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# Magic Items of Atherlux Descendent
##### Magic items created, encountered, or otherwise relevant during the course of Aetherlux Descendent. This documentation is a combination of DM scratchpad and player reference. Partially finished and idea concept objects may appear here. Players should only ever reference the material in the first section, unless specifically directed otherwise.
\pagebreakNum # Finished Items These items are finalized, and most likely already handed out to the party or will be so soon. ## Obsidian Eye *Amulet, Rare, Requires Attunement* A shard from the horn of a corrupted unicorn was embedded into this jewelry in the form of a stylized eye, filling in the pupil with inky black horn. The power of the horn has interacted with the inherent magic of an active holy symbol, consecrating the horn to god known as "The Eye". When this pendent is held out to freely swing, the eye will actively twist and tilt to look at things in it's vicinity. In addition to continuing to function as a holy symbol, the Eye now grants the following benefits while worn: * Grants a 60' darkvision to the bearer, or if the bearer already has darkvision extends it to 120 * The bearer may, as an action, close their eyes to focus on the amulet. If they do so, their natural senses are blinded, but they may see for 30' with truesight though the amulet. If held out to freely swing, the eye will twist and tilt to match the focus of the bearer's attention. * When the bearer casts a divination spell, they may choose one of the following benefits and apply it to the spell: * The spell requires a spell slot one level lower than normal * If the spell has a cumumulative failure chance per casting, it now takes two castings to move one step, instead of one. * If the spell gives a target a saving throw, the target does so at disadvantage The bearer also hears whispers and sees fragments of visions at the corner of their eyes. They cannot be made out clearly, and come and go without warning, often occuring more frequently at night. The single biggest constant is that these sensory disruptions never interfere with the bearer's ability to function: if his side needs to be clear, there will be no visions, if his hearing needs clarity the whispers will vanish. This property existed before the amulet had the unicorn horn core added. ## Shield of Disorder *Shield, Rare, Requires Attunement* A single drop of blood, harvested from the heart of a still living Sidhe lord in the light of a new moon at midnight, was worked into a batch of paint and then applied to this shield to create an image of flames boiling across the shield. The shield grants a +1 AC bonus to the wearer, and always reeks of smoke and flame. In battle, the enemy's strikes against the shield release puffs of smoke from the shield. If the bearer attempts to shove a foe, the flames still for a moment, and a veil of Sidhe glamorie falls across the bearer. The bearer's image splits and shows three semitransparent copies, each one attempting a different shove technique. When resolving the opposed skill check for the shove, the defender has disadvantage. ## Amulet of Benign Relocation *Amulet, Rare, Requires Attunement* A single drop of blood, harvested from the heart of a still living Sidhe lord in the light of a new moon at midnight, was combined with a small vat of wine while words of magic were chanted over the mixture, invoking elements of movement and intention. The result was frozen, causing raw spirits to rise to the top of the cask, and more words of command were used to force the power to move with the spirits, purifying the raw power of the taint of trickery and deception which are the Sidhe Lord's weapons. By working the spirits into a wooden amulet carved with runes of a powerful magical spell, well beyond the crafter's own spellcasting abilities, the power was forced into a new shape. The bearer may now use their action to speak a command word and move up to 1D6 willing creatures as per the Scatter spell. \pagebreakNum # DM Scratchpad Where I figure out what I'm going to do; players, come here only by invite please ## Auld Moonlight, The Warden's Will (Plans) The God of Smithing has defined the following magical layout for a staff of great power: * A central channel, formed by magic, capable of conducting massive amounts of energy with low resistance. Ideally, a magical substance would be used here. Any residual magics will be washed away by the power flowing through it when the staff is finished. * A wooden sheath around said channel, to act as an insulator. * Ideally, this sheath should be formed from multiple different sources of wood. This will allow the magic of the staff to draw on the differing qualities as needed, much like a large building may need to sway in the wind rather than being held to a single, rigid pattern. Ideally, three woods should be used. Three is a powerful magical number, and three points are the fewest number you can create a stable support that will create a dynamic balance. Attention should be paid to the magical qualities of the wood, in an attempt to find three woods that will exist in balance, supporting each other while not being too similar. For example, yew, oak, and poplar are all known to be associated with masculine energies, and while they would not fight each other, they would fail to provide the broad base of support this focus will require. * To properly take enchantment, the woods in question should be non-magical in nature, but have been touched by magic in some way. If the wood is already magical, the enchantment won't take properly. If the wood has never 'known' magic, it may attempt to fight the enchantments as they are laid down, rather than welcoming them. As an example, wood from a Dryad's tree would not qualify, but wood grown by a dryad may. * A special metal ferrule. The ferrule should be metalic and conductive, and must make contact with both the insulating sheath and the conductive core. This world has a powerful, unique magical signature, and metals mined here partake of that quality. As the staff needs to conduct energies based on that signature, ideally the metal involved should not be mined from this world. Iron or Steel, with their superior hardness and conductivity, would make ideal materials, if you can find a source of iron that