(Not Really) Complete Encyclopedia Magica

160
1 The (Not Really) Complete Encyclopedia Magica

Transcript of (Not Really) Complete Encyclopedia Magica

Page 1: (Not Really) Complete Encyclopedia Magica

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The (Not Really)

Complete Encyclopedia Magica

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Introduction

After tackling The (Not Really) Complete Tome of Spells, I felt the need to continue converting. It’s strangely addicting. This, therefore, is the text of the four-part

Encyclopedia Magical books from AD&D Second Edition; as with my Spell Compendiums, these books had just been sitting there, begging to be used.

Looking at me with those sad eyes. Wondering what GURPS had that it didn’t.

As with the spells, I have not converted every item, just what I considered to be the best, most useful, most interesting, and so on. I didn’t convert most of the

joke items, and obviously twenty different longbows +1 with different decorative feathers attached didn’t all need to translated. Guys, you all know you can stick

different feathers on your bows to decorate them, right? Thought so.

Many thanks to all you lovely folks at /r/rdndnext for corrections and suggestions, especially those who rose to the call and helped proofread pre-

publishing.

Well done. You each get 500 XP and the heir to the throne’s hand in marriage.

Questions? Comments? Adorable cat picture you want to share? Email me at [email protected].

Enjoy!

Disclaimer The Encyclopedia Magica Volumes I-IV and everything in them are © TSR, Inc., and Wizards of the

Coast, and have been updated without permission. No violation of copywrite is intended or implied. WocC probably doesn’t care all that much about those items anyway. It was just keeping

them in chests in the back room. I mean, they were only being guarded by kobolds. Not even kobolds with class levels. If WotC really cared, it would have splurged for an army of bugbears at

the least. Maybe with a couple of mind-controlled dire owlbears to boot. Sheesh.

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Item Tables To determine magical items randomly, roll on the following tables. Items marked with an asterisk are listed in the Dungeon Master’s Guide. These items are not included in this compellation, just on the random tables.

d100 Table d100 Table 01-06 Table 1 53-56 Table 16

07-09 Table 2 57-59 Table 17

10-12 Table 3 60-62 Table 18

13-15 Table 4 63-65 Table 19

16-19 Table 5 66-67 Table 20

20-22 Table 6 68-70 Table 21

23-24 Table 7 71-73 Table 22

25-30 Table 8 74-76 Table 23

31-33 Table 9 77-79 Table 24

34-35 Table 10 80-83 Table 25

36-39 Table 11 84-87 Table 26

40-42 Table 12 88-91 Table 27

43-46 Table 13 92-94 Table 28

47-48 Table 14 95-98 Table 29

49-52 Table 15 99-100 Table 30

d100 Table 1 01-08 Abacus of Calculation

09-16 Quill Pen of Long Writing

17-21 Adamantine Armor*

22-26 Wheel of Floating

27-31 Wand of the War Mage +1*

32-36 Spoon of Medicine

37-41 Ring of Disguise

42-46 Quill Pen of Necromancy

46-51 Ladle of Drinking

52-57 Noisome Spirit Chaser

58-60 Amulet of Charming

61-63 Quaal’s Feather Token (Tree)*

64-66 Ring of Animal Influence*

67-69 Armor of Resistance*

70-72 Armor of Vulnerability*

73-75 Staff of Charming*

76-78 Shimmering Sash

79-81 Mask of Knowledge

82-84 Quaal’s Feather Token (Spoon)

85-86 Window of Spying

87-88 Ammunition +3*

89-90 Wand of Polymorph*

91-92 Robe of Scintillating Colors*

93-94 Ship-in-a-Bottle

95-96 Mask of Disguise

97-98 Key of Silence

99-100 Nine Lives Stealer*

d100 Table 2 01-08 Protection Pouch

09-13 Scroll of Illumination

14-18 Seal of Deception

19-23 Shield +1*

24-28 Poker of Fire Control (Type I)

29-32 Scroll of Return

33-35 Quaal’s Feather Token (Swan Boat)*

36-38 Bands of the Beast (Serpent)

39-41 Badge of Freedom

42-44 Bands of the Beast (Spider)

43-45 Bone of Animation

46-47 Ioun Stone (Wariness)

48-50 Quaal’s Feather Token (Tree)*

51-53 Ring of Clear Thought

54-56 Troll’s Bane

57-59 Wand of the War Mage +2*

60-62 War Shirt

63-65 Ring of Readiness

66-68 Quaal’s Feather Token (Arbor)

69-71 Battle Cloak

72-73 Scroll of Suggestion

74-75 Arrow of Slaying*

76-77 Bone Ring

78-79 Ioun Stone (Translation)

80-81 Ring of Regeneration*

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82-83 Ring of Cantrips (Type II)

84-85 Undeadbane

86-87 Wand of Storms

88-89 Wand of the Armory

90-91 Rod of Justice

92-93 Staff-Mace

94 Well of Dreams

95 Well of Many Worlds*

96 Shadowsword

97 Spell Scroll of Delay (8th Level)

98 Poisonsword

99 Rod of Building

100 Ring of Rapid Regeneration

d100 Table 3 01-08 Lucky Charm (Type I)

09-16 Ring of Light

17-24 Ring of Liquid Identification

25-29 Ring of Flying

30-34 Saddle of Flying

35-39 Talking Skull

40-44 Amulet of the Spirit

45-49 Saddle of Taming

50-54 Ring of Truth

55-59 Boots of Tracks

60-64 Bottle of Fireflies

65-67 Wand of Fireballs*

68-71 Ring of Shapechanging (Type I)

72-74 Wand of Enemy Detection*

75-77 Ring of Fire Starting

78-80 Sunblade*

81-83 Tentacle Rod*

84-85 Ring of Seeing

86-87 Dwarven Plate*

88-89 Efreeti Bottle*

90-91 Dwarven Thrower*

92-93 Animated Shield*

94-95 Bracers of Blasting

96-97 Whip of Frost, Fire, and Fear

98 Battle Star

99 Rod of Lordly Might*

100 Luck Blade*

d100 Table 4 01-08 Pegleg of Walking

09-13 Ring of Warmth*

14-18 Wind Fan*

19-23 Mantle of Mist

24-28 Bracelet of Charms

29-33 Bracers of Archery*

34-38 Throwing Star of Returning

39-43 Bolas of Sunlight

44-48 Bridle of Calm

49-51 Vestment of Power (Lesser)

52-54 Ioun Stone (Protection)*

55-57 Brazier of Commanding Fire Elementals*

58-60 Muzzle of Lycanthropic Control

61-63 Ring of Resistance*

64-66 Ioun Stone (Light)

67-69 Quaal’s Feather Token (Whip)*

70-71 Bracers of Attraction

72-73 Ioun Stone (Protection from Acid)

74-75 Ring of Fashion (Type II)

76-77 Vampiric Sword

78-79 Ioun Stone (Protection from Fire)

80-81 Scroll of Creation

82-83 Scroll of Curses

84-85 Bloodsword

86-87 Nail of Building

88-89 Jewelry of the Equus (Type II)

90-91 Kangaroo Pouch

92-93 Stair of Ascending and Descending

94 Ebon Skull

95 Tent of Luxury

96 Sword of Answering (Answerer)*

97 Talisman of Ultimate Evil*

98 Talisman of Tongues

99 Spell Scroll of Delay (9th Level)

100 Magical Fountain

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d100 Table 5 01-08 Canteen of Coolness

09-16 Net of Plenty

17-21 Pipes of Animal Calls

22-26 Pipes of Haunting*

27-31 Periapt of Wound Closure*

32-36 Eyes of Accuracy

37-41 Eyes of Charming*

42-46 Eyes of Minute Seeing*

47-49 Cap of Healing

50-52 Net of Spirit Snaring

53-55 Vest of Missile Protection

56-58 Staff of the Woodlands*

59-61 Bag of Beans (Variant)

62-64 Sticky Shield

65-67 Wand of Wonder (Variant)

68-70 Wand of Wonder*

71-73 Bag of Beans*

74-76 Vicious Weapon*

77-79 Cloak of the Bat*

80-82 Periapt of Proof Against Sound

83-85 Wand of Eyes

86-88 Wand of Fear*

89-90 Ring of Shapechanging (Type II)

91-92 Rod of Absorption

93-94 Wand of Corridors

95-96 Rod of Alertness*

97 Plate Armor of Etherealness*

98 Thought Bottle

99 Everstriking Sword

100 Cloak of the Clouds

d100 Table 6 01-08 Spell Scroll of Delay (1st Level)

09-16 Fire-Quenching Smoke

17-21 Spellblade

22-26 Ring of Fashion (Type I)

27-31 Magical Chest Set (Type I)

32-36 Ladder of Balance

37-41 Javelin of Lightning*

42-46 Figurine of Wondrous Power

(Silver Raven)*

47-51 Crucible of Melting (Type I)

52-56 Circlet of Blasting*

57-59 Talisman of Memorization

60-62 Table of Plenty (Type I)

63-65 Sword of Life Stealing*

66-68 Necklace of Prayer Beads*

69-72 Magical Chess Set (Type III)

73-75 Javelin of Distance

76-78 Cindergem (Yellow)

79-80 Tablecloth of Feasting

81-82 Sword of Insanity

83-84 Mirror of Sending

85-86 Mirror of Retention

87-88 Key of Storage

89-90 Ioun Stone (Empowered Spell)

91-92 Bridle of Plane Shifting

93 Vestment of Power (Greater)

94 Table of Plenty (Type II)

95 Sword of Intercession

96 Sword of Cleaving

97 Spell Scroll (8th-Level Spell)*

98 Spear of Paralysis

99 Ring of Djinni Summoning*

100 Pick of Earth Parting

d100 Table 7 01-08 Nail of Securing

09-13 Pipes of Herding

14-18 Ring of Shocking Grasp

19-23 Hold-Fast Anchor

24-28 Cord of Binding

29-33 Necklace of Adaptation*

34-38 Lute of Calming

39-43 Dream Stone

44-48 Poker of Searing

59-51 Necklace of Protection from Charm

52-54 Mace of Disruption*

55-57 Mace of Smiting*

58-60 Figurine of Wondrous Power (Bronze Griffon)*

61-63 Dart Ring

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64-66 Lunar Brooch

67-69 Ioun Stone (Levitation)

70-71 Figurine of Wondrous Power (Coral Dragon)

72-73 Sword of Night

74-75 Sword of Sharpness*

76-77 Ioun Stone (Etherealness)

78-79 Copper Shield

80-81 Dart of the Hornet’s Nest (Type III)

82-83 Horn of Dolphins

-4-85 Dramatic Mask (Mask of Tragedy)

86-87 Bracers of Defense (Variant) (Type I)

88 Pearl of the Rising Tides

89 Ioun Stone (Protection from Weapons)

90 Ghostly Palace

91 Gemsword

92 Crown of Stars

93 Charm of Distraction

94 Chariot of Flames

95 Bringer of Doom

96 Holy Avenger*

97 Coronet of Communication

98 Coronet of the Wyrm

99 Horn of Hades

100 Quartermaster’s Chest

d100 Table 8 01-08 Guardian Tail (Type I)

09-16 Everfull Inkwell (Type I)

17-24 Lamp of Ignition

25-29 Eversmoking Bottle*

30-34 Hammer of Silence

35-39 Changeling Cloak

40-44 Dungeon Chains

46-49 Dagger of Concealment (Type I)

50-52 Ring of Spell Storing*

53-55 Pipes of Sounding

56-58 Staff of Withering*

59-61 Ioun Stone (Free Action)

62-64 Iron Bands of Bilarro*

65-67 Irons of Imprisonment

68-70 Quaal’s Feather Token (Sword)

71-73 Box of Delightful Transports (Type II)

74-76 Mirror of Reflecting

77-78 Ioun Stone (Fortitude)*

79-80 Ring of Depetrifaction

81-82 Spell Scroll of Delay (6th Level)

83-84 Spell Scroll of Delay (7th Level)

85-86 Staff of Thunder and Lightning*

87-88 Rod of Health

89-90 Lamp of Infinite Burning

91-92 Collar of Change

93-94 Portable Spring

95-96 Egg of Dragon’s Breath (Adult)

97-98 Cursebow

99-100 Ioun Stone (Protection from Poison)

d100 Table 9 01-08 Hasp of Locking

09-16 Spell Scroll (1st-Level Spell)*

17-21 Ring of Mind Shielding*

22-26 Everfull Inkwell (Type II)

27-31 Food Pouch

32-36 Scabbard of Holding

37-41 String of Warding (Type I)

42-46 Cloak of Elvenkind*

47-49 Ioun Stone (Protection)*

50-52 Staff of Swarming Insects*

53-55 Harp of Healing

56-58 Dragon Slippers

59-61 Spectral Sword

62-64 Flame Egg

65-67 Flame Tongue*

68-70 Dragonlance (Type I)

71-73 Amulet of Emotions

74-76 Amulet of Health*

77-79 Elven Chain*

80-82 Ioun Stone (Reserve)*

83-84 Slippers of Kicking

84-85 Tome of Understanding*

86-87 Dragonhide Cloak

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88-89 Frost Brand*

90-91 Elven Sword

92-94 Ioun Stone (Spirit Storage)

95 Copper Lance

96 Everfull Purse

97 Dragonhelm

98 Tome of the Stilled Tongue*

99 Unseen Ship Crew

100 Ioun Stone (Greater Protection from Lightning)

d100 Table 10 01-08 Torch of Continual Flame

09-13 Spell Scroll (2nd-Level Spell)*

14-18 Egg of Cloudkill

19-21 Tribal Lance

22-24 Sword of Assassination

25-27 Staff of Dispelling

28-30 Spell Scroll (4th-Level Spell)*

31-33 Spell Scroll (4th-Level Spell)*

34-36 Shovel of Animation

37-39 Shield of the Medusae

40-42 Pipes of Pain

43-45 Palette of Identity

46-48 Gauntlets of Heat

49-51 Figurine of Wondrous Power (Tourmaline Turtle)

52-54 Feedbag of Plenty

53-55 Drums of Thunder

56-58 Defender’s Harp

59-61 Cindergem (Red)

62-64 Cindergem (Orange)

65-67 Armor +1*

68-70 Arcane Shot (Termite Shot)

71-72 Staff of Fire*

73-74 Rod of the Pact Keeper +3*

75-76 Pipes of Panic

77-78 Ioun Stone (Absorption)*

79-80 Firebow

81-82 Fire Gem

83-84 Figurine of Wondrous Power (Amber Monkeys)

85-86 Demon Armor*

87-88 Cloak of Flame

89 Sword of Blackflame

90 Rod of Weaponry

91 Orrery of the Planes

92 Ioun Stone (Greater Protection from Necrosis)

93 Invulnerable Coat

94 Hammer of Thunderbolts*

95 Hammer of Nailing

96 Hammer of Life

97 Fingernails of Rending

98 Egg of Dragon’s Breath (Ancient)

99 Efreeti Chain*

100 Dragonlance (Type II)

d100 Table 11 01-08 Spell Scroll of Delay (Cantrip)

09-13 Gauntlets of Holding

14-18 Wand of Web*

19-23 Eyes of the Eagle*

24-28 Mariner’s Armor*

29-33 Inkwell of Scrollmaking

34-38 Guardian Tail (Type II)

39-43 Arrow of Harm

44-48 Arrow of Holding

49-53 Boots of Striding and Springing*

54-56 Cloak of Charming

57-59 Horseshoes of Speed*

60-62 Giant Slayer*

63-65 Bowl of Commanding Water Elementals*

66-68 Faerie Flute (Type I)

69-71 Halfling Pipe

72-74 Boots of Speed*

75-76 Spear of Accuracy (Type II)

77-78 Horseshoes of a Zephyr*

79-80 Bow of Doubling

81-82 Girdle of Femininity/Masculinity

83-84 Box of Delightful Transports (Type III)

85-86 Wand of the War Mage +3*

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87-88 Cloak of Lordliness

89-90 Ring of Sustenance

91-92 Dragon Eye

93-94 Dragon Scale Mail*

95 Hammer of Vengeance

96 Catalogue of Outer Planer Artifacts

97 Cauldron of Doom

98 Ring of Spell Turning*

99 Armor of Absorption (Type II)

100 Mask of Combat

d100 Table 12 01-08 Cloth of Polishing

09-13 Scroll of Mapping

14-18 Dagger of Throwing (Type II)

19-23 Coat of the Seas

24-28 Ring of Courtly Etiquette

29-33 Decanter of Endless Water*

34-38 Ring of Swimming*

39-41 Bead of Force*

42-44 Gem of Seeing*

45-47 Scroll of Protection*

48-50 Cursed Weapon

51-53 Daern’s Instant Fortress*

54-56 Ring of Command

57-59 Figurine of Wondrous Power (Jade Snakes)

60-62 Red Saber

63-65 Ring of Affliction

66-68 Quaal’s Feather Token (Jug)

69-71 Pearl of Flying

72-74 Quaal’s Feather Token (Key)

75-77 Arrow of Bow-Breaking

78-79 Scimitar of Speed*

80-81 Scroll Case of Holding

82-83 Rod of Beguiling

84-85 Lamp of Honesty

86-87 Pearl of Entrancement

88-89 Gargoyle Cloak

90-91 Belt of Giant Strength (Stone/Frost Giant)*

92-93 Ring of Telekinesis*

94 Rocksplitter

95 Inculabum

96 Ladle of Duplicating

97 Deathstriker Axe

98 Frostreaver

99 Iron Bow

100 Iron Flask*

d100 Table 13 01-08 Flint of Cold Fire

09-13 Hornblade

14-18 Mithral Armor*

19-23 Ring of Quick Action

24-28 Barding of Silence

29-33 Gloves of Swimming and Climbing*

34-38 Dagger of Throwing (Type III)

39-41 Mantle of Spell Resistance*

42-44 Ioun Stone (Awareness)*

45-47 Ioun Stone (Darksight)

48-50 Horned Mask

51-53 Ring of Protection*

54-56 Gauze of Appearance

57-59 Dagger of Random Targets

60-62 Flask of Curses

63-65 Helm of Telepathy*

66-68 Gloves of the Octopus

69-71 Robe of Holding

72-74 Robe of Protection

75-77 Dagger of Venom*

78-79 Magical Chess Set (Type II)

80-81 Mixing Spoon

82-83 Dagger of Doomwarding

84-85 Gauntlets of Specialization

86-87 Rod of the Elementals (Air)

88-89 Bag of Returning

90-91 Scabbard of Poison

92-93 Scarab of Protection

94-95 Barding of Flight

96 Rod of Terror

97 Helm of Valor

98 Greenmask (Type II)

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99 Guardian Egg

100 Armor of Command

d100 Table 14 01-08 Needle of Repairs

09-13 Anklet of Hobbling

14-18 Lucky Charm (Type II)

19-23 Land Boat

24-28 Net of Entrapment

29-33 Weapon of Warning*

34-38 Mirror of Fear

39-43 Staff of the Adder*

44-48 Candle of Protection

49-53 Arrow of Extended Range (Type II)

54-59 Bag of Tricks*

60-64 Rattle of Exorcism

65-67 Spell Scroll of Delay (4th Level)

68-71 Cindergem (Indigo)

72-74 Belt of Giant Strength (Hill Giant)*

75-77 Portable Hole*

78-81 Barding of Easy Travel (Type II)

82-84 Belt of Giant Strength (Fire Giant)*

85-87 Weapon +3*

88-90 Portable Bridge

91-92 Candle of Invocation*

93-94 Mirror of Life Trapping*

95 Armor of Invulnerability*

96 Mirror of Mental Prowess

97 Lance of Venom

98 Ioun Stone (Greater Absorption)*

99 Ioun Stone (Greater Protection from Acid)

100 Lightning Blade

d100 Table 15 01-08 Signaling Arrow

09-13 Periapt of Health*

14-18 Chair of Extra Seating

19-23 Arrow of Returning

24-28 Robe of the Desert

29-33 Bracers of the Merfolk

44-46 Arrow of Extended Range (Type III)

47-49 Ring of Evasion*

50-52 Ring of Extension

53-54 Periapt of Proof Against Poison*

55-57 Ring of Armoring

58-60 Ring of Awareness

61-63 Bagpipes of Confusion

64-66 Figurine of Wondrous Power (Marble Elephant)*

67-69 Bagpipes of Fear

70-72 Censor of Controlling Air Elementals*

73-75 Scepter of Defense

74-76 Rudder of Propulsion

77-79 Wyrmhelm

80-81 Figurine of Wondrous Power (Obsidian Steed)*

82-83 Dice of Chancelessness

84-85 Mask of the Wraith

86-87 Medallion of Defense

88-90 Bag of Mispacing

92-94 Bag of Plenty

96 Arrow of Pursuit

97 Sacred Bundle

98 Zagyg’s Spell Component Pouch

99 Diadem of Doom

100 Robe of the Archmagi*

d100 Table 16 01-08 Needle of Lively Tattoos

09-13 Amulet of Proof Against Detection and Location*

14-18 Token Sword

19-23 Dart of Light

24-28 Gloves of Missile Snaring*

29-33 Gloves of Thievery*

34-38 Aromatic Pipe

39-43 Balances of Conversion

44-48 Boots of Elvenkind*

49-51 Amulet of the Beast (Ivory)

52-54 Arcane Shot (Dust Shot)

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55-57 Cape of the Mountebank*

58-60 Arcane Shot (Ring Shot)

61-63 Cindergem (Blue)

64-66 Arcane Shot (Scatter Shot)

67-69 Gong of Dispelling

70-71 Tome of Clear Thought*

72-73 Talisman of the Cockatrice

74-75 Carpet of Flying*

76-77 Cane of Armament

78-79 Golden Sickle

80-81 Bag of Wind (Euros)

82-83 Bag of Wind (Notus)

84-85 Glass of Distant Vision

86-87 Glass of Preserved Words

88-89 Necklace of Strangulation

90-91 Bag of Wind (Zephynrus)

92-93 Crystal Ball*

94-95 Crystal Coffin

96-97 Cape of Shadows

98 Bracers of Deflection

99 Talisman of the Sphere*

100 Apparatus of Kwalish*

d100 Table 17 01-08 Spell Scroll (Cantrip)*

09-13 Chalice of Liquid Bread

14-18 Eyes of the Arcanist (Type II)

19-23 Goggles of Night*

24-28 Air Mask

29-33 Staff of the Python*

34-36 Boots of Levitation*

37-39 Arrow-Catching Shield*

40-42 Mug of Plenty

43-45 Purposed Sword

46-48 Quaal’s Feather Token (Anchor)*

49-51 Fanged Mask

52-54 Belt of Dwarvenkind*

55-57 Prism of Light Splitting

58-60 Ring of Holiness

61-63 Ring of Immunity

64-66 Staff of the Ninja

67-69 Slingstone of Pulverizing

70-71 Backbiter

72-73 Chalice of Identification

74-75 Fang Dagger (Type II)

76-77 Rod of the Elementals (Water)

78-79 Drum of Deafening

80-81 Manual of Golems*

82-83 Manual of Quickness of Action*

84-85 Scarf of the Dry Steppes

86-87 Sickle of the Harvest

88-89 Brazen Bottle

90-91 Skull Mask

92 Cubic Gate*

93 Sword of Answering (Rebutter)*

94 Sword of Answering (Squelcher)*

95 Armor-Piercing Dagger

96 Crystal Ball of Telepathy*

97 Holy Shield

98 Mudship

99 Bell of Protection

100 Rod of the General

d100 Table 18 01-08 Flint of Dark Fire

09-16 Arrow of Extended Range (Type I)

17-21 Seed of Growth

22-26 Sending Stones*

27-31 Alchemy Jug*

32-36 Aerial Anchor

37-41 Ammunition +1*

42-46 Wand of Magic Detection*

47-51 Arrow of Energy

52-54 Barding +1

55-57 Censor of Controlling Air Elementals*

58-60 Figurine of Wondrous Power (Onyx Dog)*

61-63 Blade of Quickness

64-66 Blanket of Devouring

67-69 Arcane Shot (Snow Shot)

70-72 Folding Boat*

73-75 Rattle of Summoning

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76-78 Wand of Animation

79-81 Wand of Lightning Bolts*

82-83 Barding +2

84-85 Stirge’s Bite

86-87 Stone Horse

88-89 Banner of Terror

90-91 Armor +2*

92 Spell Scroll (9th-Level Spell)*

93 Airboat

94 Sword of Answering (Retorter)*

95 Barding +3

96 Sword of Answering (Scather)*

97 Flute of Wind Dancing

98 Instrument of the Bard (Ollam Harp)*

99 Vorpal Sword*

100 Wooden Arrow

d100 Table 19 01-08 Perfect-Fit Clothing

09-16 Shovel of Digging

17-21 Saddle of the Cavalier*

22-26 Camouflaging Tent

27-31 Cloak of Survival

32-36 Robe of Useful Items*

37-41 Lamp of Plant Growth

42-46 Ring of Jumping*

47-51 Spider Harness

52-54 Rudder of Guidance

55-57 Shield +2*

58-60 Figurine of Wondrous Power (Serpentine Owl)*

61-63 Infinite Rope

64-66 Egg of Wonder

67-69 Ivy Bracelet

70-72 Pick of Proficiency

73-75 Heart of Bravery and Cowardice (Lion’s Heart)

76-78 Hand of Remote Action

79-81 Figurine of Wondrous Power (Opal Cats)

82-83 Manual of Gainful Exercise*

84-85 Ioun Stone (Insight)*

86-87 Amulet of the Planes*

88-89 Lens of Valuation

90-91 Multiplaner Mushroom

92-93 Spirit Skull

94 Flute of Puppies

95 Ironstar Mace

96 Mantooth

97 Cauldron of Potion-Brewing

98 Harp of Gold

99 Talisman of the Beast

100 Gemcutter’s Tools of the Dwarfs

d100 Table 20 01-05 Dragon Bones (Type I)

06-10 Amulet of Hunting

11-15 Weapon +1*

16-20 Cloak of the Manta Ray*

21-25 Arrow of Blinding

26-30 Boots of the Winterland*

31-35 Bag of Holding (Variant)

34-40 Bag of Many Bags

41-43 Dart of the Hornet’s Nest (Type II)

44-46 Everbountiful Soup Kettle

47-49 Ammunition +2*

50-52 Buckle of Weaponry

53-55 Wax of Careful Hearing

56-58 Gauntlets of Dexterity

59-61 Arcane Shot (Shrapnel Shot)

62-64 Bracers of Defense*

65-67 Quaal’s Feather Token (Crown)

68-70 Arrow of Burning

71-72 Ioun Stone (Strength)*

73-74 Amulet of Cheetah Speed

75-76 Figurine of Wondrous Power (Emerald Frog)

77-78 Amulet of Magic Resistance

79-80 Wand of Frost

81-82 Crucible of Melting (Type II)

83-84 Coffin of Creation

85-86 Bag of Bones (Type I)

87-88 Bag of Devouring

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89-90 Rod of the Elementals (Fire)

91 Belt of Giant Strength (Storm Giant)*

92 Blackstaff

93 Amulet of Perpetual Youth

94 Ankh of Life

95 Anvil of the Dwarfs

96 Armor +3*

97 Crown of Leadership

98 Bottle of Trapping

99 Charm of Favor

100 Warstar of the Manticore

d100 Table 21 01-05 Ball of Endless String

06-10 Box of Delightful Transports (Type I)

11-15 Arrow of Direction

16-20 Case of Compression

21-25 Bow of Marksmanship

26-30 Instrument of the Bard (Mac-Fuirmidh Cittern)*

31-35 Boots of Balance

36-40 Key of Reunion

41-45 Spell Scroll (3rd-Level Spell)*

46-48 Bag of Seeds

49-51 Banner of Ferocity

52-54 Barding of Easy Travel (Type I)

55-57 Beady Eye

58-60 Bell of Alarm

61-63 Bell of Freedom

64-66 Belt of the Lions

67-69 Thieves’ Tools of Stealth

70-72 Boots of Attraction

73-75 Figurine of Wondrous Power (Silver Carp)

76-77 Bag of Wind (Boreas)

78-79 Cloak of Arachnida*

80-81 Globe of Serenity

82-83 Staff of Striking*

84-85 Boots of Cloudwalking

86-87 Claw of Spell-Stealing

88-89 Ring of the Fair Folk

90 Crystal Ball of True Seeing*

91 Banner of Renown

92 Incense of Meditation

93 Cloak of Stars (Type I)

94 Bell of Doom

95 Belt of Giant Strength (Cloud Giant)*

96 Black Pearl

97 Drums of Menace

98 Cloak of Stars (Type III)

99 Black Mace

100 Black Bow

d100 Table 22 01-08 Candle of Everburning

09-13 Cauldron of Warming

14-18 Wardstone

19-23 Spell Scroll of Delay (2nd Level)

24-28 Chair of Insomnia

29-33 Box of Preservation (Type I)

34-38 Cloak of Protection*

39-43 Bracers of Braciating

44-48 Buckle of Lockpicks

49-53 Brooch of Shielding*

54-58 Broom of Flying*

59-63 Caduceus Staff

64-66 Figurine of Wondrous Power (Ebony Fly)*

67-69 Figurine of Wondrous Power (Golden Lions)*

70-72 Figurine of Wondrous Power (Ivory Goats)*

73-75 Lucky Charm (Type III)

76-78 Bracers of Defenselessness

79-81 Instrument of the Bard (Canaith Mandolin)*

82-84 Ioun Stone (Airy Water)

85-86 Rod of the Elementals (Earth)

87-88 Spell Scroll (6th-Level Spell)*

89-90 Cloak of Many Colors

91-92 Instrument of the Bard (Anstruth Harp)*

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93-94 Armor of Absorption (Type I)

95 Black Candle

96 Thorn of Sleep

97 Inculabum

98 Eyes of Sight

99 Death Lance

100 Cape of the Hornet

d100 Table 23 01-08 Chime of Time

09-13 Candle of Exploding

14-18 Courier Key

19-23 Cap of Water Breathing*

24-28 Cape of Disguise

29-33 Cat’s Eye Ring

34-38 Enchanted Grappling Hook

39-43 Arrow of Biting

44-48 Charm of Hunting

49-53 Charm of Protection

54-58 Elemental Gem*

59-63 Rod of the Pact Keeper +1*

64-66 Infinite Rope

67-69 Rope of Entanglement*

70-72 Casket of the Wind Spy

73-75 Gargoyle Grappling Hook

76-78 Goblet of Change

79-81 Chime of Opening*

82-84 Amulet of the Beast (Silver)

85-87 Cindergem (Violet)

88-89 Coin of Alms

90-91 Cauldron of Creatures

92-93 Chalice of Detection

94-95 Chimes of Interruption

96 Cap of Sleep

97 Ioun Stone (Mind Shield)

98 Box of Preservation (Type II)

99 Claws of the Bear

100 Staff of Devotion

d100 Table 24 01-08 Amulet of Communication

09-16 Flash Pellet

17-21 Eyes of the Arcanist (Type I)

22-26 Rope of Climbing*

27-31 Egg of Dragon’s Breath (Wyrmling)

32-36 Prism of Distraction

37-41 Bag of Holding*

42-46 Instrument of the Bard (Doss Lute)*

47-51 Instrument of the Bard (Fochlucan Bandore)*

52-54 Cindergem (Green)

55-57 Horn of Blasting*

58-60 Cloak of Displacement*

61-63 Arcane Shot (Skunk Shot)

64-66 Glamoured Studded Leather*

67-69 Gemstone of Musing

70-72 Crystal Sphere

73-75 Cube of Force*

76-78 Parchment of Spell Stealing

78-79 Spell Scroll (7th-Level Spell)*

80-81 Crystal Mirror

82-83 Deck of Chance

84-85 Faerie Flute (Type II)

86-87 Ioun Stone (Leadership)*

88-89 Dragon Bones (Type II)

90 Deck of Many Things*

91 Cloak of Invisibility*

92 Gembow

93 Cloak of Stars (Type II)

94 Cloak of the Rogue

95 Gemstone of Retaliation

96 Crystal Ball of Mind Reading*

97 Gong of the Whirlwind

98 Bonewand

99 Elf-Cleaver

100 Dagger of Concealment (Type II)

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d100 Table 25 01-08 Pouch of Security

09-13 Dagger of Throwing (Type I)

14-18 Hat of Disguise*

19-23 Dart of Stunning

24-28 Dart of the Hornet’s Nest (Type I)

29-33 Horn of Signaling

34-38 Gem of Brightness*

39-43 Lucky Penny

44-48 Gauntlets of Ogre Power*

49-53 Deck of Illusions*

54-58 Libram of Translation

59-63 Immovable Rod*

64-68 Dress of Amazement

69-73 Driftglobe*

74-76 Quaal’s Feather Token (Bird)*

77-79 Dart of Branding

80-82 Dimensional Shackles*

83-85 Dowsing Key

86-88 Dragonslayer*

89-91 Fang Dagger (Type I)

92-93 Dancing Sword*

94-95 Blackflame Dagger

96-97 Dead Box

98-99 Dove’s Harp

100 Chalice of Planer Travel

d100 Table 26 01-08 Everclean Towel

09-13 Everfull Cask

14-18 Stone of Good Luck*

19-23 Monster Mask

24-28 Headband of Intellect*

29-33 Helm of Comprehending Languages*

34-38 Helmet of Sensory Protection

39-43 Horn Bonnet

44-46 Egg of Dragon’s Breath (Young)

47-49 Flute of Courage

50-52 Quaal’s Feather Token (Bridge)

53-55 Ring of X-Ray Vision*

56-58 Ioun Stone (Gaseousness)

59-61 Instrument of the Bard (Cli Lyre)*

62-64 Ring of Clumsiness

65-67 Saddle of the Spirit Horse

68-70 Headdress of Peaceful Contact

71-73 Ioun Stone (Darkvision)

74-76 Helm of Creation

77-79 Heward’s Handy Haversack*

80-82 Quill Pen of Scroll Creation

83-84 Dragon Scale Shield

85-86 Dramatic Mask (Mask of Comedy)

87-88 Black Sickle

89-90 Ioun Stone (Intellect)*

91-92 Folding Moat

93-94 Helm of Brilliance*

95-96 Horseshoes of Hades

97 Dark Crown

98 Gem of Income

99 Censer of Thaumaturgy

100 Mirror of Duplication

d100 Table 27 01-05 Hat of Holding

06-10 Ring of Fearlessness

11-15 Sentinel Shield*

16-20 Ring of Water Walking*

21-25 Wand of Illumination

26-30 Necklace of Alteration

31-33 Robe of Eyes*

34-36 Quaal’s Feather Token (Binding)

37-39 Horn of Valhalla*

40-42 Leaf of Falling

43-45 Greater Windfan

46-48 Scroll of Equipment

49-51 Heart of Bravery and Cowardice (Chicken Heart)

52-54 Lute of Charming

55-57 Mace of Terror*

58-60 Gloves of Lightning

61-63 Ring of Bladeturning

64-66 Ioun Stone (Might)

67-69 Staff of Healing*

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70-72 Ioun Stone (Water Walking)

73-74 Greenmask (Type I)

75-76 Ioun Stone (Agility)*

77-78 Ioun Stone (Astral Projection)

79-80 Ring of Glyphs

81-82 Ioun Stone (Protection from Necrosis)

83-84 Spider Fang

85-86 Thunderbolt

87-88 Tome of Leadership and Influence*

89-90 Necklace of Elegance

91 Gong of Earthquakes

92 Ioun Stone (Greater Protection from Cold)

93 Basin of the Angel

94 Hands of the Healing Spirit

95 Ioun Stone (Greater Protection from Poison)

96 Ring of Invisibility*

97 Golden Circlet

98 Staff of the White Well

99 Staff of the Magi*

100 Pearl of the Ebbing Tides

d100 Table 28 01-08 Lamp of Lighting

09-16 Marble of Cleanliness

17-21 Pearl of Power*

22-26 Trident of Fish Command*

27-31 Necklace of Memory Enchantment

32-36 Scroll of Communication

37-41 Medallion of Thoughts*

42-44 Necklace of Fireballs*

45-47 Quiver of Storing

48-50 Jewel of Flawlessness

51-53 Jewelry of the Equus (Type I)

54-56 Parchment of Monster Holding

57-59 Table of Plenty (Type I)

60-62 Platter of Purity

63-65 Rod of Rulership*

66-68 Robe of Stone

69-71 Ring of the Ram*

72-73 Robe of Vanishing

74-75 Key of Inquiry

76-77 Ioun Stone (Protection from Lightning)

78-79 Ring of Gargoyles

80-81 Staff of Spell Focusing

82-83 Mace of Crushing

84-85 Spellguard Shield

86-87 Irons of Throwing

88-89 Manual of Bodily Health*

90-91 Poker of Fire Control (Type II)

92-93 Staff of Frost*

94 Jade Scepter of Defending

95 Ioun Stone (Magic Resistance)

96 Lamp of the Winds

97 Silver Whistle

98 Ring of Shapechanging (Type III)

99 Ioun Stone (Mastery)*

100 Mask of Death

d100 Table 29 01-08 Scroll of Erasing

09-13 Lantern of Revealing*

14-18 Ring of Cantrips (Type I)

19-23 Hasty Wheel

24-28 Stone of Warmth

29-33 Sword of Vengeance*

34-38 Obedient Hourglass

39-43 Wand of Magic Missiles*

44-48 Spell Scroll of Delay (3rd Level)

49-53 Medallion of Empathy

54-58 Pipes of the Sewers*

59-61 Ioun Stone (Protection)*

62-64 Wand of Paralysis*

65-67 Necklace of Memory Displacement

68-70 Mirror of Vanity

71-73 Stone of Controlling Earth Elementals*

74-76 Shield of Missile Attraction*

77-79 Quill Pen of Forgery

80-82 Ioun Stone (Sustenance)*

83-84 Musical Menagerie

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85-86 Robe of Stars*

87-88 Nozur’s Marvelous Pigments*

89-90 Oathbow*

91-92 Scroll of Shelter

93-94 Staff of Power*

95 Sphere of Annihilation*

96 Mirror of Truth

97 Talisman of Pure Good*

98 Key of Entrance

99 Ioun Stone (Regeneration)*

100 Staff of Skulls

d100 Table 30 01-08 Quill Pen of Swift Writing

09-16 Soap of Washing

17-21 Quiver of Ehlonna*

22-26 Wolfspaw

27-31 Shield of Absorption

32-36 Quill Pen of Transcription

37-41 Pin of Communication

42-44 Rod of the Pact Keeper +2*

45-47 Shield of Reflection

48-50 Ring of Blinking

51-53 Sword of Wounding*

54-56 Ring of Feather Falling*

57-59 Ring of Free Action*

60-62 Weapon +2*

63-65 String of Warding (Type II)

66-68 Quaal’s Feather Token (Fan)*

69-71 Spear of Accuracy (Type I)

72-74 Spell Scroll of Delay (5th Level)

75-77 Winged Mask

78-80 Ioun Stone (Mirror)

81-82 Mouse Chariot

83-84 Rod of Security*

85-86 Shield +3*

87-88 Ring of Tongues

89-90 Silver Chalice

91 Ring of the Valiant

92 Quill Pen of Copying

93 Ioun Stone (Mind-Reading)

94 Storm Star

95 Staff of Stunning

96 Sword of Answering (Last Quip)*

97 Ring of Elemental Command*

98 Bracers of Defense (Variant) (Type II)

99 Sword of Answering (Back Talker)*

100 Sword of Answering (Concluder)*

Properties

& Quirks The following is an expanded list of properties and quirks, mixed into a single table. Entries 01-45 are from the DMG and are listed here for the sake of convenience.

d12 Item has… 1-6 No quirks 7-9 1 quirk

10-11 2 quirks 12 3 quirks

d100 Item d100 Item 01-02 Beacon 25-26 Loud

03 Blissful 27-28 Metamorphic

04 Compass 29 Muttering

05-06 Confident 30 Painful

07 Conscientious 31-32 Possessive

08-09 Covetous 33 Repulsive

10 Delver 34-35 Sentinel

11 Frail 36 Slothful

12-13 Gleaming 37 Song Craft

14-15 Guardian 38 Strange Material

16 Harmonious 39 Temperate

17 Hidden Message

40-41 Unbreakable

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18-19 Hungry 42 War Leader

20 Illusion. 43 Waterborne

21-22 Key 44 Wicked

23-24 Language 45 Repulsive

46-47

Achilles’ Heel. If the item provides protection, it fails to protect against one particular type of damage or source of damage—a ring of protection may fail against thunder damage, while a chain shirt +1 may be powerless against the fey.

48

Alcoholic. If the item is edible (such as a potion), needs to be rubbed on (such as an ointment), or inhaled (such as incense), it makes you drunk when you consume it. If it’s not a consumable item, roll again.

49-50

Aligned. The item is strongly aligned to one of goodness, evil, chaos, or law. It will either fail to function for someone of opposite alignment or subtly encourage actions of its alignment through feelings of harmless pleasure or pain.

51-52

Assembly Required. The item comes in pieces and needs to be put together before it can be used. It can also be disassembled without harming it.

43

Aura. When you are attuned to this item, your aura lights up brilliantly when viewed magically. You will stick out like a sore thumb to any sort of divination spell.

44

Automatic. If the item requires charges to use, you may speak a command word to have it expend one or more charges each round to use its ability, on its own, leaving you free to use your action for other purposes. If the item has more than one ability that requires charges, you must choose which one the item will use.

45-46

Bigoted. The item doesn’t like one particular type of creature, clothing style, race, sex, class, faith, eye color, and so on. It will not let itself be

attuned to a person who exhibits that trait.

47 Buoyant. The item tends to float away like a balloon and moves upwards at a rate of 2 feet per round unless tethered.

48-49

Causes Obsession. Although not cursed, once you are attuned to this item, it causes you to never want to part with it. You will keep it on your person at all times, prefer using it to all other similar items, and constantly need to clean and care for the item. Unlike a cursed weapon, though, you suffer no disadvantages when using other items. Removing the attunement removes the obsession.

50

Defiant. The item seems to resist being used by actively fighting against you. You must make a DC 13 Strength saving throw in order to get it under control, even if it is as simple as removing a cork from a potion bottle or unrolling a scroll. For an object such as weapons, roll at the beginning of combat; for armor, roll when donning or removing it.

51 Eager. The item is eager to be used. You get +2 to your initiative roll.

52-53 Glowing: The item glows with a soft light, as if it had faerie fire cast on it whenever you use it.

54-55 Heavy. The item weighs 1 1/2 times as much as normal.

55 Hidden Magic. The item doesn’t appear magical at all, even to detect magic and similar spells.

56 Hunger-Inducing. While attuned to this item, you need to eat twice as much as normal.

57-58

Impressive. This item looks extraordinary and lends you an air of superiority. While you are attuned to this item and it is on your person in plain sight, you have advantage on all Charisma skill checks.

59 Inconvenient. The item has habit of burying itself deep inside whatever

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container it is placed. It usually takes a moment or two to locate it.

60-61

Inefficient. The item uses half again as many charges as normal, rounded up, to function. If it doesn’t uses charges, reroll.

62 Invisible. Once you are attuned to it, it becomes invisible to everyone but you.

63-64 Light. The object weighs only 3/4 as much as normal.

65-66

Limited Charger. The item will only recharge if certain conditions are met: it’s above-ground, it can bask in the sun for an hour, it’s outside of a city, or so on.

