Wizard Magic Items

by RangerDanger

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Magic Items for Wizards


Abjuration Sculptor’s Brace:


Wondrous Item
Very Rare
Requires attunement by a wizard


This brace has intricate protective patterns and runes decorating it, reminiscent of the shield spell. Each rune glows with a dim violet colouration.


This brace has 10 charges, and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 +2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you know the Dispel Magic spell, and do not need to prepare it.
When casting this spell, you still expend a spell slot.
You can expend 2 charges to add half your proficiency bonus rounded down to the ability check when you cast it.


Alternatively, charges can be expended for the following effects:


Arcane Ward: 2 charges
As a reaction, you can cast the Shield spell.
Additionally, when cast using these charges, you create a ward around yourself as a strand of protective magic surrounds you.
The ward gains temporary hit points equal to your wizard level + your Intelligence modifier.
When you take damage, the ward takes the damage instead. It disappears when it reaches 0 hit points.


Projected Ward: 4 charges
When a creature that you can see within 30ft of you takes damage, you can use your Reaction to cast the Shield spell on yourself, but extend your ward to take the damage instead.
When the ward is used this way, it gains additional hit points equal to half your proficiency modifier.


Abjuration’s Protection: 6 charges.
You can cast the Intellect Fortress spell. This spell targets only you, remains only for 30 minutes, and does not require concentration.








By my vow and my hand, you shall be protected.

Abjurer's Gloves


Wondrous item
Very rare
Requires attunement by a wizard


These fingerless gloves have weaves of protective spells woven into the fabric.


While attuned, can cast the Shield spell once per day without expending a spell slot.


Additionally, these gloves have 12 charges, regaining 1d10 + 2 charges at dawn. You can expend the charges for the below effects:


Elemental Absorption: 2 Charges
When you take acid, cold, fire, lightning, or thunder damage, you can use your Reaction to absorb some of the energy. You have resistance to the triggering damage type until the start of your next turn. Additionally, you gain a number of temporary hit points equal to your Wizard level plus your Intelligence modifier (min 1). This lasts until they are reduced to 0 or you use this ability again.


Shield of Protection: 4 Charges
As a bonus action, you can use this ability to cast the Fire Shield spell. You gain a number of temporary hit points equal to the damage dealt to a creature plus your 2 x your Intelligence modifier (min 1). If you do already have temporary hit points, the temporary hit points received from this abiity replace the ones you had remaining.

Conjuror’s Brace:


Wondrous item
Very rare
Requires attunement by a wizard


This brace has intricate patterns and runes decorating it that disappear and reappear at random. Each rune glows with a dim orange colouration.


This brace has 10 charges and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you know the Galder’s Tower spell, and do not need to prepare it. When casting this spell, you still expend a spell slot.
You can expend 2 charges to change the casting time to 5 minutes, or 4 charges to make it instantaneous.


Alternatively, the charges can be expended for the following effects:


Conjure Item: 2 charges
You can use your Action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.


Benign Teleportation: 4 charges
You can use your Bonus Action to teleport up to 30 feet to an unoccupied space that you can see.
Alternatively, you can use an action to choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.


Conjuration Adept: 6 charges
You can use a Bonus Action to cast either the Summon Fey or Summon Shadowspawn spell.
When cast, the duration is 3 minutes, you have advantage on saving throws to maintain concentration on the spell from taking damage, and the creature has an extra 10 hit points when summoned.




And now, what shall I summon next?

Diviner’s Sculptor:

Wondrous item
Very rare
Requires attunement by a wizard


This brace has intricate protective patterns and runes decorating it that weave together like a tapestry. Each rune glows with a dim blue colouration.


This brace has 10 charges, and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you know the Tongues spell, and do not need to prepare it. When casting this spell, you still expend a spell slot.
You can expend 2 charges to target an additional creature with the spell.


Alternatively, you can expend charges for the following effects.


Diviner’s Clairvoyance: 2 charges
You can use your bonus action to cast the Clairvoyance spell.


Diviner’s Communication: 4 charges
You can use a bonus action to cast the Rary's Telepathic Bond spell.


Diviner’s Chronurgy: 6 charges
Your understanding of how time flows allows you to see multiple outcomes, and how to achieve the desired one.
You can use your Reaction to impose disadvantage or advantage on any attack roll, saving throw, or ability check made by you or a creature that you can see within 60ft of you.



I see…so much more than you could comprehend


Evoker’s Sculptor:


Wondrous item
Very rare
Requires attunement by a wizard


This brace has intricate patterns and runes decorating it that give off slight steam or chilly air. Each rune pulses with swirling elemental energy.


This brace has 10 charges, and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you know the Leomund's Tiny Huts spell, and do not need to prepare it. When casting this spell, you still expend a spell slot.
When cast, you can expend 2 charges to cast Alarm from the brace, which extends 30ft in all directions.


Alternatively, you can expend the charges for the following effects:


Evoker’s Element: 2 charges
When you cast a spell that deals Cold, Fire, Thunder or Lightning damage, you can substitute the damage type from another elemental type from the list.
When you cast an evocation spell that deals elemental damage against a single target, each creature within 5ft of the original target takes the same elemental damage equal to your Intelligence modifier.


