Artifacts and Invocations
Magic Items
Murderer's Blade, Natural
While called a 'blade,' this enchantment could apply to any weapon that awakened via treachery or sabotage. This enchantment grants the following properties: It counts as a magical weapon for overcoming defenses; it always deals Shock damage and gains a bonus of +1 to its Shock value; it does max damage to any ally or being that trusts the wielder without requiring a to-hit roll; it cannot damage a non-living target in any way (ie: cannot cut rope, break wood, spark against a stone to start a fire, etc)
Book of Sorgorach, Wondrous
A thick, weathered, leather-bound tome with the personal seal of a long-dead sha'ir. His first attempt at creating a vessel for trapping a djinn. While it deemed an utter failure and summarily discarded, it is 100% capable of binding literally any other extraplanar being except a djinn. It is completely fireproof and can be opened to a blank page when within 60' of any appropriate being. If the creature fails a Save, it is utterly erased from existence and the rest of the book is immediately filled with a vulgar and indecipherable but somehow pronounceable script. When this text is read aloud, the bound being is released and the pages become blank again. The first half of the book contains Sorgorach's early notes and can teach the spell Screams of Anguish
Sanesum's Seal, Wondrous
An ornamental incense burner with the djinn Sanesnum bound within. A thin silver chain connects the cap to the main body, which is jewel-encrusted along the upper portion - though there are signs of rust forming in each of the gem settings and the patina appears artificial. When lit, Sanesnum is summoned. The enchantment forces a 3' radius around the burner to not interact with anything emanating from it, leaving a gap in incense smoke and a strange half-man when the djinn is within the area of effect. Sanesnum is bound by orichalcum manacles, is furious with his predicament - with a special hatred for humanoids - and can grant three wishes with equivalent power to any 5th-Level or lower spell from 5e and has an effective caster level of six
The Safra Zahriyya, Wondrous
A finely crafted scimitar with a gently curving blade intricately etched with a flowing design evoking entangled, thorny vines that come together as they approach the hilt. On the hilt lies a small, rosecut ruby worth 50 gp. When drawn from its scabbard, a faint smell of rosewater permeates the air. The bearer of this blade treats their Wisdom as two points higher for the purpose of rolling initiative. Additionally, when the wielder casts a spell of First or Second level, the blade begins to glow with a subtle red-pink light and gains a charge (two charges for a spell of Third or Fourth level, three charges for a Fifth level spell), up to a maximum of three charges. The weapons gains +1 to hit and damage for each charge. Charges dissipate at the end of scene in which the blade is used in combat or at dawn, whichever comes first.
Key of Esqur, Wondrous
An unremarkable but utterly fireproof brass skeleton key on a simple chain. Once per day, when grasped firmly, the bearer can cast a spell without using any somatic or verbal components.
Wanderer's Gloves, Natural
This enchantment grants a pair of gloves or other traveler's clothing the following properties: the wearer can gain a point of System Strain to unerringly find true North; and when the wearer is hopelessly lost, all Saving Throws are made with advantage.
Jhunqaif's Seal, Wondrous
A simple sterling silver ring with a solitary fireproof pearl in a pronged setting. When worn on a clenched fist and the command word spoken, the immediate area fills with a translucent mist, within which can be seen the silhouette of a lithe but muscular humanoid with a yellow glow coming from where eyes would be expected. Jhunqaif is generally disoriented and agitated when summoned to the material plane but will reluctantly grant wishes on par with 3rd level 5e magic and a caster level of 4.
al'Havar's Hunger, Wondrous
A sturdy war partisan of a style more commonly seen in former times. The kris blade has a coarse but skillfully carved mosaic pattern engraved upon it. When the weapon strikes a killing blow on a worthy opponent, the bearer can restore a point of committed Effort. Additionally, if the wielder is below 50% of their HP total, the weapon gains +2 to attack and damage.
Mugger's Knife, Natural
This enchantment will manifest on an easily concealable blade used for illicit deeds. Regardless of the actual size of the weapon, it will always appear to be the biggest knife in a room. Additionally, the bearer gets +1 to attack and Intimidation rolls when using it.
