the creature 10 feet away or pull it 10 feet towards you. The first attack you make against that creature is made with advantage. If the target is pushed into an obstacle or another creature, it takes an extra 1d8 bludgeoning damage.
Gravitational Shift: Once per turn, when you hit a creature, you can expend 2 ki points to plant a fragment of gravitational essence within your target that lasts for 1 minute. As a bonus action, you can fracture this magnetically charged fragment to create a gravitational shift around the target, dealing 2d8 bludgeoning damage. Additionally, the target must succeed on a Strength saving throw against your ki save DC or be knocked prone. As a result of this disruption, other hostile creatures within 10 feet of the target must also succeed on a Strength saving throw against your ki save DC or be pulled 5 feet towards the targeted creature. Creatures affected by this disruption have their speed halved until the start of your next turn.
Gravitational Gauntlets are rare arcane creations designed specifically for monks, enhancing their unarmed combat with gravitational manipulation.
Goggles of Night
Price: 1,500 gp | Location: Eyes | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Darkvision 60 ft (or +60 ft)
Goggles that grant darkvision. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Goggles of Night are arcane creations that enhance vision in darkness, making them valuable for those who work in dark environments.
Headband of Intellect
Price: 4,000 gp | Location: Head | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Intelligence score becomes 19
A Fae-enchanted headband that enhances intelligence. Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. Headbands of Intellect are Fae creations that enhance mental acuity and learning ability, making them valuable for scholars, wizards, and those who rely on intelligence.
Helm of Comprehending Languages
Price: 500 gp | Location: Head | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Comprehend languages effect at will (requires power crystal)
A helm that allows understanding all languages. While wearing this helm, you can use an action to activate the comprehend languages effect from it at will. The helm requires a power crystal to function and draws upon arcane mana stored within. Helms of Comprehending Languages are arcane creations that provide universal translation, making them valuable for diplomats, explorers, and those who interact with diverse cultures. The enchantment is powered by arcane mana from power crystals.
Lightning-Catcher Pauldron
Price: 5,000 gp | Location: Shoulder | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Lightning resistance, Dash Die (d8) for movement
A metal pauldron designed to absorb and channel lightning energy. You have resistance to lightning damage while wearing this pauldron. Whenever you take a cumulative 10 points of lightning damage while wearing the pauldron, you gain a special die, called a Dash Die, which is a d8. You can only have one Dash Die at a time. On your turn, you can use a bonus action to roll the Dash Die and immediately move a number of feet equal to 5 times the number rolled. The die is then lost. Lightning-Catcher Pauldrons are arcane creations that convert dangerous electrical energy into bursts of movement, making them valuable for warriors who face lightning-wielding enemies.
Periapt of Wound Closure
Price: 2,000 gp | Location: Neck | Attunement: Required | School of Magic: Divine | Mechanical Effect: Stabilize when dying, double Hit Die healing
A divine amulet that aids in recovery. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Periapts of Wound Closure are divine creations that enhance natural healing and prevent death, making them valuable for adventurers and those who face danger regularly.
Ring of Feather Falling
Price: 2,000 gp | Location: Finger | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Descend 60 ft/round, no fall damage
A ring that allows the wearer to descend 60 feet per round and take no damage from falling. When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. Rings of Feather Falling are arcane creations that manipulate gravity and air resistance, making them invaluable for those who work at heights or face situations where falling is a risk.
Ring of Free Action
Price: 2,500 gp | Location: Finger | Attunement: Required | School of Magic: Fae | Mechanical Effect: Immune to difficult terrain, paralysis, restraint
A ring that grants immunity to difficult terrain and magical effects that would reduce your speed or cause you to be paralyzed or restrained. While wearing this ring, difficult terrain doesn't slow your movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. Rings of Free Action are Fae creations that enhance mobility and protect against immobilizing effects, making them valuable for adventurers who need to maintain their mobility in combat.
Ring of Jumping
Price: 500 gp | Location: Finger | Attunement: Required | School of Magic: Fae | Mechanical Effect: Jump spell effect at will (requires power crystal)
A ring that allows the wearer to use the jump spell effect on themselves at will. While wearing this ring, you can use a bonus action to activate the jump effect, allowing you to leap three times your normal jumping distance. The ring requires a power crystal to function and draws upon fae magic stored within. Rings of Jumping are Fae enchantments that enhance mobility, powered by fae magic channeled through power crystals.
Ring of Mind Shielding
Price: 8,000 gp | Location: Finger | Attunement: Required | School of Magic: Divine | Mechanical Effect: Immune to thought reading, stores soul
A ring that protects the wearer's thoughts and can store their soul. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove it, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with whoever wears it. A wearer can't prevent this telepathic communication. Rings of Mind Shielding are powerful divine creations that provide exceptional protection against mental intrusion and can even preserve the soul after death.