67

Loquacious. While to this item, you become very, very chatty. Practically everything is interesting enough to talk about it.

68

Magic-Resistant. While you are attuned to the item, you have advantage on all saving throws against spells. However, you must also make a saving throw whenever any spell is cast on you, even if you want the spell, and you make that roll at advantage as well. In addition, you can’t use any other magic items while you have this item.

69-70 Miniaturizing. The item has a command word that causes it to shrink to half its size or return to normal.

71-72

Nightmare-Inducing. While attuned to the item, you suffer terrible repetitive nightmares. These may be your own subconscious coming to play, or there may be a hidden meaning among them.

73-74 Nigh-Unbreakable. The item is at least twice as durable as normal and may be as much as 10 times as durable.

75-76

Owned. The item belongs to a powerful creature—possibly a fiend, genie, or fey, or even just a very high-level magic-user—who really wants it back.

77-78

Picky. The item will only function at certain times or in certain places: underground, at night, during the rain, in freezing temperatures, etc.—or it will

never function during those times and places.

78-79

Place-Attuned. The item is attuned to a particular magical radiance. If it isn’t exposed to this place once each month for at least one hour, it completely loses its magic.

80

Possessed. The item is possessed by a spirit of some sort. Once each day, it will attempt to possess you. Its ability at possession and its personality is up to the GM.

81

Powerful. If this item causes damage, then it always inflicts maximum damage. If it requires a saving throw, the target is at disadvantage.

82

Protected. The item has a secret ward on it. Unless you say the command word each time you plan on using it, it will shock you, inflicting 1d6 lightning damage. Only a wish can easily remove this ward—using a spell such as dispel magic will likely ruin the item’s enchantment as well.

83-84

Purification. The item must be ritually purified after use, typically by cleaning it with holy water or passing it through flame.

85

Requires Touch. The item won’t work if you hold it in a gloved, gauntleted, or otherwise covered hand—it craves your bare skin.

86

Scented. When you use the item, it releases a particular scent. It might be a nice scent or it might be a terrible one, but more than anything, it’s noticeable.

87-88

Shining. The item is incredibly shiny and reflects light of any kind. You have advantage on saving throws against gaze attacks while you are wearing or wielding the item, but will also reflect any light nearby, causing you to stand out in the darkness.

89

Thrives At Home. The item was made in a particular environment and prefers that environment to all others. When in that environment, one of the following

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happens: you gain advantage on attack rolls; your opponent has disadvantage on saving throws; you do +2 damage; the item regains all expended charges at dawn.

90

Tinnitus. When you use the item, you hear a ringing or buzzing in your ears, giving you disadvantage on all Wisdom (Perception) skill checks that rely on hearing.

91 Two-Fisted. Unless the item is very small (such as a dagger), it must be held in both hands for it to work.

92-93 Unpredictable. Each time you use the item, roll a d6. On a roll of 1-2, the item fails to work.

94

Worn Out. If the item is charged, it will never regain more than 1 charge each day at dawn, and when the last charge is used, roll a d20; the item will break on a roll of 1-10.

95-100

Roll twice, rerolling any additional rolls of this entry.

∆ A ∆

Abacus of Calculation Wondrous item, common

You speak the mathematical equation you wish to calculate, and the abacus will shift the beads by itself. If you command it to, it will speak the answer allowed.

Absinth Oil Potion, rare

This item appears to be a beneficial oil, such as oil of armor. When applied to the skin, you will take double damage from all weapon attacks for 24 hours. Once on, it cannot be washed off for 24 hours, unless remove curse is cast first.

Aerial Anchor Wondrous item, uncommon

You can attach a string to this miniature anchor and use that to tie it to any flying object or creature. That object or creature is then tethered to that stop. It requires a DC 20 Strength saving throw to break the string; it can be cut as well (AC 15, 20 hp).

Air Mask Wondrous item, uncommon

This mask produces a constant stream of fresh air when worn, allowing you to breathe normally underwater, in a thin atmosphere, or in an airless void.

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Airboat Wondrous item, legendary (requires attunement by a spellcaster)

Airboats respond to the mental orders of the spellcaster who commands them. It can rise to a height of up to 100 feet. Despite flying, they require rowing or windpower in order to move, in the same way as a normal sailing boat. However, it will achieve speeds of up to twice normal. The spellcaster must remain for as long as the airboat is moving. If forced to leave her seat, the airboat will stop all forward motion and hover for up to 10 minutes before gently dropping to the ground. An airboat can also be used in the water, in which case it does not require oars or sails to move—the spellcaster directs it to move at half its normal speed. Using oars or sails increases the movement to 1 1/2 times normal speed. The DM may roll a d6 to randomly determine the type of boat:

d6 Vehicle d6 Vehicle 1 Galley 4 Rowboat 2 Keelboat 5 Sailing Ship 3 Longship 6 Warship

Amulet of the Beast Wondrous item, rare

This amulet comes in two varieties, silver and ivory. ♦ Silver. If you are a lycanthrope (either infected or true), you cannot change your shape at all. This has no effect on you if you are not a lycanthrope, even if you are able to change your shape by other means. ♦ Ivory. You are infected with lycanthropy and will turn into a werewolf (or rarely, a different type of werebeast) on the next and every other full moon.

Curse. Once you wear the ivory amulet, you can’t take it off unless you are targeted by the remove curse or similar magic. You will remain an infected lycanthrope until it is removed. The silver amulet is not cursed and you may choose to remove it at any time. If you are an infected lycanthrope and you remove this amulet during the full moon (or whenever you are cursed to change), you will immediately change to your beast form.

Amulet of Charming Wondrous item, rare (requires attunement)

All creatures within 15 feet of you who can see you are at disadvantage to saving throws to resist spells you cast that would charm them.

Amulet of Cheetah Speed Wondrous item, very rare (requires attunement)

While wearing this amulet, your speed increases by 5 feet. You can use an action to increase your speed to 100 for one minute, but only if you are wearing light or no armor. Once you use this ability, you cannot use it again until the next dawn.

Amulet of Communication Wondrous item, common

This amulet has 7 charges and regains 1d4+3 charges each day at dawn. You may use your action to expend a charge and cast comprehend languages.

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Amulet of Emotions Wondrous item, rare (requires attunement)

While wearing this amulet, you can automatically determine a creature’s emotional state, if you specifically look for it. Curse. This amulet is cursed, a fact that is revealed only when an identify spell is cast on the amulet or you attune to it. Attuning to the amulet extends the curse to you until you are targeted by a remove curse spell or similar magic; removing the amulet fails to end the curse. While cursed, your face will change in direct response to your emotional state. For instance, if you are angry or filled with rage, you will appear monstrous’ if you are afraid, you will appear sniveling and mousy.

Amulet of Hunting Wondrous item, uncommon (requires attunement)

When you wear this amulet, you gain advantage on all Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) ability checks while hunting.

Amulet of Magic Resistance Wondrous item, very rare (requires attunement)

While wearing this amulet, you have advantage on saving throws against magical spells and effects.

Amulet of Perpetual Youth Wondrous item, legendary (requires attunement)

While wearing this amulet, you are immune to magical aging. In addition, it absorbs 30 years of natural aging—you simply don’t get any older. At the end of this time, the amulet cracks and is destroyed.

Amulet of the Spirit Wondrous item, uncommon (requires attunement)

While wearing this item, you gain advantage on saving throws against spells and effects that would remove your soul or spirit from your body, or that would allow something else to possess your body.

Ankh of Life Wondrous item, legendary (requires attunement by a cleric or paladin)

You hold this ankh up spend an action channeling your power through it. All undead within 30 feet take 70 points of radiant damage. Once you use this ability, you cannot use it again until the next dawn. In addition, this amulet has 6 charges. It regains 1d6 expended charges daily at dawn. When you hold the amulet, you may expend one or more charges and cast the following spells: lesser restoration (1 charge); heal (2 charges); greater restoration or regeneration (4 charges); or resurrection (6 charges).

Anklet of Hobbling Wondrous item, uncommon

While wearing this item, your speed is reduced to 10 feet. A command word needs to be spoken before the anklet is removed. These anklets are often used on prisoners. Curse. Some, but not all, of these anklets are cursed. Once you don this cursed item, you can’t take it off unless you are targeted by the remove curse spell or similar magic.

Antidote Potion Potion, common, uncommon, or rare

When you use your action to drink this potion, you immediately lose the poisoned

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condition and heal 1d6 hit points. The rarity of the poison depends on what inflicted the poison and applies to natural weapon attacks only, not to poisoned weapons wielded by that creature. This potion is a pale, translucent yellow or brown. ♦ Type I (Common). This will cure a toxin delivered by a beast, dragon, humanoid, giant, or monstrosity. ♦ Type II (Common). This will cure a toxin delivered by an ooze or plant. ♦ Type III (Uncommon). This will cure a toxin delivered by an undead. ♦ Type IV (Rare). This will cure a toxin delivered by an aberration. ♦ Type V (Rare). This will cure a toxin delivered by a celestial, elemental, fey, or fiend.

Anvil of the Dwarfs Wondrous item, legendary (requires attunement by a dwarf)

If you have proficiency with Smith’s tools, this anvil allows you to use three times your normal proficiency bonus when using them. In addition, the maximum gp value of the items you create increases to 50 gp per day. Finally, when constructing a weapon or suit of armor using this anvil, roll a d20. On a roll of 20, the weapon or armor is enchanted with a +1 bonus. If you don’t have proficiency with Smith’s tools, you are treated as if you do while using this anvil, using your normal proficiency level. You get none of the other benefits of using this anvil, however.

Arcane Shot Weapon (catapult or trebuchet ammunition), rare

This is an enchanted ammunition that can have one of several different types of effects.

Arcane shot that misses its target dissipates harmlessly. ♦ Dust Shot. This shot explodes in midair into a mist of fine white nonflammable particles that fills a 100-foot-radius sphere. This dust makes vision difficulty; any attacks made from inside that area are at disadvantage, and the dust provides light obscurement for all creatures outside that area. This dust dissipates in 10 minutes, but can be dispersed in 1 round by a wind of 10 mph or stronger. ♦ Ring Shot. This shot causes all metallic objects within a 100-foot radius of the target to begin ringing. All creatures must make a DC 13 Constitution saving throw or be deafened for 1 minute. ♦ Scatter Shot. This shot breaks into deadly shrapnel on impact. All creatures within 30 feet of the impact point must make a DC 13 Dexterity saving throw, taking 2d10 piercing damage on a failed saving throw, or half as much on a successful one. ♦ Shrapnel Shot (very rare). This shot breaks into deadly shrapnel on impact. All creatures within 90 feet of the impact point must make a DC 13 Dexterity saving throw, taking 2d10 piercing damage and 2d10 fire damage on a failed saving throw, or half as much on a successful one. ♦ Skunk Shot. This shot breaks on impact and releases a greenish vapor. All creatures within a 20-foot radius of the impact point must make a DC 13 Constitution saving throw or take 3d8 poison damage each round they end their turn in that area. Creatures that are between 20 and 40 feet of the impact point must make a DC 13 Constitution saving throw each round they end their turn in that area or spend its action retching and reeling. This vapor remains for 1 minute, but can be dispersed in 1 round by a wind of 10 mph or stronger.

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♦ Snow Shot. This shot explodes in midair and causes a violent snowstorm for 1 minute. All creatures take 1d4 cold damage each round they are exposed to the cold, and the snow provides light obscurement for all creatures outside that area. ♦ Termite Shot. This shot breaks on impact and releases a brown, molasses-like syrup, which bubbles forth and spreads out at a rate of 20 feet each round for 1 minute. The substance causes 2d6 damage each round to all wooden objects in that area.

Aroma of Dreams Potion, uncommon

This is a small crystal container holding 2d4+2 applications of a thin salve that has a heady scent. When you wear it, all creatures within 10 feet of you must make a DC 13 Constitution saving throw or fall asleep; on a success, that creature is immune to this salve for 24 hours. The perfume remains active for 10 minutes.

Aromatic Pipe Wondrous item, uncommon

This smoking pipe produces any scent you wish when you use it, although it cannot produce a scent that causes damage.

Armor of Absorption Armor (light, medium, or heavy), very rare or legendary (requires attunement)

♦ Type I (Very Rare). While wearing this armor, if you are hit by an attack that reduces your hit point total or the total of one of your attributes, it will absorb that, and you do not suffer that reduction. Each time this absorbs that sort of attack, roll a d20. On a roll of 1, the absorption has cancelled the

magic, and it becomes a nonmagical suit of armor. ♦ Type II (Legendary). Legendary suits of armor of absorption also grant resistance to necrotic damage. This property does not fade when the armor loses its absorption ability.

Armor of Command Armor (plate), legendary (requires attunement)

This is plate +1. While wearing it, you have advantage on all Charisma ability checks. You may also cast command, mass suggestion, and suggestion. Once you cast a spell, you cannot cast that spell again until the next dawn.

Armor of Fear Armor (heavy), very rare (requires attunement)

While wearing this demonic-looking armor, you gain a +1 bonus to AC. In addition, this armor has 3 charges. While wearing the armor, you may expend a charge to cast the fear spell (save DC 17). The armor regains 1d3 expended charges at dawn.

Armor-Piercing Dagger Weapon (dagger), legendary (requires attunement)

When this dagger is thrown or used in hand-to-hand combat, it completely passes through any sort of worn armor. The target is considered to have an AC equal to its natural armor plus the total of its Dexterity modifier and any bonuses from magical protection (Thus, if the target had no natural armor, a Dexterity of 13 (+1) and was wearing chainmail +1, and was attacked by this dagger, she would be treated as if she had an AC of 12 instead of 15.

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Arrow of Biting Weapon (arrow), uncommon

Once fired from a bow, an arrow of biting transforms into a flying snake. In addition to inflicting its normal damage, the target must make a DC 13. The target takes 3d4 poison damage and is poisoned for 1 minute on a failed saving throw, or half as much damage on a successful one and is not poisoned. The flying snake does not change back into an arrow.

Arrow of Blinding Weapon (arrow or crossbow bolt), uncommon

When the arrow of blinding hits a target, it explodes in a flash of light. All creatures within 30 feet of the target must make a DC 13 Constitution saving throw or be blinded for 1 minute. A creature may reroll at the end of each of its turns, ending this effect on a success. Once it releases the burst of light, it becomes a normal arrow.

Arrow of Bow-Breaking Weapon (arrow), rare

This arrow usually appears to be a perfectly normal arrow, although some appear to be arrows of slaying. Curse. This arrow is cursed. Any nonmagical bow used to fire this arrow instantly breaks. The DM should roll a d6. On a 1-3, the bow breaks; on a 4-6, the bowstring breaks.

Arrow of Burning Weapon (arrow), rare

An arrow of burning engulfs its target in a huge aura of flames. The target takes 4d8 fire damage. All creatures within 10 feet of the target must make a Dexterity saving throw.

A creature takes 4d6 fire damage on a failed saving throw, or half as much on a successful one. The arrow is destroyed in the flames.

Arrow of Direction Weapon (arrow), uncommon (requires attunement)

This arrow has 3 charges and regains 1d3 expended charges at dawn. You may use your action to throw the arrow in the air and spend a charge in order to cast locate object. When the arrow lands, it is pointing in the object’s direction.

Arrow of Extended Range Weapon (arrow or crossbow bolt), common, uncommon, or rare

This arrow increases the normal range of the bow from which it is fired. If this arrow can be retrieved, it can be reused. ♦ Type I (Common). This arrow or bolt doubles the range. ♦ Type II (Uncommon). This arrow or bolt triples the range. ♦ Type III (Rare). This arrow or bolt quadruples the range.

Bow Range Table Bow Type Type I Type 2 Type 3 Shortbow or Light Crossbow

160/640 240/960 600/2,400

Longbow 300/1,200 450/1,800 320/1,280 Hand Crossbow

60/240 90/360 120/480

Heavy Crossbow

200/800 300/1,200 400/1,600

Arrow of Harm Weapon (arrow), uncommon

Much more common than the arrow of slaying, the arrow of harm does double

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damage to a particular kind of creature. Once it deals its extra damage to a creature, it becomes a nonmagical arrow.

Arrow of Holding Weapon (arrow), uncommon

When the arrow of holding hits a target, that creature must make a DC 13 saving throw or be paralyzed for 1 minute. A creature may reroll at the end of each of its turns, ending this effect on a success. If this arrow can be retrieved, it can be reused.

Arrow of Energy Weapon (arrow), uncommon

Upon hitting its target, the arrow produces a gout of acid, cold, fire, lightning, necrotic energy, or radiant energy, doing an additional 1d10 damage of that type. Once it releases its energy, it becomes a nonmagical arrow.

Arrow of Pursuit Weapon (arrow), legendary

These +1 arrows double the normal range of a bow. When you fire an arrow of pursuit, you do so at advantage, and it will swerve around obstacles and corners to reach its target, up to the maximum distance of its extended range. If this arrow can be retrieved, it can be reused.

Arrow of Returning Weapon (arrow), uncommon

If you fail to hit your target when firing an arrow of returning, it will reappear in your quiver at the beginning of your next turn.

∆ B ∆

Backbiter Weapon (spear), very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This weapon is cursed and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the spear, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. Each time you use this spear, you must roll a d20. On a 1 (or if you roll a 1 on the attack roll), the spear twists around and stabs you, automatically inflicting full damage to you. If you throw the spear and roll a 1, the damage is doubled. If you attempt to get rid of the spear, you will find it in your hand the next time you are in combat.

Badge of Freedom Wondrous item, rare (requires attunement)

As long as you are wearing this metal broach, you have advantage on saving throws to resist being grappled, paralyzed, petrified, or restrained, and to all Dexterity ability checks when attempting to free yourself from ropes, shackles, cages, spider webs, and other such bonds.

Bag of Beans (Variant) This is an extended (and quite powerful) variant of the bag of beans presented in the Dungeon Master’s Guide.

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d100 Effect

01

5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving through or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.

02

A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.

03 A treant sprouts. There’s a 50 percent chance that the treant is chaotic evil and attacks.

04

An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.

05 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished) .

06 1d6+6 shriekers sprout.

07

1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.

08 A hungry bulette burrows up and attacks. One of its scales is actually a magical shield.

09

A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM’s choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.

10

A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.

11

A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM’s choice

12

A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.

13

A great whirlwind appears. It has a 5-foot radius and is 30 feet tall. All creatures within 10 feet of it must make a DC 18 Strength saving throw or be restrained by it (escape DC 18). The whirlwind moves erratically for one minute and can enter a creature’s space without stopping. All creatures who touch or are touched by the whirlwind, or who are restrained by it, take 2d10 bludgeoning damage each round.

14

A sphere of utter darkness with a 60-foot radius appears, centered on the bean. The darkness remains for 24 hours before dissipating.

15

A pheasant leaps out of the ground and attempts to fly away. Use that attributes for the raven if necessary, although it lacks the mimicry ability. 1d4 feathers are actually Quall’s feather tokens.

16

A spring bubbles up. The first creature who drinks from it has its age reduced by 1d12 years. Subsequent drinks age the drinker by 10d6 years.

17 A number of zombies equal to three times the PCs present claw their way

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up from the ground and attack. These zombies have twice the normal number of hit points.

18

A pool of molten lava rises to the surface and expands 10 feet each round to a maximum radius of 60 feet. Anyone caught in the lava receives 10d8 fire damage each round they are caught in it. The lava cools down and solidifies over a period of 24 hours.

19

Gasses rise from the ground and fill an area 60 feet in diameter. Everyone caught in the gas must make a Constitution saving throw or suffer a likely deleterious effect. Roll a d4: 1 The creature gains 1d8 hit points

permanently. 2 The creature loses 1d4 hit points

permanently. 3 The creature contracts lycanthropy

(DM’s choice as to which type) 4 The creature contracts sewer rot.

20

3d6 beasts of CR 1 or lower rise from the earth, one creature each round. Each one behaves in a random matter. Roll a d4: 1 The beast runs away at top speed.. 2 The beast follows your directions

for 24 hours, and then wanders off. 3 The beast attacks a nearby creature. 4 The creature acts normally.

21

A cloud of nearly-invisible gas flows up from the ground, forming a 40-foot cube and remains for 1 hour. If any spells are cast while in the cloud, it explodes into flames, inflicting 1d6 fire damage per level of the spell cast (1d4 damage is inflicted for a 1st-level spell) to all creatures in that area.

22

Two Bigby’s hands appear. One is a clenched fist; the other, a grasping hand. They attack one creature within 90 feet and remain until they are destroyed or ten minutes have passed.

23 Fast-growing tendrils reach up from the ground in a 30-foot radius. All creatures must make a DC 17 Dexterity

saving throw of be restrained (escape DC 15). The tendrils remain for 24 hours and then wither away.

24

A pit suddenly 20 feet in diameter and 10d10 feet deep suddenly appears under you. All creatures in that area fall, taking 1d6 bludgeoning damage for every 10 feet they fall.

25

A clone of the you will rise out of the ground. It is identical to you in every way. It is likely to want to remain with you for 1d4 weeks and then will break off and establish its own life. The DM should roll a d10. On a roll of 1-8, it fades away after 1d4+1 months. Otherwise, it continues indefinitely.

26

A magical earthquake occurs, centered on the place the bean was planted and travels outwards to a 500-foot radius. This spell is otherwise identical to the earthquake spell.

27 An (or perhaps the) apparatus of Kwalish appears, being operated by a slightly confused, unarmed hobgoblin.

28

A 20-foot-tall tree grows from the ground over the course of 1 minute. It bears 3d8 obviously magical fruits of various types. If a fruit is cut, crushed, or bitten into, it produces a random object worth 50 gp or less. The DM can choose the item or roll on the table presented for the robe of useful items. After 24 hours, or when all the fruit are picked, whichever is first, the tree becomes a normal, non-fruit-bearing tree such as an oak or aspen.

29

A powerful hailstone strikes the area to a radius of 100 feet. Each round that a creature ends its turn in that area, it must make a Dexterity saving throw. It takes 2d6 bludgeoning damage and 2d6 cold damage on a failed saving throw, or half as much on a successful one.

30 1d6 awakened shrubs grows out of the ground in 1 round and attack. They are

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covered with red berries, of which 4d6 are red garnets worth 100 gp each and 6d6 are worthless garnet-colored glass.

31 A hole 20 feet wide and 40 feet deep appear. In it is an angry purple worm and a ring of three wishes.

32

Dark, choking smoke billows up from the ground and covers an area with a radius of 60 feet. All creatures have heavy concealment while within this cloud of smoke. They must hold their breath; otherwise, they will begin to suffocate.

33

A wyvern springs out of the ground and attacks. It is identical to a normal wyvern, save its to-hit bonus for its stinger is +10.

34

A sphere of annihilation rises from the ground. If you attempt to control it and fail, it will begin to move towards you and will continue to do so for 1 hour, at a speed of 20 feet, no matter how you try to escape it.

35

A pool of crystal-clear water arises. The person who planted the bean may touch the water and cast the commune spell with it (save DC 17). The DM should roll a d6. On a roll of 1-4, the powers that be will answer the questions. On a roll of 5-6, the questioner will be attacked by 3 water weirds instead.

36 An arm holding a sword erupts from the ground. The sword is magical and of a type determined by the DM.

37

A meteor from space appears and strikes the ground 5 rounds later (you will be forewarned by a quickly-growing shadow on the ground). All creatures standing within 5 feet of the bean when the meteor strikes must make a DC 13 Dexterity saving throw. A creature takes 10d20 bludgeoning damage and 5d20 fire damage on a failed saving throw or half as much on a successful one. Creatures within 5 to 30 feet must

make a DC 13 Dexterity saving throw. A creature take 5d10 bludgeoning damage, or half as much on a successful one.

38

An avatar of death appears (use the statistics for the avatar of death from the skull entry of the deck of many things). It targets you and no other creature can affect the avatar.

39

1d6 awakened shrubs grows out of the ground in 1 round and attack. They are covered with red berries. 3d6 berries can be picked. When thrown (with a range of 20/50), they explode, doing 3d6 fire damage to the target.

40

A magical wall of thorns springs up in a 30-foot radius around the bean, trapping all within that area. It remains for 24 hours and then withers.

41

A beautiful, silvery-gray horse appears. This horse is capable of speech and is very well-spoken—it has Persuasion at +8. It will offer you a ride to any destination. The horse is a nightmare in disguise and will take the rider to the topmost layer of the Gray Waste of Hades.

42

An iron golem rises from the ground and attacks. In its forehead are three gemstones: a gem of brightness, a gem of seeing, and a gemstone worth 5,000 gp.

43

A powerful ancestral spirit appears and questions you about his or her actions. If the spirit feels that you have been true to your alignment, ideals, or vows, it will award you 5,000 XP. Otherwise, it will remove 5,000 XP.

44

A huge, gaudy fountain grows out of the earth. It is 20 feet high, made from richly carved marble, and decorated with leaping dolphins and nymphs holding water jars. It spurts pure water for 2d10 minutes before ceasing. 2d6 copper coins can be found in the basin. The fountain is permanent. It’s far too heavy to be moved but can be hooked up to some plumbing so it continues

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function as a fountain.

45 10d6 swarms of insects crawl out of the ground

46

The ground cracks open and an extradimensional creature steps out. Roll on the table under the entry for the iron flask to determine the type.

47 The area around the bean turns into a well of many words. It can be picked up and carried away.

48

A hostile earth elemental appears—and the elemental’s mind and your mind are switched. If either you or it is slain, the switch is permanent. Otherwise, it lasts for 24 hours.

49

A clockwork wyvern springs out of the ground. It has the attributes and abilities of a normal wyvern, save that it has AC 17, can breathe a 30-foot cone of frost (all creatures within that area must make a Dexterity saving throw; a creature takes 6d4 cold damage on a failed saving throw, or half as much on a successful one), and its gemstone eyes give it true seeing to 100 feet. If slain, its eyes retain those properties.

50 Sixteen vine blights crawl out from the ground and attack unrelentingly.

51

Brilliantly-colored flowers grow in the area within a 300-foot-radius of the bean. One minute after growing, they emit magical pollen: all creatures fall asleep and no saving throw is allowed, but creatures immune to unconsciousness or who have the Fey Ancestry trait are not affected. Sleeping creatures dream vividly. All players should describe their dreams in as much detail as possible, and then roll a d6. On a roll of 1-3, when the creature awakes, it will discover that it has been granted a wish based on its dream—the level of detail and the type of dream that was had determine what form the wish takes.

52 A young red dragon claws its way out of the ground and attacks. If slain and

the body butchered for parts, a large red ruby can be found directly in front of its heart. This ruby can be used exactly like a wand of fireballs.

53

A magical trebuchet appears. If you attune to it you can command it to shrink to a height of 1 inch. In addition, it aims itself automatically and it takes only one action to load it. It’s attack bonus is +7 and has a range of 500/1,500 feet. It can also be commanded to throw a delayed blast fireball that does 12d6 fire damage. Once that ability has been used, it cannot be used again until the following dawn.

54

A hemispherical chunk of ground 500 feet in diameter rises out of the ground, will slowly rise at a rate of 10 feet a round, to a maximum height of 300 feet. It will remain in the air indefinitely and will float on the winds.

55

Nothing seems to happen. If the bean is dug up again, it will have turned into a gold nugget worth 50 gp. Further investigation will reveal that the site can be turned into a successful gold mine.

56

Nothing appears to happen, but two invisible stalkers are summoned and will follow you. They will attempt to steal the bag of beans away—if you resist, they will attack.

57

A small house appears. Inside are 2d6 trolls who consider the house their home and dislike trespassers. If the house is carefully searched, a trapdoor in the floorboards leads to an extradimensional dungeon of the DM’s design.

58

A fortress like the one created by Daern’s instant fortress appears suddenly. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed

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save, or half as much on a successful one. You can command the fortress’ entrance to open or close, but the fortress can never be moved or shrunk to its cube form.

59

A huge tent (30 feet by 30 feet by 10 feet) appears, enclosing all creatures in the area inside. The tent is lavishly furnished with velvet pillows, golden lamps, porcelain vases, exotic tapestries, expensive incense, bottles of fine wine and bowls of rare fruits, etc. All creatures must make a DC 15 Wisdom saving throw or be affected by the Sympathy part of the antipathy/sympathy spell. If anything is removed from the tent, it turns into scraps of paper. A creature with the rogue class, however, may remove any number of items and they will remain intact. 1d4 days later, however, they will turn into scraps of paper as well.

60

4d6 laughing, bat-winged skulls spring from the ground and surround you. Their constant laughter interrupts sleep and is highly distracting—you must succeed on a DC 10 Constitution saving throw each time the you attempt to cast a spell or perform any action that requires concentration. The skulls do not attack but are extremely bothersome. They each have 10 hit points and are immune to all but one type of damage—each skull has a vulnerability to a different damage type, and it is not immediately obvious which type. After 2d4 days, the skulls fly away.

61

An unhatched dragon’s egg appears. It will hatch in 2d6 hours if kept warm. The type of dragon it becomes is completely random, but it will see you as its mother (at first, at least).

62 A wishing well appears. The first person who throws a coin in gets a wish. The next person who throws in

1,000 gp worth of coins and treasure gets a wish as well. Afterwards, it disappears.

63

A fissure, 2d10+5 feet long, 2d4+4 feet wide, and 1d4+1 miles deep appears. Unless the DM decides otherwise, there is absolutely nothing at the bottom. In 5d4 days, the fissure closes up again.

64

Mist rises from the ground and, a minute later, takes the form of a dragon made of clouds. It breathes a blast of scalding steam in a cone forty feet long. All creatures in that area must make a Dexterity saving throw, taking 6d6 fire damage on a failed saving throw, or half as much on a successful one. After it breathes, the dragon dissipates. The dragon is immune to all forms of damage except for lightning damage. If injured with lightning (even a single point of damage), it fades away—but will reappear behind you 1d4 hours later.

65

A rope grows out of the ground and reaches a height of 30 feet. This rope acts as a rope trick spell, except it lasts for 6 hours. At the end of that time, the rope collapses and turns into a rope of climbing.

66

A basilisk appears. It doesn’t turn creatures into stone. Rather, it ages them 5d10 years. After a minute of combat, if it’s still alive, the basilisk will wander away.

67

An umber hulk digs its way out of the ground and attacks. After a minute of combat, if it’s still alive, it will dig a new tunnel and leave. If it’s slain, it will change color and utter a prophecy. This prophecy will invariably come true.

68 A tavern appears. It’s staffed by unseen servants and all the food is a hero’s feast. The tavern vanishes after 3d4 days.

69 An insane gynosphinx appears. She

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will ask a simple children’s riddle and will attempt to devour anyone who can’t answer it.

70

A 100-foot by 100-foot pumpkin patch grows instantly, and the pumpkins immediate ripen, then over-ripen, and then all but 1d6 of them burst open, releasing a cloud of noxious gasses. Each creature that starts its turn inside the cloud must make a DC 13 Constitution saving throw or spend its action retching (creatures that don’t need to breathe or that are immune to poison are immune to this effect). The pumpkins that don’t explode develop into hostile scarecrows in two rounds.

71

The weather for 5 miles around becomes chaotic, changing rapidly and often dangerously over the next 24 hours.

72

A squirrel scampers along, digs up the bean, and eats it. Then it addresses you in the your native language and answers questions as if it had the skills Arcana, History, Nature, and Religion with a +10 proficiency bonus. If nobody asks the squirrel anything, it will offer them hints about the location of a magical treasure. 1 hour later, it becomes a perfectly normal squirrel, although from then on out it will follow you everywhere. If you later attempt to communicate with the squirrel by means of a speak with animals or similar spell, it will have none of its previous knowledge.

73

A sexy vampire appears the next night; its sex and general appearance depends on your interests. It carries a vorpal sword and a rope of entanglement. It isn’t bound to its coffin or grave dirt but is otherwise a normal vampire. It will stalk and then attempt to kill and turn you.

74 An ornate puzzle box appears in place of the bean. If dug up, it is worth 5,000 gp. If opened (a feat that requires a DC

16 Intelligence ability check), monsters will begin pouring out. Each creature will constitute an easy or medium encounter, but a new monster will appear at the rate of one each round for 10d10 rounds. The monsters are either neutral or evil in alignment but will not immediately attack unless provoked. The only way to stop it is to close the puzzle box, but doing so requires a DC 18 Strength saving throw. If you allows all of the monsters to leave the box unharmed, the last monster out will grant you a wish. The wish cannot undue the effects of the puzzle box.

75

Immediately after the bean is planted, a rumbling in the earth is heard, which will get louder and louder. Within a minute, a herd (3d10) of albino mammoths will appear. They will trample anything in their path but will only engage in combat if attacked.

76

An immovable, cage-like throne appears. A person who sits in the throne may choose to be transported to either the Ethereal or Astral plane—it’s a one-way trip. The throne can be used 10 times and then disappears.

77

A friendly but kleptomaniacal halfling rogue (thief archetype) appears. It can be easily talked into joining the party (and can even be used as a PC). Otherwise, it will wander off—having first stolen several items from the PCs.

78

The ground in a 60-foot radius turns into a bubbling, sticking, tar-like substance. The area becomes difficult terrain.

79

A giant oak tree grows. It has 10d10 acorns. The acorns are filled with different substances, which are always nonmagical and worth less than 100 gp. The substance can be anything: amber, jade, water, chocolate, a live bee, etc. Once it runs out of these acorns, it will grow normal acorns.

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80

A glowing silver harp appears in midair and begins to play. All creatures within 60 feet who can hear it must make a DC 17 or fall asleep for 1 hour.

81

A disembodied, fanged maw appears in the air, hovering 4 feet above the ground. Inside is a small extradimensional space. A creature that reaches inside must make a DC 16 Dexterity saving throw. On a success, the creature is able to snatch an item that is inside—a bag of gems, a small magical item, etc. On a failure, the mouth snaps shut, inflicting 3d8 piercing damage to that creature’s arm. Nonliving objects that are thrust into the maw are invariably bitten and may be snapped in half. The mouth vanishes in 1 minute.

82

A tombstone erupts from the ground. It has your name on it and a date of death for a month in the future. Until that date passes, you have disadvantage on saving throws against fear. On that day, you have disadvantage on all Death saving throws. If you survive that day, then you no longer save against fear at disadvantage.

83

You vanish. Divination will reveal that you are trapped inside the bean, as if caught by the minimus containment version of the spell imprisonment.

84

The bean transforms into a ball of soft, pastel light. It will float serenely towards you. If allowed to touch you, then you must make a DC 20 Charisma saving throw. On a success, nothing happens. If the saving throw fails, all of your belongings turn into nonmagical glass, but your lowest ability score increases by 1.

85

An area 30 yards in radius around the bean turns into a sand pit. All creatures must make a DC 15 Dexterity saving throw or be pulled down into its

center. The DM should roll a d6 to determine what lies in wait: 1-2 A hungry adult blue dragon. 3-4 The entrance to an underground

cavern. 5-6 A portal to another plane of

existence; this portal remains open for 24 hours.

86

Poison gas seeps slowly out of the ground. All creatures within 30 feet of the bean must make a DC 13 Constitution saving throw or take 3d10 poison damage and be poisoned for 1 hour. The area around the bean becomes 2d4 doses of dust of sneezing and choking.

87 The DM’s favorite dinosaur grows out of the ground and wreaks havoc.

88

A huge eyeball, 1 foot in diameter, rises from the ground and floats 6 feet in the air. Any creature that can see the eye and starts its turn within 30 feet of it must make a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn into a statue and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The affected creature does not turn into stone. Instead, the DM should roll a d8 to determine the substance:

1 Glass 5 Lead 2 Gold 6 Salt 3 Ice 7 Wax 4 Iron 8 Wood

89

The bean turns into a purplish-black gemstone, shoots up from the ground, and imbeds itself in your forehead (causing 1 point of bludgeoning damage). Thereafter, whenever you are injured, the gemstone will glow and one charge will be drained from a

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magic item within 30 feet each round that the planter is injured. Each charge drained heals you of 1d12 damage, until you are at full health. You cannot control this power at all.

90

Smoke billows up from the ground and covers an area with a radius of 60 feet. All creatures in the smoke cloud must make a DC 13 Constitution saving throw or be blinded for as long as they remain in the cloud and for 1 minute afterwards.

91 Absolutely nothing happens. Nothing at all.

92

The bean explodes in 1 minute. All creatures within 60 feet must make a Dexterity saving throw. A creature takes 5d6 bludgeoning damage, 5d6 thunder damage, and 5d6 fire damage on a failed saving throw, or half as much on a successful one.

93

A wall of stone appears—500 feet in the air. It takes several rounds to fall. All creatures underneath it must make a DC 13 Dexterity saving throw. A creature takes 10d12 bludgeoning damage on failed saving throw, but none on successful one, as it takes long enough to fall that nearly everyone can notice it in time.

94

A stone pillar 30 feet in radius grows out of the ground and rises 100 feet into the air, taking all creatures in the area with it. The stone vanishes 1 hour later, dumping anyone still on it to the ground.

95

A shrine, covered in horrible demonic images, grows out of the ground. It demands sacrifice. If someone offers it money, goods, or blood, it will cause a magical weapon to appear at that creature’s feet. If a magical item is offered, it will grant that creature a wish. If nothing is offered, it drains two points from your highest attribute.

96 1d6 creature within 60 feet are struck by the enlarge/reduce spell. Half with

grow; the other half will shrink. This change is permanent until countered magically.

97 A perfectly ordinary riding horse appears. It will only allow you to ride it.

98

A storm made of sheets of roaring flame appears in a 30-foot radius. All creatures in that area must make a Dexterity saving throw. A creature takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

99

A rolled-up tapestry appears. Its intricate weaving reveals a fairly accurate map to an ancient, undiscovered dungeon, temple, or castle, as well as a partial map of that place. The dungeon is guaranteed to have a great deal of treasure, although it will also have plenty of guardians as well. Hidden in the map is a symbol of death.

100

A hostile oni appears. It has a powerful magical glaive and a unique ability that allows it to use any spell that is cast upon it; it still suffers the effects of that spell, however.

Bag of Bones Wondrous item, very rare or legendary (requires attunement by a cleric, warlock, or necromancer)

This bag contains a number of tiny bones. ♦ Type I (Very Rare). If the bones are scattered on a battlefield (defined as having at least 100 total combatants) in the full heat of battle and a command word is spoken, eighty skeletons grow out of the bones. These skeletons are completely loyal to you and follow your directions perfectly. The skeletons remain until either sunset (if they

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were released during the day) or dawn (if they were released at night). Once you use this item, it cannot be used again. ♦ Type II (Legendary). Legendary bags of bones grow new bones and can be used again after 7 days have passed.

Bag of Holding (Variant) Some types of bags of holding can hold more or less than others:

d20 Weight Capacity Rarity 1-3 50 pounds common 4-6 100 pounds uncommon

7-16 500 pounds uncommon 17-18 1,000 pounds rare

19 1,500 pounds very rare 20 2,000 pounds legendary

Bag of Seeds Wondrous item, rare (requires attunement by a druid or cleric of the Nature domain)

You may reach into this small green leather bag and withdraw a seed. If you plant this seed, it grows into a mature tree or other plant in the space of a minute. You may draw a number of seeds equal to 6 plus your Wisdom modifier. 50% of the time, what grows is a fruit or nut tree, berry bush, grape vine, etc.. The rest of the time, it’s a plant that does not produce edible parts, although it might be useful in other circumstances. You have no control over what sort of tree grows. If the resultant tree is not suited for the environment in which it was grown, it will slowly die over the course of several months unless carefully tended.

Bag of Many Bags Wondrous item, uncommon

This appears to be a normal cloth sack and functions as such (holding roughly 40 pounds worth of goods, although some hold as few as 20 and as many as 100 pounds). However, on command, it can change to any sort of container you tell it to, including a backpack, bucket, vial, belt pouch, and so on. Its carrying capacity doesn’t change.

Bag of Misplacing Wondrous item, very rare

This item is not cursed so much as unlucky. Anything put in it is likely to be misplaced—there’s only a 50% chance that you will be able to find that item again. Instead, you will pull out something else entirely. This object will not likely be useful at that particular moment in time, although it might prove to be very useful later. Since many of these bags are quite old, they often have many things in them that are quite interesting. You cannot pull anything out of the bag until you have placed something inside it.

Bag of Plenty Wondrous item, very rare

If you place 3 coins of the same value inside this small belt pouch and leave it undisturbed for 24 hours, the pouch will change them into the next higher value: copper pieces become silver pieces, and so on. Platinum pieces are not changed.

Bag of Returning Wondrous item, very rare

This small bag contains one copper, silver, electrum, gold, and platinum piece. Whenever one of these coins is spent, it

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returns to the bag the next dawn. This bag will only return that particular coin, no matter how many other coins are placed inside and spent.

Bag of Wind Wondrous item, very rare

You may use your action to open this drawstring bag. By doing so, you release the wind trapped within. Once that ability has been used, it cannot be used again until the following dawn. There are four types of bags: ♦ Bag of Boreas. This bag releases a blast of freezing wind in a line 30 feet long and 5 feet wide. All creatures in the area must make a 15 Constitution saving throw. A creature takes 5d6 cold damage on a failed saving throw, or half as much on a successful one. In addition, the creature must make a DC 15 Strength saving throw or be knocked prone. ♦ Bag of Euros. This bag releases a puff of warm air in a 30-foot radius sphere. All creatures in this area must make a DC 15 Constitution saving throw or have their speed reduced by 10 feet and be at disadvantage to all saving throws to avoid being charmed. ♦ Bag of Notus. This bag releases a blast of scalding air in a line 30 feet long and 5 feet wide. All creatures in the area must make a 15 Constitution saving throw. A creature takes 5d6 fire damage on a failed saving throw, or half as much on a successful one. In addition, the creature must make a DC 15 Strength saving throw or be knocked prone. ♦ Bag of Zephynrus. A gentle breeze wafts forth from this bag in a 30-foot sphere. All creatures in that area regain 2d8 hit points, and for the next minute, their speed increases by 10 feet.

Bagpipes of Confusion Wondrous item, rare (requires attunement by a bard)

When you play these bagpipes, all creatures within 60 feet of you who can hear you must make a DC 17 Wisdom saving throw or become confused, as per the confusion spell, for as long as you continue to play and for 1 minute afterwards. Once you use this ability, you can’t use it again until the following dawn.

Bagpipes of Fear Wondrous item, rare (requires attunement by a bard)

When you play these bagpipes, all creatures within 100 feet of you must make a DC 13 Wisdom saving throw or be frightened of you for 1 minute.

Balances of Conversion Wondrous item, uncommon

This set of scales will convert any coins placed in its left-hand tray into a gem of equivalent value, which appears in its right hand tray, and any gemstone placed in its right-hand tray will be converted into coins, which appear in its left-hand scale. The tray can hold up to 1,000 gp, if the coins are placed in a bag. Gemstones created by this item are of high-quality but are only worth half as much as usual when used for spellcasting purposes.

Balances of Power Wondrous item, legendary

If you place a gemstone worth at least 1,000 gp in the right-hand tray of these scales, it will disappear and one of your attributes is

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raised by +2. You may choose which attribute you wish to raise—if you don’t, one attribute at random will be chosen. The attribute returns to normal in 24 hours, but you don’t get your gemstone back.

Ball of Endless String Wondrous item, uncommon

This is a 4-inch-diameter ball of variegated woolen yarn. No matter how much is used, it never runs out.