Evoker’s Aid: 4 charges
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Additionally, the next time a chosen creature makes a melee attack, they can add 1d6 of the elemental damage to their damage roll.






Evoker’s Explosions: 6 charges:
You cast the Fireball spell. You add an extra 3d10 force damage to the spell, and can choose to take 1d10 Force damage to yourself as your life essence adds a boost to the spell, allowing you to add that number rolled to the total damage.


Magic is always moving, never stagnant. One thing above all: magic is volatile in the wrong hands.

Illusionist's Brace:


Wondrous item
Very rare
Requires attunement by a wizard


This brace has intricate patterns and runes decorating it that turn invisible at random times. Each rune glows with a yellow colouration.


This brace has 10 charges, and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you know Minor Illusion cantrip if you did not already.
Additionally, you can spend 2 charges to create both a sound and image with a single casting.


Alternatively, the charges can be expended for the following effects:


Illusionist's Steed: 2 charges
You can cast the Phantom Steed spell, which has the duration of 3 hours.


Illusionist's Versatility: 4 charges
When you cast an illusion spell that has a duration of 1 minute or longer, you can use your Action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.


Illusionist's Phantasms: 6 charges
As a Bonus Action, you can cast the Phantasmal Killer spell.
When you cast this spell on a creature and it succeeds the saving throw, they are Frightened of you until the start of your next turn.



Now, keep your wits about you. I decide where your reality ends, and my reality begins.


Lore Sculptor’s Brace:


Wondrous item
Very rare
Requires attunement by a wizard


This brace has intricate patterns, runes and designs decorating it, each rune and pattern glowing either with a soft pale blue light, or mixes between a dim green light, violet lights, or a gentle hum of pure magical energy.


While attuned, your analytical abilities are so well-honed that your initiative in combat is driven by mental agility, rather than physical agility.
When you roll initiative, it is an Intelligence check.


While attuned, this brace allows the wizard wearing it the ability to add double their proficiency bonus to all Arcana checks.


This brace has 10 charges, and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


The charges from this brace can be expended to use the following abilities:


Spell Secrets: 2 charges
The brace allows you to replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell with a spell slot and the spell deals Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, or Thunder damage, you can substitute that damage type with one other type from that list.
You can change only one damage type per casting of a spell. If the spell deals damage for more than one turn, the spell defaults to its original damage type unless you spend an additional 2 charges on your next turn.


Forceful Casting: 4 charges
If you roll damage for a spell when you cast it, increase the damage against every target by 2d10 Force damage.
If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.






Lore Memory: 6 charges
You can replace one spell you have prepared with another spell from your spellbook.


Knowledge is at the beginning, and the end.
Knowledge is all.

Lore Sculptor’s Brace (Alternate):


Wondrous item
Legendary
Requires attunement by a wizard


This brace has intricate patterns, runes and designs decorating it, each rune and pattern glowing either with a soft pale blue light, or mixes between a dim green light, violet lights, or a gentle hum of pure magical energy.


While attuned, your analytical abilities are so well-honed that your initiative in combat is driven by mental agility, rather than physical agility.
When you roll initiative, it is an Intelligence check.


While attuned, this brace allows the wizard wearing it the ability to add double their proficiency bonus to all Arcana checks.


In addition, your spell save DC and spell attacks gain a +3 bonus.


This brace has 10 charges, and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy from the one bolsters the other, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, you may choose to gain two levels of Exhaustion as your life force is pulled to protect both bracers, overriding the destructive effects listed for the other bracer. Each bracer is only able to regain charges after 1d4 days, and you cannot unattune to either item during this time.


The charges from this brace can be expended to use the following abilities:


Spell Secrets: 2 charges
The brace allows you to replace one energy type for another by altering the spell’s formula as you cast it.
When you cast a spell with a spell slot and the spell deals Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, or Thunder damage, you can substitute that damage type with one other type from that list.
You can change only one damage type per casting of a spell. If the spell deals damage for more than one turn, the spell defaults to its original damage type unless you spend an additional 2 charges on your next turn.







Forceful Casting: 4 charges
If you roll damage for a spell when you cast it, increase the damage against every target by 2d10 Force damage.
If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.


Lore Memory: 6 charges
You can replace one spell you have prepared with another spell from your spellbook.


Knowledge is at the beginning, and the end.
Knowledge is all.

Necromancer Brace:


Wondrous Item
Very Rare
Requires attunement by a wizard


This brace has intricate dark tendrils patterning it, each rune glows with a dim black pulsating colouration.


This brace has 10 charges, and regains 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 +2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you know the Speak with Dead spell, and do not need to prepare it.
When casting this spell, you still expend a spell slot. You can expend two charges when you cast this spell to cast it as a bonus action


Alternatively, charges can be expended for the following effects.


Ray of Sickness: 2 charges
As a Bonus Action, you can cast the Ray of Sickness spell. Additionally, on a failed save, you gain 2d4 temporary hit points.


Blindness: 4 charges
As a Bonus Action, you cast the Blindness/Deafness spell, with only the effects of Blindness.
Additionally, for every round after the spell is cast that the target fails its save, the target takes 1d6 necrotic damage at the end of its turn.