Ring of Protection
Price: 3,500 gp | Location: Finger | Attunement: Required | School of Magic: Arcane/Divine | Mechanical Effect: +1 AC and saving throws
A ring that provides a +1 bonus to AC and saving throws while worn. Rings of Protection can be created through either arcane enchanting or divine blessing, depending on the creator's expertise. These rings are valuable defensive items, particularly in an era where both physical and magical threats are common. The protection they offer makes them highly sought after by adventurers and those who face danger regularly.
Ring of Resistance
Price: 3,000 gp | Location: Finger | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Resistance to one damage type
A ring that grants resistance to one type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). The damage type is determined when the ring is created or found. Rings of Resistance are arcane creations that channel protective energy against specific threats, making them valuable for those who expect to face particular types of danger.
Ring of Swimming
Price: 500 gp | Location: Finger | Attunement: Not required | School of Magic: Fae | Mechanical Effect: Swimming speed 40 ft
A ring that grants a swimming speed of 40 feet. While wearing this ring, you have a swimming speed of 40 feet. Rings of Swimming are Fae creations that enhance aquatic mobility, making them useful for those who need to travel through water regularly.
Ring of Warmth
Price: 500 gp | Location: Finger | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Resistance to cold damage
A ring that grants resistance to cold damage. While wearing this ring, you have resistance to cold damage. Rings of Warmth are arcane creations that provide protection against cold environments and cold-based attacks.
Ring of Water Walking
Price: 500 gp | Location: Finger | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Walk on liquid surfaces
A ring that allows the wearer to walk on liquid surfaces as if they were solid ground. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. Rings of Water Walking are arcane creations that manipulate surface tension, making them useful for crossing rivers, lakes, and other bodies of water.
Rimewhisp Bandolier
Price: 3,000 gp | Location: Torso | Attunement: Not required | School of Magic: Fae | Mechanical Effect: Cold tolerance, icicle daggers (5 charges)
A bandolier adorned with five hanging icicles that seem to never melt. While wearing it, you can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. In addition, you can break off one of the icicles (no action required) and use it as a makeshift dagger. When you hit a target with an icicle, it deals cold damage (instead of piercing damage) and is destroyed in a cloud of icy fog. The fog lightly obscures the area surrounding the point of impact in a 5-foot cube and remains there until the start of your next turn. Rime clings to anything in the fog, dealing 2d4 cold damage to any creature that starts its turn in the fog; the creature's speed is reduced by 10 feet for each 4 you roll on the d4s until the end of its turn.
The bandolier magically regrows one icicle every round on initiative count 20, up to a maximum of five. Rimewhisp Bandoliers are Fae creations that channel the power of winter, making them valuable for those who venture into cold climates or need versatile cold-based weapons.
Spellclash Vambrace
Price: 15,000 gp | Location: Forearm | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Advantage vs spells, record and cast countered spells
A sophisticated arcane vambrace designed to counter and replicate enemy spells. Once attuned, you have advantage on saving throws against spells.
If you are forced to make a saving throw against a spell and succeed, you can use your reaction to record the spell's arcane signature. You can only have one spell signature recorded at a time.
While a spell is recorded, you automatically succeed on subsequent saving throws against this spell but no longer have advantage on saving throws against other spells.
As an action on your turn, you can mentally command the vambrace to use the recorded spell's arcane signature to cast the spell. The spell is cast at its base level, your spell attack modifier is your proficiency bonus × 2, and your spell DC is 8 + your proficiency bonus × 2. Once the spell is cast, its arcane signature is no longer stored in the vambrace.
Once you cast a recorded spell, you can't record another spell's arcane signature until the following dawn. Spellclash Vambraces are extremely rare arcane creations that represent the pinnacle of defensive and adaptive magic, making them highly sought after by spellcasters who face magical threats regularly.
Wondrous Items
Arcane Scrying Apparatus
Price: 50,000 gp | Location: Carried | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Scrying effect (save DC 17, requires power crystal)
A complete scrying apparatus for remote viewing and surveillance. While this includes a crystal ball as the primary focus (typically about 6 inches in diameter, though larger models exist), the apparatus also contains all the necessary equipment needed to target the crystal ball on a specific location and extract information from the scrying effect. The apparatus includes targeting mechanisms, focusing lenses, and information extraction tools that allow the user to precisely aim the scrying effect and interpret the results. As an action, you can activate the scrying effect (save DC 17) with it. The apparatus requires a power crystal to function and draws upon arcane mana stored within. Arcane Scrying Apparatuses are powerful arcane creations that allow remote viewing and surveillance, making them highly valuable for those who need to observe distant locations or people. The enchantment is powered by arcane mana from power crystals.
