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D&D
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The Mageharth
Embark upon a splendid journey of magical discovery with the "The Mageharth Mail Order Catalogue", a comprehensive compendium of arcane wonders and mystical marvels. This prestigious volume, brought to you by the illustrious scholars of Mageharth College, is an indispensable resource for aficionados and practitioners of the arcane arts in the world of Locus.
Within these richly detailed pages, you will find an extraordinary assortment of magical items, each meticulously crafted and imbued with potent enchantments. Explore an array of artifacts, from the elegantly simple Cigarettes of Vigor to the profoundly powerful Key of the Keep. Each item is accompanied by vivid descriptions, historical annotations, and practical advice on their use and maintenance.
Whether you are a budding magician seeking to expand your arsenal, a seasoned spellcaster in search of unique treasures, or a collector of rare and mystical artifacts, the "The Mageharth Mail Order Catalogue" is an essential addition to your library. Order now and bring the magic of Mageharth College directly to your doorstep!*
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Contents
-
3Auspicious Ammo
- 3Bullet of Replacement
- 3Bullet of Lingering Light
- 3Bullet of Etherealness
- 3Glyphed Bullet
- 3Bullet of Piercing
- 3Bullet of Detonation
-
3Cured Combustibles
- 3Cigarette of Vigor
- 3Cigarette of Rest
- 3Cigarette of Cinders
- 3Cigar of Vigor
- 3Cigar of Rest
- 3Cigar of Embers
- 3Pot of Stone Soup
- 3Tent of Housing
- 3Eye of Vigilance
- 3Key of the Keep
Auspicious Ammo
Bullet of Replacement
Ammunition (renaissance bullet), common
When fired from a firearm, the Bullet of Replacement will conjure a replacement round in the chamber of the firearm, reloading itself in the proses.
It will favour replacing itself with another Bullet of Replacement, or a regular bullet if none are on the shooters person.
Bullet of Lingering Light
Ammunition (renaissance bullet), common
When fired from a firearm, the Bullet of Lingering Light will flare up with a brilliant white light and illuminate its surroundings for a time.
For the next 10 minutes after firing, the path the bullet took in its flight will be illuminated with a bright light for 20 feet and a dim light for 20 feet further.
Bullet of Etherealness
Ammunition (renaissance bullet), uncommon
When fired from a firearm, the Bullet of Etherealness will harmlessly pass through solid objects but will harm creatures as normal, dealing twice as much damage to creatures who are inhabiting the ethereal, such as ghosts.
Creatures behind cover do not benefit from cover from the Bullet of Etherealness, but may still benefit from being unseen by the shooter.
Glyphed Bullet
Ammunition (renaissance bullet), uncommon
When fired from a firearm, a Glyphed Bullet will deliver a single touch spell that it has been imbued with on the object or creature it strikes.
to imbue the bullet, a touch spell with a casting time of one action or less is cast on it, causing the spell to be harmlessly absorbed into the bullet. Only a single spell can ever be infused into the bullet.
Bullet of Piercing
Ammunition (renaissance bullet), rare
When fired from a firearm, the Bullet of Piercing passes through solid objects and creatures without stopping, dealing damage to every creature and object in its path.
AC of a creatures in the bullets path ignore worn armor, but not magical defences like Armor of Agathys or Shield.
The Bullet of Piercing will always fire out to the firearms maximum range without incurring disadvantage for doing so, at which point it stops.
Bullet of Detonation
Ammunition (renaissance bullet), rare
When fired from a firearm, the Bullet of Detonation will explode into a roaring inferno, engulfing creatures nearby.
When the bullet hits a object or creature, it detonates as a 3rd-level fireball spell (save DC 15).
Cured Combustibles
Cigarette of Vigor
Wondrous item (cigarette), uncommon
As an action, you can take and light the cigarette to start smoking it. The cigarettes lasts for up to 3 minutes and only produces its effects while being smoked.
The cigarette has 18 AC, 20 hit points, and resistance to all damage. It is considered to be an object that is being worn while it is being smoked. Once extinguished the cigarette loses its magical properties.
While smoking the Cigarette of Vigor, the smoker regains one hit point every turn.
Cigarette of Rest
Wondrous item (cigarette), uncommon
As an action, you can take and light the cigarette to start smoking it. The cigarettes lasts for up to 10 minutes and only produces its effects while being smoked.