Deathly Touch: 6 charges
As a Bonus Action, you can use the following effects:
You create a ghostly shadow-wreathed hand that lasts for 1 minute and does not require concentration.


As a Bonus Action on subsequent turns, and on the turn when you activate these effects, you can make a ranged or melee spell attack against a target within 30ft.


On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount rolled. Additionally, the target must expend 1 of its Hit Die, roll it, and you regain hit points equal to the number rolled. The hit die is then expended and can only be regained after a long rest.





Curse:
This brace is cursed, and requires drops of blood every dawn equal to 2 x the number of charges available. If its wearer does not fulfil that requirement and tries to expend any charges, they take 1d8 necrotic damage per charge spent. This damage cannot be halved or negated by any means short of a Wish spell.
While attuned, the wearer is obsessed with the study of prolonging life, of forcefully changing the weave of life and death to find a semblance of immortality.
A Greater Restoration spell or Remove Curse ends the curse.


Death is not the end, at least, not for me.
Yours, however, will fuel my studies until I decide you bore me.

Psionic Brace:


Wondrous item
Very rare
Requires attunement by a wizard


This brace has intricate runes and patterns decorating it that seem to swirl in your mind after looking at them. Each rune glows with a swirling black and magenta energy.


This brace is a spellcasting focus for you, and has 10 charges which regain 1d8 + 2 charges at dawn.


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you learn one of the following cantrips if you do not know any of them. You lose the learnt cantrip when not attuned to this item.
If you know one or more of the available cantrips, choose one of them, and you gain the following effect when casting them:


Friends: When the spell ends, the target doesn't become hostile to you.
Mage Hand: You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.
Message: You don't need to point toward the target or whisper your message out loud.


Alternatively, the charges can be expended for the following effects:


Steel Mind: 2 charges
You gain resistance to Psychic damage for 1 minute


Mind Whip: 4 charges
As a Bonus Action, you can cast the Tasha's Mind Whip spell at 3rd level, requiring no components.





Psionic Lance: 6 charges
As a Bonus Action, you can cast the Raulothim's Psychic Lance spell, and when cast using this brace, you do not need to name a creature to gain the benefits for the effects directed to a named creature, and it does not have the verbal component. Additionally, if the target succeeds the saving throw, they must subtract 1d6 from their next attack or saving throw they make before the start of your next turn, as their mind is disorientated.


Step back, and shut up. Let my mind do the talking.


Transmuter’s Sculptor:


Wondrous item
Very rare
Requires attunement by a wizard


This brace has intricate patterns and runes decorating it that always seem to shift and transform into the next pattern. Each rune glows with a dim green light.


This brace has 10 charges and regains 1d8 + 2 charges at dawn


If attuned to more than one brace, each brace gains two additional charges as the magic energy bolsters the other item, and both items regain 1d10 + 2 charges at dawn. You may also spend two charges from one brace to activate the effects of the other brace. If you do this because the one brace has no charges left, or if the two charges that would be spent are the final two, roll a d20. On a 1, the brace with no charges left or the brace that only had the final two charges is destroyed. Additionally, the surviving brace is only able to regain charges after 1d4 days, and you cannot unattune to it during this time.


While attuned to this brace, you know the Alter Self spell, and do not need to prepare it. When casting this spell, you still expend a spell slot. You can spend 2 charges to increase the duration by 1 hour.


The charges for this brace can be expended for the following effects:


Alchemic Transmutation: 2 charges
You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.


Transmuter’s Eruption: 4 charges
As a Bonus Action, you can cast Erupting Earth in a 25ft cube, dealing an extra 1d12 Bludgeoning damage. Additionally, a creature closest to the centre is Restrained by the debris on a failed save until they use their action to make a strength check against your spell save DC.
A creature has advantage if another creature within 5ft is using their action to help.


Transmuter’s Polymorph: 6 charges
As a Bonus Action, you can cast the Polymorph spell, targeting only yourself, and have advantage on concentration checks against damage for 3 rounds.






Why only change what you can, when you can be the change you want.

Moon-Touched Blade


Weapon (any sword)
Very rare
Requires attunement by a Barbarian, Bard, Druid, Fighter, Sorcerer, Warlock or Wizard


This sword has a soft silver blade with runic symbols reminiscent of the moon's phases.


As a bonus action, you can have the weapon shed moonlight, creating bright light in a 15ft radius and dim light for an additional 15ft.


It deals 1d8 slashing damage (for a longsword or short sword), or 1d8 piercing damage (for a rapier or similar weapon).


The sword deals an extra 1d6 radiant damage on a successful hit.


The blade has three charges, regaining all charges at dawn. You can expend charges for the below effects:


New Moon: 1 Charge
As a bonus action, you can make an additional attack with this weapon. On a hit, the blade releases a bright burst of moonlight. The target of the attack, and all hostile creatures within 5ft of them, must make a D18 Constitution saving throw. On a failed save, creatures take 3d6 radiant damage and are Blinded until the end of their next turn. On a successful save, they take half damage and suffer no additional effects.


Eclipse: 2 Charges
As a bonus action, you can activate this effect, becoming Invisible. This lasts until the end of your next turn, make an attack or cast a spell.


"These blades are rare, almost a myth save for those who have seen them. It is unknown what metals these weapons are made from, only that they draw their power from the moon itself.