Bag of Holding
Price: 500 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Extradimensional storage (64 cu ft, 500 lbs)
A bag of holding is a common arcane enchantment that creates an extradimensional space inside a normal-looking bag. The bag can hold up to 64 cubic feet of material and up to 500 pounds. The bag always weighs 15 pounds regardless of its contents, and retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and all contents are lost in the Astral Plane. Bags of holding are popular among adventurers and merchants who need to transport large amounts of goods without the bulk and weight of traditional containers.
Bag of Tricks
Price: 1,500 gp | Location: Carried | Attunement: Not required | School of Magic: Fae | Mechanical Effect: Summon animals (3/day)
A Fae-enchanted bag that produces animals. This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the appropriate table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Bags of Tricks are Fae creations that summon temporary animal companions, making them valuable for those who need assistance in combat or exploration.
Decanter of Endless Water
Price: 1,000 gp | Location: Carried | Attunement: Not required | School of Magic: Fae | Mechanical Effect: Produces water on command
A flask that produces unlimited water. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water, "Fountain" produces 5 gallons of water, "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried. The geyser lasts for 1 minute or until you use a bonus action to end it. Decanters of Endless Water are Fae creations that provide unlimited water, making them valuable for expeditions, settlements, and those who need reliable water sources.
Enchanted Paper Glider
Price: 500 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Creates illusion bird decoy (flying speed 30 ft, duration 10 minutes, 1 use)
A paper glider marked with spell chalk and adhesive enchanting dust, connected to a central power crystal. When activated as an action, the glider produces an illusion of a large bird made of blue light (approximately 5 feet wingspan), which can be used as a decoy or distraction. The glider is imbued with levitation and directional charms that allow it to fly at a speed of 30 feet per round, while the illusion enchantment creates the appearance of a bird. The illusion lasts for 10 minutes or until the glider is destroyed or deactivated. The device is relatively simple but effective for creating distractions or misdirection, making it valuable for those who need to draw attention away from themselves or create a diversion. Enchanted paper gliders are arcane creations that combine multiple enchantments in a single device, making them useful tools for adventurers, rogues, and those who need to create quick distractions. The glider requires a power crystal to function and can only be used once before needing to be recharged or replaced.
Fairy Lamp
Price: 5 gp | Location: Placed | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Provides bright illumination
Enchanted lighting that provides clean, reliable illumination without the need for fire or fuel. These lamps have transformed urban nightlife and made cities safer after dark. Fairy lamps use arcane energy to produce light, eliminating the fire hazards and fuel costs associated with traditional lighting. The lamps can be powered by power crystals or connected to arcane infrastructure, making them practical for both permanent installations and portable use. The widespread adoption of fairy lamps has fundamentally changed how cities function after sunset, enabling extended business hours, safer streets, and new forms of nighttime entertainment and commerce.
Handy Haversack
Price: 2,000 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Extradimensional storage, items always on top
A backpack with two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central portion can hold up to 8 cubic feet or 80 pounds of material. The haversack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires no action. When you reach into it for a specific item, the item is always on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Handy haversacks are more expensive than bags of holding but offer better organization and faster access to stored items.
Horn of Blasting
Price: 3,000 gp | Location: Carried | Attunement: Not required | School of Magic: Fae | Mechanical Effect: Thunder damage in 30-ft cone (20% chance to explode)
A horn that blasts thunder damage. You can use an action to speak the horn's command word and then blow it. In response, the horn emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take double damage on a failed save. The horn can be used once per day. Each time it is used, there is a 20 percent chance that it explodes. The explosion deals 2d6 fire damage to the blower and destroys the horn. Horns of Blasting are Fae creations that provide area-effect damage, though their explosive nature makes them risky to use.
Immovable Rod
Price: 5,000 gp | Location: Hand | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Can be fixed in place, holds 8,000 lbs
A rod that can be locked in position. This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. The rod can support up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature in the rod's space must make a DC 15 Dexterity saving throw or be struck by the rod and take 10 (2d4 + 5) bludgeoning damage and be knocked prone. Immovable Rods are arcane creations that provide fixed anchor points, making them useful for construction, climbing, and creating obstacles.
