Ruby of the War Mage Enhanced

by Nion

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Ruby of the War Mage

Wonderous Item, Rarity Varies, (Requires attunement by a spellcaster)

Common: Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Rare: You gain the benefits of the common version. You also gain a magical +1 to attack and damage on melee attack rolls, and +1 to spell attack rolls.

Very Rare: You gain the benefits of the common version. You also gain a magical +2 to attack and damage on melee attack rolls, and +2 to spell attack rolls. Additionally, you gain benefits when casting spells from certain schools of magic. When making this item, roll twice on the following table (or DM's choice) and gain effects from the following table when you cast a spell corresponding to the school of magic.

Legendary: You gain the benefits of the common version. You also gain a magical +3 to attack and damage on melee attack rolls, and +3 to spell attack rolls. Additionally, you gain additional benefits when casting spells from certain schools of magic. You gain all effects from the following table when you cast a spell corresponding to the school of magic.

d8 School Effect
1 Abjuration Gain a bonus to your AC equal to half the spell level (rounded up) until the end of your next turn.
2 Conjuration You can teleport to an unoccupied space you can see within 60ft.
3 Divination You gain advantage on the next attack roll you make.
4 Enchantment You gain advantage on the next Intelligence, Wisdom, or Charisma saving throw you make.
5 Evocation You can make one melee weapon attack as a bonus action.
6 Illusion You become invisible until the end of your next turn unless you make an attack, make a damage roll, or force a saving throw.
7 Necromancy Gain temporary hit points equal to the double spell level (rounded up).
8 Transmutation Gain resistance to acid, cold, fire, lighting, or thunder damage for rounds equal to the spell level.

You can also roll a d10 (or just use these) if you use the Chronurgy and Graviturgy schools found in the Explorer's Guide to Wildmount

d10 School Effect
9 Chronurgy Gain the effects of the Haste spell (with no after effects) until the end of your next turn.
10 Graviturgy Gain a fly speed equal to your walking speed for rounds equal to the spell level.
 

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