Bands of the Beast Wondrous item, rare (requires attunement)

These metal bands are worn around the wrists or anklets. ♦ Bands of the Serpent. While wearing these bands, you have advantage on saving throws against poison, and can communicate to any form of reptilian beast, monstrosity, dragon, or humanoid through telepathy (range 30 feet). In addition, you can transform into a giant constrictor snake. Once you transform into a snake, you cannot use this ability again until the following dawn. ♦ Bands of the Arachnid. While wearing these bands, you have advantage on saving throws against poison, and can communicate to any form of spider-like beast, monstrosity, or humanoid through telepathy (range 30 feet), including drow. In addition, you can transform into a giant wolf spider. Once you transform into a spider, you cannot use this ability again until the following dawn.

Banner of Ferocity Wondrous item, rare

Used in times of war, all allied troops within 300 feet who are aware of the banner have advantage on all saving throws against being

charmed or frightened. Should the banner’s bearer be slain, the banner fades away and the benefits are lost.

Banner of Renown Wondrous item, legendary

Used in times of war, all allied troops within 300 feet who are aware of the banner get +2 to all attack and damage rolls. Should the banner’s bearer be slain, the banner fades away and the benefits are lost.

Banner of Terror Wondrous item, very rare

Used in times of war, all enemy troops within 300 feet who are aware of the banner must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, ending the effect on a success. Should the banner’s bearer be slain, the banner fades away and the benefits are lost.

Barding +1, +2, or +3 Armor (barding), rare (+1), very rare (+2), or legendary (+3)

Much like armor made for humanoids, horses (and horse-like creatures) can use this magical armor. The bonus is determined by its rarity.

Barding of Easy Travel Armor (barding), rare or very rare

This is a miniature suit of horse barding. ♦ Type I (Rare). When placed on the ground and the command word spoken, it turns into a riding horse, complete with tack (but not with barding) for a maximum of 12

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hours. Once you use this ability, you cannot use it until the following dawn. ♦ Type II (Very Rare). This turns into something other than a horse. The creature will allow you to ride it and will even fight for you. Roll a d20 to determine what sort of creature it becomes.

d20 Creature d20 Creature 1 Cave bear 11 Hippogriff 2 Chimera 12 Mammoth 3 Elephant 13 Manticore 4 Giant boar 14 Owlbear 5 Giant eagle 15 Pegasus 6 Giant goat 16 Triceratops 7 Giant scorpion 17 Unicorn 8 Giant spider 18 Winter wolf 9 Gorgon 19 Worg

10 Griffon 20 Wyvern

Barding of Flight Armor (barding), very rare

When worn by a horse or other equine, this leather barding transforms into a pair of bat-like wings. It grants the mount a flying speed of 60 and can be used for a maximum of 6 hours. Once that ability has been used, it cannot be used again until the following dawn. For every two hours of flight, the horse takes 1 level of exhaustion.

Barding of Silence Armor (barding), uncommon

When worn by a horse or other equine, neither that creature nor its rider can make any sounds. The rider may speak softly or cast spells but other sounds are immediately silenced.

Basin of the Angel Wondrous item, legendary

This bowl is made of silver and inscribed with hundreds of interwoven holy symbols. It is about 5 feet wide and two feet high, and rising from the center is a golden statuette of an angel, with back and wings arched and arms held high, holding a crystal vial from which water endlessly pours but never fully fills the basin. If the basin is properly installed inside of a temple to a good-aligned god, good-aligned creatures within 30 feet of the basin gain advantage on all saving throws. If such a creature drinks from the basin, it heals 3d10 hit points and removes one condition from which that creature is suffering. This water loses its power if it is bottled. It can only heal a creature once until that creature has taken a long rest. While installed, the basin radiates protection from good and evil, which protects against fiends and undead. All evil creatures who see it must make a DC 15 Wisdom saving throw or be frightened for 1 minute, and any evil being that touches the basin takes 3d10 radiant damage and must make a DC 18 Wisdom saving throw or be teleported three miles away in a random direction. This basin has no effect on neutral creatures. Finally, should the temple be in truly great danger and need, such as when facing its greatest enemy within history, a solar will appear and defend the temple. This effect only happens once.

Battle Cloak Wondrous item, rare (requires attunement)

While wearing this cloak, you may use your reaction to parry one melee weapon attack, one parry each of your turns. You may roll 1d8 + your Dexterity modifier and subtract

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that amount from the damage you take. In additional, roll a d20. On a roll of 20, you have entangled that opponent’s melee weapon and snatched it out of their hands. You may also speak a command word while you are holding (but not wearing) the cloak. This transforms the cloak into a magical cudgel made of force that does 1d8 + your Strength modifier in bludgeoning damage. Once you use this ability, you can’t use it again until the following dawn.

Battle Star Weapon (morningstar), legendary (requires attunement by a dwarf)

This large morningstar creates a bright flash of “starfire” when it strikes. The target must make a DC 13 Constitution saving throw or be blinded until the end of its next turn. Furthermore, all magical items and magical symbols, marks, wards, or glyphs within 10 feet of the target will glow for 1 round. In addition, the battle star does +2 damage to constructs. While wielding this weapon, you are immune to being restrained and have advantage on all saving throws against being charmed or frightened

Beady Eye Wondrous item, rare

This large bead turns into an arcane eye on command. The arcane eye may remain in existence for up to 1 hour each day. Once it has been deactivated, you cannot call it up again until the following day. You can deactivate it out early for use at a later time. Deduct the time it was activated in increments of 5 minutes from its daily use time.

Bell of Alarm Wondrous item, rare

This large bell (which weighs 100 pounds) will ring loudly when any creature comes within 60 feet until commanded to stop. When setting it to ring, you may declare up to ten people (including yourself) who are to be ignored by the bell.

Bell of Doom Wondrous item, legendary

Similar to the bell of alarm, this large bell (which weighs 1 ton) will ring loudly when any creature comes within 90 feet until commanded to stop. When setting it to ring, you may declare up to ten people (including yourself) who are to be ignored by the bell. However, each round that it rings, one oni will appear, ready to fight any intruders, each round. Up to 10 oni will be summoned. If they slay the intruders, they will disappear. If slain, both they and their equipment disappear as well.

Bell of Freedom Wondrous item, rare

This bell has 9 charges and regains 1d8+1 expended charges each day at dawn. When rung, all nonmagical locks within 30 feet of it open. This does not automatically open magical locks.

Bell of Protection Wondrous item, legendary

This is a very large temple bell, weighing 400 pounds. When rung by a priest, it produces a loud, echoing tone that creates a barrier to unnatural creatures 300 feet in radius. All undead and fiends that attempt to come closer must make a DC 17 Charisma saving

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throw. On a success, they are able to approach, but take 2d10 psychic damage in the process. The bell rings continuously.

Belt of the Lions Wondrous item, rare (requires attunement)

While wearing this belt, you may speak to any sort of feline as though you shared a language, you take half-damage from falls, and you gain darkvision out to 60 feet.

Belt of Many Pouches Wondrous item, uncommon (requires attunement)

This belt has eight small pouches, each of which contains eight additional small pouches, each right behind the others. Despite their small size, each pouch can carry up to 10 pounds worth of materials. No matter how much it carries, it never weighs more than 10 pounds.

Black Bow Weapon (longbow or shortbow), legendary (requires attunement)

This bow automatically strikes your target, provided you can see it and it is within 1 mile. You may use magical or mundane means to see a target that far away. The arrow inflicts an additional 2d8 necrotic damage with each blow. Curse. This bow is cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the bow, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. This bow is powered by your life force. Each time you hit a target, roll a d8. Your hit point total is reduced by that number. If your

hit point total is reduced to 0, you die. Your total can only be restored to normal after you have been divested of this bow. You do not suffer any pain or weakness due to this reduction, so you may not immediately realize you are becoming weaker.

Black Candle Wondrous item, legendary (requires attunement)

The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. Every minute that this candle burns allows you to cast bestow curse (spell save DC 17) as if with a 5th-level spell slot (duration of 8 hours). The creature on whom you are placing the curse must be within 1 mile.

Black Mace Weapon (mace or maul), legendary (requires attunement)

This is a mace +2 that, while being carried, renders you invisible to undead and fey. In addition, if you strike an undead with it, it must make a DC 13 Wisdom saving throw or become frightened for 1 minute.

Black Pearl Wondrous item, legendary (requires attunement by a spellcaster)

This large black pearl grants you 6 additional spell slots to use each day. You may decide if you want to be able to cast one additional 6th-level spell, one 4th-level and one 2nd-level, and so on.

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Black Sickle Weapon (sickle or scythe), very rare (requires attunement)

This sickle +1 automatically kills any mundane plant it strikes and all others within a 30-foot radius. If used against a creature of the plant type, it inflicts an additional 3d6 necrotic damage and that creature must make a DC 15 Wisdom saving throw or become frightened of you. Scythe: Simple melee weapon. Cost: 2 gp. Damage: 1d10 slashing. Weight: 5 lbs. Properties: heavy, two-handed. Druids and warlocks are proficient in scythes.

Blackflame Dagger Weapon (dagger), very rare (requires attunement)

If you thrust the blade of this dagger into any fire of Medium-size or smaller, it will instantly extinguish that fire, absorbing the flames into the blade itself. If you thrust it into a larger flame, then a medium-sized area of fire will be extinguished, but will reignite 1 minute later. While holding this dagger, you are resistant to nonmagical fire. This has no special affect on fire elementals and other creatures made of fire. You may channel the absorbed flame into a gout of fire, which forms a 30-foot cone. All creatures in that area must make a 13 Dexterity saving throw. A creature takes 6d6 fire damage on a failed saving throw, or half as much on a successful one. Once you use this ability, you can’t use it again until the following dawn.

Blade of Quickness Weapon (any dagger, sword, or axe), rare (requires attunement)

While this weapon is attuned to you and you are holding it, you have advantage on initiative rolls.

Blackstaff Staff, legendary (requires attunement by a cleric or warlock)

This staff is made of black wood and bound with silver bands and carved with eldritch runes. It can be used as a quarterstaff +1. This staff has 8 charges and regains 1d6 charges each day at dawn. The spell constantly has an aura of protection from evil and good that protects you from celestials and fey. You may use your action to expend a charge to do any of the following. Spells. You may cast inflict wounds (1 charge), harm (4 charges), fireball (2 charges), or finger of death (6 charges). Summoning. You may expend 3 charges to summon 1d6+1 flaming skulls or 1 invisible stalker. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Blanket of Devouring Wondrous item, rare

This is a blanket 6 feet wide, made of comfortable, fluffy cloth. Curse. This item is cursed. 1 minute after being used to wrap or cover a creature, it will develop dozens of tiny mouths. The creature will suffer 1d10 piercing damage at the beginning of each of its turns. This item cannot be removed until a remove curse spell is cast.

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Bloodsword Weapon (longsword), very rare (requires attunement)

This is an elegantly crafted longsword +2. When used against any living creature that has blood (beast, dragon, giant, humanoid, or monstrosity), it does an additional 2d6 necrotic damage. Curse. This sword is cursed and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. This sword cannot be sheathed until it has drawn blood. Killing or wounding any creature other than a beast, dragon, giant, humanoid, or monstrosity does not slake its thirst. In addition, until you have drawn blood, the blade will prevent you from sleeping. You must cause at least 10 hit points of damage from the blade itself (not from the additional necrotic damage) before the blade is satisfied.

Bolas of Sunlight Weapon (bola), uncommon

When thrown, these bolas produce a burst of brilliant light. The target takes 3d6 radiant damage and must make a DC 15 Constitution saving throw or be blinded for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, ending the effect on a success. A creature that is caught in the bolas may attempt to escape with a DC 15 Strength check or by cutting the leather cords (AC 15, 10 hp). Boleadoro: Martial ranged weapon. Cost: 1 gp. Damage: none. Weight: 1 lb. Properties: Special, thrown (range 30/50), light. A Large

or smaller creature hit by bolas has its legs restrained until it is freed. A bola has no effect on creatures that are formless or of Huge or Gargantuan size. A creature can use its action to make a DC 10 Strength check, freeing itself, or another creature within its reach on a success. Dealing 3 slashing damage to the bola’s leather cord (AC 11) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a bola, you can make only one attack regardless of the number of attacks you can normally make. Bards, druids, rogues, sorcerers, and warlocks are proficient in boleadoros.

Bone of Animation Wondrous item, rare

When you say the command word, this small, human bone turns into a skeleton with 36 hp and AC 15, but otherwise identical to a normal animated skeleton. You cannot communicate with it by using the speak with dead spell, but it will follow your simple orders. If you give it a weapon, it can fight for you. After one hour, or if turned, slain, or on your command, it reverts back into bone form. Once it reverts back, it cannot be used again until the following dawn.

Bone Ring Ring, very rare (requires attunement)

Carved from human bone, this ring provides immunity to hit point and attribute reduction, and resistance to necrotic damage.

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Bonewand Wand, legendary (requires attunement by a cleric, sorcerer, warlock, or wizard)

This wand has 7 charges and regains 1d4+3 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. You may use your action to expend a charge and fire a 60-foot cone of razor-sharp bone shards. All creatures in that area must make a DC 15 Dexterity saving throw. A creature takes 6d6 necrotic damage on a failed saving throw, and half as much on a successful one. If a creature dies from the damage inflicted by this wand, it rises 1d4 rounds later as a wight. This wight is charmed by you for 24 hours. If, before that time is up, you touch the wight with the wand and expend 3 charges, it will remain charmed by you indefinitely. However, if you or your allies harm it, it may make a DC 13 Wisdom saving throw to break free of the charm; at that point, it will turn on you.

Boots of Attraction Wondrous item, rare (requires attunement)

These boots act in all ways as boots of tracks (q.v.). Curse. These boots are cursed. Once you are attuned to them, you cannot remove them until a remove curse spell has been cast on them. If the DM uses random monster encounters, the chances of an encountering happening to you increase; an encounter will occur on a roll of 16 or higher on a d20. Monsters in planned encounters will attack you first.

Boots of Balance Wondrous item, uncommon (requires attunement)

While wearing these boots, you have advantage on all Dexterity (Acrobatics) rolls.

Boots of Cloudwalking Wondrous item, very rare (requires attunement)

While wearing these boots, your walking speed is increased to 50 feet. In addition, if there is a storm or other very dense cloud cover, you may activate this item and make a tremendous leap, jumping on top of the clouds. You may then walk across the clouds at a speed of 100 feet for up to 3 hours. You will be warned when your time is about to end, and will be able to make another tremendous leap to the ground. Once you use this ability, you can’t use it again until the following dawn.

Boots of Tracks Wondrous item, uncommon (requires attunement)

While wearing these boots, you can command them to leave tracks identical to those left by any other creature. You may choose which creature you will emulate; it must be no more than one size larger or smaller than you.

Bottle of Fireflies Wondrous item, uncommon

This bottle looks empty. However, if you pour a serving of wine into it, the wine is immediately consumed and dozens of tiny lights begin to glow, winking in and out as if they were fireflies. It will shed bright light in a radius of 1 to 60 feet, and dim light in an equal distance, and you may change the

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color and radius of the light as you wish. This functions for 1 hour for every serving of wine you pour into the bottle.

Bottle of Trapping Wondrous item, legendary

Whole holding this bottle, you may cast imprisonment (minimum containment), targeting one creature of Large size or smaller within 30 feet. That creature must make a DC 15 Strength check or be sucked into the bottle. Only one creature may be trapped in the bottle at a time. You may release the creature by using a bonus action. The bottle is as breakable as any other glass bottle, but cannot be broken from the inside. Once that ability has been used, successfully or not, it cannot be used again until the following dawn.

Bow of Doubling Weapon (bow), very rare (requires attunement)

When you fire a nonmagical arrow from this bow, it automatically duplicates that arrow. You only make one attack roll, but at advantage. If you hit, you do double damage.

Bow of Marksmanship Weapon (bow), uncommon (requires attunement)

This bow gives you advantage on any roll to hit an inanimate object (including constructs and undead) and to create trick shots.

Box of Delightful Transports Wondrous item, uncommon, rare, or very rare

These boxes come in pairs. If any non-living, non-magical item is placed inside one of the boxes, it will instantly teleport to the other box, regardless of distance. Both boxes must

be on the same plane. Multiple items can be placed in box at the same time. For each item, the DM should roll a d20. On a 1, the teleportation went wrong and the object wound up some random location up to 100 miles from the destination. You may use your action to expend a charge in order to use one of these boxes. Each box in the pair has 3 charges and regains 1d3 expended charges each day at dawn. ♦ Type I (Uncommon). These boxes are 6-inch cubes. ♦ Type II (Rare). These boxes are 1-foot cubes. ♦ Type II (Very Rare). These boxes are 3-foot cubes.

Box of Preservation Wondrous item, uncommon or legendary

Anything placed inside the box is magically preserved in exactly the same condition as when it was placed inside it, indefinitely. The object must be non-living or inanimate for the box to work on it. ♦ Type I (Uncommon). These boxes are the size of a breadbox (1 foot × 6 inches × 6 inches). ♦ Type II (Legendary). These boxes are 8 feet × 4 feet × 3 feet.

Bracelet of Charms Wondrous item, very rare (requires attunement by a fighter)

This sturdy, gold-linked chain can be used to hold weapons. If you slide the bracelet around a melee or missile weapon of any kind (including magical weapons) and speak the command word, the weapon disappears and a small gold charm, resembling that weapon, appears on the bracelet. A missile

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weapon and a quiver holding that weapon’s ammunition counts as a single weapon. The bracelet may hold up to four weapons. At any time, you may use a bonus action to command the bracelet to turn one of the charms back into a weapon. This weapon will then appear in your hand. A weapon may be turned into a charm, be retrieved from charm form, and returned to charm form once again, and then cannot be retrieved again until the following dawn.

Bracelet of Beastly Command Wondrous item, uncommon (requires attunement)

While wearing this bracelet, you may cast dominate beast, with a duration of 1 hour, on one particular type of beast or monstrosity that you can see within 60 feet. That creature may make a DC 13 Wisdom saving throw to resist. Once you use this ability, you can’t use it again until the following dawn. Roll a d6 to determine what sort of creature the bracelet controls. Hybrid creatures (such as griffons) are vulnerable to these bracelets as long as at least a significant part of them is of the bracelet’s type.

d6 Creature Type 1 Reptilian (includes dinosaurs) 2 Avian 3 Arthropod 4 Amphibian 5 Mammalian 6 Piscine

Bracers of Attraction Wondrous item, very rare (requires attunement)

These bracers give you +2 to your AC. Curse. These bracers are cursed. Becoming attuned to it extends the curse to

you. As long as you remain cursed, you cannot remove the bracers until a remove curse is cast on them. When you wear these bracers, your wrists are drawn together as if they were magnetized. At the beginning of each of your turns, you may attempt to make a DC 18 Strength saving throw to wrest your arms apart. If successful, you may use your arms normally for 1d4 rounds, after which they will clamp together again. All tasks you perform while your wrists are bound in this way are at disadvantage.

Bracers of Blasting Wondrous item, very rare (requires attunement)

While wearing these bracers, you may slam them together and create a 60-foot cone of sound. All creatures within that area must make a Constitution saving throw. A creature takes 5d10 thunder damage on a failed saving throw, or half as much on a successful one. Regardless of whether or not the save succeeded, all creatures within range are deafened for 1 minute. This does double damage to all nonmagical inanimate objects and buildings.

Bracers of Brachiating Wondrous item, uncommon (requires attunement)

While wearing these wrist bands, you have a climbing speed of 40 feet, and may move through trees and by using vines and ropes as if they were normal terrain.

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Bracers of Defense (Variant) Wondrous item, very rare or legendary (requires attunement)

♦ Type I (Very Rare). These grant a +3 bonus to AC if you are wearing no armor and using no shield. ♦ Type II (Legendary). These grant a +5 bonus to AC if you are wearing no armor and using no shield.

Bracers of Defenselessness Wondrous item, rare (requires attunement)

These appear to be, and act as, bracers of defense. As with those items, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Curse. These bracers are cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you cannot remove the bracers until a remove curse is cast on them. When in combat with a dangerous enemy—a creature that constitutes a medium, hard, or deadly encounter difficulty—the bracer’s curse takes effect and your AC becomes 8 + your Dexterity modifier.

Bracers of Deflection Wondrous item, legendary (requires attunement by a fighter)

These bracers grant you +2 to your AC, even if you already wearing armor or a shield. In addition, if you attempt to parry a successful strike, you do not need to expend a superiority die.

Bracers of the Merfolk Wondrous item, uncommon (requires attunement)

While wearing these bracers, you gain a swim speed of 30 feet and can breathe water as easily as air.

Brazen Bottle Wondrous item, very rare

This bottle is made of bronze and shaped like a Klein bottle. When uncorked and the command word spoken you may compel a fiend or elemental to enter the bottle. You must make a DC 20 Charisma (Persuasion) check to convince it to enter the bottle. If you are successful, the creature enters the bottle and is trapped. A brazen bottle may only hold one such creature at a time. If the bottle is found unattended, such as in a dungeon, there is a 50% chance that it contains such a creature. The creature may be so relieved to be freed that it might offer you its services for a brief time, or it might be so enraged that it attacks. A spell such as detect magic will not reveal whether the bottle is occupied or not. If the creature inside the bottle is a fiend, it will register as evil to a detect evil and good spell. A legend lore will discuss the creature trapped within, but if the creature has a distinct personality and identity (such as a powerful fiend or a genie as opposed to something like a run-of-the-mill elemental or an imp) it is far more likely to talk about that creature’s history than its actual species.

Bridle of Calm Wondrous item, uncommon

While wearing this bridle, the animal is immune to any magical or mundane attempt to frighten or charm it.

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Bridle of Plane Shifting Wondrous item, very rare

Each one of these bridles is linked to a particular plane, usually indicated by a small stamp in the leather. When placed on a horse, the stamp is touched, and the horse is urged to begin running, the bridle will transport you and the horse to the plane to which the bridle is linked. There is no guarantee that the destination will be safe. The GM should roll on the following table or choose the bridle’s destination.

d100 Plane 01-04 The Feywild 05-08 The Shadowfell 09-12 The Ethereal Plane 13-16 The Astral Plane 17-20 The Elemental Plane of Air 21-24 The Elemental Plane of Earth 24-28 The Elemental Plane of Fire 29-32 The Elemental Plane of Water 33-36 The Blessed Fields of Elysium 37-40 The Clockwork Nirvana of Mechanus 41-44 The Ever-Changing Chaos of Limbo 45-48 The Gray Waste of Hades 49-52 The Heroic Domains of Ysgard 53-56 The Infinite Battlefield of Acheron 57-60 The Infinite Layers of the Abyss 61-64 The Nine Hells of Baator 65-68 The Olympic Glades of Arborea 69-72 The Peaceable Kingdoms of Arcadia

73-76 The Seven Heavens of Mount Celestia

77-80 The Tarterian Depths of Carceri 81-84 The Twin Paradises of Bytopia 85-88 The Wilderness of The Beastlands

89-92 The Windswept Depths of Pandemonium

93-96 The Outlands or the City of Sigil 97-00 The Far Realm

Bringer of Doom Wondrous item, legendary

This is a small black box with a red gem set in the top. If the gem is pressed, the box explodes in a blinding flash of power and destruction. Everything within 100 feet of the box, including the creature that pressed the gem, takes 20d12 force damage. The box vanishes and reforms elsewhere. The explosion rips open a one-way rift to the Gray Waste of Hades, from which 10d10×10 hordlings emerge. In addition, there is also a chance that another, more powerful being will come through as well. The attributes for hordlings are listed in the appendix.

Buckle of Lockpicks Wondrous item, uncommon (requires attunement by a rogue)

When attached to a belt, this buckle can hold a set of thieves’ tools. In addition, while wearing this buckle, you have advantage while using those tools.

Buckle of Weaponry Wondrous item, rare (requires attunement by a fighter or ranger)

When attached to a belt, you can say a command word and one weapon you are carrying shrinks to 2 inches and can be stored in a secret compartment in the belt. Up to 5 shrunken weapons may be stored in the buckle. A weapon may be stored in the buckle, retrieved from it, and returned once more, and then cannot be retrieved again until the following dawn.

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∆ C ∆

Caduceus Staff Staff, uncommon (requires attunement by a cleric)

This staff, which has carvings of feathered lines and coiling serpents, has 5 charges and regains 1d4+1 charges each day at dawn. You may use your action to expend a charge and cast cure wounds at 1st level. You may expend multiple charges to cast this at a higher level. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Camouflaging Tent Wondrous item, uncommon

This tent automatically changes its colors to blend in with its surroundings. Any creature looking for it has disadvantage on any roll to do so.

Candle of Everburning Wondrous item, common

Once lit, this candle burns continuously for 24 hours until you command it to be extinguished. Nothing else, including full immersion in water, will extinguish the flame.

Candle of Exploding Wondrous item, uncommon

When lit, this candle burns normally for 1 minute, and then explodes. All creatures within 60 feet must make a DC 15 Dexterity

saving throw. A creature takes 4d6 fire damage on a failed saving throw, or half as much on a successful one.

Candle of Protection Wondrous item, uncommon (requires attunement)

The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. The candle produces the protection from evil and good spell with a radius of 10 feet.

Cane of Armament Wondrous item, very rare (requires attunement by a fighter or paladin)

This item looks like a normal cane, but when a command word is spoken, it turns into a greatsword +1. A second command can turn it back into a cane.

Canteen of Coolness Wondrous item, common

This item holds one quart of any liquid at 40° Fahrenheit.

Cap of Healing Wondrous item, rare (requires attunement by a priest of the Life domain)

When wearing this item, you heal double the normal number of hit points when casting cure wounds or healing word.

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Cap of Sleep Wondrous item, legendary

When a creature dons this cap, that creature must make a DC 17 Wisdom saving throw. On a failure, the creature falls asleep permanently, as per the slumber variant of the imprisonment spell. This can only be undone by a dispel magic or wish. Removing the cap does not dispel the curse.

Cape of Disguise Wondrous item, uncommon

While wearing this item, you may cast disguise self or alter self as an action. When you use one of these abilities, that ability cannot be used again until the next dawn.

Cape of the Hornet Wondrous item, legendary (requires attunement)

This cape grants you several powers while wearing it. Your AC increases by +2 when you are attacked by a missile weapon, and you gain a flying speed of 100 feet. Each round, you may fire up to 3 magical “stings.” You are considered proficient in these stings. The stings have a range of 15/30 and on a hit, do 1d4 force damage each. Finally, you can cast invisibility on yourself for up to 1 hour a day. You can choose to become visible early and save your remaining time for later. Deduct the time you remained invisible in increments of 1 minute from the invisibility duration.

Cape of Shadows Wondrous item, very rare

While wearing this cape, you have advantage on all Stealth checks while in dim light or in darkness; you can take the Hide action as a bonus action while in dim light or

in darkness; and you may cast dimension door, although your starting and destination locations must both be in shadows. Once dimension door has been cast, it cannot be cast again until the following dawn.

Case of Compression Wondrous item, uncommon (requires attunement by a bard)

These instrument cases change shape to perfectly fit any instrument placed into it. Then it shrinks until it fits in the palm of your hand—at this point, it weighs only 1 pound, regardless of the instrument inside.

Casket of the Wind Spy Wondrous item, rare

This is a small crystal casket with golden hinges and lock. It has a minor air elemental trapped inside. Upon speaking the command word and unlocking the casket, the elemental will be released. You may order the elemental to spy for you. The nearly-invisible elemental has an Intelligence of 8 (-1), Investigation at +6, and Stealth at +10. It speaks Auran and one other language (usually Common). It cannot fight or manipulate objects, but it’s good at observation and will report back what it sees to you. The elemental may remain out of its casket for up to 3 hours. After that, it rapidly weakens and dissipates. If you open the casket without first speaking the command word, this frees the elemental, who will then immediately travel back to the Plane of Air.

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Cat’s Eye Ring Ring, uncommon

While wearing this ring, you have darkvision to 60 feet. If you already have darkvision, it adds an additional 60 feet to its range.

Catalogue of Outer Planer Artifacts Wondrous item, legendary

This heavy tome contains 16 thick pages, each one illustrated with a device, machine, or form of transport, as well as the symbol of one of the Outer Planes. If gemstones worth at least 10,000 gp are placed on the page while you say the command word, the object drawn on that page will appear in real life within 10 feet of you, and the tome will vanish, teleported to a random location. The object that appears can be used to take you to one Outer Plane. Once you use that ability, you can’t use it again until the following dawn. When you use the object, you are taken to a random place on the first layer of that Plane. You may take up to 7 companions who are touching you, or who are in the object if the object takes the form of a vehicle. However, if you are familiar with that plane (even if only through books), you may make a DC 15 Intelligence (Arcana) ability check to go to a particular place within that plane (even if it is in a different layer). On a success, you wind up at or very close to that place. Each time the object is used, you must roll a d20. On a 1, you are taken to the correct place, but the device immediately disappears. Acheron. This is a puzzle made of 43 pieces of onyx that comes in a small black bag. If the puzzle is put together (a process that takes a DC 20 Intelligence check), they

form a 2-inch cube. Once put together, it transports you to the topmost layer of Avalas. The cube then reappears in the bag (wherever that might be) and in pieces. Arborea. This is a silver chariot, to which you must hitch four horses. While in motion, when you speak the command word, you are transported to the first layer, between the Realm of Olympus and the Realm of Arvandor. Arcadia. This is a palm-sized metal sculpture, the outline of a cube made of silver rods. If the rods are rearranged to form a pyramid, you are transported to Abellio, the first layer of Arcadia. Bytopia. This appears to be a featureless silver cube, but there are actually four buttons that, if pressed in the correct order, cause the box to break into two halves. Then, if a half is held in each hand while the command word is spoken, it takes you to Dothion, which is generally considered to be the first of the two layers. Carceri. This is a necklace of dull red pearls. When you speak the command word while wearing the necklace, you are transported to Orthrys, the first and outermost layer of this Plane. Elysium. This becomes a currach, a form of rowboat made from stretched hides. If you place it on the water and sit in it, you and your companions will be transported to the river Oceanus where it flows through the layer of Amoria. Gehenna. This is a small silver and bronze brazier. If you burn aromatic but green herbs in it while in a small, closed room, it will produce a great deal of smoke. When the smoke clears, you and everything else in that room (including the brazier) end up in Khala, Gehenna’s top layer. Hades. This is a keelboat made of iron. If you place it on the water and sit in it, you

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and your companions will be transported to the river Styx where it flows through the layer of Oinos, the topmost level of the Gray Wastes. Limbo. This is a magical mirror. While your reflection is normal, the background shows utter chaos. If the command word is spoken while you look at your reflection, you are transported to a completely random place within the Plane. Unlike most of the objects produced by this catalogue, the mirror does not come with you. Mechanus. This is a golden pocket watch with attached fob; the watch keeps perfect and perpetual time. It has a fourth hand, and if that hand is wound all the way around the clock while the command word is spoken, the watch opens into a clockwork portal that takes you somewhere outside of Regulus, then folds back up into a watch again. Mount Celestia. This is a small golden sphere that constantly emits a faint glow. If twisted while the command word is spoken, it takes you to the Lunia, the first layer of the plane, at the bottom of the Mount. Pandemonium. This is a jar of pitch. If the pitch is painted on a wall and the command word spoken, it becomes a portal that leads to the layer of Pandesmos. The pitch will evaporate off the wall a minute later and the jar will refill itself. The Abyss. This is a black circle of cloth that looks and works much like a portable hole, save that it takes you to the layer of Pazunia. Unlike most of the objects produced by this catalogue, the cloth does not come with you. The Beastlands. This is a leaf sculpted out of gold in exquisite detail. If held while the command word is spoken, you will find yourself in Krigala, the first layer. The Nine Hells. This is a blood-red coal. When dropped onto an open flame, it

explodes into a fireball. This fireball does no harm, but when the smoke clears, you are in Avernus. Ysgard. This is a prism, which must be placed on the ground with light shined on it. It forms an arching rainbow, and saying the command word while stepping on the rainbow whisks you away to the layer of Asgard.

Cauldron of Creatures Wondrous item, very rare (requires attunement by a druid)

You may use this cauldron to brew a potion that will allow you to shapechange into any beast. You may remain in that form for up to 1 week. You retain your own Intelligence, Wisdom, and Charisma but otherwise use the abilities of the creature you become. Once you use the cauldron for this, you cannot use it again for 1 week.

Cauldron of Doom Wondrous item, legendary (requires attunement by a spellcaster)

You may place a corpse into this cauldron and after 3 hours, it will rise again as a zombie with twice as many hit points as usual and AC 12.

Cauldron of Potion-Brewing Wondrous item, legendary (requires attunement by a spellcaster)

You can use this cauldron to produce a single dose of any potion. To do so you must make an Arcana check. Brewing a potion takes 1 hour. If you fail the check by 5 or more, it turns into a potion of poison. You cannot make legendary potions with this cauldron.

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Once you use this ability, you cannot use it again for 3 days. The difficulty of brewing a potion is as follows:

Potion Rarity Check DC Common 13 Uncommon 15 Rare 18 Very Rare 22

Cauldron of Warming Wondrous item, uncommon

When you fill this cauldron with any liquid (up to 20 gallons) and speak the command word, it raises it to a boil in 1 minute.

Censer of Thaumaturgy Wondrous item, legendary (requires attunement by a spellcaster)

When filled with incense and burned (a process that takes 1 minute to complete), it releases a cloud of faint, richly-scented smoke that fills a radius of 60 feet; the smoke does not hinder vision in any way. If you cast a spell while in this area, and this spell allows you to cast it at higher levels, you may cast the spell at up to four levels higher while only expending the lowest-level spell slot. The incense burned must be of high quality and worth at least 100 gp. The censer burns for 30 minutes unless deliberately extinguished.

Chair of the Ancestors Wondrous item, rare

While you sit in this chair, you may cast commune and speak with your ancestral spirits. Once that ability has been used, it

cannot be used again until the following dawn.

Chair of Extra Seating Wondrous item, uncommon

This is a miniature chair, no more than three inches high. When you speak the command, it expands to full-size. Saying the command word again will shrink it back to its original size.

Chair of Insomnia Wondrous item, uncommon

While sitting in this chair, you cannot fall asleep, even though magical means. This does not prevent fatigue, nor is it cursed—you can get up at any time you like.

Chalice of Detection Wondrous item, very rare

This chalice has 3 charges. It regains 1d3 expended charges each day at dawn. If filled with fresh, clean water and you spend an action to expend a charge, it will turn murky green if there is poison of any sort (including venomous creatures and poisoned weapons) within 30 feet. You may also expend 2 charges and place a drop of a poison (or dip a poisoned object, or part of a venomous creature) into the water. The water in the chalice will transform into one dose of an antitoxin for that poison.

Chalice of Identification Wondrous item, very rare

If you pour a potion into this chalice, it will identify the potion for you—the potion’s name will appear in misty letters of condensation on the side. Potions of poison

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will identify as a potion of healing. Other baleful potions will appear to be of a helpful type.

Chalice of Liquid Bread Wondrous item, uncommon

If you pour ale or another alcoholic beverage into this chalice and say the command word, it will transform that liquid into a thick, only mildly alcoholic liquid food that is both tasty, nutritious, and very filling and serves as a single meal.

Chalice of Planer Travel Wondrous item, legendary

This silver goblet has five runes carved into the rim, symbols of the Material, the Ethereal Plane, the Astral Plane, and two Outer Planes of the DM’s choice. If you fill this chalice with fine wine and say the command word while touching your lips to one of the runes, you are instantly transported to that plane. If you can picture your destination clearly, you will be transported to that place within that plane. Once that ability has been used, it cannot be used again until the following dawn.

Chariot of Flames Wondrous item, legendary

This appears to be a normal, two-wheeled chariot. When you stand in the chariot and speak the command word, two fiery horses appear. The horses have the same attributes as war horses, save that they have AC 16, are immune to fire, lightning, and radiant damage, vulnerable to cold, take 1 point of cold damage for every gallon of water splashed on them or for every 5 feet they must move through in water, and each of

their attacks does an additional 2d6 fire damage. The chariot’s speed increases to 100 feet and it gains a flying speed of 120 feet. The horses’ hoofbeats, even when flying, create a thunderous noise and it trails a thick cloud of smoke behind it. The chariot gains an AC of 17 and 50 hit points. All creatures other than you and up to four others that you designate take 2d6 fire damage when they touch either the chariot or the horses, and both the chariot and horses can set combustibles alight. When you travel, all creatures within 30 feet of it other than those designated above must make a DC 13 Constitution saving throw or be blinded by the smoke and deafened by the thunder until the end of its next turn.

Charm of Distraction Wondrous item, legendary

This serpent-shaped charm grants you several benefits if attached to a bracelet. The charm improves your AC by +1 and gives you advantage on saving throws against being charmed. Finally, you may use your action to cast either hold monster or hold person (spell save DC 15). Once you use its ability to cast either of those spells, you can’t use it again until the following dawn.

Charm of Favor Wondrous item, legendary (requires attunement)

This tiny statuette is granted by a god to someone who has proven herself both truly faithful and an actual asset to that god. This charm may be used to cast wish, although what is asked for must be within the purview of that god. Once the wish has been cast, the charm’s magic fades. This item cannot be used by anyone other than the intended recipient.

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Charm of Hunting Wondrous item, uncommon (requires attunement)

When you wear this charm, you gain advantage on all Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) ability checks while hunting.

Charm of Protection Wondrous item, uncommon (requires attunement)

While wearing this charm, you have advantage on all saving throws against one of the following types of damage: acid, cold, fire, lightning, necrotic, poison, or thunder.

Chimes of Interruption Wondrous item, very rare

These chimes have 3 charges and regains 1d3 expended charges the following dawn. When you strike the chime, it resonates for three rounds so loudly no spell with a verbal component may be cast within 30 feet of you.

Chime of Time Wondrous item, common

This small hollow stick made of silvery metal chimes loudly every hour.

Cindergem Wondrous item, rare

When first touched, this gemstone flares with brilliant, dazzling light; you must make a DC 13 Constitution saving throw or be blinded for 1 minute. At the same time, you are granted a special power. This power lasts for 1 hour and then fades; you may use the granted powers as often as you wish. Each

cindergem can be used only once (after which it grumbles into pieces), and you may only use one at a time. ♦ Red Cindergem. You become immune to fire and lightning damage. Your weapon becomes infused with flame and all weapon attacks do an additional 1d8 fire damage. You may change the damage type of any spell you cast to fire. ♦ Orange Cindergem. Your AC improves by +3 and you gain the ability to fly at a speed of 60 feet. ♦ Yellow Cindergem. You may use your action to produce a bright light in an opponent’s eyes. The creature muse make a DC 15 Constitution saving throw or be blinded for 1 minute. Optionally, you may use your action to make a ranged weapon attack (with a range of 30 feet) or cause one target to suffer 3d6 radiant damage. ♦ Green Cindergem. A flameskull appears and is under your command. ♦ Blue Cindergem. You may produce a line of either extreme cold or extreme heat that is 50 feet long, that strikes one creature. That creature may make a DC 15 Constitution saving throw, taking 5d8 cold or fire damage on a failed saving throw or half as much damage on a successful one. ♦ Indigo Cindergem. You become immune to being charmed, paralyzed, poisoned, and being rendered unconscious, gain immunity to cold damage, and gain the ability to fly at a speed of 40 feet. Your touch causes 1d8 necrotic damage. ♦ Violet Cindergem. You gain 30 temporary hit points, advantage on all melee weapon attacks, and do +2 damage with all melee weapon attacks.

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Claw of the Bear Wondrous item, rare (requires attunement by a barbarian, cleric, druid, fighter, or ranger)

When you wear these leather gauntlets and use your action to say the command word, long, enchanted bear claws emerge. You gain the ability to attack twice each round with these claws, which are magical weapons that do 1d8 plus your Strength modifier in slashing damage. You also have advantage on Strength (Athletics) checks to climb sheer surfaces.

Claw of Spell-Stealing Ring, very rare (requires attunement)

This ring is fashioned to look like a claw. If you strike a spellcasting opponent with this claw, the target must make a DC 15 saving throw using their spellcasting attribute. If the target fails, you have stolen one of the target’s spells. Roll 1d6-1 to determine the level of the spell—you can only steal cantrips and spells of levels 1-5. You may then cast that spell yourself without using any of your own spell slots once. The target will not be able to cast that spell until she has taken a short or long rest.

Cloak of the Rogue Wondrous item, legendary (requires attunement by a rogue)

When you wear this cloak, you have advantage on all Dexterity (Stealth) and (Sleight of Hand) checks, and on using Thieves’ tools. If you are in a situation where you would gain advantage on these skills or the tool from another source, you instead gain expertise with them, allowing you to add twice your proficiency modifier instead. Your AC improves by +2. Finally, sewn into the lining of the cloak are four bags of holding.

Changeling Cloak Wondrous item, uncommon (requires attunement)

When you wear this cloak, you may use your action to cast disguise self at will.

Copper Shield Armor (shield), very rare (requires attunement)

This is a shield +1. You may command it to blaze like the sun, causing all creatures within 60 feet of it who can see you must make a DC 15 Constitution saving throw or be blinded for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success.

Coronet of Communication Wondrous item, legendary (requires attunement)

This crown has 7 charges. It regains 1d6+1 expended charges each day at dawn. You may use your action to expend one or more charges to cast the following spells: charm person (1 charge), command (1 charge), comprehend languages (1 charge), detect thoughts (2 charges), glibness (6 charges), mass suggestion (5 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), telepathy (6 charges), and tongues (4 charges).

Coronet of the Wyrm Wondrous item, legendary (requires attunement by a dragon)

When worn by a dragon, it gives the dragon 100 temporary hit points, AC 25, and advantage on all attack rolls and saving throws. Should the dragon run out of temporary hit points, it will regain them in 1 month.

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Cloak of Charming Wondrous item, rare (requires attunement)

While wearing this cloak, any creature you attempt to charm via magic or ability is at disadvantage to its saving throw.

Cloak of the Clouds Wondrous item, legendary (requires attunement)

This wispy, tattered cloak has 7 charges. It regains 1d6+1 expended charges each day at dawn. You may use your action to expend one or more charges to cast the following spells: call lightning (3 charges), control weather (6 charges), feather fall (1 charge), fly (2 charges), fog cloud (1 charge), gaseous form (3 charges), gust of wind (2 charges), lightning bolt (3 charges), misty step (2 charges), skywrite (2 charges), and storm sphere (4 charges). In addition, you gain resistance to lightning damage while you wear it.

Cloak of Flame Wondrous item, very rare (requires attunement)

When you wear this cloak, you have immunity to cold damage and resistance to fire damage. In addition, when you cast a fire spell that allows you to cast it at higher levels to increase the amount of damage it does, you may choose to cast that spell at one level higher while only expending the lower spell slot.

Cloak of Lordliness Wondrous item, very rare (requires attunement)

While wearing this fine, regal cloak, you have advantage on all Charisma (Persuasion) and (Deception) checks. In addition, you may use your action to cast mass suggestion.

Once you cast the spell, you cannot use that ability again until the following dawn.