Infernal Waystone
Price: 15,000 gp | Location: Carried | Attunement: Required | School of Magic: Infernal | Mechanical Effect: Teleportation device (range 500 miles, 1 use per day, requires paired waystone)
A diamond-shaped, glossy black stone carved from obsidian, featuring a spiraling rune that glows with a dull red-orange light. Infernal waystones are used for teleportation purposes, allowing the user to travel instantly between paired waystones. The waystone can teleport the user and up to 8 willing creatures within 10 feet to a paired waystone within 500 miles. The waystone can be used once per day and requires an action to activate. The waystone's infernal nature makes it a powerful but potentially dangerous tool, as infernal magic often comes with hidden costs or consequences. Waystones are typically used by those who have connections to infernal powers or who are willing to risk the dangers associated with infernal magic. The teleportation ability makes waystones highly valuable for rapid travel, escape, or strategic positioning, but their infernal origin means they are often viewed with suspicion or fear by those who understand their nature. Waystones are rare and typically found only in the hands of those who have made deals with infernal powers or who have access to infernal magic through other means.
Lantern of Revealing
Price: 1,000 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Reveals invisible creatures and objects
A lantern that reveals hidden things. While powered by a power crystal, this hooded lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. The lantern requires a power crystal to function and draws upon arcane mana stored within. Lanterns of Revealing are arcane creations that provide both illumination and the ability to see invisible creatures, making them valuable for those who face magical threats. The enchantment is powered by arcane mana from power crystals.
Music Player
Price: 5 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Stores and plays recorded music
Enchanted devices that can store and play music, bringing entertainment and culture to the masses and creating new industries around recorded music. Music players use arcane technology to capture, store, and reproduce musical performances, making it possible for people to enjoy music without live performers. The technology has created new economic opportunities for musicians, as recorded music can be distributed and sold, while also making music accessible to those who might not otherwise have access to live performances. The development of music players represents one of the ways that arcane technology has transformed entertainment and culture throughout the Empire.
Power Crystal
Price: 1 gp | Location: N/A | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Powers enchanted items and vehicles
Rechargeable arcane energy storage devices that power everything from horseless carriages to household appliances. These crystals can be recharged at mana turbine facilities, making arcane power accessible to the general population. Power crystals come in various sizes and capacities, from small crystals that power personal items to massive crystals used in mag cannons and industrial applications. The development of power crystals has been fundamental to the arcane industrial revolution, enabling the widespread use of enchanted technology by making arcane energy portable and rechargeable. The crystals store raw magical energy that can be drawn upon by enchanted items, vehicles, and weapons, creating a standardized power source that has transformed how magic is used in everyday life.
Rope of Climbing
Price: 2,000 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Animated rope that climbs on command
A rope that moves and knots itself. This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, it forms a knot every 1d4 × 10 feet. If you tell the rope to unfasten itself, all knots untie. Ropes of Climbing are arcane creations that provide automated climbing assistance, making them valuable for explorers and those who need to scale heights.
Scrying Baffler
Price: 3,000 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Prevents scrying and magical surveillance within 30-ft radius
A small device that attaches to a power crystal, designed to prevent scrying and magical surveillance within its vicinity. The scrying baffler creates an area of protection (30-foot radius) that blocks all divination magic, making it impossible for others to scry upon, detect, or locate those within its range. The device is particularly valuable for those who need to operate in secrecy or who wish to protect themselves from magical surveillance. Scrying bafflers are arcane creations that use counter-divination magic to create a protective field, making them essential tools for spies, diplomats, and those who need to protect sensitive information or activities from magical observation. The device requires a power crystal to function and must be maintained to ensure its effectiveness. Scrying bafflers are commonly used by those who face regular threats from magical surveillance or who need to protect their privacy from divination magic.
Stone of Good Luck
Price: 3,000 gp | Location: Carried | Attunement: Required | School of Magic: Fae | Mechanical Effect: +1 to ability checks and saving throws
A stone that brings good fortune. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Stones of Good Luck are Fae creations that provide general enhancement to all abilities, making them valuable for those who need consistent performance across a variety of tasks.
Telescroll
Price: 5 sp per message (requires telescroll tower) | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Instant long-distance communication
Enchanted communication devices that allow instant messaging across great distances, revolutionizing information exchange, commerce, and personal communication. These devices have transformed how news spreads and how businesses coordinate across the Empire. Telescrolls enable real-time communication between individuals and organizations separated by vast distances, making coordination and information sharing possible on a scale never before achievable. The technology has become essential for commerce, governance, and personal communication, allowing the Empire to function as a cohesive entity despite its vast size.
Note: Telescrolls can only send messages from specialized telescroll towers, which are found in major cities and towns throughout the Empire. Each message costs 5 sp to send, making it an affordable but not trivial expense for most citizens.
Wand of Magic Detection
Price: 500 gp | Location: Hand | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Detect magic effect (requires power crystal, glows matching color)
A wand that detects magic. While holding it and with a power crystal attached, you can use an action to activate the detect magic effect from it. The wand glows with a color that matches the school of magic detected: blue for Arcane, gold for Divine, red for Infernal, green for Fae. The wand requires a power crystal to function and draws upon arcane mana stored within. Wands of Magic Detection are basic arcane tools that provide the ability to sense magical auras and identify their type, making them useful for identifying enchanted items and detecting magical effects. The enchantment is powered by arcane mana from power crystals.