Fisherman's Gutter, Natural
This enchantment will arise on a sharp blade used to skillfully disembowel lesser organisms. When placed on the ground, it will attract all manner of vermin drawn to the echos of entrails and offal the blade resonates with. When used to gut or debone prey, it will always be in the most efficient and minimally destructive manner - this grants a +1 to the roll when foraging for rations if animal flesh can be found (though this bonus does not allow the roll to go above its normal maximum). When used in combat against an opponent of the proper AC, Shock damage inflicted by the weapon is increased by 1.
Smuggler's Boots, Natural
When used to tread along under-used paths for criminal activities, over enough time a pair of boots might gain this enchantment. The footprints produced by these boots will appear as some type of native wildlife if the person wearing them is somewhere that they were not invited.
Squire's Armor, Natural
An enchantment that may manifest on armor worn by particularly devoted attaches, aides and adjutants of all varieties. When the wearer uses their action in combat to aid or support an ally, the armor gains a +2 bonus to AC and grants a +1 bonus to all Saving Throws for that round.
Mace of Nebh-Sashar, Wondrous
A rough-hewn, deep-stained and polished shaft of yew wood capped by an interlocking set of stones with the center stone etched with the Galoran phrase 'A warrior never truly dies.' This weapon functions as a simple magical mace. When used in battle to slay an opponent by crushing their heart or skull, the mace is imbued with a bit of their power. It either gains a passive +2 bonus to a stat that would make sense (stealth if killing a bugbear, STR if an ogre, Physical Saves if an armored beetle, Initiative if a fairy, etc) or an active ability tied to the opponent's talents (casting a spell a slain wizard knew, summoning a lightning bolt if it killed a storm elemental, gaining a heal over time if a troll had been killed, etc). The mace retains its power to absorb abilities even when charged - if a new ability is absorbed, the previous one is immediately lost. During each scene in which the mace was wielded while imbued with a passive ability OR each time an activated ability is used, the mace gains a point of Wear and the bearer rolls a d6. If the value is less than the amount of Wear, clear all Wear and abilities from the mace. If the mace has no absorbed abilities and is used in combat, it functions as a +1 Mace and the bearer gains a point of System Strain at the end of the scene.
Abdana's Circlet, Wondrous
A delicate silver circlet with intricate flourishes crafted to resemble either a distant mountain range or crashing waves depending upon how the viewer looks upon it. Once per day, the wearer can activate the circlet and gain the ability to swim through solid stone as though it were water. However, while activated, the wearer immediately begins drowning and will continue to do so until the magic is deactivated or the wearer dies.
Spells
Vespid Invocation, Level 1
The caster invokes the powers of the desert wasp and takes on several qualities of these pests. For 2 rounds per level of the caster:
- The caster's eyes become multi-faceted and colors of higher wavelengths begin to slightly glow (no mechanical effect)
- Gain the ability to 'smell' the presence of active magic (magic items, spells being cast, etc) in the vicinity as nectar, honey or pollen
- Once during the duration, the caster may expel a 30 ft long cone of wasps from their mouth, dealing 1d4+[Level] damage to all in the area of effect (width of the cone at any point is equal to the distance from the caster). Targets must also Save or be poisoned, moving at half speed due to the paralytic venom - this effect ends after a Good Night's Rest. The swarm persists, dealing 1/2*[Level] (rounded down, minimum one) damage each round thereafter, though can be dispersed as a normal swarm of insects
- The caster gains +2 on all Saves vs Poison
Screams of Anguish, Level 1
The caster targets a point within 100' and in a 20' radius from that point, a boisterous cacophony of hundreds of overlapping screams bursts forth. Everyone in said sphere Saves. On a success, they receive disadvantage on all attack rolls for 1 round per level of the caster as the noise ingratiates them and overloads their senses. On a fail, they flee in terror, claiming to catch glimpses of winged beings and whiffs of sulfur or brimstone alongside the agonized wails
Alchemy
Thunderclap, Oil
A viscous, golden fluid with white specks floating in it, when applied to a weapon, each successful hit resounds with the bellow of thunder and grants the following effects: a +1 bonus to damage; any target hit by the weapon must Save or be knocked back 10 ft and land prone; when the weapon connects with a target, all living beings within 20 ft must Save or be stunned (lose Main Action) for 1d2 rounds - even those who are successful are still deafened for 1d4 rounds. Each application is good for 1d4+2 rounds or one successful hit, whichever occurs first
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