Cloak of Many Colors Wondrous item, very rare (requires attunement)

This item has patches of many different colors that constantly change position (although not when being watched). While wearing this cloak, you have resistance to radiant damage and are immune to being blinded. You are also immune to the spells hypnotic pattern, prismatic spray, and prismatic wall, and to other spells that rely on colors in the same manner. Finally, you have advantage on saving throws when disbelieving illusions. You may also use your action to cast daylight, centered on you. Once you use this ability, you cannot use it again until the following dawn.

Cloak of Stars Wondrous item, legendary (requires attunement)

These cloaks are made of dark cloth, with four silver starts embroidered around the neck and front hems. Each cloak contains several spells. In order to activate the spell, you need merely touch the star and utter the command word. Then the star disappears and the spell is cast. A cloak has 1d3 stars for each of its spells. When all the stars have been activated, the cloak is rendered nonmagical. There are three times of cloaks of stars, which have differing spells: ♦ Type I Cloak. Clone, feeblemind, teleport, wish. ♦ Type II Cloak. Antimagic field, antipathy/sympathy, reverse gravity, imprisonment ♦ Type III Cloak. Finger of death, legend lore, shapechange, time stop

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Cloak of Survival Wondrous item, uncommon (requires attunement)

While wearing this cloak, you have advantage on all Wisdom (Survival) ability checks and on roles to save against being poisoned. In addition, if you are put into an airless environment, such as being underwater, the cloak creates a bubble with enough air in it for you to breathe for 10 minutes before you start to suffocate. You are also immune to travel-induced nausea and to allergies caused by pollen.

Cloth of Polishing Wondrous item, common

This is a 1-foot square piece of soft cloth or chamois. If you use it to polish any object (that can be polished), it will be perfectly polished in 1 round.

Coat of the Seas Wondrous item, uncommon

This hooded leather coat keeps you warm and dry, even during a hurricane.

Coffin of Creation Wondrous item, very rare (requires attunement by a wizard)

If you place a humanoid corpse inside this coffin and close the lid for 24 hours, it will emerge as a particular type of undead—each type of coffin creates one particular type. That undead is considered to be charmed by you. You do not control it, but it considers you to be a trusted ally who will listen to and follow your suggestions. Once you use this ability, you cannot use it again for 2 days.

If the undead normally has an Intelligence of less than 10, its Intelligence rises to 10. The DM should roll a d12 or pick from the following table to determine the type of undead the coffin creates.

d12 Undead d12 Undead 1 Death Knight 7 Skeleton 2 Ghost 8 Specter 3 Ghast 9 Vampire 4 Ghoul 10 Wight 5 Mummy 11 Wraith 6 Shadow 12 Zombie

Coin of Alms Wondrous item, very rare

This appears to be a platinum coin of ancient design. Curse. This coin is cursed. When you pick it up, you must make a DC 17 Wisdom saving throw or suffer from the curse. You will refuse to part with this coin While cursed, you will be overcome with a need to be charitable and philanthropic. You cannot keep more than 50 gp at a time (not counting this coin). Any additional money, as well as superfluous items you might have, will need to give to someone—a poor laborer or farmer, an orphanage or hospital, a beggar, or so on. If an ally can prove to you that they are truly in need of a particular item or some money, you may donate to that person. However, you cannot give all or even the majority of your goods to your allies, regardless of how destitute they might be. You do not feel compelled to give away magic items, favored weapons, or armor (unless it’s to a person who both can use them and clearly needs it right now), but if you feel it’s necessary, you will give the clothes off your back.

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Collar of Change Wondrous item, very rare (requires attunement by a spellcaster)

This studded leather collar has 3 charges and regains 1d3 expended charges each day at dawn. While wearing this collar, you may use your action to expend a charge and cast shapechange on yourself.

Copper Lance Weapon (lance), legendary

This gleaming copper lance +2 blazes like the sun when it strikes another creature. All creatures within 30 feet who see this light must make a DC 17 Constitution saving throw or be blinded for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success.

Cord of Binding Wondrous item, uncommon

This cord can be commanded to tie up any restrained, paralyzed, prone, or unconscious creature. Any attempt to escape it is at disadvantage, and the cord has 50 hit points.

Courier Key Wondrous item, uncommon

This is a pair of two keys, although it’s rare that both keys are found together. With one of these keys, a short message can be “locked” into an intelligent creature’s mind. That creature forgets the contents of the message (although remembers that it exists), but no form of magic short of a wish can unlock it. Only by using one of the two keys can the message be unlocked.

Crown of Leadership Wondrous item, legendary (requires attunement)

While wearing this jeweled crown, your Charisma is 18; this has no effect if your Charisma is higher than 18. In addition, you are immune to being frightened, and if you touch a creature that is frightened and make a DC 13 Charisma ability check, you may banish that fright. Finally, if you speak positively to another creature for 1 minute, you may then cast bless on that creature.

Crown of Stars Wondrous item, legendary (requires attunement)

This appears to be a plain silver circlet, but when worn, the circlet disappears and a halo of twinkling precious gemstones appear and hover around your head in orbit. They often appear to be ioun stones. This crown has 7 charges and regains 1d6+1 expended charges each day at dawn. You may use your action to expend a charge and cast on of the following spells: arcane eye (2 charges), dispel magic (as if cast with a 9th-level spell slot) (3 charges), Evard’s black tentacles (2 charges), finger of death (5 charges) lightning bolt (2 charges), Melf’s minute meteors (2 charges), or unseen servant (1 charge).

Crucible of Melting Wondrous item, uncommon or very rare

This crucible will melt any metal that is placed in it when you speak the command word. It takes approximately 10 minutes to heat up to the melting point of the metal, regardless of the type of metal. You may continue placing metal into the crucible for 1 hour; after that, it will begin to cool off. If a metallic magical item is placed in the crucible, the DM should roll a d20. On a roll

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of 1, there is a mishap and the crucible and item explodes, and all creatures within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 6d10 fire damage on a failed saving throw, or half as much on a successful one. On a roll of 2-12, nothing happens, as the magic item resists the melting. The item melts on a roll of 13-20. ♦ Type I (Common). This version can hold up to 1 cubic foot of metal. ♦ Type II (Very Rare). This version can hold of to 10 cubic feet of metal.

Crystal Mirror Wondrous item, very rare

When held, this silvery gemstone gives you advantage on saving throws against being charmed, frightened, paralyzed, stunned, or unconsciousness.

Crystal Sphere Wondrous item, rare

These 4-inch-diameter spheres are under great magical pressure. If touched without their command word being spoken, they explode. All creatures within 10 feet must make a DC 13 Dexterity saving throw, taking 8d6 piercing damage on a failed saving throw or half as much on a successful one.

Cursebow Weapon (any bow), very rare (requires attunement)

Any creature hit by an arrow shot from this bow must make a DC 13 Wisdom saving throw or be cursed for 1 minute, as per the spell bestow curse.

Cursed Weapon Weapon (any weapon), rare (requires attunement)

This is a finely-wrought weapon. While wielding it, you have +1 to hit (but not to damage). Curse. This weapon is cursed, and attuning to it extends the curse to you. Dropping the weapon does not remove the curse. Instead, the curse will follow you when you use different weapons. When you wield this weapon in practice or in easy combat, this sword appears normal. When in difficult combat (against creatures of level-appropriate CR or higher), though, you do half damage, rounded down.

Crystal Coffin Wondrous item, very rare

Any humanoid forced into this coffin must make a DC 17 Wisdom saving throw or suffer the slumber variant of the imprisonment spell. If the command word is spoken when the lid is opened, the creature will awaken.

∆ D ∆

Dagger of Concealment Weapon (dagger), uncommon or legendary

♦ Type I (Uncommon). When you say the command word, this dagger can change into a plain gold ring, or back again.

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♦ Type II (Legendary). Thus becomes a dagger +1 in dagger form and a ring of protection in ring form.

Dagger of Doomwarding Weapon (dagger), very rare (requires attunement)

While this dagger +1 is attuned to you, you may gain advantage in any one roll you make, or declare that you have rolled a 15. Once you use this ability, you cannot use it again until the following day. Each time you use this ability, you must roll a d20. On a roll of 1, the dagger can no longer ward doom and becomes a regular dagger +1.

Dagger of Random Targets Weapon (dagger), rare (requires attunement)

This is a dagger +2. If thrown, however, it will seek out a random target within range to hit (which may be you).

Dagger of Throwing Weapon (dagger), uncommon (requires attunement)

There are three different types of magical daggers of throwing. ♦ Type I. This dagger has a range of 40/120. ♦ Type II. This dagger gives you advantage on your attack roll when throwing it. ♦ Type III. This dagger will return to your hand immediately after being thrown, whether it hits or misses the target.

Dark Crown Wondrous item, legendary (requires attunement)

This is a circlet of black metal set with human teeth, but is surprisingly not evil at all. While wearing this crown, you have darkvision to 120 feet, are immune to being frightened, paralyzed, or petrified, cannot be possessed by an undead, cannot be magically aged by ghosts, and are resistant to necrotic damage. In addition, you can cannot be fooled by undead wearing disguises (even magical ones) to appear alive, or that are pretending to be normal corpses. You may use your action to channel a powerful blast of energy at one undead within 30 feet. That undead may make a DC 15 Constitution saving throw. It takes 6d10 radiant damage on a failed saving throw, or half as much on a successful one. Once you use this ability, you cannot use it again until the following dawn.

Dart of Branding Weapon (dart), rare

When a dart of branding hits a target, it bursts into brilliant flame. The target takes an additional 2d4 fire damage and must make a DC 13 Constitution saving throw or be blinded for 1 minute. When the flames die down the following round, it will leave behind a brand. Typically, the brand’s shape is also emblazoned on the dart somewhere.

Dart of the Hornet’s Nest Weapon (dart), uncommon, rare, or very rare

When you throw this dart, it multiplies into numerous darts, all of which buzz like hornets. You have advantage on that attack. If you hit, all the darts hit that target. ♦ Type I (Uncommon). This dart does 3d4 piercing damage.

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♦ Type II (Rare). This dart does 5d4 damage. ♦ Type III (Very Rare). This dart does 8d4 damage.

Dart of Light Weapon (dart), uncommon

When one of these faintly-glowing darts strikes a target, it explodes into a burst of bright light. All targets within a 10-foot radius must make a DC 13 Constitution saving throw or be blinded for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success. If the creature you struck is undead or a fiend, it takes an additional 1d10 radiant damage.

Dart of Stunning Weapon (dart), uncommon

When you strike an opponent with this dart, it must make a DC 13 Constitution saving throw or be stunned for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success.

Dart Ring Ring, rare (requires attunement)

This ring has 9 charges and regains 1d8+1 charges each day at dawn. You may use your action to expend a charge and fire a thorn-like dart from the ring. This dart has a range of 15/30. On a hit, it inflicts 1 point of piercing damage, but the target must make a DC 15 Constitution saving throw or be poisoned for 24 hours. Directly after being hit, and at the end of each hour, the target must make another saving throw or take an additional 1d6 poison damage. Both the

effect and damage end on a successful saving throw.

Dead Box Wondrous item, very rare

These boxes range in size from anywhere from the size of a small coffer to the size of a small room and are constructed of strange, heavy, almost unbreakable stone. When properly sealed, it is completely impossible to determine what is inside the box or what properties it might have, through any means, divine, arcane, mundane, or other. Anything inside the box is preserved perfectly until the box’s seal is broken. It will not keep any creature that needs to breathe alive, however, once the air inside runs out.

Death Lance Weapon (lance), legendary

When this lance hits, it inflicts an additional 2d6 necrotic damage, and the target must make a DC 15 Constitution saving throw or have its hit points maximum reduced by that amount and be poisoned for 1 minute.

Deathstriker Axe Weapon (greataxe), legendary (requires attunement)

This weapon crackles with electrical energy. It inflicts an additional 1d10 lightning damage. In addition, this axe has 7 charges. You may use an action and extend a charge to shoot a bolt of brilliant lightning at a target within 60 feet. That creature must make a DC 17 Constitution saving throw. The creature takes 6d6 lightning damage on a failed saving throw, or half as much on a successful one. The axe regains 1d6+1 charges each day at dawn.

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Deceptor’s Boots Wondrous item, very rare (requires attunement)

These boots have 5 charges. They regain 1d4+1 charges each day at dawn. While wearing these boots, you may use your action to expend 1 or more charges to cast spider climb (1 charge), invisibility (2 charges), or Etherealness (4 charges).

Deck of Chance Wondrous item, very rare

When a card is drawn from this deck, you have a possibility of improving—or worsening—some of your rolls for 24 hours. Once that ability has been used, it cannot be used again until the following dawn. Type of Card Effect

Red Card Roll is at disadvantage Black Card Roll is at advantage,

Type of Card Effect

Ace Alters attack rolls, saving throws, and ability checks

King, Queen, or Jack

Alters AC: -2 penalty if red card, +2 bonus if black card

Ten Alters attack rolls Nine—Three Alters ability checks

Two Alters saving throws

Defender’s Harp Wondrous item, rare (requires attunement by a bard)

This harp has 7 charges and regains 1d6+1 charges each day at dawn. When you use an action to expend a charge and pluck a string, it causes a loud, painfully intense ringing noise resonates outward, centered on you. All creatures within 100 feet must make a DC 15 Constitution saving throw or take 2d8 thunder damage and be deafened for 1 round, or half as much damage on a

successful saving throw. Creatures made of inorganic material have disadvantage on this throw. Inanimate objects and buildings take 4d8 thunder damage, and inanimate objects made of glass or crystal take 6d6 thunder damage.

Diadem of Doom Wondrous item, legendary (requires attunement)

While wearing this diadem, you get +1 to your AC and become immune to being frightened. You also have advantage on Charisma (Persuasion) checks when dealing with evil creatures. You may command this item to assume the form of any other form of headgear. This crown has 7 charges. It regains 1d6+1 expended charges each day at dawn. You may use your action to expend one or more charges to cast the following spells: animate dead (2 charges), bane (1 charge), bestow curse (2 charges), circle of death (6 charges), counterspell (3 charges), create undead (5 charges), detect thoughts (2 charges), fear (3 charges), inflict wounds (1 charge), and speak with dead (3 charges). Curse. This item is cursed, and attuning to it extends the curse to you. As long as you remain curse, you are unwilling to remove the diadem and wear it at all times. Over the course of weeks or months, you will become evil, although you will retain the lawful, neutral, or chaotic part of your alignment. After one year, you will become a lycanthrope; the DM will determine the type.

Dice of Chancelessness Wondrous item, very rare (requires attunement)

These dice show whatever number you wish them to, regardless of who is throwing them.

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Disintegration Chamber Wondrous item, legendary

This is a box that ranges in size from 1 foot square to 10 feet square. It has 7 charges and regains 1d6+1 expended charges each day at dawn. You may expend a charge to cast disintegrate on everything inside the box. Living subjects may attempt a DC 17 saving throw.

Dove’s Harp Wondrous item, very rare (requires attunement by a bard)

This harp glows gently while being played. All creatures within 30 feet who can hear it may make a DC 15 Wisdom saving throw or fall under the effects of a calm emotions spell. In addition, if you play the harp for 1 minute, all creatures who failed their saving throw (or who chose to fail it) are subject to a lesser restoration and heal 2d6 hit points. Once you use this ability, you can’t use it again until the following dawn.

Dowsing Key Wondrous item, rare

When placed on the ground and turned, this key “unlocks” any underground water present at that location, turning it into a spring. The amount of water provided, and the spring’s duration, depend on the location and conditions. Once that ability has been used, it cannot be used again until the following dawn.

Dragon Bones Wondrous item, uncommon or very rare (requires attunement)

Used as a fortune-telling tool, a set of dragon bones is an uncommon item. They consist of

a set of dragon’s bones, carved with various runes and stained with blue and green dyes. ♦ Type I (Uncommon). If you spend 1 minute throwing the bones and interpreting the results, you may cast augury. ♦ Type II (Very Rare). These sets also allow you to cast one of the following spells: commune, divination, or legend lore. Once you cast that spell, you cannot cast it again until the following dawn.

Dragon Eye Wondrous item, very rare

This is a small, multicolored gemstone of unknown type. If thrown into the air while the command word is spoken, it will crack open and a young dragon will emerge. This dragon will see you as an ally. It understands your primary language and will follow your suggestions (but not outright commands) to the best of its ability. After 1 hour, it will leave. If your alignment and the dragon’s are very different, it may be quite angry with you at the end of this hour. Roll a d10 to determine what sort of dragon is created.

d10 Dragon d10 Dragon 1 Black 6 Gold 2 Blue 7 Green 3 Brass 8 Red 4 Bronze 9 Silver 5 Copper 10 White

Dragon Scale Shield Armor (shield), very rare (requires attunement)

Made from the scales of a dragon, this shield +1 gives you resistance to one damage type that is determined by the kind of dragon that provided the scales.

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Dragon Resistance Dragon Resistance Black Acid Gold Fire Blue Lightning Green Poison Brass Fire Red Fire

Bronze Lightning Silver Cold Copper Acid White Cold

If you wear both this and dragon scale mail or a dragonhide cloak of the same type, you gain immunity to that damage type. There is no additional benefit if you wear all three items.

Dragon Slippers Wondrous item, rare (requires attunement)

On command, these green silk slippers cast a seeming spell on you, making you appear to be a Large dragon with yellow and green scales and a barbed tail. This illusion lasts for 1 hour or until you dismiss it.

Dragonhelm Wondrous item, legendary (requires attunement by a barbarian, cleric bard, fighter, paladin)

This helmet +2 appears to be a normal, metal helmet until it is warm, at which point it reveals its true form: it is made of shining metal sculpted to look like scales and adorned with precious metals and gemstones. While wearing this helmet, you have darkvision out to 100 feet and truesight to 60 feet. In addition, you may cause all creatures within 100 feet to make a DC 15 Wisdom saving throw or become frightened of you for 1 minute. Once you use this fear ability, you cannot use it again until the following dawn. Curse. This helmet is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the helmet, keeping it

on your person at all times and wearing it at least once each day, if only for a few minutes. While attuned to this helmet, you become increasingly greedy and megalomaniacal over a period of several months. You will begin to hoard your valuables, refusing to spend any of it unless absolutely necessary—and even then, you will try to get others to buy these things, or even resort to thievery to gain more. You will begin to ignore the opinions of others unless they are stroking your ego.

Dragonhide Cloak Wondrous item, very rare (requires attunement)

Made from the hide of a dragon, this cloak gives you +2 AC while you wear it, and resistance to one damage type that is determined by the kind of dragon that provided the hide: Dragon Resistance Dragon Resistance

Black Acid Gold Fire Blue Lightning Green Poison Brass Fire Red Fire

Bronze Lightning Silver Cold Copper Acid White Cold

If you wear both this and dragon scale mail or a dragon scale shield of the same type, you gain immunity to that damage type. There is no additional benefit if you wear all three items.

Dragonlance Weapon (lance), rare or legendary (requires attunement)

This lance is made of a silvery, lightly glowing metal and comes in two varieties. ♦ Type I (Rare). This rare weapon is a lance+1. It does an additional 1d8 force damage when used against a dragon.

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♦ Type II (Legendary). This legendary weapon is a lance +3. If you are riding a dragon, you inflict additional damage: +2d12 damage if you are riding a young dragon, +4d12 if you are riding an adult dragon, and +8d12 if you are riding an ancient dragon.

Dramatic Mask Wondrous item, very rare

These masks are made to look like either comedy masks or tragedy masks. When you wear one of these masks, all creatures within 30 feet who can see you must make a DC 15 Wisdom saving throw or be affected by the mask for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success. Once you have used this ability, you cannot use it again until the following dawn. ♦ Mask of Comedy. All creatures who fail their saving throws are affected by Tasha’s hideous laughter for 1 minute. ♦ Mask of Tragedy. All creatures who fail their saving throw are affected by despair, as per the All creatures who fail their saving throw are affected by despair, as per the symbol of hopelessness.

Dream Stone Wondrous item, uncommon

This is a small stone on which lunar symbols have been carved. If you sleep with one of these stones under your head, you will receive a cryptic dream about events in the near future, or about the solution to a problem that has been stymieing you for some time. Once you use the dream stone, it becomes nonmagical.

Dress of Amazement Wondrous item, uncommon

This dress can take on any form, style, or color you wish, but no matter what appearance you choose, the dress always seems opulent and very stylish. Variants of this item are other types of clothing.

Drums of Deafening Wondrous item, very rare (requires attunement by a bard)

This is a pair of kettledrums. If the left drum is struck, all creatures within 30 feet must make a DC 15 Constitution saving throw or be stunned for 1 minute. A creature may attempt a new saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success. If the right drum is struck, one creature you choose within 70 feet must make a DC 13 Constitution saving throw or be deafened permanently. Once you use either if these abilities, you can’t use that ability again until the following dawn.

Drums of Menace Wondrous item, legendary (requires attunement)

You must be proficient with percussion instruments to use these drums. When you play these drums for at least 1 minute, all creatures within 1,000 feet of you must make a DC 13 Wisdom saving throw or increasingly paranoid. For every full minute that you beat this drum, all creatures that were not already paranoid must make another saving throw to avoid becoming so. For every ten minutes that you continue to beat the drum, the range increases by 100 feet. You can play this drum for no more than 1 hour.

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Once you use this ability, you cannot use it for 7 days.

Drums of Thunder Wondrous item, rare (requires attunement by a bard)

This pair of kettle drums has 7 charges and regain 1d6+1 expended charges each day at dawn. When struck, they produce a very loud, booming tone. You may use your action and expend 1 or more charges to cast the following spells: chain lightning (4 charges), control weather (6 charges), destructive wave (3 charges, causes lightning damage instead of radiant or necrotic), fear (1 charge), fly (1 charge), or shatter (1 charge).

Dungeon Chains Wondrous item, uncommon

These incredibly heavy chains (50 lbs.) and shackles cannot be used as anything but a ways to restrain others. They prohibit escape by magical and supernatural means: the prisoner cannot shapechange, assume gaseous, ethereal, or airy or mist form and cannot use any form of teleportation to escape them. They require a DC 25 Strength ability check to break out, and attempts to pick the lock are at disadvantage. If the knock or similar spell is used on them, the DM should roll a d4. On a roll of 1, the spell fails.

Dust of Adhering Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. A packet usually contains 1d6+4 pinches of dust. It will nullify any contact or surface poison it touches.

Dust of Appearance Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, each creature within 10 feet of you that is invisible, astral, or ethereal will become visible. It will also reveal an illusion’s true nature and negate displacement effects. The dust remains effective for 10 minutes.

Dust of the Black Arts Wondrous item, legendary

Found in a small packet, this powder resembles fine coal dust. A packet usually contains 1 pinch of dust. When you draw a line of this dust on the ground, and another creatures walks over it, that creature must make a DC 17 Constitution saving throw. It takes 12d10 necrotic damage on a failed saving throw, or half as much on a successful one. Once spread out, the dust lasts for 24 hours.

Dust of the Black Veil Wondrous item, very rare

Found in a small packet, this powder resembles very fine sand. A packet usually contains 1d4+2 pinches of dust. If a pinch is thrown into the air, it will become a 20-foot-radius cloud. All creatures in this area must make a DC 13 Constitution saving throw or be blinded for 1 minute. A creature may attempt a new saving throw at the beginning of each of its turns, ending the effect on a success.

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Dust of Dullness Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, each creature within 10 feet of you must make a DC 17 Wisdom saving throw or suffer from lowered perception. The effects last for 1 hour. Roll a d8 to determine the effect:

d8 Effect

1

Vision. Your vision is blurred. You are at disadvantage to attack rolls and ability checks, and unless you move at half speed, you must make a DC 13 Dexterity check at the beginning of each of your turns when you are moving or trip and fall.

2 Vision. You are blinded. 3 Hearing. You are deafened.

4 Taste/Smell. You have disadvantage on all Perception checks that rely on taste or smell.

5 Touch. You are numb. You have disadvantage on all Dexterity ability checks and saving throws.

6

Sixth Sense. You cannot receive, transmit, use, or interpret any sort of magical or mundane ability relating to telepathy, divination, communing, or seeing through magical means (such as with arcane eye).

7-8 General Dullness. You have disadvantage on all Wisdom (Perception) checks.

Dust of Good Taste Wondrous item, common

Found in a small packet, this powder resembles very fine sand. A packet usually contains 2d10+4 pinches of dust. If sprinkled on food of any sort (it must be edible, although it can be of any quality), that food

will become absolutely delicious. The food’s appearance is unchanged, however.

Dust of Green Sleeping Wondrous item, uncommon

Found in a small packet, this powder resembles very fine green sand. There is enough of it for 1d6+4 uses. When you use an action to throw the dust into the air, each creature within 10 feet of you must make a DC 13 Wisdom saving throw or fall asleep for 1 hour.

Dust of Illusion Wondrous item, rare

Found in a small packet, this powder resembles very fine graphite. A packet usually contains 1d4 pinches. When you use an action to sprinkle the dust on a creature of Small to Large size and think of an image, that creature will be covered by an illusion of that image. The illusion must be of roughly the same size and shape as the creature on which you are using the dust (for instance, you could make a human look like a gnoll or an elf, but not like a manticore). The illusion lasts for 1 hour or until blown away by a gust of wind of at least 10 miles per hour.

Dust of Images Wondrous item, uncommon

Found in a small packet, this powder resembles very fine, multicolored sand. A packet usually contains 1d6+4 pinches of dust. If a pinch is thrown into a fire while you concentrate on a recent misfortune, the dust will form a puff of dense, colorful smoke. This smoke takes on the image of either the culprit or the events that caused the misfortune. If there is no culprit (i.e., if

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the misfortune was the result of just bad luck), the smoke will roil for moment and then dissipate.

Dust of Magic Detection Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. A packet usually contains 1d4+2 pinches of dust. If a pinch is thrown into the air, it will become a 20-foot-radius cloud. If particles of this dust touch something magical, it will spark and flash in a rainbow of colors.

Dust of Tracelessness Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. A packet usually contains 1d6+4 punches. When you use an action to throw the dust into the air, it will cause an area of up to 10 feet × 10 feet × 10 feet to appear as dusty, dirty, and cobweb-laden as if it had been completely unused for a decade.

Dust of Wishing Wondrous item, legendary

Found in a small packet, this powder resembles very fine, silvery sand. A packet usually contains 1 pinch of dust. If the dust is thrown into a fire, and you write a wish on a piece of paper and burn it in the fire, that wish will be granted, as per the wish spell.

∆ E ∆

Ebon Skull Wondrous item, legendary (requires attunement by a spellcaster)

This is a skull carved out of pure black stone of some kind, with rubies for eyes. It has 7 charges and regains 1d4 charges each day at dawn. You may use your action to expend a charge and cast animate dead (1 charge), cloudkill (2 charges), or create undead (3 charges). While attuned to this spell, you are immune to hit point reduction, exhaustion, and attempts at possession or removing your soul from your body. In addition, you gain blindsight to 60 feet, resistance against necrotic damage, and have advantage on all saving throws against illusions.

Egg of Cloudkill Wondrous item, uncommon

You may throw this egg to the ground; it has a range of 30 feet. When you do so, it will crack and release a cloud of heavily-obscuring, poisonous vapors in a 20-foot-radius sphere. A creature that enter this area for the first time or start its turn in it must make a DC 15 Constitution saving throw, taking 5d8 poison damage on a failed save or half as much on a successful one.

Egg of Dragon’s Breath Wondrous item, rarity varies

Made from magically altered and hardened dragon’s eggs, these items are magical

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grenades. The process of creating these eggs becomes increasingly more time-consuming, expensive and difficult the more powerful the egg is made to be. Rare eggs mimic the effects of a wyrmling’s breath weapon. Very rare eggs mimic the effects of a young or adult dragon’s breath weapon, and legendary eggs mimic the effects of an ancient dragon’s breath weapon. These eggs have a range of 30/60. All creatures in that area must make a DC 15 Dexterity saving throw, taking full damage on a failed saving throw or half damage on a successful. ♦ Wyrmling (Uncommon). These eggs do 3d10 damage in a 20-foot radius. ♦ Young (Rare). These eggs do 6d10 damage in a 30-foot radius ♦ Adult (Very Rare). These eggs do 10d10 damage in a 40-foot radius. ♦ Ancient (Legendary). These eggs do 16d10 damage in a 60-foot radius. Roll a d6 to determine what kind of damage type it is.

d6 Dragon Damage Type 1 Black, copper Acid 2 Blue, bronze Lightning

3-4 Brass, gold, red Fire 5 Green Poison 6 Silver, white Cold

Egg of Wonder Wondrous item, rare

When you break open one of these eggs, and a fey spirit in the form of an animal emerges. It will serve you faithfully. The beasts remain with you indefinitely, but will vanish forever if a dispel evil or good is cast on them. Roll a d20 to determine what creature emerges.

d20 Creature 1 Ape 2 Axe beak 3 Black bear 4 Boar 5 Brown bear 6 Crocodile 7 Dire wolf 8 Elk 9 Giant badger 10 Giant constrictor snake 11 Giant eagle 12 Giant frog 13 Giant lizard 14 Giant owl 15 Giant scorpion 16 Giant wolf spider 17 Lion 18 Panther 19 Tiger 20 Wolf

Elf-Cleaver Weapon (greataxe), legendary (requires attunement by a goblinoid or orc)

This is a greataxe +1. While attuned to this weapon, you can automatically detect the presence of elves or fey within 100 feet. If you strike an elf or fey with this weapon, it does an additional 1d10 force damage. Curse. The weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You will be at disadvantage to any action involving elves or fey other than to those that will lead to direct combat (such as tracking an elf in order to fight it). If you see an elf or fey, you must make a DC 17 Wisdom saving throw or fall into a berserk rage. This functions identically to the barbarian’s rage, save that it functions even if you are wearing heavy armor, and you

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cannot end the rage early. You will also be unable to tell friend from foe—you will see all creatures as elves while you rage, even your close allies. This rage will last until there are no foes within 100 feet or you have been rendered unconscious.

Elven Sword Weapon (any sword), very rare (requires attunement by an elf)

This magical blade gives you +1 to hit and damage and glows with magical blue light when in battle, shedding dim light in a 20-foot radius. When using this sword, you gain one additional attack with it each round, and you have advantage on your initiative roll.

Elixir of Good Luck Potion, very rare

When you drink this potion, roll a d4. This is the number that you will add to all attack rolls, ability checks, or saving throws (pick one) for the next 24 hours.

Elixir of Life Potion, very rare or legendary

If poured into the mouth of a creature who has died no more than 10 minutes ago, that creature may come back to life. ♦ Type I (Very Rare). The creature must make a DC 10 Constitution saving throw. On a success, it comes back to life 10 minutes later with 1 hit point. ♦ Type II (Legendary). This version automatically raises that creature; it still takes 10 minutes but the creature will have 1/2 its normal hit points.

Elixir of Madness Potion, very rare

When you drink from this elixir, you will become insane. The DM should roll on the Indefinite Madness table or pick an insanity for you. You will suffer from this until you are magically cured.

Enchanted Grappling Hook Wondrous item, uncommon

You have advantage on all rolls to throw this grappling hook to a secure location, and on Strength (Athletics) rolls to climb it.

Essence of Darkness Potion, rare

This potion turns your entire body, including your sclera, teeth, and tongue, matte black for 12 hours. This gives you advantage on all Stealth rolls and while you are in dim light or darkness, you can take the Hide action as a bonus action. You may also dilute the potion in a gallon of water, turning it into a pure-black indelible dye.

Everbountiful Soup Kettle Wondrous item, rare

This is a two-gallon iron kettle. If you fill it with water or another nonmagical, nonpoisonous liquid, the liquid is transformed into a piping-hot, delicious and nutritious vegetable soup, sufficient to provide six filling meals. If you provide at least one pound of raw vegetables, you will create twelve meals instead. Once this ability is used, you can’t use it again for another day.

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Everclean Towel Wondrous item, common

This 1-foot-square towel cannot be stained or dirtied in any way, no matter how much it’s used to clean.

Everstriking Sword Weapon (greatsword), legendary (requires attunement)

This is a greatsword +2. When wielding it, you use double your normal proficiency bonus to determine your attack roll, and you always roll to hit at advantage. Curse. This sword is cursed and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. This weapon draws on your own life force to power it. When you roll to hit, you always roll at advantage, and when either of those dice is high enough to hit (after adding in your proficiency bonus and Strength modifier), you take 2d4 necrotic damage; if both dice are high enough to hit, you take 4d4 necrotic damage.

Eyes of Accuracy Wondrous item, uncommon

This is an eye-shaped piece of polished bone. If touched to a nonmagical weapon, it disappears and that weapon gains a +2 to hit and damage for 1 minute.

Eyes of the Arcanist Wondrous item, uncommon

These crystal lenses fit over the eyes. There are two varieties of the eyes of the arcanist.

Each pair of lenses has three charges, and regains all expended charges each dawn. ♦ Type I. When you wear these lenses, you may use your action to expend 1 charge to cast comprehend languages. The lenses only translate written languages, not spoken. ♦ Type II. When you wear these lenses, you may use your action to expend 1 charge to cast true seeing.

Eyes of Sight Wondrous item, legendary

These crystal lenses fit over the eyes. While wearing them, you have truesight, can see illusions for what they truly are, and are immune to blindness caused by bright light and to being charmed by visual means, such as by meeting someone’s gaze or through a hypnotic pattern spell.

Everfull Cask Wondrous item, uncommon

Each day at dawn, this cask fills itself with up to 5 gallons of fresh water. If the cask is damaged or its cover is lost, no water is created.

Everfull Inkwell Wondrous item, common or uncommon

This is a small glass inkwell with a stopper. It weighs around 1/2 pound. When the stopper is in, it never leaks. ♦ Type I (Common). This inkwell never runs out of ink—which is of decent quality but not suitable for writing magic spells. ♦ Type II (Uncommon). This version can change the ink’s color with a command.

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Everfull Purse Wondrous item, legendary (requires attunement)

If you place a coin inside this bag and let it remain there overnight, it will produce 1d10+5 copies of that coin. These purses will only duplicate one kind of coin. The DM should roll on the following table to determine what kind of purse it is:

d10 Type of Coin Duplicated 1-5 Copper coins 6-8 Silver coins 9-10 Gold coins

If you empty the purse completely and allow it to remain completely empty of any kind of coin for 24 hours, it loses its enchantment altogether.

∆ F ∆

Faerie Flute Wondrous item, rare or very rare (requires attunement)

This flute summons the fey to you, if you play it for 1 minute while out-of-doors. It comes in two types. Once you use this ability, you can’t use it again until the following dawn. ♦ Type I (Rare). You may use this flute to cast conjure woodland beings. The creatures will serve you for 8 hours. ♦ Type II (Very Rare). You may use this flute to cast conjure fey. The creatures will serve you for 8 hours.

Curse. Some, but not all of these flutes are cursed. You will not be able to rid yourself of the flute until remove curse is cast—if you try, it will merely reappear among your belongs. When you use this flute, the fey you summon will serve you, but will either pervert your orders to cause harm to either you or your allies and loved ones, or will outright attack you. Thereafter, fey will stalk you. Some will try to harm you, others will try to steal from you, and still others will demand that you play for them and will terrorize you if you don’t. Casting dispel evil and good will banish the fey for 24 hours, but after that they will come back.

Fang Dagger Weapon (dagger), rare or very rare

When drawn, this thinly-bladed dagger becomes infused with poison. ♦ Type I (Rare). These do an additional 1d6 poison damage on a successful hit. ♦ Type II (Very Rare). Very rare daggers do an additional 2d8 poison damage and the target must make a DC 15 Constitution saving throw or be poisoned for 1 hour.

Fanged Mask Wondrous item, rare (requires attunement)

This half-mask is lined with downward-pointing fangs. While wearing it, you gain a bite attack and do 1d6 + your Strength modifier in piercing damage. This is considered to be a magical weapon. Any creature you bite must make a DC 13 Constitution saving throw or be stunned until the end of their next turn.

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Feedbag of Plenty Wondrous item, rare

This is an ordinary horse’s nosebag. It is constantly full of nutritious grain, although this grain cannot be poured or scooped out of the bag. The feedbag only works when it is on a horse.

Firebow Weapon (bow), very rare (requires attunement)

A nonmagical arrow that you fire from this bow immediately bursts into flame, inflicting an additional 1d8 fire damage on a successful hit.

Fire-Quenching Smoke Wondrous item, common

This is a small, fragile glass globe. If thrown into a flame (range 10/20), the globe shatters and releases a cloud of thick, white smoke in a 60-foot-radius sphere. All normal fires are extinguished. Fires created by a spell are extinguished unless the caster is within 50 feet and makes a DC 15 saving throw, using the caster’s spellcasting attribute. This does no damage to fire-based entities and will not protect you from a fiery breath weapon, although it will extinguish secondary fires.

Figurine of Wondrous Power This is an extended list of figurines of wondrous power presented in the Dungeon Master’s Guide. ♦ Amber Monkey (Very Rare). These statues stand around 3 inches high and usually come in sets of three, in the “see no evil; hear no evil; speak no evil” pose. Each monkey can become a very large, living monkey for up to 8 hours a day (using the

ape statistics). Once it has been used, it can’t be used again until 7 days have passed. If a second command word is spoken, the monkey will teleport to the shoulders of one target you choose within 100 feet and wrap its arms around the target’s head and its legs and tail around the target’s torso and neck. The target is then grappled. As long as the target is grappled (escape DC 15), the target has disadvantage on all attack rolls. • The See No Evil monkey will cover its target’s eyes. For as long as it remains grappled, it is blinded, and it must make a DC 13 Constitution saving throw or become blinded until cured. • The Hear No Evil monkey will cover its target’s ears. For as long as it remains grappled, it is deafened, and it must make a DC 13 Constitution saving throw or become deafened until cured. • The Speak No Evil monkey will cover its target’s mouth. For as long as it remains grappled, it is mute, and it must make a DC 13 Constitution saving throw or become mute until cured. While mute, it cannot cast spells with verbal components. ♦ Coral Dragon (Very Rare). This is a delicate carving of a serpentine dragon about 8 inches long. It can become a 3-foot long, wingless dragon for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. It is knowledgeable about many things and eager to answer questions. While in dragon form, the figurine allows you to cast create water, gust of wind, and legend lore 3 times each. The attributes for the coral dragon are listed in the appendix. ♦ Emerald Frog (Very Rare). This is an 1-inch-long frog carved out of deep green emerald. When it is activated, it becomes a normal frog, no more than 4 inches long. It may remain in this form for up to 24 hours.

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Once it has been used, it can’t be used again until 7 days have passed. You may use your action to see through its eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses, as if you had cast beast sense. In addition, the frog has immunity to poison. The frog may attack with its tongue. Its attack bonus is +1 and its tongue has a reach of 10 feet. It may only attack insect- or spider-like creatures, including creatures such as giant spiders or centipedes, ankhegs, driders, and ettercaps of Large size or smaller (but not insect swarms). The creature must succeed on a DC 15 Dexterity saving throw or be swallowed whole by the frog, despite the enormous size difference. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and it takes 10 (3d6) acid damage at the start of each of the worm’s turns; the creature is shrunk small enough to fit inside the frog’s stomach. If the frog is killed, the swallowed creature will reappear, prone in a space within 5 feet of the frog. If the frog is reverted to figurine form, the swallowed creature is killed and can only be brought back to life by a true resurrection or wish spell. ♦ Jade Snakes (Rare). These two figurines are made of green jade (the snake of striking) and white jade (the snake of soothing), carved so that they twine around each other. When activated, they turn into giant constrictor snakes. If activated at the same time, the snake of striking will immediately attack the snake of soothing, which will not fight back. If one of the pair is destroyed, either because of one attacking the other or due to other means, the other crumbles to dust. • The snake of striking has AC 15 and maximum hit points. It also has an attack

bonus of +8 and does an additional +2 damage with its bite and constriction. It may be activated for 8 hours, after which it cannot be used again for another 2 days. • The snake of soothing will coil gently around a willing target. You may cast cure wounds (healing 5d8 damage) and lesser restoration twice each. It may be activated for 1 hour, after which it cannot be used again for another 2 days. ♦ Moonstone Rabbit (Rare). It transforms into a normal-sized rabbit. It has a burrowing speed of 20 feet. When it digs, it produces a hole 5 feet in radius. The rabbit may be activated for 1 hour, after which it cannot be used again for another 2 days. ♦ Opal Cats (Rare). This is a set of three figurines, which contains a mother cat, a kitten of caterwauling, and a kitten of contemplation. The mother cat is 1 inch tall, while the kittens are both 1/2 an inch tall. They can transform for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. • The mother cat is made from black opal and can transform into a shimmering black cat with the attributes of a tiger. • The kitten of caterwauling is made from fire opal. It can be commanded to guard an area or to attack. When guarding, when a creature other than ones you designate initially is within 30 feet of the kitten, it will emit a wail audible within 300 feet of it. It will continue to cry until the creature moves out of its range and for 1d4 of its turns afterwards. If attacking, it releases a 100-foot cone of sound. All creatures within that area must make a Constitution saving throw, taking 3d8 thunder damage and being deafened for 1 minute on a failed saving throw or half as much damage and being deafened for 1 round on a successful one. This kitten has the attributes of a normal cat.

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• The kitten of contemplation is made of white opal. It will sit on your lap and purr soothingly. After 1 minute, it will remove incapacitation and stunning caused by mental confusion or madness, will negate magical or mundane insomnia, and will prevent you from having magical or mundane nightmares. In addition, if you are a wizard, while the cat sits on your lap, it will take half as long as normal to inscribe a spell into your spellbook. This stacks with the reduced time for inscribing a spellbook of your chosen school; spells of that school will take only one-half hour per spell level to inscribe. ♦ Silver Carp (Rare). This is a 4-inch-long carp cast out of silver. When activated, it grows to a length of 2 feet long and is covered with beautiful, scintillating scales. It can transform for up to 24 hours. Once it has been used, it can’t be used again until 5 days have passed. If placed in water, it will purify up to 100 gallons of water each hour. If held in the air, it will spout out fresh water at the rate of 1 gallon a minute. ♦ Tourmaline Turtle (Rare). When this 6-inch-long statuette is placed in water and the command word is spoken, it transforms into a 30-foot-long leatherback turtle. It can carry as many as 12 Medium-sized creatures on its back and swim along the surface of the water. It can also be commanded to dive and take its riders with it. In that case, it creates a bubble of air adequate for 1 hour of breathing, regardless of the number of creatures it is carrying. The attributes for the giant sea turtle are listed in the appendix.

Fingernails of Rending Wondrous item, legendary

This is a set of either five or ten 3-inch-long, metallic fingernails. If placed on the fingers, they bind themselves forever. This causes extreme pain and horror to living creatures; you must make a DC 17 Constitution saving throw or fall unconscious for 10d10+10 minutes. After wearing these fingernails for a week, your hand will begin to wither and blacken slightly, as if you were dead. Technically, this is not a curse. However, only amputation or a greater restoration spell will remove the fingernails. Although made of metal, these fingernails are as sensitive to touch as the rest of your fingers and you do not suffer any penalties for wearing them. For as long as you have even one of these fingernails, your unarmed melee attacks do an additional 1d8 necrotic damage. In addition, if you roll a natural 20 when you attack with them, and your opponent is wearing armor, you have rent that armor, causing it a permanent and cumulative -1 to AC.