Archive Slate
Price: 2,000 gp | Location: Carried | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Magical e-reader, alternative to spell book
An arcane device that serves as a magical alternative to traditional spell books. The Archive Slate appears as a flat, rectangular tablet made of enchanted crystal or metal, with a smooth surface that displays text and images. When attuned, the slate can store and display written information, including spells, notes, maps, and other documents. The device functions similarly to a spell book for wizards, allowing them to prepare spells from the slate as if it were a spell book. The slate can hold a vast amount of information, far more than a physical book of similar size, and allows for quick searching and organization of stored content. Archive Slates are powered by arcane magic and require power crystals to function. They are particularly popular among wizards who prefer modern technology over traditional spell books, and among scholars who need to carry large amounts of reference material.
Daguerreotype
Price: 1,500 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Magic-powered camera that captures images
An arcane device that functions as a magical camera. The Daguerreotype appears as an ornate, mechanical camera constructed from polished brass or copper, with intricate gears and magical crystals embedded throughout. The device uses arcane energy to capture and store images, creating detailed photographs without the need for traditional film or chemicals. When activated, the camera's lens glows with magical energy, and the captured image is stored within the device's crystal core. The images can be viewed later through the camera's viewing mechanism, and some models allow for the images to be transferred to enchanted paper or other storage devices. Daguerreotypes are powered by arcane magic and require power crystals to function. They are valuable tools for documentation, investigation, and artistic purposes, allowing users to capture moments and scenes with perfect clarity.
Dimensional Compass
Price: 25,000 gp | Location: Carried | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Points to nearest portal to chosen plane
A very rare wondrous item that appears as a metallic pocket compass with ornate, arcane design. The compass features complex magical mechanisms with glowing blue runes and multiple concentric rings.
Planar Wayfinder: Before using this compass, you must choose a plane of existence and spend one minute to align the compass to that plane of existence. When the compass is aligned, it points to the nearest portal or rift that leads to that plane of existence.
You can align the compass to the material plane and all elemental planes. You can also align the compass to any plane of existence you have been to before.
You may attempt to align the compass to a plane of existence you have never been to by making an Arcana check. Your gamemaster decides the DC for this check. The difficulty depends on your familiarity with the plane of existence and the nature or location of the plane itself. If the check is unsuccessful, the compass may not function at all, or it may become aligned to a different plane of existence.
Dimensional Compasses are extremely rare arcane creations that allow planar travelers to navigate between planes of existence, making them invaluable for those who regularly travel between dimensions.
Holographic Matrix
Price: 1,000 gp | Location: Carried | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Creates realistic illusions (20-ft cube, 3 stored scenes)
An arcane device originally developed as a way to camouflage strategic locations or chokepoints during military conflicts. When powered externally, it can sustain an illusion no larger than a 20-foot cube indefinitely. The illusion it produces is as real as the attuned operator's ability to visualize it, including sounds, smells, temperature, and to a limited extent animation like a patrolling or sleeping creature showing signs of life. The illusion has no senses other than a coarse proximity sensor that allows it to respond to the presence of a small or larger creature within 60 feet of the device. For example, you could produce an illusion of a sleeping pack of wolves breathing shallowly that awaken and growl when a creature gets too close.
However, physical interaction with the image reveals it to be an illusion as it provides no physical resistance to objects passing through it. The illusion is not perfect, and a creature can use its action to examine the image and determine it is an illusion by passing a DC 15 Intelligence (Investigation) check. A creature who discerns the true nature of the illusion will still observe it, but faintly and can see through it.
Its internal battery can sustain a 20-foot cube illusion for 10 minutes, a 10-foot cube illusion for 30 minutes, or a 5-foot cube illusion for an hour. The battery recharges daily at dawn.
Any creature can use its action to activate or deactivate the projector; they need not be attuned to it.
Stored Illusions: The matrix's memory banks are just large enough to store 3 preconfigured scenes. If you're attuned to the device, you can replace one of the scenes during a long rest. The device allows you to enter a state of lucid dreaming during your rest. In the dream you can shape and perfect the illusory scene to your satisfaction. When you awake, the dream will replace a previously stored scene of your choosing.
Psychic Document
Price: 100 gp | Location: Carried | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Scans thoughts to generate convincing credentials
This paper has been enchanted with a low-level mind-reading capability. As an action, you can present the document to another creature. The paper scans the surface thoughts of the target creature and interprets what credentials they would find convincing. As an attuned user you have some limited control and it sometimes may present you with multiple options of credentials to replicate at your discretion.
