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Exposed to the Elements, Part 6

You can read part 5 here and part 7 here.

Rainbow Gauntlets 5000

This pair of light metal gauntlets is studded with thirteen gems around the wrist and as the gauntlets work, the multi-colored gemstones slide around the user’s wrist so that the active stone is on top. They attune the wearer to a random type of damage that changes each round, adding +2d6 damage of that type when that type of damage is dealt by the wearer. The order is radiant, fire, electricity, slashing, poison, psychic, necrotic, piercing, cold, acid, bludgeoning, thunder, force. The attuned wielder starts each combat attuned to a random type of damage from among those thirteen and the gauntlets progress to the next affinity in order at the start of each of the wearer’s turns during combat, starting back at radiant after reaching force affinity. Ongoing effects created by the wearer only have their damage increased when that damage’s specific affinity is currently attuned.

Mood ring 7000

The wearer of this grey-brown porcelain ring chooses one of the eight elemental moods during each short rest, or no mood, and the ring changes color to match. A Mood Ring with a chosen mood adds the wearer’s proficiency bonus to rolls for the associated skill, or doubling their proficiency bonus if they are already proficient. Red Anger (Intimidate) v. Orange Courage (Religion), Green Disgust (Deception) v. White Joy (Performance), Yellow Fear (Perception) v. Purple Calm (History), or Blue Sadness (Insight) v. Black Curiosity (Investigation). This affects the tendency of their moods and reactions towards that chosen mood. It is much easier for the wearer to fall into both the chosen mood or its direct opposite from overcorrection.

Winnowing Needle 5000

Winnowing Needles are finger sized sewing needles. As a bonus action, a creature may prick themselves with the needle and give up a proficiency -skill, save, or tool- to raise their proficiency bonus by 1 for one roll. This stacks with itself and the bonuses can be saved until used, the user completes a long rest, or they lose possession of the Winnowing Needle. One forfeited proficiency returns after each completed long rest.

Book of Reaping 10000

If spells or prayers are written in this book with a granite hardcover and pitch-black pages, the user forgets how to cast them in exchange for a temporary ability to cast another spell. It takes a minute of writing down the spell formulas and concentration to relinquish the ability to cast a chosen spell or spells. Following this short ritual, the attuned wielder of the Book of Reaping asks the book for another spell from any class list of a spell level no higher than the total spell levels of the sacrificed spells or more than two levels higher than the lowest level spell sacrificed. Spells higher than 5th level cannot be learned this way. Spells received from the Book of Reaping appear in silvery letters as the offered spells fade into the blackness of the pages. Each received spell can only be cast once and the user must use their own spell slots to cast it. Spells written in the Book of Reaping are slippery and cannot be copied into another spellbook or used for permanent learning. The sacrificed spells must be from those known to the caster or from their list of prepared spells. During each long rest after being sacrificed, a creature may meditate to remember some of their lost spells, with a total spell levels up to their casting modifier. Leftover spell levels from this meditation can carry over to subsequent long rests until all lost spells have been recovered. Prepared spells or prayers written into the Book of Reaping cannot be chosen again as prepared spells or cast until restored.

Staff of Staves, Lesser 6000

This rough wooden staff has rough quartz lodestones lashed to it with wire. Over the course of five minutes, the staff can be used to recharge another magic item from its own energy stores. This recharges other charged items based on item value, up to 5,000 SP equivalent of magic items per day, divided amongst the various items as the user chooses but in minimum increments of a single charge or usage. A Lesser Staff of Staves only recharges while it remains attuned to a wielder, using their willpower to draw in residual magical energies to fill the quartz gems with power. It recharges fully each day. {Alternatively, it gains 100 charges each day, with one charge able to recharge a common item, 10 for an uncommon item, or 100 for a rare item each day. It can only store 100 charges at one time.}