Fire Gem Wondrous item, very rare

This fist-sized fire opal has 6 charges and regains 1d6 expended charges each day at dawn. You may use your turn to expend 1 charge to fire a jet of fire 100 feet long and 5 feet wide. All creatures caught in the jet must make a DC 15 Dexterity saving throw, taking 6d10 fire damage on a failed saving throw and half as much damage on a successful one.

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Flame Egg Wondrous item, rare

These very fragile eggs are precariously balanced on treasure. If the treasure is jostled at all, the egg falls over and then explodes. All creatures within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 4d8 radiant damage on a failed saving throw, or half as much on a successful one.

Flash Pellet Wondrous item, common

If thrown onto hard ground, this pellet explodes into a burst of bright light. All creatures who were not expecting it must make a DC 15 Constitution saving throw. A creature is blinded for 1 minute on a failed saving throw, or for 1 round on a successful one. A creature may attempt a new saving throw each round, ending the effect on a success.

Flask of Curses Wondrous item, rare

When opened, this flask releases pale smoke. All creatures within 10 feet who must breathe must make a DC 17 Wisdom saving throw or be cursed, as per the spell bestow curse, or suffer from a curse of similar proportions. This curse lasts until a remove curse or similar spell is cast on each creature.

Flint of Cold Fire Wondrous item, common

If this flint is used to start a fire, the fire is cool to the touch and will not set anything else on fire. It sheds light as normal.

Flint of Dark Fire Wondrous item, common

If this flint is used to start a fire, the fire sheds is a dark, flickering purple that cannot be seen from more than 5 feet away and sheds no light. It produces heat as normal and can set combustibles on fire, although it produces more dark fire.

Flute of Courage Wondrous item, rare (requires attunement by a bard)

When you play this instrument, all allies within 60 feet have advantage on saving throws to avoid being frightened. This lasts for as long as you play, plus one minute afterwards.

Flute of Puppies Wondrous item, legendary

You must be proficient with wind instruments to use this flute. This item has 3 charges and regains 1d3 charges each day at dawn. When you play this flute, all enemy creatures within 60 feet of you must make a DC 11 Constitution saving throw or be polymorphed into a puppy. This is permanent, although the puppy will eventually grow up to be a dog.

Flute of Wind Dancing Wondrous item, legendary (requires attunement by a bard)

This flute has 7 charges and regains 1d6+1 charges each day at dawn. While playing this flute, you may use your action to expend 1 or more charges and cast the following spells: conjure elemental (air elementals only, 5 charges), control winds (3 charges), gust (0

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charges), gust of wind (1 charge), investiture of wind (4 charges), or warding wind (1 charge).

Folding Moat Wondrous item, very rare

This is a large loop of cloth. When placed on the ground and a command word said, it expands do become a 30-foot wide, 10-foot deep trench that encloses an area of 500 feet × 300 feet. A second command word will cause the moat to fill up with water. If you say a third command word, the water vanishes and the moat turns back into cloth.

Food Pouch Wondrous item, uncommon

This small bag contains up to two meal’s worth of nuts, dried fruit, and other granola-type food. Once it has been emptied of food, it will not produce any more until the following dawn.

Frostreaver Weapon (battleaxe), legendary (requires attunement)

This axe is made entirely of magically-treated ice and will melt if it remains in temperatures above 50° F for more than 6 hours. You gain a +1 to hit and damage with this weapon. It inflicts 1d8 slashing damage and 2d10 cold damage to its targets.

∆ G ∆

Gargoyle Cloak Wondrous item, very rare (requires attunement)

This cloak has 3 charges and regains 1d3 expended charges each day at dawn. You may use your action to expend a charge and cast polymorph on yourself and turn into a gargoyle for up to 1 hour.

Gargoyle Grappling Hook Wondrous item, rare

When throw, this grappling hook transforms into Small-sized gargoyle-like iron construct that will fly to any target (which must be an inanimate object) within 150 feet. It will then wrap its arms, legs, and tail firmly around the target, and will not let go until you say the command word. The attached magical rope can hold up to 1 ton.

Gauntlets of Dexterity Wondrous item, rare (requires attunement)

These gloves raise your Dexterity to 18 while you wear them. If your Dexterity is higher than 18, these gloves have no effect.

Gauntlets of Heat Wondrous item, rare (requires attunement)

These gauntlets have 10 charges and regain 1d10 charges each day at dawn. You may use your action to expend a charge and cast burning hands, heat metal, or produce flame. You may also freely cause the glove to heat up enough to set a combustible on fire by holding that combustible for 1 round,

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although you cannot directly cause damage that way.

Gauntlets of Holding Wondrous item, uncommon

When you wear these gloves, you get a +5 bonus to Strength (Athletics) when attempting to grapple or restrain a target.

Gauntlets of Specialization Wondrous item, very rare (requires attunement)

When you wear these gloves, you gain proficiency with one specific type of weapon. If you already have proficiency, you gain expertise.

Gauze of Appearance Wondrous item, rare

This is a very thin sheet of flimsy cloth, so finely woven as to be almost invisible. It takes a DC 25 Perception or Investigate check to notice it. Any creature that is invisible that touches the gauze will be rendered visible. Any illusion that touches it is automatically dispelled.

Gem of Income Wondrous item, legendary

This is a small, egg-shaped soapstone carved with a tree. If planted with a gold coin, watered, and given plenty of sunshine, it will grow into a literal money tree in 1 week. The tree will reach a height of 6-10 feet. It will have a distinctly golden tinge to its bark and its leaves will be reddish-gold in color. Each week, the tree will grow 1d10+10 gold coins (of the type that was planted with it). Any attempt to cast any sort of spell to alter, improve, duplicate, or otherwise

enchant the tree instantly kills it, as does any amount of lightning or fire damage.

Gembow Weapon (shortbow), legendary (requires attunement)

This shortbow +1 has an indentation just above the grip. If a gemstone is placed in that indentation, then any nonmagical arrow fired from that bow does additional 2d10 damage of a specific type:

Gem Effect Black opal Thunder Black sapphire Necrotic Diamond Lightning Jacinth Acid Opal Radiant Ruby Fire Star sapphire Cold Yellow sapphire Poison

Whenever this bow is used, the DM should roll a d8. On a 1, the gemstone cracks and becomes worthless (except to be ground into gem dust) and the bow will no longer do additional damage until a new gem is inserted.

Gemcutter’s Tools of the Dwarfs Wondrous item, legendary (requires attunement by a dwarf)

If you have proficiency with Jeweler’s tools, this set of tools allows you to use three times your normal proficiency bonus when using them. In addition, the maximum gp value of the items you create increases to 50 gp per day. If you don’t have proficiency with Jeweler’s tools, you are treated as if you do while using this set of tools, using your

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normal proficiency level. You are still limited to the normal crafting limits.

Gemstone of Musing Wondrous item, rare (requires attunement by a wizard)

While you are attuned to this gem and have it out in front of you where you can see it, when you use your Arcane Recovery ability, you may regain an additional 2 spell levels.

Gemstone of Retaliation Wondrous item, legendary (requires attunement)

This gem grants you advantage on saving throws against evocation spells. In addition, any evocation spell cast on you that you successfully resist is turned into a magic missile that is reflected back onto the creature who cast the spell at you in the first place, doing 1d4+1 force damage.

Gemsword Weapon (longsword), legendary (requires attunement)

These thin, graceful blades are made of electric-blue steel and glow slightly. Their hilts are covered with small gemstones, and their pommel is made of a particularly large jewel. Each time this sword hits, it does an additional 1d4 radiant damage. It also does double damage to inanimate objects. You may command the sword to release a powerful burst of burning light. This inflicts an additional 5d6 radiant damage and the target must make a DC 15 Wisdom saving throw or be stunned for 1 minute. A creature may attempt a new saving throw each round, ending the effect on a success. Once you use this ability, you cannot use it again until the following dawn.

In addition, the sword has 3 charges and regains all expended charges each day at dawn. The pommel of this stone provides a single magical power, which is indicated by how it is cut, and you may use your action to expend a charge and activate the power. ♦ Antique Cushion Cut. You may cast regenerate on yourself or another. ♦ Trilliant Cut. You may cast lightning bolt. ♦ Round Brilliant Cut. You may cast teleport on yourself and anyone who is touching the sword.

Getaway’s Dust Wondrous item, rare

Found in a small packet, this powder resembles very fine sand. A packet usually contains 1 pinch of dust. If sprinkled on the front door of a dwelling, that place has a protection from evil and good spell placed on it for 24 hours. Most forms of getaway’s dust is designed to prohibit fey, fiends, or undead.

Getaway’s Oil Potion, rare

If sprinkled on the front door of a dwelling, that place has a protection from evil and good spell placed on it for 24 hours. Most forms of getaway’s oil is designed to prohibit fey, fiends, or undead.

Ghostly Palace Wondrous item, legendary

This item takes the form of an ornate key which obviously valuable. Once each night, you can use the key to summon a doorway to a palace, which resides on the Ethereal Plane. You may stay in the palace as long as you wish, although when you are in it, it is

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visible to the outside as a faintly shining, obviously magical outline of a palace, The palace is beautifully appointed and staffed by unseen servants who cook, clean, serve, fetch and carry, play soothing music, and perform whatever other menial tasks you wish. Curse. This item is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the key. An invisible stalker will locate you and attack, attempting to reclaim the key and return it to the resting place of the palace’s original owner. If a stalker is slain, then another one will take its place in 24 hours.

Girdle of Femininity/Masculinity Wondrous item, very rare

This is a broad leather belt. As soon as you put it on, you are transformed into a member of the opposite sex. Curse. This girdle is cursed, and taking it off does not remove the curse. Only a wish, or dying and then being brought back to life with a reincarnation or a true resurrection can reverse it.

Glass of Distant Vision Wondrous item, very rare

This magical telescope has 6 charges, and regains 1d6 expended charges each day at dawn. It normally has 8× magnification, but you may expend 1 charge to give it 80× magnification, or 3 charges to give it 250× magnification, for 10 minutes.

Glass of Preserved Words Wondrous item, very rare

This magnifying glass allows you read any form of written language when looking

through this glass, even if the words have been made illegible due to time, water-logged ink, or magical interference, or are in an unknown language.

Gloves of Lightning Wondrous item, rare (requires attunement)

These ornate gloves have 3 charges and regain 1d3 expended charges each day at dawn. You may use your action to expend a charge and fire a bolt of lightning from the gloves to one creature within 100 feet. That creature must make a DC 13 Dexterity saving throw, taking 8d6 lightning damage on a failed saving throw, or half as much damage on a successful one.

Gloves of the Octopus Wondrous item, rare

You may command the fingers of these gloves to grow into 10-foot long tentacles. Each tentacle has Strength 20 (+5), Dexterity 14 (+2), has AC 12, and each finger has 10 hit points. Destroyed tentacles regenerate at a rate of 1 per week, as long as at least one tentacle remains. It attacks using your proficiency bonus and inflicts 1d4+5 points of bludgeoning damage; each tentacle may attack once per round. On at least two tentacles hit a Large or smaller creature, it is grappled (escape DC 15) and restrained. Once that ability has been used, it cannot be used again until the following dawn.

Globe of Serenity Wondrous item, very rare

This small glass orb emits a continuous, inaudible tone that affects all living creatures within 100 feet with the calm emotions spell.

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Goblet of Change Wondrous item, rare

There are three types of goblets. When any alcoholic liquid is poured into the goblet and allowed to sit for 1 minute, the liquid is transformed into a particular type of potion. Roll a d6 to determine what it is changed into: 1-2: Potion of Sleep. When consumed, the drinker must make a DC 15 Constitution saving throw or fall unconscious for 1d4+1 days. The creature cannot be awakened except through magic and will not need to eat or drink during this time. 3-4: Potion of Death. When consumed, the drinker must make a DC 15 Constitution saving throw or take 10d10 poison damage on a failed saving throw, or half as much on a successful one. 5-6: Potion of Affixation. When consumed, the drinker must make a DC 15 Constitution saving throw or become paralyzed for 1d4+1 days. The creature will not need to eat or drink during this time.

Golden Circlet Wondrous item, legendary (requires attunement by a good-aligned cleric)

This circlet has 5 charges and regains 1d4+1 charges each day at dawn. While wearing this circlet, you may use your action to expend a charge and cast mass suggestion. You may not use it to suggest that people perform evil or harmful acts.

Golden Sickle Weapon (sickle or scythe), very rare (requires attunement by a druid)

This is a sickle +1. While holding it, you may cast pass without trace and tree stride. Once

you cast one of these spells, you cannot cast that spell again until the following dawn. Scythe: Simple melee weapon. Cost: 2 gp. Damage: 1d10 slashing. Weight: 5 lbs. Properties: heavy, two-handed. Druids and warlocks are proficient in scythes.

Gong of Dispelling Wondrous item, rare

This item has 50 charges. You may use your action to expend a charge and ring the gong, which casts dispel evil and good in a 30-foot radius.

Gong of Earthquakes Wondrous item, legendary

This tiny gong is only 3 inches in diameter, but when struck, it causes an earthquake, as per the earthquake spell. Once this ability has been used, it cannot be used again until the following dawn.

Gong of the Whirlwind Wondrous item, legendary

This tiny gong is only 3 inches in diameter, but when struck, it causes an earthquake, as per the whirlwind spell. Once this ability has been used, it cannot be used again until the following dawn.

Greater Windfan Wondrous item, rare

This fan has 7 charges and regains 1d6+1 expended charges each day at dawn. You may use your action to expend one or more charges to cast either control winds (4 charges) or gust of wind (2 charges). You may also use your action to cast gust without expending any charges.

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Greenmask Wondrous item, very rare or legendary (requires attunement by an elf)

This mask is made of living wood and is usually carved to resemble an elf’s face. Their eye holes are covered with crystals and there are no mouth or nose holes. ♦ Type I (Very Rare). While wearing this mask, you have +1 bonus to your AC and resistance to damage from gas attacks, including the breath weapon of a green dragon or the cloudkill spell. You have advantage on saving throws against gaze attacks and against being blinded. Your darkvision’s distance increases by 60 feet and you have advantage on all Wisdom (Perception) rolls. ♦ Type II (Legendary). This version of the mask increase the AC bonus to +2.

Guardian Egg Wondrous item, legendary

When you say the command word, this large, brass egg transforms into a metallic construct that serves you faithfully. You can only use this object at night; when dawn comes, it transforms back into an egg and cannot be used for 1 week. It also reverts to egg-form if slain. The creature has roughly the same size and shape as a hill giant, and uses those attributes; it has an Intelligence of 5 (-3) and will only do what you tell it to. It also has an AC of 18 (natural armor) and cannot throw rocks. If you throw the egg in the air, the resultant construct has wings, a walking speed of 20 feet, and a flying speed of 50 feet; if you place it underwater, it has a fish-shaped tail, no walking speed, and a swim speed of 60 feet.

Guardian Tail Wondrous item, common or uncommon (requires attunement)

This is an animal tail that came from an animal such as a fox, raccoon, coyote, hyena, etc., or other animal. It is designed to be attached to a chest, quiver, or other sort of container. ♦ Type I. Once attached, the tail protects the container’s contents. If any creature other than you attempts to open the case or go through it, the case will shapechange into the type of creature from which the tail came. The creature will then flee in search of you or, if necessary, fight. Once it flees, a command word will cause it to finds you, it will get your attention and then revert to container form. If the creature is destroyed, the container reverts to normal and the tail becomes nonfunctional, although it will regain its abilities in 24 hours. If it is cut in two while in tail form, it is destroyed. ♦ Type II. This version of the guardian tail can change between animal and container form on command, allowing it to act as a companion of sorts when not in use. Regardless of the form it takes, all guardian tails have the same attributes.

GUARDIAN TAIL (ANIMAL FORM) Small construct, unaligned

Armor Class: 15 (natural armor) Hit Points: 10 (3d6) Speed: 40 feet

STR DEX CON INT WIS CHA

8 (-1) 12 (+1) 10 (+0) 3 (-4) 9 (-1) 7 (-1)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 9

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ACTIONS

Bite or Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d-1) piercing or slashing damage.

∆ H ∆

Halfling Pipe Wondrous item, rare

Despite the name, anyone can use this smoking pipe. When smoking tobacco or another such product from this pipe, you use your action to cast either phantasmal force or phantasmal killer. The illusion is constructed out of the smoke and is visible to others. Once you cast one of these spells, you cannot cast that spell again until the following day.

Hammer of Life Weapon (light hammer), legendary (requires attunement)

This is a light hammer +2 inscribed with elaborate magical runes. You may use it to cast heal and greater restoration. Once you cast a spell, you cannot cast that spell again until the following dawn.

Hammer of Nailing Wondrous item, legendary (requires attunement by a dwarf)

If you have proficiency with Carpentry tools, this hammer allows you to use three times your normal proficiency bonus when using them. In addition, the maximum gp value of the items you create increases to 50 gp per day.

If you don’t have proficiency with Carpentry tools, you are treated as if you do while using this anvil, using your normal proficiency level. You are still limited to the normal crafting limits.

Hammer of Silence Weapon (light hammer or warhammer), uncommon

This hammer makes no noise when it is used, no matter what it struck against.

Hammer of Vengeance Weapon (warhammer), legendary (requires attunement)

This is an extremely large warhammer +1. All attack rolls with this hammer are made at advantage. If you roll a 20 when you strike an opponent wearing any sort of metallic armor, the armor shatters and is completely ruined.

Hand of Remote Action Wondrous item, rare

This glove may come singly or in pairs and has 7 charges; it regains 1d6+1 charges each day at dawn. You may use your action to expend a charge and create a normal-sized hand out of shimmering, translucent force. If you have a pair of gloves, the gloves have 7 charges total but expending a charge creates a pair of hands. The hand has an AC of 20, 20 hit points, and both Strength and Dexterity at 12 (+1). When you spend the charge and as a bonus action on your subsequent turns, you can move the hand up to 30 feet. The hand lasts for 10 minutes and it moves at your command, mimicking the movements of your own hand. You may use it to attack, manipulate objects, feel things

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(you can feel things through it), and so on. However, any fine-detail work, such as picking locks, is done at disadvantage, and it uses its own Strength and Dexterity to attack.

Hands of the Healing Spirit Wondrous item, legendary (requires attunement)

This amulet has 6 charges and has the following abilities. It regains 1d6 charges daily at dawn. If you expend the amulet’s last charge, roll a d20. On a 1, the amulet crumbles into ashes and is destroyed. Spells. When you hold the amulet, you may expend one or more charges and cast the following spells: cure wounds, healing word, or light (1 charge each); lesser restoration (2 charges); heal (4 charges); or mass heal (6 charges). Doctor’s Aide. While wearing the amulet, you can use your action to expend 1 charge and gain advantage on Intelligence (Medicine) ability checks for 1 hour. Spirit of Harmony. While wearing this amulet, those around will see you as a helpful and loving person. You may expend 1 charge to gain advantage on Charisma (Persuasion) ability checks for 1 hour. Healing Aura. While wearing this amulet, whenever you roll a Hit Die to regain hit points , double the number of hit points it restores.

Harp of Gold Wondrous item, legendary (requires attunement by a bard)

When you play this large, heavy harp (400 pounds) for 1 hour, all copper, silver, and platinum within 10 feet of it turn into gold, permanently. Once you use this ability, you cannot use it again until for 3 days.

Harp of Healing Wondrous item, rare (requires attunement by a bard)

When you play this harp for 10 minutes, all creatures within 10 feet who can hear you heal 2d6 hit points. Once you use this ability, you cannot use it again until the following dawn.

Hasp of Locking Wondrous item, common

When placed on any door or lid, this hasp locks with an arcane lock. It unlocks on command.

Hasty Wheel Wondrous item, uncommon

If this wheel is affixed to a wagon, chariot, or other wheeled vehicle, it doubles that vehicle’s speed.

Hat of Holding Wondrous item, uncommon

This hat can hold up to 50 pounds of objects in an extra-dimension space. Objects can only be retrieved by holding the hat so its opening faces upwards; objects won’t fall out when you place it on your head.

Headdress of Peaceful Contact Wondrous item, rare (requires attunement; by a druid or priest)

When worn, this feathered headdress gives you advantage on all Charisma ability checks made when dealing with fey, provides immunity to a fey’s attempt to charm you, and gives you the ability to speak Sylvan.

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Heart of Bravery and Cowardice Wondrous item, rare (requires attunement)

This is a small piece of golden jewelry, usually designed to go on a charm bracelet or a necklace. There are two varieties of this item. ♦ Lion’s Heart. While attuned to this heart, you have advantage on all saving throws against fear. ♦ Chicken’s Heart. While attuned to this heart, you have disadvantage on all saving throws against fear. Curse. The chicken heart is cursed and attuning to this charm extends the curse to you. Removing the charm does not negate the curse.

Helm of Creation Wondrous item, rare

This hem has 7 charges, and regains 1d6+1 charges each day at dawn. While wearing this helm, you may use your action to expend 1 or more charges to cast one of the following spells: hallucinatory terrain (3 charges), illusory script (1 charge), major image (2 charges), or programmed illusion (5 charges).

Helm of Valor Wondrous item, legendary (requires attunement by an elf, cleric, fighter, ranger, paladin)

While wearing this winged helm, you are completely immune to nonmagical missiles and thrown weapons.

Helmet of Sensory Protection Wondrous item, uncommon

While wearing this helmet, you have advantage on saving throws to avoid being blinded or deafened, and when saving

against gaze attacks and inhaled poisons and toxins.

Hold-Fast Anchor Wondrous item, uncommon

You speak the command word and throw this anchor overboard your ship. The anchor imbeds itself in the sea floor and attaches itself to the ship with a thin line of force. The ship is then restrained. It requires a DC 30 Strength saving throw to break the line.

Holy Shield Armor (shield), legendary (requires attunement by a good priest or paladin)

This is a shield +2. When you attune to it, the shield’s face changes to match your holy symbol, and it constantly radiates a protection from evil and good spell that protects you from undead and fiends.

Horn Bonnet Wondrous item, uncommon (requires attunement by a barbarian)

Made from the hide of a horned animal and decorated with feathers, these hoods grant you advantage on all Initiative and Wisdom (Perception) checks. In addition, you may spend your action to speak its command word, and your Strength will increase to 22 (+6) for 10 minutes. Once you use this ability, you cannot use it again until the following dawn.

Horn of Dolphins Wondrous item, very rare

You must be proficient with wind instruments to use this horn. This is a large conch shell that can be blown as a horn. If you use your action to blow through it while

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in or adjacent to the water, it produces a deep thrum that can be heard for 10 miles. This will cause all dolphins within range (assume 3d12+10) to come to you. The dolphins are friendly to you and your companions and will attempt to do what you ask of them as long as it is not dangerous to them. Once you use this ability, you cannot use it again until the following dawn. The attributes for the dolphin are in the appendix.

Horn of Hades Wondrous item, legendary

If you use your action to blow through this horn, you can summon demons. Roll a d6. On a roll of 1-5, you summon 2d4 lesser demons. Roll a d4 to determine the type that arrive. d4 Demon d4 Demon 1 Barlgura 3 Chasme 2 Vrock 4 Glabrezu

On a roll of 6, you summon a balor. The demon you summon will be friendly towards you and your companions. The demon will perform one task you require of it, although if the task is difficult, dangerous, or inconvenient, it may demand payment. If you or your companions are hostile towards it, it will attack. Once it has finished its task, it is free to do as it pleases. Once you use this horn, you can never use it again.

Horn of Signaling Wondrous item, uncommon

Although not overly loud, this horn can be clearly heard up to 10 miles away.

Hornblade Weapon (sickle or scythe), uncommon (requires attunement by an elf, druid, or ranger)

This sickle has a curved blade that appears to have been carved out of horn, but is as hard as steel; however, it is not made of metal. It gives you +1 to hit and to damage. On command, its blade and hilt lengthen into a weapon that appears to be a cross between a scimitar and a scythe; it uses the statistics for a scythe. Scythe: Simple melee weapon. Cost: 2 gp. Damage: 1d10 slashing. Weight: 5 lbs. Properties: heavy, two-handed. Druids and warlocks are proficient in scythes.

Horned Mask Wondrous item, rare (requires attunement by a druid or ranger)

This mask sports two curving horns. While wearing it, you have darkvision to 100 feet and truesight. You can also see through light obscurement and are immune to the blindness, charmed, and stunned conditions. Finally, you have advantage on your Wisdom (Survival) ability check when tracking.

Horseshoes of Hades Wondrous item, very rare

These iron horseshoes come in a set of four. When all four horse shoes are affixed to the hooves of a horse, they turn the horse into a nightmare, which immediately attacks.

Incense of Meditation Wondrous item, legendary

This incense comes in sets of 2d4 blocks. Burning a block produces a pearly smoke

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and a unique fragrance. A spellcaster who spends eight hours meditating while breathing in the smoke gains several benefits: all variable spell effects, such as to determine damage, are maximized and all targets have disadvantage on their saving throws. This benefit lasts for 24 hours.

∆ I ∆

Infinite Rope Wondrous item, rare

This is a loop of rope that grows to one mile in length when you speak a command word; initially 50 feet long, it will grow at a rate of 10 feet each round. A second command rate will cause it to shorten at the same length. It cannot be used to compress or crush anyone and will simply stop shrinking or growing if it meets any resistance.

Inkwell of Scrollmaking Wondrous item, uncommon

If you place a gemstone worth 25 gp or more inside this inkwell and speak the command word, it will convert that gem into magical ink, suitable for inscribing spells into your spellbook. For every 25 gp worth of gem, you can inscribe one spell level worth of spell. Thus, to inscribe a 6th-level spell, you would need to use 150 gp worth of gemstones. It has the effect of halving the cost of copying a spell into your spellbook. It stacks with the reduced cost of inscribing spells of your arcane tradition.

Incubalum Wondrous item, legendary

This is a 1-foot-long, rock-hard egg. If it is ever cracked open, a fully adult specimen of an egg-laying, land-dwelling creature will emerge. While it has the abilities and intellect of an adult of its species, it will have no memories of childhood and little understanding of the world around it. It will also have an alignment of unaligned, although this may rapidly change, depending on how it is treated and if it’s intelligent enough to understand alignments.

d20 Creature 1 Aarakocra 2 Bullywug 3 Chuul 4 Cloaker 5 Dark mantle 6 Dragon (any) 7 Grell 8 Hook horror 9 Kenku 10 Kobold 11 Kuo-toa 12 Lizardfolk 13 Mimic 14 Naga (any) 15 Otyugh 16 Pseudodragon 17 Roper 18 Thri-kreen 19 Troglodyte 20 Umber hulk

Invulnerable Coat Armor (chainmail), legendary (requires attunement)

This is a long coat of shining chainmail +2. While wearing it, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and from acid,

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cold, fire, and poison. In addition, your speed increases to 50 feet and you may use your action to command the coat to turn you invisible for up to 1 hour at a time. Curse. This armor is cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the armor, keeping it on your person at all times. Whenever you are wearing this armor, any living thing you touch must make a DC 13 Constitution saving throw or take 1d10 poison damage. In addition, each time you put this armor on, you shrink by 1 inch, permanently. The armor shrinks with you, so it is not immediately obvious that you are shrinking.

Ironstar Mace Weapon (mace), legendary (requires attunement by a dwarf)

This is a mace +1. It is remarkably light but also unbreakable. This mace has 5 charges and regains all expended charges each day at dawn. When attacking, you may declare that you want to spend a charge to make a shattering strike. On a successful hit, you inflict double damage. In addition, the target must make a DC 15 Constitution saving throw or be stunned for 1 minute. A creature may attempt a new saving throw each round, ending the effect on a success. If the target is wearing a breastplate or half-plate, the DM must roll a d6. On a roll of 1-4, the armor shatters and is rendered useless.

Ioun Stone (Variant) These are additional variants of the ioun stones presented in the Dungeon Master’s Guide.

♦ Airy Water (Rare). When underwater, this blue-green spindle makes the water within a 10-foot-radius sphere breathable by you and other surface-dwellers. ♦ Astral Projection (Very Rare). This golden ellipsoid has 3 charges and regains all expended charges each day at dawn. You may use your action to expend a charge and cast astral projection on yourself. If you use the last charge, roll a d20. On a 1, the stone goes a dull gray and loses its magic. ♦ Darksight (Rare). For as long as this pure black sphere orbits you, you can see in magical darkness as if it wasn’t there. ♦ Darkvision (Rare). This deep purple prism grants you darkvision to 60 feet. If you already have darkvision, it doubles your range. ♦ Empowered Spells (Very Rare). This clear prism holds spell levels which you can use to increase the power of any spell which can be cast with higher level spell slots. For instance, you may cast magic missile and use two of the stone’s spell levels to cast it as if using a 3rd-level spell slot, even though you only expend your 1st-level spell slot. If you wish to cast fireball as if with a 5th-level spell slot, you would need to spend 5 spell levels from the stone. Once you have used 50 levels of spells, it burns out and turns dull gray, losing its magic. ♦ Etherealness (Very Rare). This brilliantly silver cylinder has 3 charges and regains all expended charges each day at dawn. You may use your action to expend a charge and cast etherealness on yourself. If you use the last charge, roll a d20. On a 1, the stone goes a dull gray and loses its magic. ♦ Free Action (Rare). While this cerulean rhomboid circles your head, you cannot be restrained and have advantage on ability checks to escape grappling.

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♦ Gaseousness (Rare). This brilliantly silver cylinder has 6 charges and regains 1d6 expended charges each day at dawn. You may use your action to expend a charge and cast gaseous form on yourself. If you use the last charge, roll a d20. On a 1, the stone goes a dull gray and loses its magic. ♦ Greater Protection from Acid (Legendary). You have immunity to acid damage while this flickering while this bright white rectangle orbits your head. ♦ Greater Protection from Cold (Legendary). You are immune to cold damage while this flickering white snowflake orbits your head. ♦ Greater Protection from Fire (Legendary). You have immunity to fire damage while this pulsing red star orbits your head. ♦ Greater Protection from Lightning (Legendary). You have immunity to lightning damage while this silver rod orbits your head. ♦ Greater Protection from Necrosis (Legendary). You have immunity to necrotic damage while this mottled black rectangle orbits your head. ♦ Greater Protection from Poison (Legendary). You have immunity to poison damage while this green sphere orbits your head. ♦ Levitation (Rare). This rainbow-colored spindle has 6 charges and regains 1d6 expended charges each day at dawn. You may use your action to expend a charge and cast levitate on yourself. If you use the last charge, roll a d20. On a 1, the stone goes a dull gray and loses its magic. ♦ Light (Rare). On command, this will glow with bright light to a radius of 20 feet and dim light to 50 feet. ♦ Magic Resistance (Legendary). While this clear sphere orbits your head, you have

advantage on saving throws against spells and spell effects. ♦ Might (Rare). This brass lozenge grants you 10 temporary hit points. Once those points are gone, they do not return until the following dawn. ♦ Mind Shield (Legendary). You have resistance to psychic damage and resistance to being charmed or frightened. ♦ Mind-Reading (Legendary). As long as this puce cube orbits your head, you can cast detect thoughts at will. ♦ Mirror (Rare). You have resistance to gaze attacks while this mirrored cube orbits your head. ♦ Protection from Acid (Very Rare). You have resistance to acid damage while this bright white rectangle orbits your head. ♦ Protection from Cold (Very Rare). You have resistance to cold damage while this flickering white snowflake orbits your head. ♦ Protection from Fire (Very Rare). You have resistance to fire damage while this pulsing red star orbits your head. ♦ Protection from Lightning (Very Rare). You have resistance to lightning damage while this silver rod orbits your head. ♦ Protection from Necrosis (Very Rare). You have resistance to necrotic damage while this mottled black rectangle orbits your head. ♦ Protection from Poison (Very Rare). You have resistance to poison damage while this green sphere orbits your head. ♦ Protection from Weapons (Legendary). You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons while this maroon star orbits your head. ♦ Spirit Storage (Very Rare). If you are ever killed in combat, your soul is

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transferred to this clear pink sphere. Then, a lesser restoration spell will return your soul to your body, although you will have only 1 hit point. ♦ Translation (Very Rare). While this light blue prism orbits your head, you can understand all spoken languages. ♦ Wariness (Rare). While this silver sphere orbits your head, you cannot be subject to sneak attacks. ♦ Water Walking (Rare). When this pale yellow lozenge orbits your head, you can walk on water as if it was difficult terrain.

Iron Bow Weapon (longbow), legendary (requires attunement)

This longbow +2 is made of flexible iron. When you pull back the bowstring, it creates an arrow. This bow has a range of 300/1,200. In addition, you can command the bow to instead fire a bolt of lightning at a target within that range. This does 10d10 lightning damage on a successful hit. Once you use this ability, you cannot use it again until the following dawn. Curse. This bow is cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the bow, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. Over a period of weeks or months, your alignment will shift to chaotic good. In addition, you will be unable to refuse any heroic deed presented to you, no matter how dangerous or impossible it seems. You will be generally unwilling to allow others to help you on these quests, but can, with difficulty, be pursuaded.

Irons of Imprisonment Wondrous item, rare

Once locked, these heavy manacles do not open unless the proper command word is spoken by someone other than the creature being bound by then. These irons are immune to bludgeoning, piercing, and slashing damage from nonmagical damage and have resistance to all other forms of damage.

Irons of Throwing Wondrous item, very rare

These chains and manacles can be thrown (range 30/60). On a successful hit, the target is grappled (escaped DC 20) and restrained.

Ivy Bracelet Wondrous item, rare (requires attunement by a druid)

This fragile bracelet gives you the ability to speak to plants as if you shared a language. This bracelet has 7 charges. Each day at dawn, it regains 1d6+1 charges. You may use your action and expend a charge to cast one of the following spells: entangle (1 charge), plant growth (2 charges), or transport via plants (4 charges).

∆ J ∆

Jade Scepter of Defending Rod, legendary (requires attunement)

This white-hade rod functions as a magic mace that grants a +2 bonus to attack and

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damage rolls made with it. It constantly glows, shedding bright light in a 5-foot radius and dim light 5 for an additional 10 feet. If you hold the scepter in both hands and concentrate on it, performing no other actions, you are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Javelin of Distance Weapon (javelin), rare

This javelin +1 has a range of 90/360.

Jewel of Flawlessness Wondrous item, rare

This is a very fine gemstone of high value. If placed among other gemstones and left for 1 hour, each of those gems has a 20% chance of increasing in value by 50%. However, each time the jewel of flawlessness is used, roll a d10. On a roll of 1, the gem crumbles into dust.

Jewelry of the Equus Wondrous item, rare or very rare

This object can take any number of forms, usually that of a brooch or bracelet. While wearing this item, you may use your action to polymorph it into a horse or other riding animal, for up to 6 hours. Only you may ride the animal; it is insubstantial to all others. The creature is loyal to you and will follow your directions to the best of its ability. If the creature is injured, then the next time you call it forth, it will regain hit points as if it had taken a long rest. Each anklet can only changes into one kind of animal. Once this ability has been used, it cannot be used again until the next dawn.

♦ Type I (Rare). The DM should roll a d20 or choose from the following table:

d20 Creature 1-6 Riding horse 8-9 Mule or pony

10-12 War horse 13-14 Riding dog (mastiff) 15-17 Camel 18-19 Elephant

20 Riding Elk

♦ Type II (Very Rare). The DM should roll a d6 or choose from the following table:

d6 Creature 1 Giant Eagle 2 Worg 3 Nightmare 4 Pegasus 5 Unicorn 6 Wyvern

∆ K ∆

Kangaroo Pouch Wondrous item, very rare

This item acts like a small bag of holding—it can hold up to 50 pounds worth of goods but never weighs more than 5 pounds. However, when placed over the stomach (either above or below clothing and armor), it blends in and becomes undetectable to mundane senses.

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Key of Entrance Wondrous item, legendary

This key has 3 charges, and regains 1d3 expended charges each day at dawn. When you place this key against any door or lid and say the command word, it opens that door, completely bypassing any locks (magical or mundane) it may have. Using this key automatically triggers any traps that may be on that door, unless they have already been defused. If you expend the key’s last charge, roll a d20. On a 1, the key crumbles into ashes and is destroyed.

Key of Inquiry Wondrous item, very rare

You may use this key to “unlock” the resistance of a creature being interrogated. That creature must then answer three questions fully and truthfully, unless it makes a DC 17 Wisdom saving throw. It can only affect a given subject once each week, and once that ability has been used, it cannot be used again until the following dawn.

Key of Reunion Wondrous item, uncommon

These keys come in pairs. If one key is held flat in the hand, it will invariably point to the other key, as long as they are on the same plane.

Key of Silence Wondrous item, very rare

When you use your action to point this key at a target within 60 feet and turn it, that target must make a DC 15 Constitution or Charisma saving throw or lose all ability to speak for 24 hours, or until you choose to

“unlock” it. A creature may attempt a new saving throw at the end of each of its turns, ending the effect on a success. If it fails to resist after one minute, it is mute for 24 hours or until you choose to end the effect. Once you lock a target’s voice, you cannot use this key again until the following day.

Key of Storage Wondrous item, very rare

When held and turned, this key reveals a thin door that extradimensional “storage locker” that is 5 feet tall, 2 feet wide, and 2 feet deep. As with most such items, placing another extradimensional object, such as a bag of holding, inside this storage locker causes both items to be destroyed and a gateway to be opened to the Astral Plane.

Ladder of Balance Wondrous item, uncommon

You may set this 30-foot tall, magical extension ladder up and say the command word. Until the command word is said again, it cannot be tipped over, regardless of the force applied to it.

∆ L ∆

Ladle of Drinking Wondrous item, uncommon

When you use this ladle to scoop up any consumable, nonmagical liquid (or mostly-liquid thing such as soup), it will pour out 10 times the amount it scooped up. This ladle

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functions for 10 minutes at a time. Once this ability has been used, it can’t be used again until the following dawn.

Ladle of Duplicating Wondrous item, legendary

If a magical potion is poured into this ladle and the command word spoken, the potion may then be poured out into two bottles, thus doubling the amount of potion available. Once this ability has been used, it can’t be used again for 7 days.

Lamp of the Winds Wondrous item, legendary

By lighting this lamp and saying the command word, you may summon either an air elemental or an invisible stalker. This creature is charmed by you and the charm lasts for 3 days. Once this ability has been used, it can’t be used again until the following dawn—although you may summon more creatures even if you already have one under your command.

Lamp of Honesty Wondrous item, very rare

This item has 3 charges and regains all expended charges each day at dawn. It shines bright light to a distance of 10 feet and dim light for a further 30 feet. You may use your action and expend a charge to cast zone of truth. All creatures within the radius of bright light must make a DC 17 Charisma saving throw to resist.

Lamp of Ignition Wondrous item, common

This oil light automatically ignites whenever a creature of Small size or larger approaches

within 15 feet, and continues to burn until it runs out of fuel or there are no more creatures within 15 feet.

Lamp of Infinite Burning Wondrous item, very rare

This lamp needs no oil and burns indefinitely. You may snuff the flame and re-light it as you wish.

Lamp of Lighting Wondrous item, common

This lamp ignites when the command word is spoken within 20 feet. It continues to burn until it runs out of fuel or the command word is spoken again.

Lamp of Plant Growth Wondrous item, uncommon

This version of this lamp produces light that is sunlight in all respects, including its effect on creatures with the Sunlight Sensitivity and Sunlight Hypersensitivity traits. Its primary use is in growing plants indoors.

Lance of Venom Weapon (lance), legendary (requires attunement)

This lance +2 drips with poison. Any creature struck by it must make a DC 15 Constitution saving throw or take an additional 3d6 poison damage and be poisoned for 1 until the end of its next turn. In addition, you can use your action to cast detect evil and good and fear. Once you cast either of these spells, you cannot cast that spell again until the following dawn.

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Land Boat Wondrous item, uncommon

These boats are normal keelboats, longships, or sailing ships that have the ability travel over a certain form mostly flat terrain as if it was water. The most common types of land boats are sand boats (which allow travel over sandy or rocky desert), prairie boats (which allow travel over grasslands and savannahs), and ice boats (which allow travel over ice and snow). These boats still need oars, sails, or other forms of propulsion and move as fast as their aquatic equivalents do. It is possible to harness horses or oxen to a land boat. Despite their large sizes, the magic that allows the boat to travel on land causes a land boat to be as encumbering as a very heavily laden coach or wagon.

Leaf of Falling Wondrous item, rare

When worn, this small, leaf-shaped brooch automatically casts feather fall whenever you fall more than 5 feet.

Leech Dust Wondrous item, very rare

Found in a small packet, this powder resembles very fine green sand. There is enough of it for 1 use. When you use your action to throw the dust into the air, it forms a cloud 20 feet in diameter. All living creatures in this area must make a DC 15 Constitution saving throw. On a failure, the dust has adhered to that creature. At the beginning of each of its turns, the creature’s Strength and Dexterity scores are reduced by 1d4. If either of those scores is reduced to 0, the creature dies. A creature may attempt a new saving throw at the end

of each of its turns, ending the effect on a success. The dust can be washed off with holy water or nullified by a dispel magic or remove curse. Lost attribute points are regained after the creature takes a long rest.

Lens of Valuation Wondrous item, very rare

This item looks like a jeweler’s loupe or a magnifying lens. If you can study an object through it for 1 minute, you gain knowledge of the object’s average worth (plus or minus 5%). If used on a magical item, this will only reveal the worth of the object, not the object plus its enchantments.

Libram of Identification Wondrous item, uncommon

If you place magical item on this book and speak the book’s command word, and then open the book, it will have written the item’s uses and command words. However, it is incapable of telling the difference between a cursed item and a non-cursed item.

Libram of Recording Wondrous item, uncommon

If you say this book’s command word, it will record everything spoken within 20 feet on it, in the language in which it was spoken. A second command word will cause it to stop writing.

Libram of Translation Wondrous item, uncommon

On command, this book will translate any one single language that is being spoken within 60 feet of the book into different language you choose. You may choose both

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the language you want translated and the language that it will be translated into, but once you choose, you cannot change those languages until the following dawn.

Life-Saver Sword Sword (any sword), very rare (requires attunement)

This sword provides you with a telepathic alert when an undead creature is within 100 feet. When used against undead, it gives you +1 to hit and damage. You are immune to effects that reduce your hit point maximum or your attributes and you have resistance to necrotic damage.

Lightning Blade Weapon (longsword), legendary (requires attunement)

This blade does an additional 1d6 lightning damage with each hit. In addition, you can use it to cast chain lightning. Once you use this ability, you can’t use it again until the following dawn.

Liquid Iron Wondrous item, rare

This is a container of liquid metal. It can be poured out and formed into any number of shapes; it takes about 10 minutes to dry. A container of liquid iron typically carries 5 pounds of metal.

Liquid Road Wondrous item, uncommon

When sprinkled on water, mud, quicksand, etc., this dust turns it as hard as granite for 1 hour. A container of liquid road typically carries 2d4+2 pinches and each pinch can affect a 5-foot by 5-foot square.

Lucky Charm Wondrous item, common, uncommon, or legendary

This charm comes in various forms—coins, talismans, preserved rabbit feet, four-leaf clovers, and so on. There are three types of lucky charms. ♦ Type I (Common). You may activate the charm as a bonus action or a reaction to give you advantage on any attack roll, saving throw, or ability check. Once that ability has been used, it cannot be used again until the following dawn. ♦ Type II (Uncommon). This charm has 3 charges and regains all expended charges the next day at dawn. You may use your reaction to declare that you have rolled a 15 on any one die roll. ♦ Type III (Legendary). You may use an action to expend 1 of its 3 charges to cast the wish spell from it. The charm becomes nonmagical when you use the last wish.