There are whispers of other items, artifacts that are imbued with lunar magics, but they are -"


- An excerpt from journals found by the Magicae Magistrum




Ring of the Elemental Adept:


Wondrous item
Rare
Requires attunement by Druid, Wizard or Sorcerer


There are five types of rings, one for each element (acid, cold, fire, lightning and thunder).


While attuned to a ring of a specific type, you gain the following benefits:
Spells you cast ignore resistance to damage of the chosen type.
In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.


Bracers of Retribution


Wondrous Item (wrists)
Rare
Requires attunement by a wizard


When you cast a spell from the school of Abjuration, a number of motes appear around you equal to 2 x the spell level. These motes can accumulate over the course of 30 minutes, or until you attain 10 motes, at which point they do not gain any additional motes.


When you are hit by a melee attack, you can use your Reaction to expend the motes, having them fly and attack the target. Each mote does 1d4 force damage.
You can only expend a total of 5 motes at once.


You lose any motes that have not been used after 1 hour.


"You know you don't have to let Lia Diao kick your ass like that, right?" Iaxus said, sitting next to Voletta.
"I know, it's just, I try not to hurt people, you know? I want to prevent pain, not cause it," she replied, her head down and in her hands.
"I get that, but here," Iaxus spoke, his tiefling tail resting on the floor. "Just because your main focus is protecting others -- doesn't mean you should not strike back when needed. I, uh, had these made for you. Happy birthday Voletta."

Clockwork Armour


Armour (light)
Very rare
Requires attunement by a Sorcerer or Wizard


The surface of this bronze and golden armour is made from interlinking pieces and gears, almost quietly whirring with magic from the plane of Mechanus.


While attuned to this armour, you gain an additional +2 bonus to your AC.


In addition, you know the Haste and Slow spells, and they do not count towards the number of spells you know or can prepare. You can cast each spell once without a spell slot.


Additionally, this armour has 10 charges, regaining 1d6 + 4 charges at dawn. You can expend charges for the following effects:


Restoration of Balance: 2 charges
When you make a skill check for a skill you are proficient in, you can expend these charges to treat the number rolled as a 10.


Protection of Time: 4 charges
As a bonus action, you can roll 3d8's, regaining hit points equal to the number rolled.


Manipulation of Time: 6 charges
When you make an attack roll or saving throw, you can give yourself Advantage on the roll.


"The flow of time is constant and never-ending. The flow of time is many, many things, but most importantly it is malleable.


The magic from the realm of Mechanus revolves around rules, process and laws. It holds the power of structure, and provides us with the ability to use its magic to structure time into what we wish it to be."


- An excerpt from journals found by the Magicae Magistrum.

Rod of School Improvement


Wondrous Item (Rod)
Rare
Requires attunement by a Wizard


There are various different rods in existence, with each rod giving aid for a specific school of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation).


When you cast a spell of a school of magic aligned with the rod, you gain a +1 bonus to your spell save DC and spell attack rolls.


Addtionally, when using your Arcane Recovery feature, you can recovery one additional spell slot of 2nd level or lower. That spell slot can only be used to cast a spell of the school's type.


"Now students, settle down. You are all here to learn and grow, to harness the power of the Weave through studies and training. The way you attain higher skills can only be found through constant improvements. Isn't that right class?"
"Yes, Headmaster Eshirri," Voletta, Valri and the class dutifully responded



Shard of the Emerald Mind Crystal


Wondrous Item
Very Rare
Requires attunement by a spellcaster


This crystalised emerald gem contains deep psionic magic within.


When found, there are often two or more shards in the area.


While attuned to this magic item, you can telepathically communicate with another creature within 1 mile who is attuned to a different Emerald crystal.


Additionally, you gain Resistance to psychic damage.


This gem has 6 charges, regaining 1d4 + 2 charges at dawn. You can expend charges for the following effects:


Psychic Blast: 2 charges
As a bonus action, you can release a violent wave of psionic power. Creatures within a 30ft radius sphere centred on you must make Intelligence saving throws, taking 6d6 psychic damage and falling prone on a failed save. Creatures who succeed on the save take half as much damage and suffer no additional effects.


Psychic Lance: 2 charges
You can cast the Raulothim's Psychic Lance spell.


Psychic Link: 2 charges
As a bonus action, you can cast the Telepathic Bond spell.


"It is said that dragons are pure primordial forces, tied to the land itself. These shards, possibly gemstones of the Emerald dragons themselves, appear throughout the ages. Whispers question the origin of the crystals, wondering if they are pieces of Raulothim himself."


- An excerpt from journals found by the Magicae Magistrum

Feyrealm Armour


Wondrous Item (Armour)
Rare
Requires attunement by a spellcaster


This breastplate armour is made from colourful metal plates which are infused with the Feywild's magic.


While attuned to this armour, it counts as medium armour you are proficient in, and ignores the weight requirements.


Additionally, you have advantage on saving throws to avoid the Charmed condition, or to end it.


This armour has three charges, regaining all charges at dawn. You can expend a charge to cast the Colour Spray spell from the armour, with a DC of 15.


The Feywild is full with wild magic, untamed and beautiful in their nonsensical nature. What a wonder to look upon.