Staff of Staves, Greater 30000

This short copper staff is lined with a helical pattern of finely cut quartz gems. Over the course of five minutes, the staff can be used to recharge another magic item from its own energy stores. This recharges other charged items based on item value, up to 20,000 SP equivalent of magic items per day, divided amongst the various items as the user chooses but in minimum increments of a single charge or usage. A Greater Staff of Staves only recharges while it remains attuned to a wielder, using their willpower to draw in magical energies from the astral plane to fill the quartz gems with power. It recharges fully each day. {Alternatively, it gains 400 charges each day, with one charge able to recharge a common item, 10 for an uncommon item, or 100 for a rare item each day. It can only store 400 charges at one time.}

Staff of Staves 10000

This sleek wooden staff has inset, tumbled, quartz stones along its length. Over the course of five minutes, the staff can be used to recharge another magic item from its own energy stores. This recharges other charged items based on item value, up to 8,000 SP equivalent of magic items per day, divided amongst the various items as the user chooses but in minimum increments of a single charge or usage. A Staff of Staves only recharges while it remains attuned to a wielder, using their willpower to draw in ambient magical energies to fill the quartz gems with power. It recharges fully each day. {Alternatively, it gains 160 charges each day, with one charge able to recharge a common item, 10 for an uncommon item, or 100 for a rare item each day. It can only store 160 charges at one time.}

Morphing Wand 3000

This wand can consume a scroll of other single-use spell item to change what it casts. A Morphing wand is a wooden wand with hinges and sliders that allow its handle to be opened large enough to be fed a scroll or small object. It regains 1d4 x 500 SP of equivalent magical energy each day, and casting a spell from the wand uses up energy equal to the cost of the scroll loaded into the wand. It can store a maximum of 4,000 SP worth of energy Once it is fed a new scroll or single-use spell item, that item is destroyed and the Morphing wand now casts the spell(s) or spell-like ability(s) of the consumed item when used as an action, replacing any previous spells. If there is not enough energy to cast the spell, the wand emits harmless sparks instead. If a user attempts to feed a scroll or single-use spell item to the wand with a value greater than its maximum or with a reusable magic item, the wand rejects the item with a choking sound. {Alternatively, the Morphing Wand regains up to 1d4x10 charges each day, with one charge able to cast a spell consumed from a common item and 10 charges for an uncommon item equivalent spell. It can only store 80 charges at one time.}

Bailey 6000

This +1 shield is embossed with a stylized, green wall along its border and holds a pool of energy to dissipate damage. As a reaction, the wielder may have the shield expend hit points in response to one source of damage to themselves or another creature within 5 ft. The Bailey can store up to 30 hit points at a time and when used, up to half the damage but no more than its remaining hit point pool is dealt to the shield instead of the protected target. At will on their turn, the wielder can adopt a reckless stance while wielding the shield, forgoing the mundane +2 armor bonus the shield provides. If a hostile creature has the wielder within their reach at the start of the wielder’s turn and the wielder is in this stance, Bailey adds 2d6 hit points to its health pool. For every two additional hostile creatures that have the wielder in their reach beyond the first, Bailey adds an additional hit point to its health pool.

Motte 6000

This +2 brigandine is emblazoned with a golden keep and allows its wearer to trade hit points for temporary armor class. At will during their turn, the wearer can infuse the armor with their essence, taking 1 point of damage to increase their armor class until their next turn, protected by an aura of translucent, immaterial stone. This bonus stacks with itself to a maximum of +5 armor class. As a reaction, the user can momentarily call forth ghostly stone ramparts between them and their attackers to freely move up to five feet without triggering an attack of opportunity. 

Dungeon Bound 100

A Dungeon Bound magic item is one enchanted to rely on an external nexus of power or sufficiently strong ambient magic to supply its effects. Outside of an appropriately magical place or too far away from its power source, it will lose its magical abilities. The base cost of any enchantments covered by this effect are reduced to half of their normal cost. For every order of magnitude of cost above 500 SP, the cost of the Dungeon Bound enchantment itself triples and the ambient magical energies needed increases. {Alternatively, for every magic item category above uncommon, the cost of the Dungeon Bound enchantment triples}

Sympathetic 500

A weapon enchanted with a Sympathetic enchantment is tied to one type of damage, seen in the colored lines of energy that run from the hilt to the effective part of the weapon. Using the wielder’s own damage immunity or resistance of that type as a link, the Sympathetic enchantment bypasses struck creatures’ immunity, resistance, or reduction to that damage type, causing them to take 5 damage of the enchantment’s damage type on each hit in addition to the normal damage of the weapon. This extra damage ignores immunity and resistance of its chosen type, but any other damage the weapon deals is still subject to damage resistances as normal. If either the wielder or the target lack the chosen type of damage immunity, resistance, or reduction, then the magic fails to find any purchase, adding no damage to the attack.  