Lucky Penny Wondrous item, uncommon

You may flip this copper coin into the air and catch it. If the coin comes up heads, you will have a +2 bonus to AC for 10 minutes. If it comes up heads, you will a -2 penalty to AC for 10 minutes. There is a 50% chance of either result. Once that ability has been used, it cannot be used again until the following dawn.

Lunar Brooch Wondrous item, rare (requires attunement by a spellcaster)

If you cast the light spell while wearing this crescent-moon shaped brooch, the light spills out to a radius of 90 feet. All lycanthropes within that area are forced to assume animal

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form and remain in that form for as long as they are within that radius.

Lute of Charming Wondrous item, rare (requires attunement by a bard)

This lute has 7 charges and regains 1d6+1 charges each day at dawn. If you play this lute for 1 minute and expend a charge, you may cast mass suggestion.

Lute of Calming Wondrous item, uncommon (requires attunement by a bard)

When you play this instrument for at least 3 rounds, you can cast calm emotions (save DC 15) on all creatures within 30 feet who can hear you.

∆ M ∆

Mace of Crushing Weapon (mace or maul), very rare (requires attunement)

This is a mace +2. It does double damage to inanimate objects.

Mage Wine Potion, rare

If you are a wizard, eldritch knight, arcane trickster, or any other creature who can cast wizard spells, when you drink this potion, you may instantly recall any one spell slot of level 1-5 that you cast earlier in the day.

Magical Chess Set Wondrous item, uncommon, rare or very rare

This is a chess set made of inlaid woods and delicately carved pieces. ♦ Type I (Uncommon). This one-player version plays against you and provides an acceptable game. ♦ Type II (Very Rare). This one-player version learns from you and becomes a stronger opponent. ♦ Type III (Rare). The rare version is actually a pair of chess sets. If both sets are properly set up with all of their pieces, then a move made on one board is mirrored on the other one, regardless of distance between the two (as long as they are both on the same plane). You can command your set to chime when the other player makes a move. ♦ Variants. Variants on this item are made to emulate other sorts of two-person games.

Magical Fountain Wondrous item, legendary

This is a large, ornate water fountain, often carved to resemble nymphs spilling water from urns, fabulous beasts spitting out great plumes of water, spouting whales and dolphins, little boys peeing, and so on. These fountains are usually discovered in unexpected places, such as in the center of a strangely large room inside a forgotten dungeon deep within the monster-strewn badlands. The water consumed from these fountains is magical. Each fountain produces a certain number of magical drinks before it “dries up” and produces only regular (but clean) water. After 1 month, though, it regains its magical ability.

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Magical fountains cannot be moved; any attempt to relocate them will destroy the fountain. Roll on the tables below to determine the number of drinks it can produce and the effects of those drinks. If it can produce more than 1 effect, it produces them randomly. Unless otherwise stated, all effects last for 10 + 2d8 hours. Short rests do not count against this time. d10 Number of Servings 1-5 1d4 drinks 8-9 2d6 drinks 6-7 1d4+2 drinks 10 3d6+4 drinks

d100 Effects

01-03

Fountain of Bravery or Cowardice. Roll a die. On an odd number, you have advantage when saving against being frightened. On an even number, you have disadvantage. If the die falls off the table, you gain a severe phobia of something completely mundane and harmless.

04-06

Fountain of Detection. Roll a d4. You gain the ability to detect certain things, as if you had cast a divination spell. You must make a DC 13 Intelligence (Investigation) roll to use this new ability. Your ability mimics one of the following spells, but is not actually magical:

1 Detect evil and good 2 Detect magic 3 Detect thoughts 4 Find traps

07-09

Fountain of Flight. You gain the ability to fly at a speed of 60 feet. However, you can no longer touch the ground. With effort, you can lower yourself to no less than 1 foot off the ground, and you can reach no more than 30 feet above it.

10-12

Fountain of Haste or Slowness. Roll a die. On an odd number, your walking speed increases by 10 feet and you have advantage on initiative. On an even number, your walking speed is reduced by 10 feet and you have disadvantage on

initiative.

13-15

Fountain of Ghostliness. Roll a die. On an odd number, you turn invisible. On an even number, you stay visible but become insubstantial. You may attack other insubstantial opponents normally, and you can cast spells that don’t require material components.

16-18

Fountain of Visions. Roll a die. On an odd number, you gain truesight to 60 feet. On an even number, you are blinded.

19-21 Fountain of Geases. You suddenly suffer from a geas of the GM’s choosing. You are aware of the terms of the geas.

22-24 Fountain of Teleportation. You are teleported to a random location within 1 mile. Your destination will be mostly safe.

25-27

Fountain of Enchantment. Roll a die. On an odd number, you fall madly in love with the first person you see. On an even number, you develop a seething hatred for the first person you see. If the die falls off the table, you become completely indifferent to that person.

28-30

Fountain of Healing. You heal 5d8 points of damage and lose all negative consequences (blindness, charm, etc.) from which you are currently suffering.

31-33

Fountain of Poison. You must make a DC 17 Constitution saving throw. You take 8d8 poison damage on a failed saving throw, or half as much on a successful one.

34-36

Fountain of Proficiency. Roll a die. On an odd number, you suddenly become proficient in one skill you never had before. On an even number, you lose one of your proficiencies for the duration.

37-39

Fountain of Speech. Roll a die. On an odd number, you may understand and speak to animals. On an even number, you may understand and speak to plants. If the die falls off the table, you gain the ability to speak with the dead.

40-42 Fountain of Altered Attributes. Roll a die. On an odd number, one of your attributes

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increases by 1d4+1. On an even number, it is reduced by that amount. Roll a d6 to determine which attribute is altered: 1 Strength 4 Intelligence 2 Dexterity 5 Wisdom 3 Constitution 6 Charisma

43-45

Fountain of Visions. You suddenly have a vision. Roll a die. On an odd number, your vision is of a nearby, very powerful monster or NPC; you gain a small amount of knowledge about it and some of its abilities but don’t see much of its surroundings. On an even number, your vision is of a nearby, powerful magic item or wealthy treasure horde; you gain a small amount of knowledge as to its worth, but you don’t see if anything is guarding it. If the die falls off the table, you will gain a sudden extremely bizarre vision that might point to something or might just be a strange hallucination.

46-48

Fountain of Vision Quests. You gain a vision of a quest that can be completed somehow within the immediate area. You will become obsessed with completing this quest.

49-51

Fountain of Immunity. You gain immunity to one type damage (choose from acid, cold, fire, lightning, thunder, necrotic, or radiant). Roll a die. On an odd number, you gain resistance to a second type of damage. On an even number, you have a vulnerability to a second type of damage.

52-54

Fountain of Youth. You regress in age. If you are a young adult or a teenager, you become a child. If you are a mature or old adult, you become a young adult.

55-57 Fountain of Age. You become quite old. Your Strength, Dexterity, and Constitution are reduced by 1d4+1 each.

58-60

Fountain of Shrinking. You shrink to a height of 6 inches. Roll a die. On an odd number, your clothes and belongs shrink with you. On an even number, they don’t.

61-63 Fountain of Sex Change. You become a

member of the opposite sex.

64-66

Fountain of Polymorphing. You are turned into something else, although you retain your normal Intelligence, Wisdom, and Charisma. Roll a d6 to determine what you are turned into.

1-2

You are polymorphed into a different sort of humanoid. Roll on the table for the reincarnation spell. You retain your normal class abilities.

3-4

You are polymorphed into an aberration, dragon, fey, or monstrosity of between Tiny and Large size that has a normal Intelligence of 5 or higher. You retain your normal class abilities, and have access to all of that creature’s other abilities (except for spellcasting). Roll a die. On an odd number, the creature has a CR of 6 or higher. On an even roll, the creature has a CR of 5 or lower.

5-6 You are polymorphed into a beast. You can’t speak or use any of your normal class abilities.

67-69 Fountain of Wandering. You lose the ability to tell direction, distance, and your right from your left.

70-72

Fountain of Greed. You become obsessed with collecting a certain thing. Roll a d6 to determine what that thing is.

1 Coins, no matter how many or how heavy they are.

2 Clothing, no matter the type or condition.

3 Weapons, even if you can’t use it (you can be persuaded to kindly let your allies keep their weapons)

4 Tsotchkes, knick-knacks, and various types of useless memorabilia.

5 Interesting rocks.

6 Teeth, horns, claws, scalps, and/or eyeballs from the monsters you slay.

73-75 Fountain of Amnesia. You lose all your memories. You do not actually lose any of your abilities, however. If your allies

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explain your abilities to you well enough, you may attempt to use them. However, each time you do, you will need to make a DC 15 Intelligence ability check to figure it out.

76-78

Fountain of Resistance to Weapons. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

79-81

Fountain of Magic. You gain the ability to cast one non-damaging spell without the need for material components. Each time you attempt to cast it, you must roll on the Wild Magic Surge table in the Sorcerer description. Roll a d10 to determine the spell’s level. 1-3 Cantrip 8 3rd-level 4-5 1st-level 9 4th-level 6-7 2nd-level 10 5th-level

82-84

Fountain of Resistance to Energy. You gain resistance to one of the following types of damage: acid, cold, fire, lightning, thunder, necrotic, or radiant.

85-87

Fountain of Disbelief. The next monster you see, and all monsters of that species and closely related species, will suddenly cease to exist for you. You will refuse to believe that this species, and closely related species, exist, and you will not be able to see those creatures at all. They can see you and still attack—you will simply believe that you were harmed by an invisible creature, or possibly even by an ally.

88-90 Fountain of Rearrangement. Roll 1d4+1. That number of your attributes are switched around.

91-93

Fountain of Static Shocks. Your touch causes an electric shock. Anyone you touch takes 1d4 lightning damage, whether you want it to or not.

94-96

Fountain of Disease. You catch an unpleasant but not immediately fatal disease. It will manifest in 1 hour and can be cured with a lesser restoration, but 1 hour after that, you will develop a different disease. Only a greater restoration

spell will remove it permanently.

97-99

Fountain of Monster Attraction. The next monster you see, and all monsters of that species and closely related species, will be irresistibly attracted to you. Roll a die. On an odd number, that type of monster thinks you’re amazingly lovable. On an even number, that type of monster thinks you’re just delicious. If the die falls off the table, you will be declared either the high king of that species or an avatar of one of its gods. What happens after the effect wears off depends on your actions and the natural predilections of that species.

100

Fountain of Disappointment. Nothing happens. This fountain will never have an effect on you, for good or for ill. Neither will any other fountain.

Mantle of Mist Wondrous item, uncommon (requires attunement)

While wearing this cloak, you may use your action to cast fog cloud, misty step, or stinking cloud. Once you cast one of these spells, you cannot cast that spell again until the following dawn.

Mantooth Weapon (longsword), legendary (requires attunement by a barbarian or fighter)

You gain +1 to hit and damage when fighting a creature that is a spellcaster or that has innate spellcasting. You can also attempt to cut through any magical barrier. To do so, you must make a Strength check, with the DC equal to 10 + the spell’s level. On a successful check, you have destroyed the barrier.

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Marble of Cleanliness Wondrous item, common

This is a small white stone marble. If thrown against a hard object inside a room, it “explodes” into dust. After a minute, the dust vanishes, taking all dust, dirt, and grime with it.

Mask of Combat Wondrous item, legendary (requires attunement by a barbarian or fighter)

These masks carry the image of scarred and fearsome warriors. It has 7 charges and each day regains 1d6+1 expended charges at dawn. You may use your action to expend a charge. You will gain advantage on all attack rolls and saving throws for 1 minute.

Mask of Death Wondrous item, legendary (requires attunement)

While wearing this mask, you have advantage on all saving throws against gaze attacks. Curse. This item is cursed, and attuning to it extends the curse to you. For as long as you are cursed, you are a plague-bearer. Removing the mask does not negate the curse. All creatures within 30 feet of you must make a DC 13 Constitution saving throw or become diseased; the DM should invent a disease or pick one from the Dungeon Master’s Guide or in the description for the contagion spell. The victims will remain diseased until the disease runs its course, it dies, or lesser restoration is cast on it.

Mask of Disguise Wondrous item, very rare (requires attunement)

While wearing this mask, you may use your action to change your appearance by using

your bonus action, as per the change appearance version of the alter self spell.

Mask of Knowledge Wondrous item, rare (requires attunement)

While wearing this mask, you may cast spells of 1st through 3rd level from one particular school of magic. You may cast each spell once, and then you can’t cast that spell again until the following dawn. The DM should roll a d8 to determine what school the mask is attuned to, and then 1d4-3 (minimum 1) to determine how many spells the mask grants. The DM should pick the spells available to the mask’s wearer.

Mask of the Wraith Wondrous item, very rare (requires attunement)

This horrible, pale mask has 7 charges and regains 1d6+1 charges each day at dawn. While wearing it, you may use your action to expend a charge. For 1 minute, you have resistance to cold and necrotic damage, and bludgeoning, piercing, slashing damage from nonmagical weapons that aren’t silvered, and to being paralyzed and poisoned. Your unarmed attacks inflict 1d8 + your Strength modifier in necrotic damage, and the target’s hit point total is reduced by that amount. The target dies if this effect reduces its hit point maximum to 0. One minute later, the target’s spirit rises as a specter. The specter is not under your control but will not attack you unless you attack it first.

Medallion of Defense Wondrous item, very rare (requires attunement)

On command, this piece of jewelry becomes a shield +1.

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Medallion of Empathy Wondrous item, uncommon (requires attunement)

While holding this medallion, you can look at a target within 30 feet and learn if it is feeling one of the following emotions: anger, anticipation, anxiety, curiosity, desire, disgust, distress, fatigue, happiness, hatred, hostility, horror, hunger/thirst, love, lust, fear, need, optimism, pain, panic, pleasure, shame/ guilt, sorrow, surprise, torment, uneasiness, or wonder, and whether it is a weak, moderate, or strong emotion. This does not reveal the source of the emotion or any other information about it. Only one emotion (the most prominent one the target is experiencing) is read.

Mirror of Duplication Wondrous item, legendary

When you look into this large mirror, a nearly-exact duplicate of yourself steps out and attacks. It has access to all of your abilities, both mundane and magical, has all the same equipment as you, and is immune to being charmed, frightened, paralyzed, poisoned, and to bludgeoning, piercing, and slashing damage from nonmagical weapons. Whether it survives or you do, it promptly disappears, along with everything it was carrying.

Mirror of Fear Wondrous item, uncommon

This arched mirror is approximately 5 feet tall and 6 wide, in a ornate and heavy frame, and weighs 60 pounds. When you look at your reflection in this mirror, you see yourself horrifically distorted and monstrous. You must make a DC 17

Wisdom saving throw or become frightened and flee in terror.

Mirror of Mental Prowess Wondrous item, legendary (requires attunement)

This large mirror has 7 charges and regains 1d6+1 charges each day at dawn. You may command the mirror to cast any of the following spells: clairvoyance (2 charges), detect thoughts (1 charge, usable only on a subject that is currently reflected in the mirror), legend lore (4 charges, usable only on a subject that is currently reflected in the mirror), plane shift (5 charges), scrying (4 charges), or teleport (5 charges).

Mirror of Reflecting Wondrous item, rare

This item shows the true appearance of anything reflected in it. A creature who is shapechanged, wearing an illusion, invisible, and so on, will show its true form in the mirror. Creatures that lack reflections, such as vampires, have one in this mirror.

Mirror of Retention Wondrous item, very rare

When you speak the command word, this mirror will record all events that occur in front of it for the next 24 hours. You may then say the command word again to replay the recorded images. By rotating the mirror, you can cause it to speed up, reverse, or even pause. Speaking the command word a third time causes it delete all images, leaving it ready to record new images.

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Mirror of Sending Wondrous item, very rare

This mirror has 50 charges. You may concentrate on any scene known to it, and then expend a charge to pass an inanimate object through the mirror into the area shown in the mirror. Once all 50 charges have been expended, the mirror shatters and becomes useless.

Mirror of Truth Wondrous item, legendary

On command, this mirror causes a ghastly face to appear within it. It will truthfully answer a question, as long as the correct answer can be read in the mind of a living creature that is within 1,000 miles. Once you use this ability, you can’t use it again until the following dawn.

Mirror of Vanity Wondrous item, rare

Any creature who looks into this mirror must make a DC 15 Wisdom saving throw or become incapacitated for 1 hour and be able to do nothing but admire his or her image. If the creature takes damage or has its line of sight interrupted, it may make a new saving throw.

Mixing Spoon Wondrous item, very rare

You may use this spoon to mix two potions together. Then, when imbibed, both potions work perfectly and you do not need to roll on the potion miscibility table.

Monster Mask Wondrous item, uncommon (requires attunement)

This mask is carved to resemble a humanoid’s face. When you wear this mask, you may shapechange into that humanoid for up 1 hour. Once you use this ability, you can’t use it again until the following dawn.

Mouse Chariot Wondrous item, very rare

If you hitch a pair of normal mice to this miniature chariot and say the command word, the chariot enlarges and the mice shapechange into horses. When in horse-form, the mice act as though they are completely trained and fully domesticated.

Mudship Wondrous item, legendary (requires attunement)

These blandly-named sailing ships have a talisman linked to them, and can only be piloted by someone who is attuned to the talisman. This ship sails on land, sea, and underwater—it creates a bubble of air that continuously refreshes itself. It travels at a speed of 2 1/2 mph, regardless of mode of travel. When traveling on land, the ground appears to open and flow around it as if it was water, although it reverts back to its original, untouched appearance after the ship passes. It cannot travel up inclines greater than 45°. The mudship may also pass through up to 1,000 feet of solid earth and stone, without disturbing the material it moves through. Once this ability has been used, it can’t be used again until the following dawn.

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Mug of Plenty Wondrous item, rare

This large mug has 7 charges and regains 1d6+1 charges each day at dawn. When you speak the command word and expend a charge, this mug fills with beer, mead, ale, or similar beverage.

Muzzle of Lycanthropic Control Wondrous item, rare

If this muzzle is fastened over the mouth of any lycanthrope that is beastform, it locks in place on your command. A second command will unlock it. While wearing the muzzle, a lycanthrope cannot bite, talk, or shapechange.

Multiplaner Mushrooms Wondrous item, very rare

Upon eating one of these strange, extraplaner mushrooms, it will transport you to the Ethereal Plane. Eating a second mushroom will bring you back to the Prime.

Musical Menagerie Wondrous item, very rare

You may reach into this five-pound leather bag and pull out any instrument by concentrating on the type you wish. You cannot pull out a different instrument until you replace the one you removed.

∆ N ∆

Nail of Building Wondrous item, very rare

This nail is used as the very first nail hammered into an entirely wooden structure. Then, when the building is complete, the nail is removed and the entire building disappears. Then, at a later date, you may drive the nail into the ground and speak the command word, and the building reappears. The nail then loses its magic.

Nail of Securing Wondrous item, common

When you touch this nail to any door (or lid) and speak the command word, that door becomes arcane locked and the nail sticks to it. After that, only you may release the lock by speaking the command word. The nail then comes loose and can be reused.

Necklace of Alteration Wondrous item, uncommon (requires attunement)

This necklace has several beads made of an unidentifiable material on it. You may remove one of the beads and at that time, it will transform into a bead made of a particular mineral. At the same time, your skin, hair, and eyes change color and your natural AC changes to match the hardness of that material. Other forms of magical protection, such as a ring of protection or the bonus provided by enchanted armor, do not stack with this AC; regular armor does stack.

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This change lasts for 1 hour and this duration cannot be shortened. A full necklace of alteration has 10 beads and it is impossible to tell what a bead will become until it is removed from the necklace. Once it has been removed, it cannot be replaced; once the 10th bead has been removed, the necklace becomes nonmagical.

Material AC Salt (semi-translucent white) 11 Coal (matte black) 11 Sandstone (light brown) 12 Lead (dull gray) 13 Platinum (silvery white) 13 Bronze (bronze) 14 Granite (pale gray and red) 15 Iron (dark gray) 16 Mithral (bluish-silver) 18 Adamantite (greenish-silver) 18

Necklace of Elegance Wondrous item, very rare (requires attunement)

While wearing this necklace, your clothes appear to be made of rich, elegant materials and of an elegant style and your Charisma increases by +2. Your Charisma may be increased above 20 with this necklace.

Necklace of Memory Displacement Wondrous item, rare (requires attunement)

While wearing this necklace, you will have advantage on all rolls to remember any event that has occurred in your presence, and your memories will be very clear. Curse. This item is cursed, and attuning to it extends the curse to you. While wearing this necklace, all memories will be colored by your subconscious desires. At first, the differences will be subtle, but eventually they will be wildly inaccurate. You cannot

remove this necklace until remove curse is cast on it.

Necklace of Memory Enhancement Wondrous item, uncommon (requires attunement)

While wearing this necklace, you will have advantage on all rolls to remember any event that has occurred in your presence, and your memories will be very clear.

Necklace of Protection from Charm Wondrous item, rare (requires attunement)

While wearing this necklace, you have advantage on all saving throws against being charmed or frightened. In addition, by looking into the necklace’s gemstone, you see an image of the individual that attempted to charm you, if you do not already know who it was.

Necklace of Strangulation Wondrous item, very rare

As soon as you wear this necklace, it will grapple your neck (escape DC 30) and will suffocate you. Even after you die, it will remain clamped around your neck until you are nothing more than a dried husk of a skeleton.

Needle of Lively Tattoos Wondrous item, common

This needle produces tattoos that move as if they were minor illusions. The actual quality of the tattoo depends on your skill as a tattoo artist.

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Needle of Repair Wondrous item, common

You may use this need to cast mending on any nonmagical cloth, leather, or metallic item. Doing so takes 10 minutes.

Net of Entrapment Weapon (net), uncommon

Once thrown, this net becomes terribly sticky and tough. It requires a DC 20 Strength check for a creature to free itself from it. It has an AC of 15 and 20 hit points, should a creature attempt to slash its way out. It is also immune to fire damage.

Net of Plenty Wondrous item, common

This net attracts fish and gives you advantage on Intelligence (Survival) rolls to catch fish with it.

Net of Spirit Snaring Weapon (net), rare

This net can be thrown over an incorporeal, ephemeral, or gaseous being and restrain that creature, even if it is normally immune to being restrained.

Noisome Spirit Chaser Wondrous item, uncommon

This is a string of firecrackers. If lit and allowed to explode, all incorporeal undead, fiends, and fey must make a DC 11 Wisdom saving throw or be frightened for 1 minute. The firecrackers cannot cause more than 1 point of fire damage if held when they explode.

∆ O ∆

Obedient Hourglass Wondrous item, uncommon

You may command this hourglass to act as a timer, causing the sand to drain in as little as 10 seconds and as long as 10 days. If it receives no orders, its sand drains in the traditional 1 hour.

Oil of Agelessness Potion, very rare

As an action, this oil can be applied to the skin of a humanoid, causing that humanoid to stop aging for 6 months.

Oil of Animation Potion, very rare

As an action, this oil can be sprinkled over a plant, it turns it into an awakened plant; if applied to an inanimate object, it turns it into an animated object. This lasts for 1 hour and during that time, the plant or object is charmed by you.

Oil of Armor Potion, common, rare, or very rare

As an action, oil can be applied to the skin. This improves your natural armor for 10 minutes. ♦ Type I (Common). This improves your natural AC to 12. ♦ Type II (Rare). This improves your natural AC to 14. ♦ Type III (Very Rare). This improves your natural AC to 16.

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Oil of Beauty Potion, common

As an action, one dose of this oil can be applied to the skin. You have advantage on all Charisma (Persuasion) checks for 1d4 hours. A vial usually contains 1d6+4 doses.

Oil of Buoyancy Potion, uncommon

As an action, one dose of this oil can be applied to the skin. This oil will prevent you from sinking in water for 8 hours. If another creature attempts to forcibly pull you under, it must make a DC 15 Strength ability check to succeed. A vial usually contains 1d4+2 doses.

Oil of Cloaking Potion, uncommon

As an action, one dose of this oil can be applied to a magical item, which won’t be detected as being magical for 24 hours. A vial usually contains 1d4+2 doses.

Oil of Damnation Potion, legendary

As an action, this oil can be sprinkled on a creature within 10 feet of you. If that creature has 100 hit points or fewer, that creature must make a DC 17 Constitution saving throw or die. If the creature dies, it must make a DC 15 Wisdom saving throw. If it fails, it will become a ghost or specter (50% chance of either) in 1d4 weeks. Depending on its temperament, it may decide to haunt you.

Oil of Disenchantment Potion, very rare

As an action, this oil can be applied to the skin. It removes curses, lycanthropy, and all magically-induced conditions.

Oil of the Dryad Potion, rare

As an action, this oil can be applied to the skin. Afterwards, you may tree stride at will for 1 hour.

Oil of Elasticity Potion, uncommon

As an action, one dose of this oil can be applied to the skin, giving you the ability to stretch your limbs to up to 3 times their normal length and may bend them as if they were boneless. This lasts for 1 hour. A vial usually contains 1d3 doses.

Oil of Eternal Fire Potion, uncommon

This lamp oil will keep a normal lamp burning constantly for 1 week. Otherwise, this oil is non-flammable and non-explosive. A container usually contains 1d4+2 doses.

Oil of Feasts Potion, common

If poured into a cooking pot, it rises to 370° F within 1 minute and produces no smoke, and it retains its heat for 1 hour. While designed to fry foods without building a fire, once heated, it can be splashed on an opponent, doing 2d6 fire damage on a successful hit. A container usually contains 1d6 doses.

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Oil of Feather Falling Potion, uncommon

As an action, this oil can be applied to the skin. You will take no damage from falling for 8 hours.

Oil of Fumbling Potion, uncommon

This appears to be a useful sort of potion (most often oil of resistance), but when under stress in melee, it turns into an incredibly slippery substance, similar to the oil of slipperiness. Each round, you must make a DC 13 Dexterity saving throw to avoid dropping whatever you are holding, and are at disadvantage when attacking with melee weapons. This oil lasts for 8 hours, but can be removed with copious amounts of alcohol, through a remove curse spell, or by applying universal solvent.

Oil of Hair Replacement Potion, uncommon

If applied to the scalp, it causes hair to grow at a rate of 1/4-inch a day for 10 days. A vial usually contains 1d6+4 doses. Curse. Some, but not all, of these items are cursed and cause the hair to grow an unnatural shade of bright orange, and will also cause this bright orange hair to grow anywhere else the oil touches (such as on the hands used to apply the oil to the scalp).

Oil of Insect Repellence Potion, uncommon

As an action, this oil can be applied to the skin. For an hour afterwards, no normal insect, arachnid, or chilopod (including swarms of insects and variant swarms of

insects) will touch or attack you, and giant insects and insect-like monstrosities (such as ankhegs) must make a DC 13 Wisdom saving throw to attack you. Once such a creature has succeeded on that saving throw, it will not be affected by that oil for 24 hours.

Oil of Immovability Potion, uncommon

As an action, one dose of this oil can be applied to the hinges of a door or chest lid, the gears of a machine, the legs of a chair or table or another object that has movable parts or that can be moved. For the next 8 hours, that object is locked in place. It requires a DC 25 Strength ability check to move the object, but it nearly always causes the object to break first. A vial usually contains 1d6 doses.

Oil of Metal Fatigue Potion, rare

Often appearing to be oil of sharpness, this turns any nonmagical metal it touches into rust in 1 minute. If thrown on an iron-based creature, such as an iron golem or a gorgon, it inflicts 2d12 fire damage.

Oil of Neutral Scent Potion, uncommon

As an action, one dose of this oil can be applied to the skin. This removes your scent completely for 1 hour. During this time, you cannot be tracked by smell. A vial usually contains 1d4+2 doses.

Oil of the Pickpocket Potion, uncommon

As an action, one dose of this oil can be applied to your hands, you have advantage

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on all Dexterity (Sleight of Hand) checks made to pick pockets. A vial usually contains 1d4+2 doses.

Oil of Resistance Potions, uncommon

As an action, this oil can be applied to the skin, giving you resistance to one type of damage for 6 hours: d8 Damage Type d8 Damage Type 1 Acid 5 Force 2 Bludgeoning 6 Lightning 3 Cold 7 Piercing 4 Fire 8 Slashing

Oil of Rust-Proofing Potion, uncommon

As an action, one dose of this oil can be applied to a metallic object, that object will not suffer the effects of rust (even from rust monsters or from oil of metal fatigue) for 24 hours. A vial usually contains 1d4+2 doses.

Oil of Scents Potion, rare

When this oil’s vial is opened, the oil smells of fine perfume. 1 minute after being applied, however, it changes so it smells like skunk spray. It can be removed with dispel magic or by taking many, many baths.

Oil of Scribes Potion, uncommon

As an action, one dose of this oil can be brushed on written text, it will translate the words to a language you understand. A vial usually contains 1d4+2 doses.

Oil of Scrying Potion, uncommon

If poured into a bowl and you spend 1 minute staring into its silvery swirls, you may cast scrying.

Oil of Stone Passage Potion, rare

As an action, this oil can be applied to a piece of solid stone no larger than 5 feet square. That stone (to a depth of 5 feet) temporarily turns permeable, giving it the texture of thick soup. If walked through, it counts as difficult terrain. The stone remains in this form for 1 hour.

Oil of Timelessness Potion, legendary

As an action, one dose of this oil can be applied to an inanimate, organic object, it will permanently cause that object to age at a rate of 1 day for every year that passes. A vial usually contains 1d4+2 doses.

Oil of Unlocking Potion, rare

As an action, a few drops of this oil can be placed inside any lock. That lock will then automatically open. This does not work on magical locks or on doors that are protected by arcane lock. A vial usually contains 1d6+4 doses.

Oil of Vision Potion, common or rare

As an action, one drop of this oil can be placed in an eye. It takes two actions to place a drop in both eyes. If you do not take the time to put a drop in both eyes, you will be

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at disadvantage on all Dexterity-based rolls due to extreme dizziness; putting a drop in the other eye will cancel this effect. ♦ Type I (Common). When placed in both eyes, this oil grants you darkvision to 60 feet for 1 hour. If you already have darkvision, your range increases by 60 feet. A vial usually contains 2d6+4 doses. ♦ Type II (Rare). When placed in both eyes, this oil grants you truesight to 60 feet for 1 hour. A vial usually contains 1d6+2 drops.

Ointment of Blessing Potion, rare

This small clay jar is filled with 1d4+1 doses of a thick mixture that smells like incense. The jar and its content weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. For the next hour, you have advantage on all saving throws.

Ointment of Flying Potion, uncommon

This small crystal jar is filled with 1d4+1 doses of a thick mixture that smells like fresh air. The jar and its content weigh 1/2 a pound. As an action, one dose of the ointment can be applied to the skin. For the next hour, you can fly at a speed of 60 feet.

Ointment of Healing Potion, legendary

This small ceramic jar is filled with 1d4+4 doses of a viscous mixture that smells like cut herbs. As an action, one does of the ointment can be applied to your skin. This heals 70 hit points and removes the blindness, deafness,

paralyzed, and poisoned conditions. A jar of this ointment usually contains 1d4+4 doses.

Ointment of Poison Potion, very rare

This small clay jar is filled with 1d4+1 doses of a thick mixture that smells like incense. The jar and its content weigh 1/2 pound. This appears to be ointment of blessing. As an action, one dose of the ointment can be applied to the skin. You must then make a DC 15 Constitution saving throw, taking 8d10 poison damage on a failed saving throw or half as much on a successful one.

Orrery of the Planes Wondrous item, legendary

This complex mechanical device shows the relative positions of the various planes in relation to the Prime. Typically, these devices only show select planes. Most common are the Inner Planes or the Inner and Transitive Planes, but some show the Material Echoes (sometimes with well-known demiplanes and the Far Realm), or the Outer Planes.

∆ P ∆

Palette of Identity Wondrous item, rare

This is an art palette with daubs of magical paint. If you use it to paint a small self-portrait (no artistic ability required), and carry it with you, it will provide you

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immunity to one attack that would forcibly change your shape. A palette has enough paint to created 1d4+1 portraits.

Parchment of Monster Holding Wondrous item, rare

While holding this item, you may cast any conjure spell that you know, such as conjure animals or conjure elementals. Instead of appearing as normal, the creature appears on the parchment as a colored image. At a later time, you may place the parchment on the ground and speak the command word. The creature trapped in the parchment is released, as if you had just then cast the spell to conjure it.

Parchment of Spell Stealing Wondrous item, very rare (requires attunement by a wizard)

This parchment is found in sheaves of 1d4+2. If you hold this parchment up within 10 feet of a wizard who then casts a spell, that wizard must make an Intelligence saving throw with a DC of 20 – the opposing wizard’s proficiency modifier plus his Intelligence modifier. On a failure, the spell is sucked into the parchment, its formula written out in the same way it is in the wizard’s spellbook; then, the parchment rolls itself up. You may then copy that spell into your own spellbook, if you desire.

Pearl of the Tides Wondrous item, legendary (requires attunement)

There are two varieties of pearls of the tides. Both of them are large and iridescent and require your concentration to use. Once you have used the pearl, you cannot use it again until the following dawn.

♦ Pearl of the Ebbing Tides. You can make all water within 60 feet of you recede at the rate of 5 feet each round. Once you stop concentrating, the water instantly rushes back. ♦ Pearl of the Rising Tides. You can make all water within 60 feet of you rise at the rate of 5 feet each round. Once you stop concentrating, the water instantly recedes.

Pearl of Entrancement Wondrous item, very rare (requires attunement)

If this item is placed under the tongue of a sleeping or unconscious humanoid, that creature will then remain asleep for 1 month; it will not need food, water, or air. You may also command that creature, as if you had cast dominate person on it. The creature follows your orders as best as it can, but it will appear to others to be walking around in something of a daze—only the most unobservant will think that nothing is unusual about that person.

Pearl of Flying Wondrous item, rare

While holding this in one hand, you can fly at a speed of 40 feet for up to 8 hours. Once this ability has been used, it cannot be used again until the next dawn. If you drop the pearl, you will immediately fall.

Pegleg of Walking Wondrous item, common

If you adhere this pegleg to the stump of your leg, you will have full normal movement.

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Perfect-Fit Clothing Wondrous item, common

Any piece of clothing (but not armor) that is a perfect-fit clothing will automatically resize itself to fit you, provided you are between Tiny and Large size.

Periapt of Proof Against Sound Wondrous item, rare

This delicate silver chain has a triangle-cut chunk of smoky quartz attached to it. While you wear it, you are immune to the deafened condition and have immunity to thunder damage.

Philter of Drunkenness Potion, uncommon

After drinking this philter, you become horribly, totally inebriated for 2d4+2 hours (followed by a 3-hour hangover). You have disadvantage on all attack rolls and ability checks, and must make a Concentration check to be able to cast a spell.

Philter of Glibness Potion, rare

After drinking this philter, you gain a +10 bonus to all Charisma (Deception) and (Persuasion) ability checks and have advantage on those rolls, for 1 hour. You also have advantage on your saving throw if you are in a zone of truth, and the zone’s caster will not know that you succeeded on your saving throw.

Philter of Persuasiveness Potion, uncommon

After drinking this philter, you have advantage on all Charisma (Deception) and (Persuasion) ability checks.

Philter of Stammering and Stuttering Potion, rare

This appears to be a philter of glibness or a philter if persuasiveness. However, if you drink it, you lose the ability to speak coherently for 1 hour. You must make a Concentration check, at disadvantage, to cast any spell with a verbal component, and are at disadvantage to use any Charisma ability check that involves speech.

Pick of Earth Parting Wondrous item, legendary (requires attunement by a humanoid with Strength 17 or higher, or by a dwarf)

While using this pick, you may dig a smooth 10-foot × 10-foot × 60-foot tunnel in one minute.

Pick of Proficiency Wondrous item, rare

When using this pick, you have proficiency in any stringed musical instrument.

Pin of Communication Wondrous item, uncommon

These pins come in pairs. When two creatures with different languages wear the pins, they can understand each other as if the tongues spell had been cast. This effect remains as long as they remain within 100 feet of each other.

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Pipes of Animal Calls Wondrous item, uncommon

You must be proficient with wind instruments and with Animal Handling to use these pipes. These pipes are recorders made of redwood. If you picture an animal while blowing through this instrument, it will produce a perfect simulation of that animal’s call. You may not actually speak to animals this way, but you can reproduce warning calls, mating calls, and so on.

Pipes of Herding Wondrous item, uncommon

Each of these pipes is attuned to a different herd animal, typically sheep or cows. When you blow through the pipes, it attracts all such creatures within 500 feet, who will move to follow you.

Pipes of Pain Wondrous item, rare

You must be proficient with wind instruments to use these pipes. These pipes have 3 charges and regain 1d3 expended charges each day at dawn. If you use your action to play these pipes and expend an action, then all creatures within 30 feet must make a DC 13 Constitution saving throw or take 1d4 psychic damage each round and be stunned due to the incredible pain these pipes cause. A creature may attempt a new saving throw each round, ending the effect on a success. Otherwise, the pipes continue to have this effect for as long as you play them, plus 1 minute.

Pipes of Panic Wondrous item, very rare

You must be proficient with wind instruments to use these pipes. These pipes have 3 charges and regain 1d3 expended charges each day at dawn. All creatures within 120 feet of you that can hear you must make a DC 13 Wisdom saving throw or be frightened of you for as long as you play them, plus 1 minute.

Pipes of Sounding Wondrous item, rare (requires attunement by a bard)

When you use these pipes, you may choose to have them make any sound you wish, except for understandable speech. Some possibilities include wind blowing, mumbled, unintelligible talking, bird calls, footsteps, screams, and so on. These sounds continue for as long as you play, and you may switch sounds as a bonus action. In addition, you can make the sounds seem to originate in any location within 60 feet of you. In addition, these pipes have 3 charges and regain 1d3 expended charges each day at dawn. You may use your action to expend a charge to play intelligible speech in any language you know.

Platter of Purity Wondrous item, rare

This is a silver or golden serving tray, 1 foot wide and 2 feet long. Any food placed on the tray for 1 minute or longer is purified of all poisons and contaminants.

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Poisonsword Weapon (greatsword), legendary (requires attunement)

This sword is made from crystal-encased iron and poison constantly oozes out from minute cracks in the crystal. This does an additional 3d6 poison damage, and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute.

Poker of Fire Control Wondrous item, uncommon or very rare

This item has 3 charges and regains all expended charges each day at dawn. ♦ Type I (Uncommon). If you stick the end of it into a fire and use your action to expend a charge, you may control the flames for 1 hour, changing it to nothing more than embers or increasing it into a roaring bonfire, or anywhere in between. ♦ Type II (Very Rare). This version of this poker can also summon a fire elemental, which is charmed by you and under your control for 1 hour. Once you use this ability, you can’t use it again until the following dawn.

Poker of Searing Wondrous item, uncommon

This item has 5 charges and regains 1d4+1 charges each day at dawn. On command, the top of it will turn white-hot. If used as an improvised weapon, it does 1d4 bludgeoning damage plus 1d8 fire damage.

Portable Bridge Wondrous item, very rare

This is a 100-foot long bridge that can be folded up and carried in a pocket. When unfolded, it has no pillars or other supports

but is as strong as stone. It can be folded up and reused.

Portable Spring Wondrous item, very rare

This is a circle of blue cloth, a yard in radius, that when placed on the ground becomes a bubbling, freshwater spring. It produces 100 gallons of water each day. You can use your action to fold or unfold the portable spring and place it on the ground.

Potion of Agility Potion, rare

When you drink this potion, your Dexterity increases to 18 for 1 hour. This potion is green, with silvery streaks that constantly swirl around inside.

Potion of Anti-Sleep Potion, uncommon

When you drink this potion, you are immune to being put unconscious through magic for 8 hours. This potion is bright yellow-green and bubbly.

Potion of Blindness Potion, uncommon

When you drink this potion, you are blinded for 1d4 hours. This potion looks, smells, and tastes like a potion of clairvoyance or other beneficial potion. An identify spell reveals its true nature.

Potion of Chameleon Power Potion, uncommon

When you drink this potion, you blend into the background. You get +5 on Dexterity (Stealth) checks and have advantage on

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Stealth rolls for 1d4 hours. This potion is clear, with little multicolored swirls that constantly fade into nothingness.

Potion of Childishness Potion, rare

This potion looks, smells, and tastes like a potion of longevity or other beneficial potion. An identify spell reveals its true nature. When you drink this potion, you turn into a child of 5 (or the equivalent for non-humans with different lengths of childhood). Your Intelligence, Wisdom, and Charisma remain the same, but you must reroll your Strength, Dexterity, and Constitution using 2d4+2; your new attributes must be at least 4 lower than your original attributes (minimum of 1). Your clothing and equipment do not change with you. A greater restoration spell cast within 1 day will reverse this, but it is otherwise permanent unless a wish is cast.

Potion of Clarity Potion, uncommon

After drinking this potion, you gain darkvision and truesight to 60 feet. If you already had either of those abilities, its range increases by 60 feet. This lasts for 1 hour. This potion is clear with silver, gray, or black flecks that constantly fuzz in and out of focus.

Potion of Confusion Potion, uncommon

After drinking this potion, you become confused, as per the confusion spell, for 10 minutes. This potion looks, smells, and tastes like a potion of mind reading or other beneficial potion. An identify spell reveals its true nature.

Potion of Corrosive Touch Potion, uncommon

After drinking this potion, your hands begin sweating acid, whether you want them to or not. Any object of creature you touch takes 2d6 acid damage. This lasts for 10 minutes. This potion is unhealthy yellow color that constantly seethes and boils.

Potion of Creation Potion, uncommon

This potion does nothing when consumed. On its label is a picture of a common inanimate object: furniture, a shield, a ladder, a wheelbarrow, an axe, etc. If the potion is poured onto the ground, the liquids will gather together and become that object, permanently. The potion’s vial looks as though it is filled with sawdust but sounds as if it filled with a liquid.

Potion of Craftsmanship Potion, rare

After drinking this potion, you gain advantage when using any artisan tools for 24 hours. This potion has bands of steel-gray and wood-brown that quickly separate back into bands after being shaken.

Potion of Curing Lycanthropy Potion, uncommon

When you drink this potion and you have lycanthropy, you must make a DC 15 Constitution saving throw. If you succeed, you take 4d6 poison damage and are cured of lycanthrope. If you failed, you take 8d6 poison damage and are not cured. This potion is murky green and has a spring of wolfsbane in it.

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Potion of Deafness Potion, uncommon

When you drink this potion, you are deafened for 1d4 hours. This potion looks, smells, and tastes like a potion of clairvoyance or other beneficial potion. An identify spell reveals its true nature.

Potion of Defense Potion, common, uncommon, or rare

When you drink this potion, your natural AC improves for 1 hour. This potion looks steely-gray and is rather granular.

Type Rarity AC Bonus Type I Common +1 Type II Uncommon +2 Type III Rare +3

Potion of Delusion Potion, rare

This potion looks, smells, and tastes like any type of beneficial potion. An identify spell reveals its true nature. In reality is a placebo that causes you to be deluded into thinking you have gotten the effects of the beneficial potion you think you have imbibed.

