In this series I will be updating and rewriting my last grouping of existing magic items. This grouping will focus on elemental damage, the essential nature of things, modified components, and a splash of weather related items.
Absorptive Armor 40000
Absorptive Armor is magically aligned with one element so well that energy slides off it harmlessly, granting its wearer immunity to damage of that type. If the wearer is attuned, the armor and wielder are able to take in a portion of the negated elemental damage to repair and heal. For every two points of damage the armor negates due to its elemental affinity, the wearer can heal 1 hit point and repair the armor for 200 sp worth of repairs, to a total of 50 hit points and 10,000 sp worth of repairs each day. Glowing geometric patterns inscribed across the armor reveal the armors affinity for its chosen element when struck by it. The runes have a faint glow matching the color of its chosen element.
Acrid Armor 4000
Small green-black beads of condensation form on the surface of this armor. The droplets corrode slightly whatever they touch. Should the wearer suffer an attack from a source within 10 ft, the originator of the attack is splattered with the fluid. This strikes the attacker and all creatures within 5 ft. except the wearer for 1d6 acid damage.
Acrid Weapon 4000
Transmutation magic lingers on the striking surface of this weapon, drawing in air and humidity to be converted into a sticky acidic substance. The magically created acid coating this weapon gives it a shiny, translucent, black coating that converts the weapon’s damage type to acid damage and deals an additional 1d6 acid damage on a hit. If the target creature has damage reduction, damage threshold, or similar ability, an Acrid Weapon deals an additional 1d6 damage on a hit.
Air Djinn’s Decanter 8000
The Air Djinn’s Decanter is a sapphire-blue, crystal vase stoppered with a cork. Once the lead-coated cork is twisted to the open position, the decanter will produce a stiff breeze from its mouth, 10 ft. wide and 60 ft. long. This constant breeze generates enough fresh air for up to 32 relaxed humans to breathe. If the stopper is pressed in halfway, it will slow to a gentle draft, 5 ft wide and 30 ft long, with enough air for 8 medium sized creatures. If the stopper is removed entirely, requiring a difficult strength check, the Air Djinn’s Decanter releases a gale force wind 20 ft. wide and 300 ft. long. The pushback from that wind makes the bottle randomly spin direction and move backwards 60 ft. each round unless a difficult strength check is made to control it. If it moves into a solid surface, it shatters, ending the magical effect. If removed, the stopper’s magic fails and reinserting it into the decanter requires an impossible strength check that causes the bottle to shatter from overpressure. If the decanter is ever broken while active –from crashing, overpressure, or suffering 15 damage– it explodes into glass shards dealing 5d6 slashing damage to all creatures in 30 ft.
Black Dragon Scale Mail 4000
Formed from treated sections of black dragon scales, this armor functions as +1 scale mail and confers its namesake’s resistance to the wearer against both acid and poison damage. Although it comes from generally evil black dragons, dragons will default to neutrality or worse in their reactions to those wearing Black Dragon Scale Mail, unless they know the wearer well and dislike black dragons.
Black Powder Vial 750
The strong rotten egg odor of this pitch black powder belies the dangerous nature of the sandy mixture. Pinches of the powder can be used to start quick fires no matter the wind or if the whole vial is lit inside an enclosed container, explode. The explosion deals 4d6 damage out to 15 ft. and 2d6 damage to a further 15 ft. Half of the damage is fire damage, rounded up, and the remainder is dealt as force damage. A Dexterity save, DC 15, halves this damage. A moderate engineering check can reveal the best spot to rig the explosion and allow it to lower the damage threshold of a non magical structure or object by 10 and deal maximum damage to it.
Black Powder Vial, Crude 400
A poorly refined powder of saltpeter, charcoal, and sulfur, Black Powder is highly flammable. Thanks to either cheap ingredients, an incorrect recipe, or improper storage, this powder is fairly weak although still explosive. This vial can be used to instantly start fires in windy conditions using negligible pinches of the powder. Contained and ignited, it will explode for 2d6 fire damage out to 10 ft. and 1d6 out a further 10 ft. Half of the damage is fire damage, rounded up, and the remainder is dealt as force damage. A Dexterity save, DC 13, halves this damage. A difficult engineering check can reveal the best spot to rig the weak explosion and allow it to lower the damage threshold of a non magical structure or object by 5 and deal maximum damage to it.
Burning Light Darts 1500
Faint red light emanates from the fletching of these devious darts that, when thrown, leave a wave of burning heat in their wake. A 5ft. wide beam centered along the flight path of the dart is distorted by waves of heat until the start of the thrower’s next turn. Creatures that start their turn in the area of effect or enter the area take 1d4 fire damage.
Bursting Elemental Weapon 30000
The finishing touches of this enchantment must be done on a plane aligned with its chosen element, as it requires infusing the weapon with energy until it is well oversaturated. Then, the weapon is given a controlled seal that only allows elemental energies to burst forth in controlled bursts while constantly absorbing ambient energies to stay empowered. Under pressure, the elemental infusion of this weapon adds 3d6 damage of the chosen element. Greater blows put more strain on the seal, and on a critical hit the enchantment instead deals 4d10 damage in a 10 ft. burst instead, no save, ignoring the wielder.
Charged Armor 4000
Occasional, painful sparks leap from the armor when it touches grounded or metal objects, but otherwise the armor is lit up by random sparks jumping between sections of the armor. Attackers that land a hit on the wearer while they are within 20 ft. take 1d6 electricity damage.