Noble’s Support 3000

This golden broach is a boring oval with a single inlaid pearl of moderate size set in its center. When its attuned wearer is attacked, small planes of force will interpose themselves in the way of the attack. This grants a +2 magical bonus to armor class and saving throws against targeted magical effects. However, if the wearer is not of the specific bloodline the broach was crafted for, the barriers will shatter to add 1d4 force damage to each source of received damage instead of providing an armor class bonus. Those who use the Noble’s Support without permission are forcefully attuned to the broach and it can only be removed by one with permissions or after the wearer is dead, unless a curse removal effect of 4th level or higher is used. A Noble’s Support does not and cannot actually check lineage, however, but is instead controlled by the person who was granted master privileges over the magical device during its creation. The master of each Noble’s Support can designate new masters and grant or remove permissions to wearers over the course of a long rest, although adding blood relatives of an existing user can be done during a short rest. Should the last master die without adding another, the broach will remain fixed in who it will protect.

Elemental Crown, Lesser 5000

A thorny copper crown bears an attuned elemental gem. At will on their turn, the wearer can cause it to create a 10 ft. aura of elemental energy of the attuned type. This deals 1d4 nonlethal elemental damage to each creature that starts its turn in the aura or enters it for the first time on their turn. The wearer may extinguish it just as easily, but they are not immune to the aura.

Elemental Crown 9000

On creation, this thorny golden crown is studded with gems attuned to one element. With a thought, the wearer of the Elemental Crown can extend a 10 ft. elemental aura around themselves that deals 1d6 damage to each creature, including the wearer, that starts its turn in the aura or enters it for the first time on their turn. The wearer may extinguish it at will. 

Elemental Crown, Greater 20000

A Greater Elemental Crown is created from a single grown crystalline gemstone shaped into a faceted crown. At will on their turn, the wearer can create a 10 ft. aura of dangerous elemental energy of the attuned type. Creatures that start their turn in the aura or enter it for the first time on their turn take 2d6+2 elemental damage. The wearer can dispel the aura at will on their turn but they are not immune to its effects. 

Crown of Compulsion 6000

This glittering crown of golden briar branches refuses to sit comfortably on top of its wielders head. Three times each short rest, the wearer can cast Command as the spell with a save DC of 12. Once each long rest they may make a proclamation, which functions as Suggestion, DC 14, with a duration of up to eight hours, halved for each target beyond the first. Creatures that make their saving throws ignore the compulsion. When an enchantment effect created by the wearer of the Crown of Compulsion ends, creatures affected by it must make a save against the original spell DC or they will rationalize away any magically compelled actions as their own. Creatures compelled to act against their core moral beliefs have advantage on this save, but even on a failure their head eventually clears and they recognize the enchantment when they next rest.

Crown of Constraint 1000

Appearing as a crown of golden briars, like a Crown of Compulsion, once the attuned wearer attempts to use its active abilities, the fake crown will reveal itself as a crown of rotting thorns. After being revealed, the wearer will be unable to remove the crown without the help of a curse breaking effect of 4th level or higher. Once each short rest, they must follow the words of a hostile creature as if the creature had successfully cast Command on them, otherwise they can gain no benefit from their next short rest. Once each long rest, they must do what a hostile creature tells them to do as if the creature had successfully cast Suggestion on them or else they can gain no benefit from their next long rest. 