Potion of Dreaming Potion, uncommon

You must concentrate on a person, place, or object while drinking this potion, and then you must immediately go to bed. You then will have a dream about that thing and you will learn one detail about it, which will be completely true. However, that detail will be couched in dream-imagery and so might not be easily understood.

Potion of Elemental Form Potion, very rare

There are four varieties of this potion, each of which polymorphs you into a different type of elemental. Your attributes, except for your Intelligence, are changed into that of the elemental, and you can use your action to switch between your true form and the elemental form. This potion lasts for 10 minutes. Depending on the type of elemental it will change you into, the potion bottle will be filled with pale blue clouds, constantly swirling mud, liquid fire, or perfectly clear water.

Potion of False Visions Potion, rare

This potion looks, smells, and tastes like a potion of forewarning or other beneficial potion. An identify spell reveals its true nature. When you drink this potion, you go into a trance for 1 minute, and then gain a completely false vision of the future, one that usually involves you or someone close to you either enjoying a great triumph or suffering a great misfortune.

Potion of Forewarning Potion, rare

When you drink this potion, you go into a trance for 1 minute and then gain a vision of the future. The vision is often heavily abstract but is always true. This container seems to be filled with swirling clouds that subtly change color, and shapes appear to constantly form and dissolve.

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Potion of Forgetfulness Potion, rare

This potion looks, smells, and tastes like a potion of mind reading or other beneficial potion. An identify spell reveals its true nature. Drinking it causes you to forget everything that has happened to you in the last 24 hours.

Potion of Fright Potion, rare

This potion looks, smells, and tastes like a potion of healing or other beneficial potion. An identify spell reveals its true nature. Drinking it causes you to become frightened of everything for 10 minutes.

Potion of Gray Slumber Potion, rare

When you drink this potion, you gain the effects of the feign death spell for 1 hour. This potion is an opaque gray with shadowy things floating in it.

Potion of Intensity Potion, very rare

When you drink this potion, all spells you cast in the next minute have maximum effect. However, you take 1d3 levels of exhaustion after that time. This potion is swirled purple and white with bright sparks shooting through it.

Potion of Lethargy Potion, uncommon

This potion looks, smells, and tastes like a potion of speed or other beneficial potion. An identify spell reveals its true nature. When

you drink this potion, you are under the effects of the slow spell for 1 hour.

Potion of Life Suspension Potion, legendary

When you drink this potion, you fall unconscious for 30 days. You do not need to eat or drink, you don’t age, and you aren’t affected by continual damage (such as by long-lasting diseases or poisons). This silvery potion has butterfly and moth cocoons floating in it that disappear as soon as the potion is opened.

Potion of Lycanthropy Potion, very rare

This potion looks, smells, and tastes like a potion of healing or other beneficial potion and does indeed heal 2d4 hit points. An identify spell reveals its true nature. On the next full moon, you turn into a lycanthrope. The DM should roll on or choose from the following table to determine the type.

d12 Lycanthrope 1 Werebear

2-3 Wereboar 4-7 Wererat 8-9 Weretiger

9-12 Werewolf

Potion of Magic Resistance Potion, rare

When you drink this potion, you have advantage on saving throws against spells and other magical effects for 10 minutes. This potion looks like liquid lead.

Potion of Mind Restoration Potion, very rare

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This potion cures any level of insanity, and also reverses the feeblemind spell. This potion is a clear purple that sparkles when you shake it.

Potion of Monsters Potion, rare

When you pour this potion on the ground, four hobgoblin warriors spring to life and begin battling you. If slain, they and their equipment vanish. Originally created for fighting practice, this potion is rainbow-colored.

Potion of Nutrition Potion, rare

When you drink this potion, you can go for 1 week without eating or drinking. This potion looks like very thin, watery oatmeal.

Potion of Perception Potion, uncommon

When you drink this potion, you gain advantage on all Wisdom (Perception) checks, and your passive Perception increases by +5. This clear potion has an eyeball bobbing in it, but it vanishes when the potion is opened.

Potion of Petrifaction Potion, rare

This potion looks, smells, and tastes like a potion of invulnerability or other beneficial potion. An identify spell reveals its true nature. When you drink this potion, you must make a DC 20 Constitution saving throw or be petrified. This condition lasts until magically reversed.

Potion of Plant Growth Potion, uncommon

If you spend your action to sprinkle this potion over a 10-foot × 10 foot area of vegetation, that area is under the effect of a plant growth spell.

Potion of the Psychotic Killer Potion, rare

This potion looks, smells, and tastes like a potion of healing or other beneficial potion. An identify spell reveals its true nature. Upon drinking it, you are filled with boundless hatred and rage for everything and begin killing everyone in sight. For 10 minutes, you have advantage on Strength checks and Strength saving throws, you do an addition +2 damage to all melee weapon attacks that use Strength, you have resistance to bludgeoning, piercing, and slashing damage, and you cannot cast or concentrate on any spells during this time. You have no ability to tell friend from foe.

Potion of Pursuit Potion, rare

When you drink this potion, your walking speed doubles and you can take the Dash option as a bonus action. This potion is bright purple, with lighter purple sparkles that zip around the liquid.

Potion of Rainbow Hues Potion, uncommon

When you drink this potion, you can concentrate and you and everything you are carrying can change color at will—you may even become several different colors and any pattern you can think of. While under the effects of this potion, you have advantage on

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Dexterity (Stealth). The effects last for 1d4 hours. This potion slowly changes from one color to another.

Potion of Recall Potion, uncommon

When you drink this potion, you will remember everything that you do or experience for the next 1 hour in perfect clarity. This potion is crystal clear but fills with golden sparks when shaken or poured.

Potion of Rest Potion, common

When you drink this potion, you lose 1 level of exhaustion. This potion is brown and bubbly. You can only benefit from one such potion between long rests.

Potion of Restoration Potion, uncommon or rare

This potion is blue with a white bead in it; the bead continually pulses, like a heart. ♦ Type I (Uncommon). When you drink this potion, you are under the effects of a lesser restoration. ♦ Type II (Rare). When you drink this potion, you are under the effects of a greater restoration.

Potion of Shadow Form Potion, rare

When you drink this potion, you and everything you are carrying turn into a shadow for 1d4 hours. In this form, you are immune to being grappled or restrained and to bludgeoning, piercing, and slashing damage from nonmagical weapons but take double damage from radiant damage. You can move through a space as narrow as 1

inch without squeezing, you have advantage on your Dexterity (Stealth) skill, and while in dim light or darkness, you can take the Hide action as a bonus action. If you did not already have darkvision, you gain it to 60 feet. While in this form, you cannot attack (except when attacking other creatures in shadow form, including undead shadows) and you cannot cast spells that require material components. This potion’s container seems to hold black fog that moves and pours like water.

Potion of Sleeping Potion, common

When you drink this potion, you instantly fall into a peaceful sleep for 1 hour—but only if you are willing. When you wake up, you are considered to have taken a long rest. If you are struck, or if there are very loud sounds within 10 feet of you, you will wake up instantly, without any grogginess, but will not gain the benefits of this potion. You may only benefit from this potion once every 2 days. This potion is a soft, restful blue in color.

Potion of Sobriety Potion, common

When you drink this potion, you come sober instantly, no matter how drunk you were (or if the drunkenness came from magical interference). This potion is bright yellow and effervescent.

Potion of Spirit-Binding Potion, rare

When you use your action to splash this potion on any incorporeal, ephemeral, ethereal, or gaseous being, that creature solidifies for 10 minutes. If it was resistant to

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nonmagical weapons, it loses that resistance. If it was immune to nonmagical weapons, it becomes resistant to them instead.

Potion of Spirit Flight Potion, legendary

When you drink this potion, you are under the effects of the etherealness spell, but permanently, and your body dies. You may make a DC 13 Intelligence ability check to appear in a ghostly form for 1 minute, but doing so gives you a level of exhaustion, and you cannot interact with or speak to the living. As you are not dead, you cannot be contacted with spells such as speak with dead.

Potion of Tongues Potion, rare

When you consume this potion, you are under the effects of a tongues spell for 1d4 hours. This potion is a warm purple color and has a tongue floating in it, which vanishes when you open the potion.

Potion of Truth Potion, uncommon

When you drink a potion, you must make a DC 15 Charisma ability check each time you want to tell a lie for the next 1d4 hours. This potion is a light gold in color and filled with bubbles that constantly form and pop; the bubbles look like little eyes.

Potion of Useful Appendages Potion, rare

When you drink this potion, you immediately grow new appendages, which last for 1d4 hours before withering and falling off. The DM should roll on or pick from the following table. This potion is bone-

white with streaks of pale green, and shaking the potion fails to mix the colors.

d6 Appendage Use

1 Prehensile tail, 10 feet long

Can hold onto objects; can slap for 1d4 bludgeoning damage.

2 Two arms Can hold onto objects; you gain 1 additional melee weapon attack

3 Two crab claws

You gain 1 additional melee weapon attack for 1d6 piercing damage, and on a hit, you grapple the target.

4 Two tentacles, 10 feet long

As per prehensile tail, and on a hit, you can grapple the target.

5 Four tentacles, 10 feet long

As per two tentacles, but grappled target has disadvantage to escape.

6 Pair of wings 60-foot flying speed

Potion of Venom Potion, rare

When you drink this potion, you grow a pair of long fangs for 10 minutes. If you bite a living creature, that creature takes 1d4 piercing damage and 2d8 poison damage, and must make a DC 15 Constitution saving throw or be poisoned for 1 minute. In addition, you are immune to poison. This potion is an unpleasant bile-yellow color, and it constantly burbles.

Pouch of Security Wondrous item, common

When you wear this pouch on your body, you must say the password. For the next 12 hours, any attempt to steal this pouch causes it to scream “I’m being stolen!” very loudly for an hour. Only the owner can silence it again.

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Prism of Distraction Wondrous item, uncommon

When you hold this scintillating prism up to a light source, you may cast hypnotic pattern. Once you use this ability, you can’t use it again until the following dawn.

Prism of Light Splitting Wondrous item, rare (requires attunement by a spellcaster)

When creating certain magic items, you may shine this prism onto the item for 24 hours and give that item an additional or strengthened ability. The types of items this prism may be used are potions (including elixirs, oils, and philters), ointment, dust, candle, or incense. The beam of light determines the magical property the potion receives.

Color Magical Property

Red

The item is stronger than usual. If consuming the potion requires a saving throw, the consumer is at disadvantage.

Orange The item has a second random effect. This effect is aligned with the primary effect in some manner.

Yellow

If you are creating a potion, it may be mixed with any other potion without having to roll on the potion miscibility chart; both potions will work perfectly.

Green The amount of the item that is created is doubled.

Blue The duration of the item is doubled.

Violet

The item is stronger than usual. If it does a variable amount of damage or healing, it does the maximum amount.

Protection Pouch Wondrous item, common

These soft suede pouches come in a variety of sizes. Any object placed inside it cannot be broken by an outside force that does less than 50 points of damage. For instance, if you place a glass inside the bag and strike the bag with a hammer, the glass will not break.

Purposed Sword Weapon (any sword), rare

You gain +1 bonus to attack and damage rolls made with this magic weapon. Purposed swords are weapons dedicated to slaying a particular type of creature; the dragon slayer is but one kind of purposed sword. When you hit a creature of the type this weapon is dedicated towards killing, this sword inflicts an extra 3d6 damage of the weapon’s type.

d20 Weapon’s Purpose 1-2 Aberrations

3-4

Beasts. Roll a d6 to determine type. 1-2 Predatory beasts 3-4 Giant arthropods 5-6 Venomous beasts

5-7 Dragons 8-10 Giants

11-12

Humanoids. Roll a d6 to determine type. 1-2 All humanoids

3-4 Criminals (all rogues and anyone who has been legally charged with a crime)

5-6 Arcane spellcasters (sorcerers, warlocks, wizards)

7 Divine spellcasters (druids clerics, and paladins)

8 All spellcasters (including bards, eldritch knights, arcane tricksters, rangers, paladins,

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etc.) 13-14 Monstrosities

15 Plants 16-17 Undead

18-20

Otherworldly creatures. Roll a d6 to determine type. 1 Celestials 2 Elementals 3 Fey 4 Fiends (any type) 5 Demons 6 Devils

∆ Q ∆

Quaal’s Feather Token (Variant) These are additional variants of the Quaal’s feather tokens presented in the Dungeon Master’s Guide. ♦ Arbor. You can use an action to grind the token underfoot, you and everything you are carrying take the form of a tree. You fall into a dream-like state for 7d12 days. At the end of that time, you will awaken in your true form. ♦ Binding. When placed on a door, this token adheres to it and, when commanded, will lock the door with an arcane lock. In addition, anyone who opens or attempts to unlock the door besides yourself will be subjected to a slow spell (Dexterity save DC 13). ♦ Bridge. You can use your action to throw this token over any gap 100 feet wide or narrower, and it will form into a bridge of shimmering force. The bridge lasts for 24 hours or until you dismiss it.

♦ Crown. You can use your action to activate this token, which causes you to be garbed in a visual and tactile illusion of rich, noble-looking clothing. Anyone who looks at you must make a DC 17 Wisdom saving throw or think that you are some sort of wise and respectable ruler. At the end of 24 hours, the clothes and the token disappear. ♦ Jug. You can use your action to turn this token into a jug, from which pure water pours at a rate of 1 gallon each round for 1 minute. ♦ Key. If you touch a wall, this token will create a permanent opening 4 feet wide × 6 feet high × 100 feet deep (or until it reaches a new passageway or chamber). Optionally, you can use it to unlock (or remove a bar or chain from) any door, without triggering or negating any protection magic. After using the key, this token vanishes. ♦ Spoon. If put on an empty plate, this token transforms into familiar, hearty food. The plate replenishes itself until 10 Medium-sized beings have been fed. The food stays warm and fresh for 1 week. If you currently have the poisoned condition, eating even one bite of this food will remove that. ♦ Sword. This token turns into a full-sized longsword. It lasts for 1 hour and then vanishes.

Quartermaster’s Chest Wondrous item, legendary

This huge, ironbound chest can provide technically limitless amounts of supplies and equipment. When you open the box, roll a d100 on the following table to determine what it’s supplying that day.

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d20 Supplies

1-5 Bland but nutritious food for 100 people for 1 day.

6-7 Fodder for 100 horses for 1 day. 8 750 feet of rope.

9 30 planks of timber, each 2 inches × 6 inches × 3 feet.

10 A bolt of strong but coarse white cloth, 60 feet long and 3 feet wide.

11-12

Miscellaneous equipment, random items, and scraps of metal, with no one piece worth more than 5 gp. Examples include armor polish, skeins of string, whetstones, kindling, dice for games, and so on.

13-15 100 hundred gallons of water. It will drain away in 1 hour if not consumed.

16-17 100 gallons of cheap ale. It will drain away in 1 hour if not consumed.

18 100 gallons of good ale. It will drain away in 1 hour if not consumed.

19 Extremely tasty and nutritious food for 100 people for 1 day.

20 Low-quality and plain but clean clothing and/or blankets for 100 people and horses.

Once that ability has been used, it cannot be used again until the following dawn. Any items remaining in the chest at dawn disappear.

Quill Pen of Copying Wondrous item, legendary (requires attunement by a spellcaster)

If you dip this pen in special ink and place it on a blank piece of paper or parchment, it will animate and write a pair of spell scrolls. You must create the ink by burning a spell scroll and mixing the ashes with normal ink. The scrolls this pen creates will be duplicates of that spell. Once you use this ability, you can’t use it again for 5 days.

Quill Pen of Forgery Wondrous item, rare (requires attunement)

If you dip this pen in special ink and place it on a blank piece of paper or parchment, it will animate and write as you dictate it to, perfectly copying any writing. You must create the ink by burning a piece of paper or parchment with a written sample of the writing you want to copy, of at least 10 words, and mixing the ashes with normal ink. Once you use this ability, you can’t use it again until the following dawn.

Quill Pen of Long Writing Wondrous item, common

This quill pen requires no ink as it magically produces its own. Once each minute, you may command it to switch ink colors.

Quill Pen of Necromancy Wondrous item, uncommon

If you dip this pen in special ink and place it on a blank sheet of paper or parchment, which is put on the grave of any dead creature (or on top of the corpse, or next to the urn), you may then use the pen to cast speak with dead. You may ask three questions, and the quill pen animates to answer them. You must create the ink by burning a bone (of any type) and mixing the ashes with normal ink. Once you use this ability, you can’t use it until the following dawn.

Quill Pen of Scroll Creation Wondrous item, rare

When you use this pen to write a spell scroll, the cost to do so decreases by 25%.

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Quill Pen of Swift Writing Wondrous item, common

When you use this pen to write, you may write twice as fast as normal without losing legibility. You may not use this pen to copy spells into your spell book. These pens are usually found in lots of 2d6.

Quill Pen of Transcription Wondrous item, uncommon

This pen may be commanded to write down all words spoken within 30 feet of it. It will continue indefinitely until told to stop or it runs out of paper or ink. If multiple voices are transcribed, the quill identifies them by race, sex, and in which order they are spoken (“male human #2”).

Quiver of Storing Wondrous item, rare

This appears to be a normal quiver, but can carry up to 200 arrows (while weighing no more than a normal, empty quiver). The arrows are always easily accessible.

∆ R ∆

Rattle of Exorcism Wondrous item, uncommon (requires attunement)

You must shake and rattle this sigil-painted gourd for at least 1 hour while dancing around a possessed creature. At the end of that hour, you can use this gourd to cast dispel evil and good. If you have two of these

rattles, you only need to dance for 1/2 an hour. Once you use this ability, you can’t use it again until the following dawn.

Rattle of Summoning Wondrous item, rare

You may use your action to shake the rattle, which summons 3d6+4 giant poisonous snakes to fight for you. Once this ability has been used, it can’t be used again until the following dawn.

Red Pearl Wondrous item, rare

This red-tinged pearl has 9 charges and regains 1d8+1 expended charges each day at dawn. By using your action, expending a charge, and holding the pearl to a wounded creature, that creature will heal 2d6 hit points.

Red Saber Weapon (scimitar), rare (requires attunement)

When wielding this sword, you ignore magical bonuses to AC. For instance, if you are attacking a creature with Dex 12 (+1) wearing chain shirt +2, you would attack as if the creature had an AC of 14 rather than 16. If you are attacking a creature who just cast shield on itself, you would ignore the +5 to AC that the spell grants it.

Ring of Affliction Ring, rare (requires attunement)

This ring grants you resistance to one damage type while wearing it, as per the ring of resistance. Curse. This ring is cursed, and when you attune to it, it extends the curse to you. You

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may not remove this ring until dispel curse is cast on it. While wearing this ring, you have vulnerability to one damage type (rolled on the table in the description for the ring of resistance) and disadvantage on saving throws against magic from one particular school.

d8 School of Magic 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation

Ring of Armoring Ring, rare (requires attunement by a sorcerer, warlock, or wizard)

When you cast a spell that improves your AC, this ring improves it by an additional +2. No matter how many defense spells you cast, you only benefit from this ring once.

Ring of Awareness Ring, rare (requires attunement)

While wearing this ring, you cannot be surprised, and you have advantage on Wisdom (Perception) checks.

Ring of Bladeturning Ring, rare (requires attunement)

You may use one reaction a turn to parry an incoming attack, provided that it is made by a metallic melee weapon. You may roll a d6 and subtract that number from the damage the weapon would have inflicted on you. If you are a fighter, you do not have to spend a superiority die to do so.

Ring of Blinking Ring, rare

This ring has 5 charges and regains 1d4+1 charges each day at dawn. You may use your action to expend a charge to cast blink.

Ring of Cantrips Ring, uncommon or very rare (requires attunement)

♦ Type I (uncommon). This ring has a random cantrip stored within it. While attuned to this ring, you may use your action to cast it. The spell save DC is equal to 8 + either your Charisma or Intelligence modifier; if you are a spellcaster, you use your own spell save DC. ♦ Type II (very rare). This ring has 1d4+1 cantrips stored in it but is otherwise identical. All cantrips will use the same attribute to determine the spell save DC.

Ring of Clear Thought Ring, rare (requires attunement)

While wearing this ring, you are immune to being charmed or frightened, and cannot be put to sleep magically. You are also resistant to psychic damage. If you are undead, you cannot be turned. If you have the ability to turn undead, you have advantage on your roll. Finally, while wearing your ring, you get +1 to your Intelligence and your attribute limit increases by 1.

Ring of Clumsiness Ring, rare (requires attunement)

This ring appears to be, and functions as, a more beneficial ring—typically a ring of feather falling or a ring of free action.

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Curse. This ring is cursed, and attuning to it extends the curse to you. You may not remove this ring until dispel curse is cast on it. When you are in a stressful situation, the curse suddenly comes into play. You have disadvantage on all attack rolls, Dexterity saving throws, and Dexterity ability checks, and you must make a Concentration check each time you attempt to cast a spell.

Ring of Command Ring, rare (requires attunement)

While wearing this ring, you may cast charm person, command, and suggestion. Once you cast one of these spells, you cannot cast that spell again until the following day.

Ring of Courtly Etiquette Ring, uncommon

While wearing this ring, you are automatically gifted with the sort of manners that are normally instilled in the nobility through years of training. You will not suffer any sort of penalties for dealing with high society, regardless of your background. In game terms, the DM will remind you of the proper etiquette when you are in such an environment and acting in an inappropriate way.

Ring of Depetrifaction Ring, very rare (requires attunement)

If you touch the large red ruby set in this ring, you may free any creature that has been turned to stone through magic or a creature’s petrifying attack. Once you use this ability, you can’t use it again until the following dawn.

Ring of Disguise Ring, uncommon (requires attunement)

This ring has 3 charges and regains 1d3 charges each day at dawn. You may use your action to expend a charge and cast alter self.

Ring of Extension Ring, rare (requires attunement by a spellcaster)

This ring contains 7 charges and regains 1d6+1 charges each day at dawn. You may use your action to expend a charge and double the range of any spell you cast that has range of other than Touch or Self.

Ring of the Fair Folk Ring, legendary (requires attunement by a wood elf, forest gnome, a druid, a cleric of the Nature domain, a paladin of the Oath of the Ancients, or an Archfey-pact warlock)

This ring gives you the ability to speak, read, and write Sylvan. You also have advantage on all Intelligence (Arcana) and (Nature) ability checks, Charisma (Deception) and (Persuasion) ability checks when dealing with fey, and on Wisdom (Survival) ability checks when you are in the Feywild. In addition, this ring has 5 charges and regains 1d4+1 charges each day at dawn. You may use your action to cast one of the following spells: commune with nature (4 charges), conjure fey (4 charges), enlarge/reduce (reduce only, 1 charge), or greater invisibility (3 charges).

Ring of Fashion Ring, uncommon or very rare (requires attunement)

This ring has 3 charges and regains all expended charges each day at dawn.

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♦ Type I (Uncommon). You may use your action to expend a charge to command the ring to create an outfit of any sort you desire. You may not create armor or any other sort of protective device with this outfit. You may take the clothing off and put it away, but the clothes will disappear the next time you use the ring. ♦ Type II (Very Rare). This version of the ring also functions as a ring of protection. Curse. A few examples of this ring are cursed, and attuning yourself to the ring extends the curse to you. You may not remove this ring until dispel curse is cast on it. This ring functions normally, but each time you use it, the DM should roll a d20. On a roll of 20, your clothing is completely random and usually quite inappropriate, or at least extremely gaudy or tacky. You will not be able to use the ring to change your outfit, or take the clothing off, for 1 hour. On a roll of 1, you get the clothing you ask for, but 1d6×10 minutes later, the clothing evaporates, leaving you completely naked. You must roll even if you choose not to use the ring and wear normal clothing, with the ring transforming your clothes into something horribly unstylish on a 20 and evaporating them on a 1.

Ring of Fearlessness Ring, uncommon (requires attunement)

While wearing this ring, you are immune to being frightened. Curse. This ring is cursed, and attuning yourself to the ring extends the curse to you. As long as you are cursed, you are unwilling to part with the ring, keeping it on your person at all times. While cursed, you will be convinced you can handle any situation, no matter how difficult or unlikely. You will not be

compelled to do anything you won’t normally be willing to do because of your personality or alignment (i.e., if you are good-aligned, you won’t suddenly decide to torch an orphanage just because you can), but if it is something that you would normally not do simply because you know you wouldn’t be capable of succeeding (such as stopping the rampaging dragon or challenging the archmage for leadership when you are only 3rd level), you will do it, convinced in your abilities to manage it somehow. You can be convinced to take along allies, but you will want to take lead—you don’t become delusional and believe that you have abilities you didn’t previously have, but you will believe that you know the best way to use other people’s abilities. If the DM requires you to make “common sense” Intelligence or Wisdom ability checks or saving throws, you do so at -5 and at disadvantage.

Ring of Fire Starting Ring, rare

This ring is set with a large, slightly warm diamond that glows gently with a faint inner light. When you touch the diamond to a combustible material and speak the command word, it will set that material on fire.

Ring of Flying Ring, uncommon

This ring has 3 charges and regains all expended charges each day at dawn. When you use an action to expend a charge, you may cast fly on yourself.

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Ring of Gargoyles Ring, very rare (requires attunement)

You may use your action to command the ring to summon 1d4+1 gargoyles, which are charmed by you. Once you have done so, you may use your action to see through one of the gargoyle’s eyes and hear what it hears, and you may continue to do so until you return to your normal senses. While doing so, you have darkvision 60 feet, although you are blinded and deafened to your own surroundings. Once you use this ability, you cannot use it again until the following dawn.

Ring of Glyphs Ring, very rare (requires attunement)

You may use your action to command the ring to inscribe a symbol, as per the spell. Once you have used this ability, you cannot use it again until the following day.

Ring of Holiness Ring, rare (requires attunement by a cleric or paladin)

While wearing this ring, you gain an additional 1st-, 2nd-, and 3rd-level spell slot. You can only use that spell slot if you are already capable of casting spells of that level.

Ring of Immunity Ring, rare

While wearing this ring, you are immune to magical diseases, such as lycanthropy and mummy rot.

Ring of Light Ring, common (requires attunement)

While wearing this ring, you can use your action to cast light.

Ring of Liquid Identification Ring, common (requires attunement)

If you dip this ring in a liquid, its clear rock crystal setting changes color, depending on the nature of the liquid.

Color Type of Liquid Red Potion or alchemical concoction

Orange Oil or alchemist’s fire Yellow Contaminated water Green Acid Blue Pure water

Indigo Brine Violet Alcohol White Holy water Black Poison

Ring of Quick Action Ring, uncommon (requires attunement by a barbarian, fighter, ranger, or paladin)

While wearing this ring, you have advantage on initiative rolls. If you are wearing this ring while attuned to a blade of quickness, you always go first in initiative.

Ring of Rapid Regeneration Ring, legendary (requires attunement)

While wearing this ring, you regain 1 hit point at the start of each of your turns, provided that you have at least 1 hit point. If you have lost a body part, the ring causes the missing part to regrow and return to full functionality after you take a long rest, if you have at least 1 hit point the entire time.

Ring of Readiness Ring, rare (requires attunement)

This is a set of two iron rings, a small one to be worn and a somewhat larger one to be placed on an object that weighs 100 pounds or less. As long as you are wearing the

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smaller ring and are within 10 miles of the larger, you may use your action to call that object to you. If it is a weapon, it appears in your hand. If it is a suit of armor, it appears on you (unless you are already wearing armor, in which case it appears next to you). If it is another object, it appears on or near you in a way that facilitates it being used immediately.

Ring of Seeing Ring, very rare (requires attunement)

You may use your action to activate this ring and give yourself truesight for 1 hour. Once you use this ability, you can’t use it again until the following dawn.

Ring of Shapechanging Ring, rare, very rare, or legendary (requires attunement)

There are three varieties of this magical ring, which allows you to turn into a different creature as per the shapechange spell. You retain your own Intelligence, Wisdom, Charisma, skills, and saving throw proficiencies while gaining those of the creature; and you gain that creature’s AC and hit points and all of its abilities (although you cannot use legendary actions or lair actions). This ring merges with your new body. This ring has 3 charges and regains all expended charges each day at dawn. ♦ Type I. When you use your action to expend a charge, the rare rings of shapechanging allows you to assume the form of a single type of beast. The type of beast is determined by the ring and cannot be changed. ♦ Type II. Identical to the Type I ring, the very rare rings of shapechanging allow you to assume the form of a single type of

monstrosity that has an Intelligence of 4 or lower, such as a griffon or hydra. ♦ Type III. This legendary ring of shapechanging allows you to expend a charge to cast shapechange on yourself. You may choose what you wish to become.

Ring of Shocking Grasp Ring, uncommon

This ring has 5 charges and regains 1d4+1 charges each day at dawn. When you touch a living creature with the hand on which you are wearing this ring, you inflict 2d8 lightning damage on that creature.

Ring of Sustenance Ring, very rare (requires attunement)

While wearing this ring, you only need to eat, drink, and sleep half as much as normal. This does not affect the length of time elves need to trance.

Ring of Tongues Ring, very rare (requires attunement)

While wearing this ring, you can understand, read, write, and speak any spoken language known by any creature within 30 feet.

Ring of Truth Ring, uncommon

While wear this ring, you automatically detect any deliberate lie that is told to you, but at the same time, you yourself cannot speak any lies. Curse. Some of these rings are cursed, and once you wear it, you cannot take it off until remove curse or a similar spell is cast on you.

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Ring of the Valiant Ring, legendary (requires attunement by a cleric or paladin)

While wearing this ring, you may use your turn to concentrate on any weapon you can think of. No matter what type of weapon you create, it is a +2 weapon.

Robe of the Desert Wondrous item, uncommon

While wearing this beige robe, you are unharmed and unhindered by desert heat.

Robe of Protection Wondrous item, rare

While wearing this robe, you get +1 to AC. You may not wear this over armor.

Robe of Holding Wondrous item, rare (requires attunement)

This robe has 1d20+10 pockets, each of which is extradimensional and can hold up to 10 pounds.

Robe of Stone Wondrous item, rare (requires attunement by a druid)

This robe has 3 charges and regains 1d3 charges each day at dawn. You may use your action to expend a charge and command the outside of the robe to become as hard as rock for 1 minute. The inside of the robe remains soft, and the robe itself remains flexible. This gives you AC 18.

Robe of Vanishing Wondrous item, very rare

This robe has 3 charges and regains all expended charges each day at dawn. You may use your action to expend a charge and

vanish into an extradimensional space, much like the one in the rope trick spell, although you do not need to climb a rope. You may remain in this extradimensional space for 1 hour.

Rocksplitter Weapon (battleaxe), legendary (requires attunement by a dwarf)

You gain +2 to hit and damage with this weapon. You may use your action to strike the ground, which must be made of unworked earth or stone. This then casts the spell earthquake. Once you use this ability, you cannot use it again until the next dawn.

Rod of Beguiling Rod, very rare (requires attunement)

This rod has 5 charges and regains 1d3 expended charges each day at dawn. When you hold it, you can use an action to expend a charge to cause all creatures within 20 feet to be charmed by you. A charmed creature views you as a friend to be trusted and heeded and will view all your actions in the best possible light. A creature must make a DC 17 Wisdom saving throw to resist, and may make another saving through if you or any of your allies harm it. The charm lasts for 1 hour. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod crumbles to dust.

Rod of Building Rod, legendary

To use this item, you must have a detailed plan, both interior and exterior, of a building you wish constructed. Then you must trace the outside dimensions of the building’s foundation on the ground, using the rod.

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When you complete this, the rod will cause the building to construct itself, brick by brick, at the rate of 10 square feet each minute (for the base structure; complicated decorations and patterns take an additional 1 minute per 10 square feet), forming the building and everything in it out of the earth, the air, and sheer magic. This process continues until the entire building—including basements, wells, outbuildings, and so on—is entirely built. The rod cannot be used again for 30 days. Once a building is fully constructed, roll a d20. On a 1, the rod falls into pieces.

Rod of the Elementals Rod, very rare (requires attunement)

There are four versions of this rod, each of which is attuned to a different elemental. Each rod has 7 charges and regains 1d6 charges each day at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod crumbles to dust. ♦ Rod of Elemental Air. You may use your action to expend one or more charges to do any of the following: Spells: You may cast fly (2 charges), investiture of wind (5 charges), whirlwind (6 charges), or wall of force (4 charges). Summoning. You may summon an air elemental (5 charges) or 2d6 smoke mephits (2 charges).

♦ Rod of Elemental Earth. You may use your action to expend one or more charges to do any of the following: Spells: You may cast erupting earth (2 charges), investiture of stone (5 charges), earthquake (6 charges), or wall of stone (4 charges).

Summoning. You may summon an earth elemental (5 charges) or 2d6 dust mephits (2 charges).

♦ Rod of Elemental Fire. You may use your action to expend one or more charges to do any of the following: Spells. You may cast fireball (2 charges), firestorm (6 charges), investiture of fire (5 charges), or wall of fire (4 charges). Summoning. You may summon a fire elemental (5 charges) or 2d6 magma mephits (2 charges).

♦ Rod of Elemental Water. You may use your action to expend one or more charges to do any of the following: Spells: You may cast sleet storm (2 charges), investiture of ice (5 charges), tsunami (6 charges), or wall of water (4 charges) Summoning. You may summon a water elemental (5 charges) or 2d6 ice mephits (2 charges).

Rod of the General Rod, legendary (requires attunement)

This rod is made of gold and covered with rubies, diamonds, and pearls. When you raise this rod before a battle, all troops you command that are within 600 feet of you gain advantage on all attack rolls, do +2 damage, and get a +2 bonus to AC for 10 minutes.

Rod of Health Rod, very rare (requires attunement by a cleric)

With this rod, you may cast cure wounds or lesser restoration. Once you have cast either of those spells on a creature, you may not use this rod on that creature again until the following dawn.

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Rod of Justice Rod, very rare (requires attunement)

This iron rod functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. On command, instead of causing damage to a creature struck with it, you can force that creature to make a DC 13 Constitution saving throw or be paralyzed for 1 minute.

Rod of Terror Rod, legendary (requires attunement)

This twisted wood-and-bone rod functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. On command, you can envelop yourself in a terrifying aura. All creatures within 30 feet of you will see a phantasmal image of you drawn from their worst nightmares, and must make a DC 17 Wisdom saving throw. On a failure, the creature is paralyzed for 1 minute out of sheer fright and takes 4d10 psychic damage. On a success, the creature is frightened of you and takes half as much damage. Once you use this ability, you can’t use it again until the following dawn.

Rod of Weaponry Rod, legendary (requires attunement by a dwarf, halfling, fighter, or rogue)

This steel rod functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. On command, you may cause the rod to separate into two rods that grant a +2 bonus, or into four rods that grant a +1 bonus.

Rudder of Guidance Wondrous item, rare

If properly mounted on a ship larger than a rowboat, that ship cannot be forced off-course due to a change in winds or currents. These rudders can also be used on airboats and landboats.

Rudder of Propulsion Wondrous item, very rare (requires attunement)

If properly mounted on a small boat (such as a rowboat or keelboat), this rudder will propel that boat at normal speeds under your mental command.

Rust Dust Wondrous item, uncommon

Found in a small packet, this powder resembles very fine graphite. A packet usually contains 1d6+4 pinches. When you use an action to throw the dust into the air, the dust will settle on all metallic objects within 10 feet. Any nonmagical weapon, suit of armor, or shield that is affected by the dust will corrode. Weapons take a permanent and cumulative -1 penalty to damage rolls each round. If its penalty drops to -5, the weapon is destroyed. Armor and shields take a permanent and cumulative -1 penalty to AC each round. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The dust will persist in corroding metal for 1 minute. A creature may use an action to wash off the dust on one object, provided that creature has ready access to water.

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∆ S ∆

Sacred Bundle Wondrous item, legendary (requires attunement by a barbarian, fighter, or ranger)

When wearing this bundle, you have advantage on all saving throws, cannot be surprised, and gain a +1 bonus to your AC.

Saddle of Flying Wondrous item, uncommon

When used to saddle a mount, you may say the command word and it will sprout a pair of wings. These wings will last for 1 hour and grant the mount a flying speed of 60 feet. Once you use this ability, you can’t use it again until the next dawn.

Saddle of the Spirit Horse Wondrous item, rare

If worn by your horse or other mount, and that mount dies while saddled, the spirit of that horse will awaken and continue to serve you for 24 hours—unless you killed it (even surreptitiously) or were cruel to it in life, in which case it will serve you and then attempt to buck you off at the worst possible time, carry you straight to your enemies, or leap off a cliff with you still in the saddle. The spirit-horse is visible only as a faint transparent shape and is completely incorporeal, except for its ability to hold the saddle and take riders. It can’t fly or levitate, unless it had the ability to do so while alive. The spirit-horse cannot attack. However, it is

completely tireless and can run at full speed for the entire 24 hours of service. All living mounts are unnerved by the spirit-horse and must make a DC 11 Wisdom saving throw when approaching within 60 feet of it or be frightened.

Saddle of Taming Wondrous item, uncommon

If placed on a wild beast or monstrosity that is suitable for riding (whether or not it is easily tamable), that creature will become instantly tame and docile, and will respond fully to your commands. As soon as you remove the saddle, it reverts to its previous state. However, if you attempt to tame it while wearing this saddle, you have advantage on your Wisdom (Animal Handling) ability check to do so.

Scabbard of Holding Wondrous item, uncommon

This scabbard looks only big enough to hold a large knife, but in fact can hold any sort of bladed weapon. While the weapon is sheathed, the hilt appears to be knife-sized,.

Scabbard of Poison Wondrous item, very rare (requires attunement)

This automatically coats a blade with poison when the blade is withdrawn from the scabbard. You must pour a dose of the desired poison into the scabbard, and it will henceforth coat the blade in that type of poison. If you wish to change the type of poison, you must first wash the inside of the scabbard and then pour in a dose of the type you wish (merely washing the scabbard primes it for a new poison but if you don’t put in a new type, it will continue to supply the old poison).

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Scarf of the Dry Steppes Wondrous item, very rare (requires attunement)

While wearing this gauzy brown cloth, you may command it to summon 1d4+1 invisible stalkers. Once you have used this ability, you can’t use it again until 5 days have passed.

Scepter of Defense Rod, rare (requires attunement)

This iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. You may use it to parry attacks, and fighters who wield this rod do not have to spend a superiority die to parry. When another creatures damages you with a melee attack, you can use your reaction to parry and reduce the damage by the 2d6 + your Dexterity modifier.

Scepter of Truth Rod, rare

This rod is intricately carved out of fine wood and decorated with gold and silver leaf. While holding it, you cannot lie.

Scroll Case of Holding Wondrous item, very rare

This scroll case can hold up to 100 scrolls. If the scrolls have titles, they will be put in alphabetical order on your command.

Scroll of Communication Scroll, uncommon

This is actually a pair of scrolls. You may write a message of up to 100 words in length on one scroll, and the words will appear on the other scroll regardless of where it is (as long as they are on the same plane). You must command the scroll to erase itself

before you can use it again, but each time you do, roll a d20. On a 1, the scroll shreds and becomes nonmagical.

Scroll of Creation Scroll, very rare

You may draw a picture on this scroll of any non-magical, non-living, non-animate thing of Medium size or smaller, and then lift the drawing off the scroll. The drawing then becomes a real object. The object remains in existence for 24 hours or until you dismiss it. Once you draw a picture on this scroll, you cannot draw on it again until the following dawn.

Scroll of Curses Scroll, very rare

Whether due to a mistake made while writing a spell scroll or a deliberate attempt to sabotage future readers, some scrolls have curses laid on them. This scroll appears to be a spell scroll of any type. Roll a d20 to determine the curse that is on the scroll.

d20 Curse

1

Roll a die. On an odd number, you have disadvantage on all attack rolls. On an even number, you have disadvantage on all saving throws.

2

Your beard grows at a rate of 1 inch every 10 minutes, even if you do not have a beard or are female. It will stop growing once it reaches twice your height in length, but if you cut it, it will grow back.

3 A fiend is summoned and will attack you.

4 You are cursed with lycanthropy.

5 You are permanently shapechanged into a beast of burden.

6 Your Strength, Dexterity, and Constitution are reduced by 1d4 each.

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7 Roll a die. On an odd roll, you are blinded; on an even roll, you are deafened.

8 You are affected by the “reduced” option of the enlarge/reduce spell.

9 You are permanently shapechanged into a Tiny beast.

10 You have disadvantage on all Charisma ability checks, and all humanoids will view you with enmity.

11 You must make a DC 20 Wisdom saving throw or be petrified.

12

You have caught the attention of a trickster spirit, mischievous genie, or powerful fey that will follow you around invisibly, constantly playing practical jokes on you. These jokes are non-lethal but inconvenient and humiliating.

13

You heal only half as much damage as you would normally, regardless of whether the healing is naturally regained through resting or magically induced.

14

You are stricken with cowardice. Every time you see an enemy or monster, or even just a normal person carrying weapons or acting tough, you must make a DC 12 Wisdom saving throw or become frightened for 1 minute.

15 Each day at dawn, you take 2d4 necrotic damage. This damage can only be healed magically.

16

The ruler of a town or small city decides that you are to blame for his problems and will make his wrath known, if he comes across you.

17 Your most important attribute is rerolled, but can never be higher than your original one.

18 Your favorite or most-used personal belonging vanishes.

19

You are hounded by swarms of ravens or rats. If you stay in a place for more than a few hours, you will be accosted by 1d4 swarms.

20 You fall unconscious and cannot be awoken.

This curse is permanent until countered with a remove curse or similar magic.

Scroll of Equipment Scroll, rare

This scroll has the names of six random, normal items listed on it (that is, nonmagical items found in the equipment list in the Player’s Handbook). The scroll has three charges and regains all expended charges each day at dawn. When you use your action to expend a charge and read the name of any of those items, that item’s name will disappear from the scroll and that item will appear in an empty space within 10 feet of you. The item lasts for 24 hours or until you command it to vanish, and which point its name will reappear on the scroll.

Scroll of Erasing Scroll, common

By passing your palm over this scroll, you may completely erase anything you have written on it.

Scroll of Illumination Scroll, uncommon

This scroll bears a drawing of a flame. If you set the scroll on fire, it will burn cleanly, casting bright light in a 60 foot radius and dim light 20 feet beyond that, for 6 hours and then extinguish itself, leaving the scroll unharmed. Once the scroll has been extinguished, it cannot be used again until the following dawn. You may command the scroll to extinguish itself at any time by using a bonus

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action, but it cannot be extinguished by any other means, including magical means.

Scroll of Mapping Scroll, uncommon

On command, this scroll draws a simple map of all walls and objects of Small-size or larger that are within 20 feet of you. It will continue drawing until you command it to stop or when it runs out of room (a typical scroll of mapping is 18 inches × 12 inches, although larger types are possible). You may designate the scale, however. It will also erase itself on command, and will also automatically erase itself if it has not been used in 10 days.

Scroll of Return Scroll, rare

This scroll only functions if you are on another plane of existence. You must spend 1 minute reading this scroll. At the end of that time, the scroll bursts into multicolored flames, sending out sparks that coalesce into a portal. Stepping through the portal takes you to a random location on the Prime Plane.