Just remember not to let your gaze linger too long, lest there be nothing to take back home.


Sage's Signet


Wondrous Item
Very Rare
Requires attunement by a Wizard


This silver ring bears beautiful engravings of arcane runes and is imbued with the powers of spellcasters passed.


While attuned to this ring, you gain expertise in either the Arcana (Intelligence) or History (Intelligence) skill. You then gain advantage on all skill checks made with whichever skill was not chosen.


Additionally, there are different various rings in existence. They each have spells within. Each spell can be cast once per day as a bonus action. The Spell Save DC is 18. The rings are detailed below:


Spells
Signet Spells
Bear Shield, Enhance Ability
Serpent Disguise Self, Invisibility
Wolf Longstrider, Hold Person
Dragon Cause Fear, Dragon's Breath


Staff of the Sun


Wonderous item
Very Rare
Requires attunement by a Cleric, Druid, Sorcerer or Wizard


This bronze staff has red veins of the sun rays running though it with a sunstone in the centre of a circular symbol.


This item can be wielded as a magical quarterstaff with a +2 bonus to attack and damage rolls. It deals 1d8 bludgeoning and 1d8 fire damage on a hit.


While attuned to this staff, you know the Firebolt cantrip, as well as the Burning Hands and Scorching Ray spells. These count as known and prepared spells but do not count towards the number of spells you know or need to have prepared. You also gain Resistance to fire damage.


Additionally, this staff has 12 charges, regaining 1d8 + 4 charges at dawn. The charges can be expended for the following effects:


Sunrise: 2 Charges
As a bonus action, you can allow a semblance of the sun's energy to radiate. For one hour, the tip of the staff sheds bright light for 20ft, and dim light for an additional 10ft. If you hit a creature with the staff, or force them to make a saving throw to resist effects caused by this staff, you deal an extra 1d8 fire damage and this effect ends.


Sunburst: 4 Charges
As a bonus action, you can release a blast of the sun's power of raw light and heat. Each creature within a 30ft cone from you must make a DC 18 Dexterity saving throw. On a failed save, they take 3d10 fire damage and are Blinded until the start of your next turn. Creatures take half as much damage and suffer no additional effects on a successful save.


Sunfire: 6 Charges
As an action, you can release the full fiery fury of the sun. Each creature in a 20ft radius sphere centred on you must make a DC 18 Dexterity saving throw, taking 10d6 fire damage on a failed saving throw, or half as much on a successful save.




Curse


While the Heartstone is corrupted, this item has a chance of being corrupted as well. If you ever have two charges or fewer, you must roll a d20. On a roll of 11 or lower, the corruption enters the staff. The total number of charges become six, regaining 1d4 + 2 at dawn. If you ever have two charges or fewer, you must roll a d20. On a 15 or lower, this staff is fully corrupted. All abilities are replaced by Necrotic Pulse. You also have the following flaw:
"All living creatures seek this staff. It is my responsibility to protect it with my life."


Necrotic Pulse: 2 Charges
As a bonus action, you can release a pulse of necrotic energy in a 30ft sphere centred on a point you can see within 60ft. All living creatures must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, half as much on a success. Those who fail are considered Poisoned until the end of their next turn.


"A relic from the ages of the fabled Sun Elves from Lux Aurea, this staff is one of a few surviving pieces of history. None alive are sure of its creation, only that it held a deep connection to the Heartstone.


Since the corruption of the Heartstone, it is believed that most – if not all – of the Sunfire Staff's were either destroyed, or rendered poisoned due to its source of power holding an evil contamination."


- An excerpt from Lux Aurea: A Burning History

Eye of Revelations


Wonderous item (amulet, necklace)
Legendary
Requires attunement by a Wizard


This amulet has powerful runes etched onto the outer edges of the metal. The centre is closed by various metallic pieces, and will only open when a wizard spellcaster wills it to. With their magic and will, the metallic pieces shift and move, opening and revealing a green gem in the shape of an eye, with purple symbols as an iris.


This item is guarded by old magics, only allowing those with the mental strength to use its abilities.
When a creature attempts to attune to this item, they must succeed a DC 20 Intelligence saving throw, taking 5d10 psychic damage on a failed save. Additionally, the creature must wait 24hrs before trying to attune to the amulet again.


While attuned, you gain the following benefits even when the Eye is closed:


Your Intelligence score increases by 2.
You know the Scrying spell, and do not need to prepare it. Additionally, you can cast the spell once per day without expending a spell slot.


The Eye also has 10 charges and regains 1d8 + 2 charges at dawn.
As a bonus action, you can open the locks, revealing the Eye.
You can use a bonus action to expend charges for the following effects only once the Eye has been opened. You can activate an effect using the same bonus action used to reveal the Eye.


Magical Detection: 2 charges
The Eye emits a bright green light in a 60ft cone. While this light is active, you can see any magical items similar to a Detect Magic spell. In addition, this light reveals the magic the item may hold, acting as the Identify spell.
This light also reveals magical traps and spells, granting you advantage on any saving throws to avoid them.
These effects last for 1 hour.


Magical Replay: 4 charges
The Eye glows a deep green in a 40ft cone. The area affected by this light allows you to sift through its memories, allowing you to replay events from up to one week before. You and friendly creatures you choose can see and hear events which transpired.
The effects last for one hour.