This is an effective tool against average citizens or low intelligence/wisdom creatures, but their use in espionage is well enough known in powerful circles that officers and guard captains typically are trained what to look for and can see through the illusion with a DC 13 Investigation check.
Powerful entities or those with strong psychic defenses typically see a blank sheet of paper, as the document has no way to penetrate their psychic defenses. Psychic Documents are arcane creations that combine divination and illusion magic, making them valuable tools for spies and those who need to create false credentials.
Wand of Secrets
Price: 500 gp | Location: Hand | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Detects secret doors and traps (3 charges)
A wand that finds hidden passages. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the nearest one. The wand regains 1d3 expended charges daily at dawn. Wands of Secrets are arcane tools that help locate hidden mechanisms and traps, making them valuable for explorers and those who need to navigate dangerous areas.
Weatherproof Charm
Price: 2 gp | Location: Applied to items | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Protection against environmental hazards
Applied to everything from clothing to vehicles, these enchantments protect against the elements, making travel and outdoor work more comfortable and reliable. Weatherproof charms create a protective barrier that repels water, wind, and other environmental hazards, allowing items and people to remain dry and protected in adverse conditions. The charms are commonly applied to clothing, vehicles, equipment, and structures, making them essential for both everyday use and specialized applications like frontier exploration or maritime travel. The widespread use of weatherproof charms has made outdoor activities more practical and comfortable, while also protecting valuable equipment from environmental damage.
Potions
Potion of Healing
Lesser Healing Potion
Price: 25 gp | School of Magic: Divine | Mechanical Effect: Restores 1d4 + 1 hit points
A basic healing potion for minor injuries. When you drink this potion, you regain 1d4 + 1 hit points. Lesser healing potions are the most affordable healing option, commonly used for treating minor wounds and scrapes. They are widely available in general stores and apothecaries throughout the Empire.
Healing Potion (Standard)
Price: 50 gp | School of Magic: Divine | Mechanical Effect: Restores 2d4 + 2 hit points
A common magical potion contained in a small vial, typically appearing as a red or pink liquid. Healing potions are widely available and mass-produced, making them standard equipment for adventurers, soldiers, and anyone who may face danger. When consumed, a healing potion accelerates the body's natural healing processes, restoring 2d4 + 2 hit points. The potion works quickly, taking effect within moments of consumption, making it valuable in combat situations or after injuries. Healing potions are created through divine magic, typically by clerics or those with access to divine healing abilities. They are commonly stocked in apothecaries, general stores, and adventuring supply shops throughout the Empire. While not as powerful as more advanced healing potions, standard healing potions are affordable and reliable, making them the most common form of magical healing available to the general public.
Greater Healing Potion
Price: 150 gp | School of Magic: Divine | Mechanical Effect: Restores 4d4 + 4 hit points
A more powerful version of the standard healing potion, contained in a slightly larger vial. Greater healing potions restore 4d4 + 4 hit points when consumed, making them significantly more effective than basic healing potions. These potions are created using more advanced divine magic and higher-quality ingredients, which accounts for their increased cost. Greater healing potions are commonly used by experienced adventurers, military officers, and those who can afford more effective healing options. They are available in apothecaries and magic shops, though they are less common than standard healing potions due to their higher price. The potion works quickly, restoring health within moments of consumption, making it valuable in situations where significant healing is needed quickly.
Superior Healing Potion
Price: 450 gp | School of Magic: Divine | Mechanical Effect: Restores 8d4 + 8 hit points
An advanced healing potion that provides substantial healing when consumed. Superior healing potions restore 8d4 + 8 hit points, making them among the most powerful commonly available healing items. These potions are created using the most advanced divine magic and the finest ingredients, requiring skilled clerics or alchemists to produce. Superior healing potions are expensive and less common than standard or greater healing potions, but they are still available for purchase in major cities and well-stocked apothecaries. They are typically used by wealthy adventurers, high-ranking military personnel, or in emergency situations where maximum healing is required. The potion works quickly, providing substantial health restoration within moments of consumption.
Potion of Invisibility
Lesser Potion of Invisibility
Price: 500 gp | School of Magic: Arcane | Mechanical Effect: Invisible for 15 minutes
A short-duration invisibility potion. When you drink this potion, you become invisible for 15 minutes. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Lesser potions of invisibility are useful for brief stealth missions or quick escapes.
Potion of Invisibility (Standard)
Price: 1,500 gp | School of Magic: Arcane | Mechanical Effect: Invisible for 1 hour
A potion that grants invisibility. This potion's container looks empty but feels as though it holds liquid. When you drink it, 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. Potions of Invisibility are arcane creations that provide temporary invisibility, making them valuable for stealth missions and escape situations.
