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## Magical Items #### Soul Crystal *Wondrous item, very rare (requires attunement)* A soul crystal is a crystal of concentrated aether no larger than a few ilms that contains the knowledge of all of its forbears. Soul crystals are unique to classes and only a character can only attune to a soul crystal of a class they have levels in and can only be attuned to one soul crystal at a time. Soul crystals are a closely guarded prize that are often passed from master to pupil. Soul crystals act as a nexus of aether that can be drawn on at will. While this soul crystal is on your person, you can cast 1 of its spells without material components using the spell's normal casting time. Once the soul crystal has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. If this is not applicable, the spell save DC is 16 and the spell attack bonus is +8. | Class | Spells | |:---:|:-----------:| |Arcanist| Identify, Detect Thoughts, Counterspell | |Astrologian| Bless, Augury, Clairvoyance | |Bard| Ensnaring Strike, Enhance Ability, Flame Arrows | |Black Mage| Chaos Bolt, Aganazzar’s Scorcher, Fireball | |Blue Mage| Beast Bond, Alter Self, Slow | |Dancer| Heroism, Calm Emotions, Blink | |Dark Knight| Cause Fear, Darkness, Bestow Curse| |Dragoon| Jump, Dragon's Breath, Fly| |Gunbreaker| Absorb Elements, Heat Metal, Beacon of Hope | |Machinist | Alarm, Pyrotechnics, Lightning Bolt| |Monk| Expeditious Retreat, Blur, Haste| |Paladin| Command, Zone of Truth, Aura of Vitality | |Red Mage| Detect Magic, Lesser Restoration, Dispel Magic | |Rogue| Charm Person, Pass Without Trace, Gaseous Form | |Samurai| Shield of Faith, Branding Smite, Elemental Weapon| |Warrior| Compelled Duel, Wrathful Smite, Protection from Energy | |White Mage| Animal Friendship, Barkskin, Wind Wall| Additionally, the soul crystal is inscribed with the knowledge of those who held the crystal before. Once per week, you can spend a long rest communing with the spirits of your predecessors through the soul crystal, casting the spell Legend Lore without material components. Additionally, your predecessors' exploits grant you preternatural resilience. You gain a +1 bonus to AC and saving throws while the soul crystal is on your person. \columnbreak #### Ether *Potion, rarity varies* Ether is the aetheric essences of elemental crystals that have been extracted through alchemical means. Consuming ether replenishes the natural aetheric stores of spellcasters, allowing them to work magic beyond the limits of their personal reserves. As an action, you can drink ether and regain an expended spell slot. If the expended slot is higher level than the ether replenishes, then it is the maximum level the ether can replenish. For example, if you drink a Mega-Ether and the spell slot is of 4th Level or higher, the new slot is 3rd Level. Once you have drank ether, you cannot benefit from drinking ether again until you have taken a long rest. | Ether | Rarity | Max Spell Slot| |:------:|:------:|:---:| | Ether | Common | 1 | | Hi-Ether | Common | 2 | | Mega-Ether | Uncommon | 3 | | X-Ether | Rare | 4 | | Max-Ether | Very Rare | 5 | | Super-Ether | Legendary | 6 | #### Elementally Aspected Weapons *Weapon, rare (requires attunement)* This weapon is coursing with aether aligned with one of the six elements. Such weapons are often forged in battles against primals and are not easily manufactured and even less easily given up. If it is an appropriate weapon for the class, it can be used as a spellcasting focus. You can use a bonus action to cause this weapon to seethe with elementally aspected aether, shedding 10 fulms of bright light and 10 more fulms of dim light. The damage from the weapon becomes magical for the purposes of overcoming damage resistance. While the weapon is seething with aether, it deals an extra 2d6 of force damage. Any spell cast that is of the same element as the weapon and uses it as a spellcasting focus deals an extra 2d6 of the corresponding type of damage. These effects end when you use a bonus action to stop them. | Element | Title | |:------:|:-------| | Lightning | Thunder . . . | | Fire | Hellfire . . . | | Earth | . . . of Crags | | Ice | Hailstorm . . . | | Water | Torrent . . . | | Air | Slipstream . . . | \pagebreak #### Glamour Prism *Wonderous item, common* A glamour prism is a crystalline prism that has been enchanted to project the image of one thing onto another. A glamour prism can be used to make a set of leather armor look like a summer dress or like a set of magitek armor. You can use an action to glamor the image of an item in your possession onto another item in your possession, consuming the glamour prism in the process. The items must be similar in nature and shape to one another. The objects must be similar in type to one another. Clothing can be made to look like armor, an arcane book can made to look like a cookbook, but a cloak could not be made to look like a book. The objects cannot be more than 6 fulms in any dimension. The changes wrought by this item fail to hold up to physical inspection. If someone attempts to touch the glamored object, their hand will go through the illusion and feel the item underneath. Once glamored, the illusion can only be removed through using another glamour prism to apply a different glamor, using a glamour dispeller, or casting Dispel Magic on the object. #### Glamour Dispeller *Wondrous item, uncommon* Similar to a glamour prism, this prism has been enchanted to remove glamors. You can use an action to dispel the glamor on an object if that glamor was placed using a glamor prism, consuming the dispeller in the process. If the object has an illusion school spell of second level or lower on it, the illusion is dispelled and the dispeller is consumed. If the glamour dispeller is used on an object that has not been glamored with a glamour prism and isn't under the effect of an illusion school spell, then the action fails and the dispeller is not consumed.