Charged Weapon 4000
Sparks arc across the surface of this weapon between regions divided by inlays of black. This weapon now deals shock damage instead of its normal damage type and if the wielder is targeted by damaging magic, the weapon absorbs some of the magical power to bristle with agitated sparks. The weapon deals an additional 1d6 damage on a hit. This bonus is increased to 3d6 until the end of the wielders second turn after taking damage from hostile magic.
Chilled Armor 4000
Cool to the touch, a chilled armor is covered in a thin layer of condensation and ice. When the wearer is struck by an attack, the armor expels ice and sleet in a 5 ft. radius, dealing 1d6 cold damage.
Chilled Weapon 4000
Almost too cold to touch, this weapon has built up a layer of ice around itself. Despite the added weight, the weapon is not unwieldy to use but changes its damage type to deal cold damage. On a successful hit, the weapon deals an additional 1d6 damage. If wielder is below one quarter their maximum hit points, the cold seeps into their veins through the handle and the Chilled Weapon deals an additional 1d6 damage.
Corrosive Armor 8000
Etched and pitted with acid that flows along its surface, corrosive armor reacts to attacks like a rock dropped in a puddle. Corrosive Armor spits a blob of acid back at attackers within 60 ft. for 1d6 acid damage. The acidic coating on this armor deals its acidic damage to any creature or object restraining or grappling the wearer at the start of the wearers turn and each time they or the wearer take a grapple action.
Dragon Lung 10000
A gas bladder from a fire-resistant creature has been sewn shut and secured with a gold stopper. Its inner lining is inscribed with runes linking it to the Plane of Fire. The runes limit the heat pouring off the Dragon Lung, but do not eliminate it, so any unprotected creature holding it takes 1 fire damage each round. When uncorked as an action, it rapidly expels the 5d6 fire damage collected within in a 60 ft. cone and a Dexterity save, DC 14, reduces the damage by half. It can be recorked as part of the action of uncorking or as a bonus action. After the initial burst, if the bladder remains uncorked or if uncorked before it starts to refill, it releases a weaker flame at the start of each of the wielder’s turns, dealing 1d6 less damage each time. Unless re-aimed as an action, the Dragon Lung continues to spew flame in the same direction. Each minute the Dragon Lung is corked, its runes gather fire from the elemental plane, increasing its damage by 1d6 to a maximum of 4d6. Once reduced to 0d6, the Dragon Lung limply sputters forth a trickle of hot air and embers, only enough to heat a medium sized object or catch small flammable objects on fire.
Dragon Staff 20000
Scintillating scales hang from thin silver chains adorning this platinum staff that is topped with a large prismatic orb. Inside the glass is a smokey, reptilian eye that slowly moves to track its surroundings. Wielding the Dragon Staff increases the wielder’s fly speed by 30 ft. and improves their aerial maneuverability by one step. If the wielder has no fly speed, thin membranes sprout from underneath their arms, similar limbs, or as frills from their body, granting a glide speed of 30 ft. per 10 ft. drop. Dragons and dragon-kin that are attuned to this staff gain a bonus spell slot of the highest level they can cast. Spellcasters can cast the following spells using an equivalent or higher spell slot: Comprehend Languages, Enthrall, Elemental Weapon, Fear, Protection from Energy, Stoneskin, Legend Lore, and True Seeing.
Dragonhide Plate 4000
Thick and large metallic scales gathered from flat sections of dragonhide are deformed with extraordinary heat and carved carefully to make this +1 plate mail. Its construction completely avoids the usage of any metal, utilizing sculpted off-cuts into the buckles and joinery. Dragonhide Plate can be worn as medium armor instead of heavy armor and grants a +1 bonus on saving throws against the element of the dragon it originates from. If the Dragonhide Plate is formed from a mix of sources, it provides this bonus against all elemental types, but no more than once per element per long rest. The freshness and size required of the component scales makes this armor exceedingly rare to be formed from willing donors. Owing to that, dragons of all colors will be inclined towards hostility to any who wear Dragonhide Plate.
Efreeti Chain 4000
This coppery orange steel chain made by Efreeti is a magical chainmail with a +1 armor bonus. With rings cast from the liquid of their native plane’s bronze rivers, it embodies the freedom loving Efreeti by protecting the wearer against controlling effects. Three times between each short rest, the wearer can attempt to diffuse a magical compulsion or restrain into the magical links of this armor. Doing this as a reaction grants the wearer advantage on one saving throw against that magical effect.
Elemental Amplification Armor 10000
Inside the lining of this armor lie numerous runes connecting the armor and its wearer to invisible ley lines of power on one elemental plane. Due to the constant change in the overlap between material plane ley lines and those on the armor’s chosen elemental plane, this armor sporadically sparks and ignites with elemental energy. Elemental Amplification Armor strikes back at attackers within 100 ft. with a charged elemental bolt for 1d6 damage of the corresponding elemental type. Creatures that take damage from this attack become marked by sympathetic runes that cause them to take an additional 1d6 damage whenever they recieve elemental damage of the matching type before the end of their third turn. Additional hits from the Elemental Amplification Armor increase the damage by 1d6 and reset the duration. This can reach a maximum of 3d6 additional damage.
Elemental Amplification Weapon 10000
The runes and gems set in this weapon allow it to act as a locus, focusing the energy of a chosen elemental plane. Those struck by it take 1d6 damage of its type and are the target of a focusing effect that brings a small part of the chosen plane closer to the material plane’s reality. This distortion causes them to take additional damage from the chosen element until reality reasserts itself. That creature takes an additional 1d6 damage when it suffers damage of that elemental type until the end of its third turn. Additional hits increase the amplification effect by 1d6 and reset the duration, up to a maximum of 3d6 bonus damage.