The cigarette has 18 AC, 20 hit points, and resistance to all damage. It is considered to be an object that is being worn while it is being smoked. Once extinguished the cigarette loses its magical properties.
If the Cigarette of Rest is smoked for at least 9 minutes, the smoker gains the benefits of a short rest.
Cigarette of Cinders
Wondrous item (cigarette), uncommon
As an action, you can take and light the cigarette to start smoking it. The cigarettes lasts for up to 10 minutes and only produces its effects while being smoked.
The cigarette has 18 AC, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it is being smoked. Once extinguished the cigarette loses its magical properties.
While smoking the Cigarette of Cinders, the smoker can summon a Smoke Mephit (MM p217) within 15 feet of the smoker, if the Smoke Mephit falls to 0 hit points the smoker can spend an action to resummon the Smoke Mephit.
Cigar of Vigor
Wondrous item (cigar), rare
As an action, you can take and light the cigar to start smoking it. The cigar lasts for up to one hour and only produces its effects while being smoked.
The cigarette has 18 AC, 20 hit points, and resistance to all damage. It is considered to be an object that is being worn while it is being smoked. Once extinguished the cigarette loses its magical properties.
While smoking the Cigarette of Vigor, the smoker regains 1d4 hit point every turn.
Cigar of Rest
Wondrous item (cigar), rare
As an action, you can take and light the cigar to start smoking it. The cigar lasts for up to one hour and only produces its effects while being smoked.
The cigarette has 18 AC, 20 hit points, and resistance to all damage. It is considered to be an object that is being worn while it is being smoked. Once extinguished the cigarette loses its magical properties.
If the Cigar of Rest is smoked for at least 50 minutes, the smoker gains the benefits of a long rest.
Cigar of Embers
Wondrous item (cigar), very rare
As an action, you can take and light the cigar to start smoking it. The cigar lasts for up to one hour and only produces its effects while being smoked.
The cigarette has 18 AC, 20 hit points, and resistance to all damage. It is considered to be an object that is being worn while it is being smoked. Once extinguished the cigarette loses its magical properties.
While smoking the Cigar of Embers, the smoker can summon a Fire Elemental (MM p125) within 15 feet of the smoker, if the Fire Elemental falls to 0 hit points the smoker can spend an action to resummon the Fire Elemental.
Quick Quarters
Pot of Stone Soup
Wondrous item, rare
This simple copper pot comes with a smooth, unremarkable stone. When the stone is placed in the pot and a command word is spoken, the pot fills with a magically nutritious broth.
It produces enough soup to serve up to six people. At which point roll 1d6, on a 1 the pot cannot be refilled until 24 hours have passed.
Tent of Housing
Wondrous item, very rare
This ornate silk two person tent, when its command word spoken the tent springs up and opens into a fully furnished 20 foot cube room including six beds, a wardrobe, a desk, a small kitchen, a dining table, a fireplace, and a latrine with a sink.
The tent can be collapsed by speaking its command word again while outside the tent, any creatures inside the tent when it collapses or is destroyed are harmlessly ejected within 10 feet of the entrance.
The tent has AC 18, 50 hit points, and resistance to all damage.
Eye of Vigilance
Wondrous item, very rare (requires attunement)
The Eye of Vigilance is a 3-inch wide glass orb, encasing a meticulously crafted depiction of an eyeball. This eyeball constantly moves within the orb, searching for creatures. Once it spots one, it focuses intently on it.
Upon uttering its command word, the Eye of Vigilance ascends, floating up to a height of 40 feet. It surveys its vicinity with a passive perception of 20 and darkvision out to a range of one mile.
While the eye is floating, it diligently scans for any creatures and objects as directed by you. When it identifies a match, it telepathically communicates the details of its observation to you if you are on the same plane of existence as it.
The eye has an AC of 20 and 25 hit points, if it falls to 0 hit points the eye plummets towards the ground, roll a d20, on a 1 the eye shatters and becomes inert glass, otherwise it falls safely to the ground. The eye can be made to fall safely by speaking its command word a second time.
Key of the Keep
Wondrous item, legendary (requires attunement)
While holding this ornate gold and ruby key, you can cast the spell Demiplane at will.
The Demiplane this key can access is unique, measuring in at 60 feet in each dimension, and is made of well cut basalt.
The key can only ever access the one plane, it can not be used to access other Demiplane or create new ones.