Mirror Sphere 4000

This one-foot diameter sphere of quicksilver causes mind-affecting effects to rebound. A Mirror Sphere becomes attuned to the most recent user of a mind-affecting effect that affects its current attuned owner. During that attunement and afterwards, when the attuned creature generates a magical, mind-affecting effect and any of their targets succeed on their saving throws, the Mirror Sphere reflects the original effect back on the creator with the creature with the highest saving throw result from among the targets becoming the controller of the reflected effect. This attunement can put a creature over its normal attunement limit and if it is unattuned, it will attune to the first creature to create a mind-affecting effect within 300 ft. It will float after the creature it is attuned to, moving as quickly as they do and counting as held for the purposes of joining a teleportation effect. Otherwise, it will lay seemingly inert on the ground. 

Drowned Choker 3000

A Drowned Choker appears as neckwear that would allow its wearer to breathe underwater, such as a chain interwoven with fish scales or a blue choker with engravings along the side shaped like gills. Once the wearer is submerged, the amulet becomes impossible to remove and begins to fill the user’s lungs or breathing organs with water of the same type they were submerged in: brackish, salt, fresh, etc. If the wearer spends a movement action to attempt a Constitution save, DC 11, they can cough up a cup of water to delay drowning for one round. The amulet, once activated, cannot be removed except by a remove curse effect of 3rd level or higher.

Wand of Fury 300

This wand of healing, having been abandoned in a place of demonic power has had its shaft turn grey and a subtle steak of red now winds through the soft blue energies. Each day it regains 1d6 charges up to its 7 charge maximum. Each charge can be used to cast a Cure Wounds spell to heal the target for 3d4+6 hit points of healing. However, the target must make a Wisdom save, DC 15, or fly into a rage. They must make a targeted attack against another creature each turn or take 1d6 damage at the end of their turn. The rage lasts for 1d4 minutes.

Faustian Bandage 1000

This cloth bandage is covered in black demonic script with a simple deal, vitality for life. Applied as a temporary tourniquet or bandage as an action, the user can trade away their maximum hit point total to immediately heal the target by half that many hit points, rounded down. The user’s vitality is loaned to the devilish creator of the bandage and when they take their next short or long rest the magic reduces their maximum hit points by the amount they bargained away. Afterwards, it returns slowly as it is expended by the recipient of the contract, 1 maximum hit point per HD of the user at the end of each long rest. Maximum hit point total regained this way does not return with the associated hit points. 

Wand of Leaden Missiles 200

This slender wooden rod is weighted with a metal core and affixed with iron sights for aiming. The Magic Missiles cast from this wand have an unusual weight, giving them a maximum range of five feet but also increasing their damage to 1d8+1. When used as an action, the wielder of this wand must make a Strength save, DC 13, or be flung back 10 ft. The wand regains all 7 charges each day and each casting fires a single, unerring magical bolt of force at a target in range.  

Brackish Wellspring 1500

Appearing as a glass water decanter, a Brackish Wellspring generates endless streams of water at different pressures depending on how far its stopper is twisted. This functions identically to a Water Djinn’s Ewer. Its connection to the plane of water was intentionally sabotaged or poorly made so that the water that it creates is subtly brackish and unhealthy. While it can hydrate a thirsty creature, it will inflict a random disease in those who drink it or whose open wounds come into contact with it. Those diseases have an onset delay of one day greater than their usual onset. Only magical purification of at least a third level spell can clear the subtle ills contained in the water created by a Brackish Welspring, normal filtration or boiling will not remove the taint in this water. 

Reforged 500

This item has been reworked into new forms so many times that with a bit of minor magic, its wielder can appease it to gain some karmic luck. While reforging is often cheaper than building from scratch, usually sourcing salvaged items, it can cause the item to yearn for its past life. When used for a purpose the item isn’t intended for, actions for which its proficiency bonus is not applied, the item has a chance to relive a past life. If the resulting check is a success, the item gains one reroll that can be used on a future check to which its proficiency bonus applies. The inherent spirit of this item will not be placated with artificial or contrived scenarios, only those with a realistic chance of failure and consequences. A Reforged item can store up to 1 reroll, plus one for each point of magical bonus it has.

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