Greater Potion of Invisibility
Price: 3,000 gp | School of Magic: Arcane | Mechanical Effect: Invisible for 2 hours
An extended-duration invisibility potion. When you drink this potion, you become invisible for 2 hours. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Greater potions of invisibility are valuable for longer stealth operations or extended reconnaissance missions.
Superior Potion of Invisibility
Price: 6,000 gp | School of Magic: Arcane | Mechanical Effect: Invisible for 4 hours
A long-duration invisibility potion. When you drink this potion, you become invisible for 4 hours. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Superior potions of invisibility are rare and expensive, providing extended invisibility for complex operations or extended periods of stealth.
Potion of Resistance
Lesser Potion of Resistance
Price: 100 gp | School of Magic: Arcane | Mechanical Effect: Resistance to one damage type for 30 minutes
A short-duration resistance potion. When you drink this potion, you gain resistance to one type of damage for 30 minutes. The DM chooses the type or determines it randomly. The potion's color varies depending on the damage type: Acid (green), Cold (white), Fire (red), Force (gray), Lightning (yellow), Necrotic (black), Poison (purple), Psychic (pink), Radiant (gold), Thunder (clear). Lesser potions of resistance are useful for brief encounters where specific damage resistance is needed.
Potion of Resistance (Standard)
Price: 300 gp | School of Magic: Arcane | Mechanical Effect: Resistance to one damage type for 1 hour
A potion that grants damage resistance. When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below. The potion's color varies depending on the damage type: Acid (green), Cold (white), Fire (red), Force (gray), Lightning (yellow), Necrotic (black), Poison (purple), Psychic (pink), Radiant (gold), Thunder (clear). Potions of Resistance are arcane creations that provide temporary protection against specific damage types, making them valuable for those who expect to face particular threats.
Greater Potion of Resistance
Price: 600 gp | School of Magic: Arcane | Mechanical Effect: Resistance to one damage type for 2 hours
An extended-duration resistance potion. When you drink this potion, you gain resistance to one type of damage for 2 hours. The DM chooses the type or determines it randomly. Greater potions of resistance are valuable for extended encounters or situations where prolonged protection is needed.
Superior Potion of Resistance
Price: 1,200 gp | School of Magic: Arcane | Mechanical Effect: Resistance to one damage type for 4 hours
A long-duration resistance potion. When you drink this potion, you gain resistance to one type of damage for 4 hours. The DM chooses the type or determines it randomly. Superior potions of resistance are rare and expensive, providing extended protection for complex operations or extended periods of danger.
Potion of Water Breathing
Lesser Potion of Water Breathing
Price: 100 gp | School of Magic: Fae | Mechanical Effect: Breathe underwater for 15 minutes
A short-duration water breathing potion. You can breathe underwater for 15 minutes after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Lesser potions of water breathing are useful for brief underwater exploration or quick aquatic tasks.
Potion of Water Breathing (Standard)
Price: 300 gp | School of Magic: Fae | Mechanical Effect: Breathe underwater for 1 hour
A potion that allows underwater breathing. You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Potions of Water Breathing are Fae creations that provide temporary aquatic breathing, making them useful for underwater exploration and travel.
Greater Potion of Water Breathing
Price: 600 gp | School of Magic: Fae | Mechanical Effect: Breathe underwater for 2 hours
An extended-duration water breathing potion. You can breathe underwater for 2 hours after drinking this potion. Greater potions of water breathing are valuable for extended underwater exploration or longer aquatic missions.
Superior Potion of Water Breathing
Price: 1,200 gp | School of Magic: Fae | Mechanical Effect: Breathe underwater for 4 hours
A long-duration water breathing potion. You can breathe underwater for 4 hours after drinking this potion. Superior potions of water breathing are rare and expensive, providing extended underwater capabilities for complex aquatic operations or extended periods of underwater exploration.
Potion Rules
Potion Toxicity
The human body can only process so much magical energy in a short period. Consuming multiple potions too quickly can cause magical toxicity, leading to sickness and potentially dangerous side effects.