Magical Revelation: 6 charges
You allow the full might and power of the Eye to be revealed. When used, you gain a visible and open third eye on your forehead.
While active, you gain Truesight up to 150ft. This allows you to see any invisible creatures and objects in that range, automatically detect magical illusions and succeed saving throws against them.
Additionally, you can see any creature or object transformed by magic, such as the Polymorph spell and shapechangers.
This sight extends into the Ethereal Plane.
Furthermore, you have advantage on saving throws against spells and magic effects, and resistance to magical damage.
These effects last for a number of rounds equal to your Intelligence modifier (min 1).


The common recordings are that a powerful wizard created three mythical Eyes which granted its user an array of abilities. Scholars have argued over their creation, as rumors whisper that one among them was not created – but found. That the Eye of Revelation was not made by any wizard or mage of this world, and that the other Eyes were poor mimics, lesser copies based after this one.


Despite the unknown origins of this magical item, it has been passed down from generation to generation, given to the wisest wizards of the era. These figures are given a name, a title, to signify their importance.


They are known as the Wizard Supreme.


- From the Chronicles of the Supreme: A History.

Eye of Power


Wondrous item (amulet, necklace)
Very rare
Requires attunement by a Wizard


This amulet has powerful runes etched onto the outer edges of the metal. The centre is closed by various metallic pieces, and will only open when a wizard spellcaster wills it to. With their magic and will, the metallic pieces shift and move, opening and revealing a red ruby in the shape of an eye, with black symbols as an iris.


While attuned, you gain the following benefits:
Your Constitution score increases by 1.
You can add 1d4 damage to any spell you cast using a spell slot.


The Eye also has 8 charges and regains 1d6 + 2 charges at dawn.
As a bonus action, you can open the locks, revealing the Eye.


Powerful Attack: 2 Charges
When you cast a spell requiring an attack roll, you can choose to take -5 penalty to the roll. This must be declared before knowing if the attack is a hit or miss.
On a successful hit, you add +10 damage to the spell.


Empowerment: 4 charges
When casting an area of effect spell, you can choose to take 3d4 Necrotic damage to yourself. This damage cannot be reduced in any way.
You can then add double the damage you took to the damage of the spell.


Power Break: 6 charges
For one minute, if a creature within range that you can see is concentrating on a spell, you can identify them as a red mist surrounds their head.
As a bonus action, you can attempt to disrupt their concentration. Roll a d20 and add your Intelligence modifier and half your proficiency bonus. If you tie or beat the DC, you shatter the target's concentration.
The DC = 10 + the level of the spell.
You can use this ability as a bonus action a number of times equal to your Intelligence modifier (min 1).






The Eye of Power holds potential for those to further their ambitions. Malevolent, benevolent, they do not matter. Power is but a tool to used, to be wielded so one can achieve their purpose. Power is not meant to be in the hands of the weak, of the undeserving. It is meant for those whose dreams reach far, whose effects are felt for generations to come.


Rumours circle and echo in the chambers of those who believe that this mythical and powerful Eye was a mere copy of a more legendary artifact. Despite constant efforts, these whispers refuse to die in the blood spilled to drown them. Knowledge of other Eyes must be limited, those with insight culled.


- From the diary of Hendrik Kai, Head of the Magistrum Society

Eye of Protection


Wonderous item (amulet, necklace)
Rare
Requires attunement by a Wizard


This amulet has powerful runes etched onto the outer edges of the metal. The centre is closed by various metalic pieces, and will only open when a wizard spellcaster wills it to. With their magic and will, the metallic pieces shift and move, opening and revealing a purple amethyst in the shape of an eye, with red symbols as an iris.


While attuned, you gain the following benefits:
Your AC is increased by 1
You know the Protection from Evil and Good spell, and do not need to prepare it. Additionally, you can cast it once per day without expending materials or spell slots. When you cast it this way, the duration is 5 minutes, and the spell does not require concentration.


The Eye also has 6 charges and regains 1d4 + 2 charges at dawn.
As a bonus action, you can open the locks, revealing the Eye. The following effects can only be used once the Eye has been revealed.


Forceful Shield: 1 Charge
When you are hit by a melee attack, you can use your Reaction to cast the Shield spell without a spell slot. Additionally, when you use this ability, a visible shield extends from your body in a 5ft radius sphere centred on you. Any hostile creatures in that space must succeed a strength saving throw against your spell save DC or be pushed 5ft away to an unoccupied space.


Absorbed Retaliation: 2 Charges
When you fail a saving throw against a spell, you can use your Reaction to absorb a semblance of the energy. The next time you roll for damage, you can choose to add extra damage up to 2 x the spell level that you failed.


Enhanced Resistance: 3 Charges
As an Action, you can choose three of the following damage types, and you gain Resistance to those damage types for 1 minute:
Bludgeoning, slashing, piercing, acid, cold, fire, lightning and necrotic damage.

Armour of Frost


Armour
Very Rare
Requires attunement by a spellcaster


This armour is a beautiful breastplate with intricate designs of ice.


While attuned to this armour, you gain Resistance to Cold damage.