isn't tainted by the planetary magic. The ferrule will, magically, represent the connection to Somnos -- a bridge between here and there. * The staff must include a powerful magical capacitor, capable of storing massive amounts of energy. This will allow the enchantments to smooth out the flow of energies, preventing energy spikes in either direction. Ideally, this capacitor should be the head of the staff, probably in the form of a magical gem of some sort. * The staffs components must be joined by a metal blessed by a greater God. The mithril provided is blessed, and will locally rewrite a few minor rules of magic to allow this staff to succeed. The mithril should be used to create bands that will hold the wooden sheath together, and also as the fastening agent for the focus gem. * The staffs components *must* be formed together under the aegis of a God. Once the staff as a whole is assembled, it's incomplete components must be taken to Somnos. Somnos must understand and agree to the formation, the assembly should be lowered into the well of knowledge, and then magically finalized. The magical finalization will require the power and blessing of a God. \pagebreakNum ## Auld Moonlight (Complete) *Staff, Artifact, Requires Attunement by the Warden* This wooden staff crackles with magical energy and power. When wielded as a quarterstaff by someone not attuned, the staff does an additional 2d6 force damage on hit, with an additional +3 to hit and to damage. To attune, the wielder must meditate on the duty of the Warden for 12 hours at the Well of Knowledge. The staff is a powerful artifact that forms a link direct to Somnos. While in physical contact with the staff, the Warden is considered present in Somnos, able to access Somnos's knowledge. The user may also spend a bonus action to enter into a deeper link with Somnos, targeting a creature within 60 feet for the purpose of assessment and pre-targeting of a modified Antimagic Field. While this link requires concentration, Somnos helps maintain it, making the concentration unbreakable. The staff may be used to pull magic into Somnos by draining it from a target creature once per day. This effect typically creates a special, modified Antimagic Field. When you assess a target with your bonus action as described above, you become aware of which of the following three forms will take effect if you use this ability: * The anti-magic field is given a range of 60 feet, is centered on a target you can see, and moves with the target. It otherwise functions normally, denying all use of magic around the target. This form is not valid if the target is immune to non-magical weapons and usually occurs when facing non-magical creatures. The target doesn't have sufficient magic, and all power around the target is drained away completely. Common examples might include animals, most mortal wizards, and certain lesser demons or elementals. * The antimagic field is given a range of 30 feet, is centered on a target you can see, and moves with the target. Rather than negaging spells, this form merely dampens them. A spell that effects a creature inside the area has disadvantage on all related attack rolls, and the creature has advantage on any relevant saves. If a creature inside the area casts a spell, it has disadvantage on attack rolls and the targets have advantage on saves. Magical weapons do not work inside the field, but *do* penetrate immunity or resistance to nonmagical weapons. Generally, beings with significant innate magic will trigger this form. Common examples might include standard elementals, powerful mortal wizards, and most demons. * The antimagic field has a range of touch, is centered on a target you can see, and moves with the target. As above, spells operate at a significant disadvantage, but magical weapons are unimpeded. The target has sufficient innate power that the drain is mostly negated. Common example targets would be powerful demons, certain high end elementals, and lesser gods. * The antimagic field does not form. The target creature is of such strength, that simply pulling the worst of it's energies away has no apparent effect on it's combat abilities. This form of the spell requires the caster to maintain touch contact with the target, and functions as a grapple -- no save, no escape DC. The staff becomes fixed to the target, locking itself in place, and cannot be pulled from the wielder's grasp without their permission. This is a plot-level power and will be explained case-by-case by the DM. When the antimagic feature is not in use, the staff also grants the following benefits: * Any spell directly targeting the wielder, or centered on the wielder, triggers an automatic counterspell at 3rd level, with a spellcasting modifier of +6. * Three times per day, the wielder may cast Sphere of Invulnerability at 7th level, but they lose the automatic counterspell while the sphere is active. The Sphere remains centered on the staff rather than immobile. When the wielder attunes to the staff, the attunement can take one of two forms. This selection is made by the player, to best represent how he feels the staff should interact with his character's abilities, and may only be changed by repeating meditating at the Well of Knowledge in Somnos for 6 hours. They must be physically present to engage in the meditation. The first form is the most common form, typically used by spellcasters. Somnos has the ability to deny usage of the features, typically when it's under attack and cannot spare additional energy. * You gain a +3 bonus to spell attacks, and ignore half or three quarters cover. * The user may pull power out of Somnos to cast spells. This functions as a spell slot of up to 7th level, and deals 1d6 necrotic damage per level of the spell slot required. The full damage *must* be taken, and cannot be resisted or reduced *unless* that resistance or reduction takes the form of transfering the damage to a willing target (such as the Warding Bond spell) or a damage buffer such as Temporary Hit Points or Arcane Ward. (Alternate: cannot be resisted or reduced either way. DM undecided.) * The power crackling around the staff can be directed to strike at a nearby target. Make a ranged spell attack against a target within 60 feet. On hit, the target takes 4d6 force damage as Somnos's multidimensional nature pulls against them. If this kills them