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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. \columnbreak
*By my vow and my hand, you shall be protected.* \columnbreak \pagebreakNum ### 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. \columnbreak
*And now, what shall I summon next?* \columnbreak \pagebreakNum ### 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* \columnbreak \pagebreakNum
### 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. \columnbreak
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.*
\columnbreak \pagebreakNum ### 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 for 1 round.
*Now, keep your wits about you. I decide where your reality ends, and my reality begins.* \columnbreak \pagebreakNum
### 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. \columnbreak
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.* \columnbreak \pagebreakNum
### 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. \columnbreak
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.* \columnbreak \pagebreakNum ### 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.
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. \columnbreak
*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 charges 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.* \columnbreak \pagebreakNum ### 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. \columnbreak
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.* \columnbreak \pagebreakNum
### 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. \columnbreak
*Why only change what you can, when you can be the change you want.* \pagebreakNum ### 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, 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 10 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."* \columnbreak #### Rod of School Improvement
*Magic Item (Rod)
Rare
Requires attunement*
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* \columnbreak \pagebreak #### 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 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 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.
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 1 week before. You and friendly creatures you choose can see and hear events which transpired.
The effects last for 1 hour. \columnbreak
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.
Addtionally, 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 minutes 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 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.* \columnbreak \pagebreak #### 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
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). \columnbreak
*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. Knowledge of other Eyes must be limited, those with insight culled.* *
- From the diary of Hendrik Kai, Head of the Magistrum Society* \pagebreak #### 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. \pagebreak #### 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.