You gain no benefit of wearing armour, but gain a new way to calculate your AC. Your AC can be calculated by 14 + your spellcasting ability modifier. You are considered proficient in medium armour once attuned to this item.


Additionally, the armour has 12 charges which regain 1d10 + 2 charges at dawn. You can expend charges for the following:


Icy Improvement: 2 Charges
You can use a bonus action to cast the Armour of Agathys spell at 1st level. You can expend 2 more charges to cast it at 2nd level.


Binding Breath: 4 Charges
As a bonus action, you can cast the Rime's Binding Ice spell at 2nd level. You can expend 2 more charges to cast it at 3rd level.


Frigid Vengence: 6 Charges
When you are hit by an attack, you can use your Reaction to expel a blast of freezing air in a 15ft radius sphere centred on you. All creatures in that area must succeed a Constitution saving throw against your spell save DC or take 5d8 cold damage, half on a successful save. Creatures who fail the save have their speed halved until the end of your next turn.




Bracelet of Geology Magic


Wondrous item
Very Rare
Requires attunement by a spellcaster


This bracelet is made from various stones and rocks, seeming to randomly shift from one to another. You can easily identify different types of gems, rocks and stones.


While attuned to this bracelet, no spell or magical effect can cause you to become Petrified. You also know the Mold Earth cantrip, as well as the Stone Shape and Meld into Stone spells, and they do not count towards the number of cantrips or spells you know or need to prepare.


Additionally, this bracelet has 12 charges, regaining 1d8 + 4 charges at dawn. The charges can be expended for the following abilities:


Tremourous Earth: 2 Charges
As a bonus action, you can cast the Earth Tremor spell with a DC of 18, instead dealing 2d8 bludgeoning damage.


Shrapnel of Stone: 4 Charges
As a bonus action, you release a burst of rock and stone in a 15ft cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning and 2d8 slashing damage. The area affected is considered difficult terrain until the start of your next turn.


Grasp of the Earth: 6 Charges
As an action, you can choose up to four creatures on the ground that you can see within range. A Medium hand made from melded stone and rock rises and reaches for the target. The creatures must make a DC 18 Strength saving throw or become Restrained and take 2d8 bludgeoning damage on a failed saving throw, or half as much damage and no additional effects. The creatures are Restrained for three rounds, unless they use an action to succeed on a Strength check, or another creature uses its action to attempt a Strength check. At the start of a Restrained creature's turn, they take 2d8 bludgeoning damage.


They say various bracelets exist, controlling different elements. This, an artifact to control the very nature of the earth, is beloved by Druids and others skilled in the arcane who feel an affection to what they call "Mother Earth".


Gloves of Arcane Force


Wondrous item
Legendary
Requires attunement by a Sorcerer, Warlock or Wizard


These gloves have intricate pale blue runes and purple patterns adorning them. While wearing these, you can feel a hum of raw arcane magic and power.


While attuned to these gloves, you gain a +1 bonus to your spell attack and damage rolls, as well as your Spell Save DC.


While attuned to these gloves, you can cast the following cantrips at will:
Mage Hand
Light


These gloves have 20 charges, which regain 1d10 + 4 charges at dawn. You can expend charges for the following spells:


Identify: 1 Charge
As a bonus action, you can cast the Identify spell from these gloves.


Magnify Gravity: 1 Charge
As a bonus action, you can grasp at the magnetic energies around an enemy, casting the Magnify Gravity spell. You can spend an additional charge to cast the spell at a higher level, for a maximum of three charges, casting it at 3rd level.


Pulse Wave: 3 Charges
As a bonus action, you can thrust your hands forward, casting the Pulse Wave spell. You can expend an additional charge to cast the spell at a higher level, for a maximum of 5 charges, casting the spell at 5th level.


Gravity Sinkhole: 4 Charges
As an action, you can twist the magnetic fields in an area, casting the Gravity Sinkhole spell. In addition, when cast in this way, the creature's movement speed is reduced by 10ft on a successful save.


Bigby's Hand: 5 Charges
As an action, you can reach out to the depths of the arcane, casting the Bigby's Hand spell. You have advantage on Constitution saving throws to maintain concentration on this spell when you take damage.


Globe of Invulnerability: 6 charges
As an action, you can cast the Globe of Invulnerability spell.






Additionally, you can expend charges to activate the below effects:


Arcane Blast: 1 charge
As an Action, you can expend one or more charges (for a maximum of five charges) to target a creature or object within 30ft of you with a ranged spell attack. On a hit, the target takes 1d8 force damage + 1d8 force damage per charge used. Additionally, on a hit, you can choose to either push the target 15ft away, or knock them prone.


Hands of Anti-Magic: 8 charges
Once per day, as an action, you can expend these charges to activate this effect. Until the end of your next turn, a 5ft radius sphere centred on you blocks out magic. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane, although the effect of this ability still endures. Until the effect ends, the sphere moves with you.
The area of another spell or magical effect, such as Fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
You cannot use any charges while this effect is active.


Special:
If you are attuned to the Gloves of Arcane Force and Staff of Arcane Force, you gain an additional +1 bonus to your spell attack and damage rolls, as well as your Spell Save DC. This item then gains two more charges, for a total of 22.