Accumulating Toxicity
Each time you consume a potion, you gain a number of Toxicity Points based on the potion's power:
| Potion Type | Toxicity Points |
|---|---|
| Lesser | 1 point |
| Standard | 2 points |
| Greater | 3 points |
| Superior | 4 points |
Toxicity Effects
Your total Toxicity Points determine the severity of the effects:
| Toxicity Points | Effect |
|---|---|
| 1-2 | No effect |
| 3-4 | Mild Toxicity: You have disadvantage on Constitution saving throws. |
| 5-6 | Moderate Toxicity: You have disadvantage on Constitution saving throws and ability checks. You are poisoned. |
| 7-8 | Severe Toxicity: You have disadvantage on all saving throws and ability checks. You are poisoned and your speed is reduced by 10 feet. |
| 9+ | Critical Toxicity: You have disadvantage on all saving throws and ability checks. You are poisoned, your speed is reduced by 10 feet, and you must make a DC 15 Constitution saving throw at the start of each turn or be incapacitated for that turn. Additionally, roll on the Random Magical Effects table. |
Preventing Toxicity
When you consume a potion, you can make a Constitution saving throw to avoid accumulating Toxicity Points. The DC equals 10 + the number of Toxicity Points you would gain from the potion. On a success, you do not gain Toxicity Points from that potion.
Example: If you drink a Greater Potion (3 Toxicity Points), you make a DC 13 Constitution saving throw. On a success, you don't gain any Toxicity Points.
Recovering from Toxicity
Toxicity Points decrease naturally over time: - 1 point per hour of rest (light activity or less) - 1 point per 4 hours of normal activity - All points removed after a long rest
Random Magical Effects
When you reach 9 or more Toxicity Points, roll a d20 on the following table:
| Roll | Effect |
|---|---|
| 1-2 | You gain a random beneficial effect (GM's choice: advantage on next attack, temporary hit points equal to your level, etc.) |
| 3-5 | You are affected by a random cantrip effect (GM's choice: dancing lights, minor illusion, etc.) |
| 6-8 | You are affected by a random 1st-level spell effect (GM's choice: color spray, faerie fire, etc.) |
| 9-11 | You are affected by a random 2nd-level spell effect (GM's choice: blur, mirror image, etc.) |
| 12-14 | You are affected by a random 3rd-level spell effect (GM's choice: confusion, fear, etc.) |
| 15-17 | You are affected by a random 4th-level spell effect (GM's choice: confusion, polymorph, etc.) |
| 18-19 | You are affected by a random 5th-level spell effect (GM's choice: dominate person, geas, etc.) |
| 20 | You are affected by a random 6th-level or higher spell effect (GM's choice) |
The effect lasts for 1d4 hours or until removed by appropriate magic (such as greater restoration or remove curse). The GM determines the specific spell effect and whether it is beneficial or harmful.
Potion Addiction
Healing potions, while life-saving, can be dangerously addictive. The body can become dependent on the magical healing they provide, leading to withdrawal symptoms and a need for increasingly powerful potions.
Risk of Addiction
Each time you consume a healing potion, you must make a Constitution saving throw to avoid becoming addicted. The DC depends on the potion's power:
| Potion Type | Addiction Save DC |
|---|---|
| Lesser Healing Potion | DC 8 |
| Healing Potion (Standard) | DC 10 |
| Greater Healing Potion | DC 12 |
| Superior Healing Potion | DC 15 |
If you fail the saving throw, you become addicted to healing potions. You can only become addicted once—subsequent failures have no additional effect if you are already addicted.
Addiction Effects
While addicted to healing potions, you experience the following:
- Withdrawal: If you go 24 hours without consuming a healing potion, you gain one level of exhaustion that cannot be removed except by consuming a healing potion or by receiving magical healing (such as from a spell or class feature).
- Tolerance: You must consume a healing potion of equal or greater power than the one that caused your addiction to satisfy your need. Consuming a weaker potion does not prevent withdrawal symptoms.
- Cravings: You have disadvantage on Wisdom saving throws when resisting the urge to consume healing potions unnecessarily (such as when you are not injured).
Breaking Addiction
Addiction can be broken through the following methods:
- Cold Turkey: Going 7 days without consuming any healing potions or receiving magical healing. Each day, you must make a DC 15 Constitution saving throw. On a failure, you gain one level of exhaustion. If you consume a healing potion or receive magical healing during this period, you must start over.
- Gradual Withdrawal: Over the course of 30 days, gradually reduce your potion consumption. Each week, reduce the frequency of potion use by 25%. During this period, you have disadvantage on Constitution saving throws. If you consume more potions than your reduced schedule allows, you must start over.
- Magical Treatment: A greater restoration spell or similar powerful magic can instantly break the addiction. This requires a 5th-level or higher spell slot and a successful DC 15 Wisdom (Medicine) check by the caster.
Once addiction is broken, you are no longer subject to its effects, but you can become addicted again if you fail a saving throw after consuming another healing potion.
Related: Mechanics Index | Mechanics/Items/Magic Item Attunement | Mechanics/Items/Magic/Magic Weapons | Mechanics/Items/Magic/Magic Armor | Mechanics/Items/Magic/Magic Vehicles | Mechanics/Items/Mundane/Mundane Items