Staff of Arcane Force


Staff
Very Rare
Requires attunement by a Sorcerer, Warlock or Wizard


This staff is among the most powerful of its kind, housing raw arcane magics and energies.


While attuned, you gain a +1 bonus to your AC and saving throws.


While attuned, you can cast the following spells at will:
Light
Detect Magic
Arcane Lock


This staff has 20 charges, regaining 2d8 + 4 charges at dawn. You can expend the charges to activate the following effects and spells:


Magic Missile: 1 Charge
As a bonus action, you can cast the Magic Missile spell at 1st level. You can spend up to five charges, casting a 5th level version of the spell.


Counterspell: 3 Charges
You can cast Counterspell from the staff. Additionally, if you succeed in countering the spell, the next time you damage a target with a spell, you deal an extra 1d6 force damage per level of the spell countered.


Resilient Sphere: 4 Charges
As a bonus action, you can cast the Otiluke's Resilient Sphere spell. Additionally, if a creature fails the saving throw, you can also move them 5ft to an unoccupied space within range. The space must be able to safely sustain the creature.


Wall of Force: 5 Charges
As a bonus action, you can cast the Wall of Force spell.


Explosion of Force: 6 charges
You can cast the Fireball spell, but the damage becomes force damage. Additionally, those who fail their saving throws are knocked prone.


Teleportation: 7 charges
As an action, you can cast the Teleport spell from the staff.






Additionally, you can expend charges to activate the below effects:


Arcane Slice: 1 charge
As an action, you can expend 1 or more charges (for a maximum of eight charges) to create a diagonal line of pure energy that is released in a direction of your choice. Choose a point within 30ft of you. All creatures within 15ft of that point must make a Dexterity saving throw against your spell save DC. On a failed save, they take 1d8 force damage + 1d8 force damage per charge used. Those who fail their saving throws are pushed back 15ft.


Force Field: 8 charges
As a Reaction when you are forced to make a saving throw against a spell, you can have the energies of the staff surround you in a protective force field. While inside, you are treated as if you were within an Otiluke's Resilient Sphere. The field disappears at the start of your next turn.


Special:
If you are attuned to the Staff of Arcane Force and the Gloves of Arcane Force, you gain an additional +1 bonus to your AC and saving throws. This item then gains two more charges, for a total of 22.


Many relics and secrets are held within the Magicae Magistrum, kept away from the world for study or safekeeping. Always out of sight from the light of truth and trust. Those who know of the Staff have been sworn to secrecy, holding a history never to be told. But we sought answers. We listened, and we heard.


The Magistrum hoards arcane knowledge, for better or worse. To fight those who wield magic, we had to strengthen our knowledge of the arcane itself. We now know this Staff was created eons ago, before the Calamity, by those who resided on Aeris. Maybe it was an alternative to what they call the Staff of Power, but what we do know is that not many of these items were made, and fewer survived the fall.


Those mages who reached into the Weave itself, not seeking its fuel for magic, but for power. We of all people have learned the fine line between the controlled magics of spells, and the raw arcane nature of magic untethered.


– An excerpt from the journal of Mage Hunter Faemoira Asim

Orb of the Ever-Storm


Wondrous item
Legendary
Requires attunement by a spellcaster


This dark blue orb seems to be a mixture of saphire and veins of obsidian. An almost living storm cloud is always swirling, small crackles of lightning and thunder harmlessly burst within it.


While attuned to this item, you can cast one of the below spells as an action (DC 19).
Frostbite.
Chromatic Orb (1st level casting, lightning damage only).
Rime's Binding Ice (2nd level casting only).


Additionally, this item has 20 charges, regaining 2d8 + 4 charges at dawn. The charges can be expended for the below effects:


Storm of Frost: 2 charges
As an action, you can cast the Sleet Storm spell at 3rd level. This spell lasts until the end of your next turn without requiring concentration.


Sphere of the Storm: 4 charges:

As an action, you can cast the Storm Sphere spell at 4th level, centred on the orb. This version of the spell moves with the orb, and deals 5d6 lightning damage when using the bonus action effect. This spell lasts for two rounds without requiring concentration.


Cone of Cold: 6 charges
As an action, you can cast the Cone of Cold spell at 5th level. Additionally, those who fail their saves have their speed halved until the end of your next turn.


Lightning Links: 8 charges:
As an action, you can cast the Chain Lightning spell at 6th level. Additionally, those who fail their saving throws cannot use their Reactions until the end of your next turn.





Release the Storm:
You can use an action to break the orb, slamming it onto the ground or other solid surface. The item is destroyed and releases its storm magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.


You have a 50 percent chance to instantly travel to a random point in the Elemental Plane of Air, avoiding the explosion. If you fail to avoid the effect, you take lightning damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.


Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff


The thunder, lightning, and winds of the storm hate to be trapped. Confined. The tempest of the Ever-Storm, a relic long thought forgotten from its home of Mount Procella.


Those who remember history, or those who have found ancient texts, would find the writings of Lilsal. The giant – the first of Mount Procella – the first to connect to the true Primordial energies surrounding this great Eternal Storm. This orb, this remnant of the storm itself, was the first gift crafted and created between the two. A melding of both mind, magic and heart, the storms were calmed and harnessed enough to find home in this crystal orb.


- Mount Procella, a Forgotten History

 

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