Scroll of Shelter Scroll, very rare

This scroll has a drawing of a 10-foot square room with two small beds, a lantern, and a small table with a two bowls of soup, a loaf of bread, and two mugs of water. If you hang the scroll on a wall and say the command word while touching the scroll, you and up to one other creature may enter the scroll. The temperature is comfortable and the food and water is fresh. Once used, the room stays in existence for 12 hours. You may exit at any time. At the end of that time, if you do not exit the room,

the scroll falls off the wall, trapping you inside. Once you use this scroll, you cannot use it again until the following dawn. Each time you use the scroll, its food and drink are replaced.

Scroll of Suggestion Scroll, very rare

This scroll takes the form of an official pronouncement, missive, or other such document. Anyone who reads this scroll must make a DC 13 Wisdom saving throw or fall under the sway of a suggestion that has been written on the scroll. If the suggestion is dangerous, this saving throw is made at advantage; if the suggestion is an extremely reasonable one, it’s made at disadvantage. This suggestion remains in effect for a number of days equal to 30 – 2 × the reader’s Intelligence modifier.

Seal of Deception Wondrous item, uncommon

This is a small ceramic jar filled with wax, of the type that is placed on an official document and marked with a crest. A typical jar contains 1d4+1 dollops of wax. You heat a dollop of wax and place it on a document, and imagine the seal you wish to duplicate. The wax then takes on that form, looking as official as the actual seal.

Seed of Growth Wondrous item, uncommon

When placed on any solid surface, a seed grows into a needle blight (except that it’s alignment is neutral) that is under your command for 24 hours. A packet of seeds of growth usually contain 1d6+8 seeds.

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Shadowsword Weapon (shortsword or rapier), legendary (requires attunement)

This weapon has a very dark blade; it has no tell-tale glint of steel that might betray a wielder that is lurking in the shadows. In bright light, this is just a normal sword. In dim light, you gain +1 to hit and damage. In darkness, you gain +2. In addition, this weapon has 7 charges and regains 1d6+3 expended charges each day at dawn. You may also use your action to expend a charge and become invisible for 1 minute.

Shield of Absorption Armor (shield), uncommon

If you are hit with an attack that would reduce your hit point total, this shield absorbs that, causing you normal damage instead. When this happens, roll a d12. On a roll of 1, the shield crumbles to dust.

Shield of the Medusae Armor (shield), rare

This shield has a mirror finish on the outside surface, and the inside surface is transparent. You can therefore hold the shield up to hide your eyes behind it, thus preventing you from meeting the gaze of a medusa or other creature with a gaze attack, while still seeing through it so you can attack normally.

Shield of Reflection Armor (shield), rare

While wearing this shield, any attack that would cause blindness is reflected back on the attacker. In addition, you have resistance to radiant damage and advantage on saving throws against gaze attacks.

Shimmering Sash Wondrous item, rare

This strip of cloth is woven from brilliantly-colored metallic threads. It has 3 charges and regains all expended charges each day at dawn. When wearing this sash, you may use your action to expend a charge and cast blur on yourself.

Ship-in-a-Bottle Wondrous item, very rare

This is a tiny, extremely elaborate, ship, laboriously constructed inside a glass bottle. Altogether, it weighs approximately 1 pound. If the bottle is smashed on a rock at the seashore, the ship grows into a full-sized ship of the same type as the miniature.

Shovel of Animation Wondrous item, rare (attunement)

If used to dig up a corpse, it will animate that corpse, turning it into a zombie or skeleton (depending on the body’s condition). This undead will remain under your control for as long as the shovel is attuned to you. Once you use this ability, you can’t use it again until the following dawn.

Shovel of Digging Wondrous item, common

This shovel has 3 charges and regains all expended charges each day at dawn. On command, this shovel animates and digs by itself, digging 1 cubic foot of soil, sand, or loose rubble each round, for up to 1 hour.

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Sickle of the Harvest Weapon (sickle or scythe), very rare (requires attunement by a druid)

This sickle can function as a dancing sword: You can use a bonus action to toss it in the air and speak the command word, at which point it has a flying speed of 30 feet and can attack one creature of your choice within 5 feet, using your attack roll and ability score modifier to damage. You may also command it to harvest a field of ripe grains, vegetables, or fruits and it will do so at the rate of 1 acre a minute, stopping when it runs out of the designated produce or you command it to. Scythe: Simple melee weapon. Cost: 2 gp. Damage: 1d10 slashing. Weight: 5 lbs. Properties: heavy, two-handed. Druids and warlocks are proficient in scythes.

Signaling Arrow Weapon (arrow), common

This arrow is meant to be fired upwards into the air. It will leave a trail of glittering, colored smoke (any color is possible and is revealed by the color of the arrow’s fletching). Once it reaches a height of 300 feet, it will explode into a sphere of light. If used to attack, it is treated as a normal arrow and has no other effects.

Silver Chalice Wondrous item, very rare

This chalice has 3 charges. It regains 1d3 expended charges each day at dawn. You may spend your action to expend a charge and have the chalice fill with any nonmagical liquid, including basic poisons.

Silver Whistle Wondrous item, legendary (requires attunement)

You may use your action to blow through this silver flute to summon a steed. If you are good-aligned, you summon a unicorn. If you are neutrally-aligned, you summon a fey steed. If you are evil-aligned, you summon a nightmare. The summoned creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the summoned creature, it defends itself from hostile creatures but otherwise takes no actions. The creature will stay with you for 24 hours. If you attempt to befriend it and succeed, it may choose to stay with you longer than that. Once you use this item, you cannot use it again for 30 days.

FEY STEED Fey steeds resemble a large elks with fancifully-curving antlers. Their tails are long and serpentine, but covered in fur and end in a tuft of fur, and their fur can be nearly any color and is often pastel. The attributes for the fey steed are listed in the appendix.

Skeletal Potion Potion, rare

When you drink this potion, your flesh and muscles vanish, leaving your skeleton visible. This allows you to instantly see any breaks or deformities in the bones, and also allows you to impersonate a skeleton very

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well (although careful examination will reveal that anything you are carrying is resting above your bones, where your flesh actually is, rather than directly on your bones). This lasts for 1d4 hours. This potion is crystal clear but has human finger bones floating in it. These bones disappear when the potion is opened.

Skull Mask Wondrous item, very rare (requires attunement)

While wearing this item, you are immune to being frightened and paralyzed, you are immune to disease, and your hit point total cannot be reduced. You also have resistance to necrotic damage inflicted by undead. Finally, you can always recognize dead and undead creatures, even if they are disguised. You can also recognize living creature that have been petrified. Undead are attracted to this mask and will attack or confront you first.

Sleep-Smoke Wondrous item, uncommon

This is a small, fragile glass globe that when thrown (range 10/20), breaks and releases a cloud of smoke with a 10-foot radius. All creatures in that area must make a DC 17 Constitution saving throw or fall unconscious for 10 minutes. The smoke dissipates after 3 rounds.

Slingstone of Pulverizing Weapon (ammo), rare

This slingstone does 3d6 bludgeoning damage to inanimate objects and buildings. They are usually found in bags containing 2d4 stones.

Slippers of Kicking Wondrous item, very rare (requires attunement by a monk)

When wearing these slippers, you have advantage on all kicking attacks and do +1 damage on one attack each turn.

Soap of Washing Wondrous item, common

This is a small pellet of soap. If placed in a bucket or tub of water, it will dissolve completely. Any clothing, item, or creature placed within the tub for 1 hour afterwards will become completely clean. If a stain or dye is the result of a spell or curse, the magic will be broken and the stain removed, and the water will be rendered nonmagical.

Spear of Accuracy Weapon (spear), rare or very rare (requires attunement)

♦ Type I (Rare). This is a spear +1. You have advantage on attacks when throwing this spear, and it has a range of 40/120 when thrown. ♦ Type II (Very Rare). This spear is identical to the rare version except that, when thrown, it will return at the end of that round.

Spear of Paralysis Weapon (spear), legendary

A living creature struck by this spear +1 must make a DC 12 Constitution saving throw or be paralyzed for 24 hours. Once it has paralyzed a creature, it cannot paralyze another until 24 hours have passed.

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Spectral Sword Weapon (any sword), rare

The blade of this sword is incorporeal and translucent. This sword is useless against solid creatures, but inflicts normal damage against ethereal or ephemeral undead and fiends, such as ghosts and shadow demons. Against those creatures, this weapon grants you +2 to attack and damage rolls.

Spell Scroll of Delay Scroll, varies

This is a spell scroll, save that when you read it, you can declare that the effects will occur anywhere from 1 round to 10 minutes later. This has the same rarity as a normal spell scroll of that type.

Spellblade Weapon (shortsword or longsword), uncommon

These swords are attuned to a single spell and can negate that spell if it cast at them. It can negate that spell regardless of its origin, but cannot negate any other type of spell. A spellblade attuned to the fireball spell can negate that spell whether it is cast by a wizard, through the use of a wand of fireballs, or by a creature who can cast it via innate spellcasting, but that blade could not negate any other spell (including delayed blast fireballs).

Spider Fang Weapon (dagger), very rare (requires attunement)

This long, thin dagger has 6 charges, and regains 1d6 expended charges each day at dawn. You may use your action to expend 1 charge and cast web. You may also expend 1

charge to completely destroy a 10-foot × 10-foot section of webbing with one strike. In addition, when you strike with this dagger, on a successful hit you do an additional 1d4 poison damage.

Spider Harness Wondrous item, uncommon

This appears to be a black harness on which numerous runes have been inscribed, but on command, it will release four large, black, hairy spider legs, which remain for 1 hour before disappearing again. Each leg has an AC of 16 and 15 hit points. Once that ability has been used, it cannot be used again until the following dawn. While wearing this harness, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and you have advantage on any roll needed to avoid being knocked off such a surface. Otherwise, the legs cannot be used to manipulate objects or attack.

Spirit Oil Potion, uncommon

If applied to a corpse, this oil allows you to speak with it as if you had cast speak with dead.

Spirit Skull Wondrous item, very rare (requires attunement by a spellcaster)

This is a skull of a large animal, painted with runes and sigils and decorated with paints, feathers, polished stones, and so forth. To use this item, you must first hang the skull from a tree or place it on a shrine for 7 days. At that point, it becomes attuned to its environment within a 1000 foot radius around it as one or more nature spirits take

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up residence within it. The spirit skull has several uses. Area Knowledge. You may consult the spirits’ knowledge about the location. In effect, it gives you advantage on Intelligence (History) and (Nature) ability checks and Wisdom (Medicine) and (Survival) ability checks, even when asking the spirits about things you know nothing about. Alarm. During its week-long attunement, the skull learns about all intelligent creatures and unintelligent creatures of CR 2 and higher. If a new creature comes within range of the skull, it produces a mental keening sound that only you hear. If such a creature comes within 100 feet of the skull, it wails loudly. Provenance. If you bring an item to the spirit skull, you may cast legend lore on the item. If you bring a living, intelligent creature to it, you may cast detect thoughts on the creature. Once you cast one of those spells, you cannot cast that spell again until the following dawn.

Spoon of Medicine Wondrous item, uncommon

If filled with honey and fed to any creature, it cures all nonmagical diseases that creature is suffering from, as if lesser restoration had been cast on it.

Staff of Devotion Staff, legendary (requires attunement by a cleric)

While holding this staff, you can use an action to expend 1 of its 10 charges to cast bless, calm emotions, create or destroy water, create food and water, healing word, lesser restoration, or purify food and drink. You may spend 3 charges to cast dispel evil and good, guardian of faith, legend lore, or remove curse.

You may spend 5 charges to cast heal, divine word, fire storm, or holy aura. The staff regains 1d8+2 expended charges each day at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Staff of Dispelling Staff, rare (requires attunement)

This staff has 9 charges and regains 1d6 charges each day at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. You may use your action to touch an object with this staff and expend 1 or more charges to cast dispel magic. You automatically dispel any ongoing magical effect whose level is equal to or less than the number of charges you use. (I.e., to dispel a 3rd-level spell, you would need to expend at least 3 charges.)

Staff-Mace Weapon (staff), very rare (requires attunement)

This is a wooden quarterstaff +1, banded and tipped with iron. On command, it can transform into a normal walking stick or a maul +1. As long as you have proficiency with quarterstaffs, you have proficiency with this weapon, even in maul form.

Staff of the Ninja Staff, very rare (requires attunement by a monk of the way of shadow or an assassin)

This is a quarterstaff +1 (actually a bo staff). While wielding this weapon, you have advantage on all Dexterity (Acrobatics) rolls. You may command it produce either a spear head or sword blade, turning it into a spear or glaive for 10 minutes. You may also choose to envenom each of these weapons, causing it to inflict an additional 2d6 poison

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damage with each hit for 1 minute. Once you choose to envenom either spear-head or glaive-head, you cannot envenom that head until the following dawn. In addition, this staff has 5 charges and regains 1d4+1 charges each day at dawn. You may use your action to expend one or more charges to cast pass without trace (1 charge), passwall (5 charges), or water walk (2 charges). If you expend the last charge, roll a d20. On a 1, the staff turns into a nonmagical quarterstaff.

Staff of Skulls Staff, legendary (requires attunement)

This staff has 10 charges and regains 1d6+4 charges each day at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into a nonmagical quarterstaff. You may use your action to expend a charge while touching a skull with the staff and stating “arise!” This causes the skull to animate and become a full skeleton. The skeleton remains under your control as long as you remain attuned to the staff. If someone else becomes attuned to the staff, they gain control over all the skeletons you animated.

Staff of Spell Focusing Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

If you hold this staff in your left hand and expend a charge while casting a spell, the targets of the spell have disadvantage on their saving throw. This staff has 10 charges and regains 1d8+2 charges each day at dawn.

Staff of Stunning Weapon (quarterstaff), legendary (requires attunement)

This is a quarterstaff +2. If you roll an 18-20 when attacking with this weapon, your opponent must make a DC 15 Constitution saving throw or be stunned for 1 round.

Staff of the White Well Staff, legendary (requires attunement by a druid)

Carved of white ash, this staff has 10 charges and regains 1d6+4 charges each day at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into a nonmagical quarterstaff. While holding the staff, you may use your action to expend 1 or more charges to cast any of the following spells: conjure animals (2 charges), conjure elementals (3 charges), insect plague (4 charge), lesser restoration (2 charges), wall of thorns (4 charges), or control weather (6 charges). In addition, this acts as a quarterstaff +1, and you may expend 1 charge to inflict an additional 1d6 poison damage.

Stair of Ascending and Descending Wondrous item, very rare

This is a wooden board, roughly 5 feet by 1 foot by 1/2-inch thick. It has 3 charges and regains all expended charges each day at dawn. You may place the board on the ground and use your action to expend a charge, and the board will turn into a staircase that goes 20 feet either up or down. When commanded to disappear, either the topmost stair (for an ascending staircase) or the bottommost stair (for a descending staircase) will remain and can be picked up and moved. The staircase will pass through

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the ceiling or floor as if passwall had been cast.

Sticky Shield Armor (shield), rare

This is a shield +1. When you are attacked by someone wielding a melee weapon, and your attacker rolls a 1, that weapon is automatically stuck to the shield. It will remain stuck in the shield for 1 hour or until you command the shield to release it—it cannot be pulled free. No matter how many weapons are stuck in the shield, the shield does not become heavier or more unwieldy. If a magical weapon is stuck in the shield, the shield’s AC bonus increases by +1. Once the weapons are released, the shield’s bonus is reduced to its normal level. Arrows and other missile weapons do not get stuck in the shield, regardless of their degree or lack thereof of enchantment.

Stirge’s Bite Weapon (arrow), very rare

When this arrow hits a living being, it drains the target’s blood into a hollow compartment in the arrow. This causes an additional 1d10 necrotic damage and reduces the target’s hit point total by that amount. One round later, the arrow will detach and fall to the ground. You may collect the arrow later; the blood inside will be kept fresh for up to 1 week and can be used for whatever purpose you wish (such as a spell component). This arrow may be reused. If the target survives, its hit point total will return to normal after a short or long rest.

Stone Horse Wondrous item, very rare

This is a life-sized statue of a war horse. On command, it comes to life. It has the attributes of a war horse, save that it has AC 18 (natural armor) and double its normal hit points. It may remain in horse form for as long as you like, but will only heal if allowed to rest while in statue form.

Stone of Warmth Wondrous item, uncommon

When held between your hands, this stone becomes warm enough to keep you comfortable in temperatures as low as 0° F.

Storm Hammer Wondrous item (warhammer), legendary (requires attunement)

When this warhammer +1 strikes an opponent, it makes a noise like the crash of thunder. The opponent must make a DC 13 Constitution saving throw or take 1d4 thunder damage and be deafened until the end of its next turn.

Storm Star Weapon (morningstar), legendary (requires attunement)

This is a morningstar +2 made out of very dark metal. You may use it to cast chain lightning during battle. Once you use this ability, you can’t use it again until the following dawn.

String of Warding Wondrous item, uncommon or rare

This is a small piece of string that may be stretched as long as 50 feet. If tied to two to

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six upright objects, such as trees, it prevents creatures from passing between it and the ground by creating a magical ward. You may tie this strong no higher than 20 feet off the ground. The string of warding has no effect on inanimate objects (such as missiles) or on spells. ♦ Type I (Uncommon). With the uncommon version of this item, a creature needs to make a DC 13 Strength saving throw to be able to pass through the ward. ♦ Type II (Rare). With the rare version, the saving throw DC rises to 17.

Sweet Water Potion, very rare

This potion is not meant to be drunk. It can be poured into water and will turn up to 75,000 gallons of fouled water into pure, drinkable water; this water cannot be polluted for 1 hour. It can also turn up to 10,000 gallons of acid into pure water. This potion is a clear silver color.

Sword of Assassination Weapon (shortsword), rare (requires attunement by a rogue)

When using this weapon to sneak attack, you do an additional 3d6 slashing damage.

Sword of Blackflame Weapon (rapier), legendary (requires attunement)

This rapier gives you a +2 bonus to hit and damage. Its thin blade constantly shimmers with clouds of glossy black and mottled white. In dim light and darkness, this blade is invisible. This sword has 5 charges and regains 1d4+1 charges each day at dawn. You may

use your action to expend a charge to cast silence, centered on the sword. You may also use your reaction to expend 2 charges and absorb one magical attack aimed at you.

Sword of Cleaving Weapon (greatsword or longsword), legendary (requires attunement)

When you roll a natural 18 or higher when wielding this weapon, you do an additional 3d6 slashing damage.

Sword of Insanity Weapon (shortsword), very rare

This sword has a strangely curved and wavy shape, and gives you +1 to hit and damage. On a hit, it does an additional 1d4 psychic damage. When you roll a 20, the creature you hit must roll on the short-term madness table in the Dungeon Master’s Guide. If you roll another 20 while in battle with this creature (even if in a later battle), it must roll on the long-term madness table. If you roll a third 20, then it must roll on the indefinite madness table.

Sword of Intercession Weapon (greatsword), legendary (requires attunement)

Each of these swords is attuned to a particular deity. In the hands of a worshipper of that deity, this functions as a longsword +2. Furthermore, as long as you are attuned to this sword, you have advantage on all saving throws against spells that are cast on you. You may also cast commune to contact your god. Once you have cast this spell, you cannot cast it again for 7 days.

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As long as you are dedicated to your god, you are proficient in this weapon, even if members of your class are not normally able to use such weapons.

Sword of Night Weapon (longsword), very rare (requires attunement)

When drawn, longsword +1 sheds magical darkness in a 10-foot radius that affects all creatures except for you. In addition, a creature that starts its turn in that area of darkness must make a DC 15 Wisdom saving throw or become frightened of you.

∆ T ∆

Table of Plenty Wondrous item, rare or legendary

This is a plain wooden table, 5-foot square and 3 feet high. On command, it shrinks to 1 inch tall, or back again. ♦ Type I (Rare). On command, it creates a meal for four people. The meal is somewhat nicer than the food produced by the create food and water spell. Once you use this ability, you can’t use it again until the following dawn. ♦ Type II (Legendary). This table can increase in size in 5-foot increments to a maximum of 60 feet long. It will create an additional two meals per 5 feet, and on additional meal on each end. Thus, it can create a maximum of 32 meals. Once you use this ability, you can’t use it again until the following dawn.

Tablecloth of Feasting Wondrous item, very rare

By spreading this tablecloth neatly on a table, you may use it to cast heroes’ feast. Once you use this ability, you cannot use it again until the following dawn.

Talisman of the Beast Wondrous item, legendary (requires attunement by a druid)

While wearing this item, you can shapechange into a particular beast for 1 hour; while in beast form you can speak to other creatures of your kind. Once you use this ability, you cannot use it again until the following dawn. Roll a d100 to determine what sort of beast a talisman is attuned to. The attributes for the bison, cheetah, fox, lynx, rabbit, seal, and wolverine are listed in the appendix

d100 Beast d100 Beast 01-02 Ape 51-52 Lion 03-04 Axebeak 53-54 Lizard 05-06 Baboon 55-56 Lynx 07-08 Badger 57-58 Mammoth 09-10 Bat 59-60 Octopus 11-12 Bison 61-62 Owl 13-14 Black bear 63-64 Panther

15-16 Boar 65-66 Poisonous snake

17-18 Brown bear 67-68 Polar bear 19-20 Cheetah 69-70 Quipper

21-22 Constrictor snake

71-72 Rabbit

23-24 Crab 73-74 Rat 25-26 Crocodile 75-76 Raven 27-28 Deer 77-78 Reef 29-30 Dire wolf 79-80 Rhinoceros

31-32 Eagle 81-82 Saber-toothed tiger

33-34 Elephant 83-84 Scorpion

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35-36 Elk 85-86 Sea horse 37-38 Fox 87-88 Seal 39-40 Frog 89-90 Spider 41-42 Hawk 91-92 Tiger

43-44 Hunter shark

93-94 Vulture

45-46 Hyena 95-96 Weasel 47-48 Jackal 97-98 Wolf 49-50 Killer whale 99-100 Wolverine

Talisman of the Cockatrice Wondrous item, very rare (requires attunement)

This talisman consists of a cockatrice’s foot, magically preserved. While wearing it, you have advantage on saving throws against petrifaction. If you touch a creature with the talisman, that creature must make a DC 13 Constitution saving throw or be petrified for 24 hours. Once you use this ability, you can’t use it again until the following dawn.

Talisman of Memorization Wondrous item, rare (requires attunement by a wizard)

This talisman allows you to prepare your spells in half the time (1/2 minute per spell level).

Talisman of Tongues Wondrous item, legendary (requires attunement)

While wearing this talisman, you are under the effects of a tongues spell at all times.

Talking Skull Wondrous item, uncommon (requires attunement by a cleric)

This looks like a small human skull carved, with its mouth open, from polished ivory. If you place a bit of bone from an intelligent creature in the mouth, the skull will chew the

bone and allow you to cast speak with dead on the creature that provided the bone.

Tent of Luxury Wondrous item, legendary

This small tent is extradimensionally large inside. It is roughly the size of a medium-sized house and contains supplies and accommodations for 10 humans and their mounts: comfortable beds, plenty of clean water, fresh fruit, bread, and cheese (and feed for horses), braziers that provide warmth and light without smoke, and so on. All of these items will vanish if removed from the tent. The tent will stay open indefinitely, but will run out of supplies quickly and can only restock when its struck and folded away for at least 12 hours—the next time its put up again, it will be restocked.

Thieves’ Tools of Stealth Wondrous item, rare (requires attunement by a rogue)

When you attune to this item, the case in which the tools are stored sink into your body. While inside you, they cannot be detected, even by magic. You can use your action to call the case forth in order to access the tools. Afterwards, you can use an action to place the case against your skin and command them to sink inside again.

Thorn of Sleep Wondrous item, legendary

When a living creature is pricked by this thorn, it must make a DC 15 Constitution saving throw or succumb to the slumber variant of the imprisonment spell. A bundle of these thorns typically contains 2d4 of them.

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Thought Bottle Wondrous item, legendary (requires attunement)

You uncork this metal flask, think about a memory very strongly, and speak a command word. The memory is then taken from your mind and stored within the bottle. You remember the gist of the memory but will not be able to recall specific details. Thoughts will remain secure inside the bottle until they are retrieved. A bottle is able to remember 2d8-1 memories at a time. Once attuned to it, you may call up any memory stored within, not just your own.

Throwing Star of Returning Weapon (dart), uncommon

If thrown, this throwing star will return to your hand if it misses. Throwing stars use the same weapon stats as darts, save that they do slashing instead of piercing damage.

Thunderbolt Weapon (crossbow bolt), very rare

Once fired from a crossbow, a thunderbolt transforms into a bolt of lightning. On a hit, the target must make a DC 15 Constitution saving throw. The target takes 4d10 lightning damage on a failed saving throw or half as much damage on a successful one. In addition, the target and all creatures within 10 feet it must make a DC 13 Constitution saving throw or be stunned until the end of its next turn and deafened for 1 minute due to the accompanying crash of thunder. After hitting, it becomes a normal crossbow bolt.

Token Sword Weapon (any sword), uncommon (requires attunement)

This appears to be a small, sword-shaped charm. On command, it can turn into a full-sized weapon. It remains in that shape for 1 hour and then returns to charm form. Once you use this ability, you cannot use it again until the following dawn.

Torch of Continual Flame Wondrous item, common

This is a torch on which continual flame has been cast. You may choose to dim the light so it sheds dim light in a 5-foot radius, or brighten it so that it sheds bright light in a 60-foot radius, but you cannot extinguish it.

Tribal Lance Weapon (lance), rare (requires attunement by a barbarian)

This is a lance +1. In addition, this lance has 5 charges and regains 1d4+1 charges each day at dawn. You may use your action to expend a charge and cast fear, but only on an opponent you are facing or about to face in battle.

Troll’s Bane Weapon (longsword), rare (requires attunement)

The wounds inflicted by this longsword +1 on a troll prevent it from regenerating the following round, as if the troll had been hit with fire damage.

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∆ U ∆

Undeadbane Weapon (mace, maul, or morningstar), very rare (requires attunement by a priest)

When you strike an undead creature with this mace, you do double damage.

Unseen Ship Crew Wondrous item, legendary

This is a bosun’s whistle that, when blown, summons a crew of unseen servants with the knowledge of how to man a ship. They work for 8 hours before vanishing. Once this item is used, it cannot be used again until the following dawn.

∆ V ∆

Vampiric Sword Weapon (longsword), very rare (requires attunement)

When you hit a creature with this sword, you regain half the damage you inflict. Only living creatures with blood allow you to heal.

Vest of Missile Protection Wondrous item, rare

While wearing this woolen vest, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical missile weapons.

Vestment of Power Wondrous item, rare or legendary (requires attunement by a cleric)

These priestly robes come in lesser and greater varieties. The lesser robes are often worn by the priests in charge of a large temple, while the greater robes are often worn by the priests of the highest ranks. ♦ Lesser Vestment (Rare). While wearing this, you have a +1 bonus to AC and advantage on all saving throws. You may also use your action to cast feather fall. Once you have cast this spell, you cannot cast it again until the following dawn. ♦ Greater Vestment (Legendary). These have the same abilities as the lesser vestment of power, but you may also use your action to cast dimension door, greater invisibility, levitate, and true seeing. Once you have cast one of these spells, you cannot cast that spell again until the following dawn

∆ W ∆

.Wand of Animation Wand, rare (requires attunement)

These crystalline wands have 3 charges and regains expended 1d3 charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. You may use your

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action to expend a charge and cast animate dead or animate objects.

Wand of the Armory Wand, very rare (requires attunement by a spellcaster)

This wand has 3 charges and regains 1d3 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. You may use your action to touch a creature who is within reach and expend a charge. That creature gains +4 natural armor and becomes immune to force and lightning damage for 10 minutes.

Wand of Corridors Wand, very rare (requires attunement)

These wands have 7 charges and regain 1d4+3 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. You may use your action to expend a charge to create a corridor in solid rock or packed earth. This corridor is 10 feet wide × 10 feet high × 50 feet long. The wand of corridors has no effect on creatures of any kind, including rock- or earth-based creatures such as certain elementals and golems.

Wand of Eyes Wand, rare

This wand has 4 charges and regains 1d4 charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into flakes of wood and is destroyed. You may use your action to

expend a charge and create an arcane eye, which you can control up to 1 hour by concentrating on it.

Wand of Frost Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges and regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. When holding it, you can use an action to expend 1 charge to cast the ice storm or the cone of cold spell. You can increase the spell slot level by one for each additional charge you expend

Wand of Illumination Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges and regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. When holding it, you can use an action to cast the following spells: dancing lights (0 charges), light (0 charges), sunlight (2 charges), or sunburst (4 charges).

Wand of Storms Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges and regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. When holding it, you can use an action to expend 1 or more of its charges to cast the

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following spells: chain lightning (2 charges), control weather (3 charges), control winds (1 charge), or gust of wind (1 charge).

Wand of Wonder (Variant) This is an extended (and quite powerful) variant of the wand of wonder presented in the Dungeon Master’s Guide.

d100 Effect 01 You cast slow. 02 You cast faerie fire.

03 You are stunned until the start of your next turn, believing something awesome just happened.

04 You cast gust of wind.

05

You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.

06 You cast stinking cloud.

07

Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn .

08

An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal’s statistics.

09 You cast lightning bolt.

10

A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

11

You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell or if you didn’t target a creature, you become the target.

12 You cast darkness.

13

Grass grows on the ground in a 60-foot radius centered on the target . If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute .

14

An object of the DM ‘s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.

15 You shrink yourself as if you had cast enlarge/ reduce on yourself.

16 You cast fireball. 17 You cast invisibility on yourself.

18

Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

19

A stream of 1d4 × 10 gems , each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line .

20

A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

21

The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.

22

If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw

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fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn , becoming petrified on a failure or ending the effect on a success. The petrifaction lasts until the target is freed by the greater restoration spell or similar magic

23

You are shocked and take 1d8 lightning damage, and must make a DC 13 Dexterity saving throw or drop the wand.

24

800 small rubber balls, each 1 inch in diameter, rain down in a 30-foot radius of yourself. All creatures who move must make a DC 15 Dexterity check each time they move or fall prone.

25 You summon a flock of doves. 26 You cast chain lightning. 27 You cast hold monster. 28 You spin 180°.

29

You inflict a nasty, irritating rash on the target, causing that individual to have disadvantage on all Dexterity rolls for 1 minute. If you didn’t target a creature, you take 1d8 poison damage.

30 You summon a giant vulture, which attacks you.

31 You cast disintegrate.

32 You and the target have your positions switched.

33 You heal 2d6 hit points of damage.

34 You cast greater invisibility on the target.

35 The target is subject to a brief rain of fish.

36 You summon a group of sprites who will attempt to steal the wand.

37

Grass grows in an area 50-foot square around you. If there is already grass there, it grows to 10 times its normal size.

38 You cast hypnotic pattern on everyone within 30 feet of you.

39 You cast mirror image on the target.

40 You summon a kitten, which befriends you.

41 You cast enhance ability on yourself.

42

You cause a spectral ram’s head to appear, as if you were using a ring of the ram, and headbutt the target, making its attack roll with a +7 bonus and inflicting 6d10 force damage.

43

A small object currently on the target’s person sprouts wings and attacks another enemy. It’s attack roll is at +3 and it inflicts 1d4 bludgeoning damage.

44 The target loses all hair, fur, or feathers.

45 You summon a swarm of bats that flock around your head for 1 round and then flit away.

46 A pit 10 feet deep and wide enough to fit the target opens up underneath the target’s feet.

47 You cast chromatic orb. 48 The target’s hair turns into snakes.

49 The target is covered with a thick layer of honey.

50 All the coins the target is carrying turn into lead.

51

A stream of acid squirts out of the wand in a 20-foot long, 1-foot wide line. A creature caught in that line must make a Dexterity saving throw, with a DC equal to your spell save DC, or take 4d8 acid damage, or half as much damage on a successful one.

52 A vicious worg appears and attacks the target.

53 A vicious housecat appears and hisses at the target.

54 You cast cone of cold.

55 You cast magic missile, producing 5 missiles.

56 Flowers shoot out of the wand.

57

Impressive fireworks appear. All creatures within 60 feet of you (including you) must make a DC 15 Constitution saving throw or be

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blinded, deafened, and stunned until the end of their next turned.

58 You cast levitate on the target.

59 The target creature turns a random bright color.

60 You cast haste on the target.

61 A small cloud appears over the target and rains on it.

62 You cast delayed blast fireball, which goes off in 1d4 rounds.

63 Your nose grows to 10 times normal size for 1 minute.

64 The target’s armor is turned into leaves, rendering it useless as armor.

65 You cast gust of wind.

66

Your target must make a Constitution saving throw, with a DC equal to your spell save DC, or take be paralyzed for 10 minutes.

67 You cast confusion.

68 An arrow +3 shoots out of the wand and strikes the target.

69 You summon a shadow demon, which attacks the target. What it does afterwards is up to the DM.

70 You create a small aurora of beautiful, shimmering colors. It doesn’t do anything, but is very pretty.

71 You spray the target with a spout of beer.

72 You cast flesh to stone.

73

The target’s weapon changes shape. Roll a d100. On a 1-25, it turns into a teddy bear. On a 26-50, it turns into a leg of mutton. On a 51-75, it turns into a ladle. On a 76-100, it turns into a herring. If the target has no weapon, choose another possession or roll again.

74 You cast Tasha’s hideous laughter. 75 The target’s sex changes for 24 hours.

76 The target is polymorphed into a very angry and violent ogre.

77 You cast gaseous form.

78 All of the target’s magical items begin to glow brightly.

79 All fires within 60 feet of the target

creature produce pyrotechnics, creating both fireworks and smoke.

80 You cast conjure fey. 81 You cast dancing lights.

82 The target must make a DC 15 Wisdom saving throw or become frightened of you.

83 2d6+4 rabbits appear. 84 You cast reverse gravity on the target. 85 You cast reverse gravity on yourself.

86

100 gold coins shoot from the wand and strike the target, inflicting 1d4 bludgeoning damage. On careful examination, the coins will prove to be fake.

87 A swarm of insects appear and attack the target.

88 You cast Evard’s black tentacles.

89 A 30-foot radius area of darkness falls, but blinks out of existence every other round for 1 minute.

90 You cast phantasmal killer.

91 The target grows thick hair all over its body. This remains for 24 hours.

92 The target grows a prehensile tail, permanently.

93 You cast incendiary cloud.

94

You summon an ooze. Roll a d100 to determine the type: On a 1-25, you summon a black pudding. On a 26-50, you summon gelatinous cube. On a 51-75, you summon a gray ooze. You summon a 76-100, you summon an ochre jelly.

95 The target is polymorphed into a dog for 24 hours.

96 You grow a pair of wings, which last until you take a long rest.

97

Eight fiery spheres shoot forth, exploding violently and with great heat when they hit the target. They inflict 1 point of fire damage each.

98 The target gains 15 temporary hit points.

99 You cast summon elemental.

100 The target becomes terribly drunk and is at disadvantage to all combat rolls

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and all Dexterity, Intelligence, and Wisdom ability checks for 1 hour.

Warstar of the Manticore Weapon (morningstar), legendary (requires attunement)

This is a morningstar +1. It has 5 charges and regains 1d4+1 charges each day at dawn. You may use your action to expend a charge and fire its spikes at one target you can see within 60 feet, making a ranged weapon attack to do so. On a hit, the target takes 4d6 piercing damage. The warstar then instantly regrows its spikes.

Wardstone Wondrous item, uncommon

When held in the palm of your hand, this stone grows warm when hostile creatures approach. You may also command it to glow with a gentle light (similar to faerie fire) instead of, or in addition to, growing warm.

War Shirt Wondrous item, rare (requires attunement by a barbarian or fighter)

This shirt provides you a +1 bonus to AC and provides you immunity to being frightened.

Wax of Careful Hearing Wondrous item, rare

This is a brick of wax that can be molded into 10 pairs of earplugs. These earplugs do not hinder your hearing, but give you resistance to thunder damage and advantage on saving throws to avoid being deafened.

Well of Dreams Wondrous item, legendary

If you throw a coin in this well, a strange and possibly wondrous thing happens to you.

d20 Result 1-2 Nothing happens

3 One ability score increases by +2, and your maximum in that ability increases to 22.

4 One ability score decreases by -2.

5

Small insect wings grow from your back. They are too small to allow for flight, but your jumping distance is tripled.

6 You are cursed with lycanthropy.

7 A pouch containing 3d6×10 platinum pieces appears at your feet.

8 You become proficient in a new skill

9 You grow a 2-foot long beard (or your existing beard grows by 2 feet), even if you are female.

10 You grow a third eye. This provides no true benefits.

11 A pair of brand-new leather boots appear on your feet.

12 Your favored weapon becomes magical and grants you +1 to hit and damage rolls.

13 Half of your coins vanish.

14 You regress in age by 1d12 years (for nonhumans with longer lifespans, you regress by 2d20 years).

15 You gain advantage on one saving throw but disadvantage on another one, permanently.

16

You hear a voice that says “A wish will come your way when you least expect it!” At some point in the future, you will be granted a wish.

17

You become a different species. Roll a d100. 1-20, you become a drow. 21-40, you become a teifling. 41-45, you become an air genesai. 46-50, you become an earth genesai.

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51-55, you become a fire genesai. 56-60, you become a water genesai. 61-80, you become n aasimar. 81-100, you become a changeling.

18 You are struck by a lightning bolt and take 2d8 lightning damage.

19-20 Nothing happens

Aasimar are listed in the Dungeon Master’s Guide, the genasai are listed in the Elemental Evil Player’s Companion, and changelings are listed in the Unearthed Arcana: Eberron supplement.

Wheel of Floating Wondrous item, uncommon

If this wheel is affixed to a wagon, chariot, or other wheeled vehicle, it allows that vehicle to float on water.

Whip of Frost, Fire, and Fear Weapon (whip), very rare (requires attunement)

This hideous weapon is made of flexible strands of electrum and gives you +1 to your attack and damage rolls. When it strikes, roll a d4 to determine the effects.

d4 Effect

1 The target takes an additional 1d8 cold damage.

2 The target takes an additional 1d8 fire damage

3 The target must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute.

4 The target takes an additional 1d8 slashing damage.

Winged Mask Wondrous item, rare (requires attunement)

This feather mask grants you a flying speed of 60 feet.

Window of Spying Wondrous item, very rare

When you hold this 3-inch-square window up to a wall, you can see through up to 3 feet of wood or stone or 1/2-inch of metal.

Wolfspaw Wondrous item, uncommon (requires attunement)

While wearing this charm, which looks like a dried wolf’s foot stuffed with wolfsbane, all canine beasts, humanoids (including werewolves and gnolls), and monstrosities must make a DC 13 Wisdom saving throw to come within 10 feet of you. If a canine creature succeeds on its roll, it is unaffected by that charm for 24 hours. There are other variants of this charm that protect against feline creatures, avian creatures, serpents, and so on.

Wooden Arrow Weapon (arrow), legendary

This arrow is made entirely from wood—arrowhead and fletching alike—and is intricately carved and painted. If fired from a bow, it completely ignores all forms of metallic armor, including studded leather armor, which as treated as ordinary leather. Only Dexterity bonuses and armor enchantment bonuses count as AC. After firing this arrow, the DM should roll a d6. On a roll of 1 or 2, the arrow breaks. Otherwise, it may be retrieved and re-used. This arrow does no damage to metal- or stone-based creatures, such as earth elementals, stone or iron golems, or gorgons.

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Wyrmhelm Wondrous item, very rare (requires attunement)

This helmet is incredibly elaborate and stylized and made to look like a snarling dragon. While wearing it, you may speak Draconic fluently. In addition, this helmet has 4 charges and regains 1d4 charges each day at dawn. You may use your action to expend a charge to cast command (1 charge) or dominate monster (2 charges), but only on dragons, who are at disadvantage on their saving throws.

∆ Z ∆

Zagyg’s Spell Component Pouch Wondrous item, legendary (requires attunement)

This functions as a normal, albeit stylish, spell component pouch. In addition, you may withdraw one nonmagical component that has a gp cost. If that it isn’t used within 2 rounds, it disappears. Once you use this ability, you cannot use it until the following dawn.

Zombie Blood Potion Potion, rare

This potion looks, smells, and tastes like a potion of healing or other beneficial potion. An identify spell reveals its true nature. When you drink the potion, your Intelligence drops to 3 for 1 week and you are charmed by the creature that mixed the potion. While under the effects of this potion, you will take no actions unless explicitly ordered to, and the

orders of your “master” supersede all other orders. While under the effects of this potion, you are immune to being charmed or frightened, and to exhaustion. You are not undead and cannot be turned, however. The duration of this effect can be extended with additional doses of this potion.

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Bestiary

BISON Large beast, unaligned

Armor Class: 11 (natural armor) Hit Points: 22 (3d10+6) Speed: 50 ft.

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 14 (+2) 3 (-4) 11 (+0) 6 (-2)

Skills: Perception +2 Senses: passive Perception 12 Languages: — Challenge: 1 (200 XP)

Trampling Charge. If the bison moves at least 20 feet straight towards a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bison can make one attack with its hooves against it as a bonus action.

ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.

CHEETAH Medium beast, unaligned

Armor Class: 11 Hit Points: 11 (2d8+2) Speed: 40 ft.

STR DEX CON INT WIS CHA

13 (+1) 13 (+1) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills: Perception +3, Stealth +6 Senses: passive Perception 13 Languages: — Challenge: 1/8 (25 XP)

Burst of Speed (recharge after short or long rest). The cheetah can increase its speed to 80 feet for 1 minute.

Keen Hearing. The cheetah has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

CORAL DRAGON Small dragon, neutral

Armor Class: 14 (natural armor) Hit Points: 26 (8d6+8) Speed: 30 ft., fly 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA

8 (-1) 15 (+2) 13 (+1) 15 (+2) 15 (+2) 12 (+1)

Skills: Arcana +6, History +6, Religion +6 Senses: darkvision 60 ft., passive Perception 12 Languages: Draconic, Common

Challenge: 2 (450 XP)

ACTIONS

Multiattack. The coral dragon may make one bite and two claw attacks, or one breath weapon and two claw attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d6-1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d10-1) slashing damage.

Forceful Breath (Recharge 5-6). The dragon exhales magical force in a 20 foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 11 (2d10) force damage on a failed save, or half as much damage on a successful one.

DOLPHIN Medium beast, unaligned

Armor Class: 11 (natural armor) Hit Points: 16 (3d8+3)

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Speed: 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA

15 (+2) 11 (+0) 12 (+1) 6 (-2) 14 (+2) 8 (-1)

Skills: Perception +4 Senses: blindsight 120 ft., passive Perception 14 Languages: — Challenge:

Echolocation. The dolphin can’t use its blindsight while deafened.

Hold Breath. The dolphin can hold its breath for 10 minutes.

Keen Hearing. The dolphin has advantage on Wisdom (Perception) checks that rely on hearing.

Standing Leap. The dolphin’s long jump is up to 20 feet and its high jump is up to 15 feet, with or without a running start.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

Sonic Blast: Melee Weapon Attack: +4 to hit, one target it can touch with its head. Hit: 2 (1d4) thunder damage.

FEY STEED Large fey, neutral

Armor Class: 12 (natural armor) Hit Points: 19 (3d10+3) Speed: 50 feet

STR DEX CON INT WIS CHA

16 (+3) 12 (+1) 12 (+1) 11 (+0) 13 (+1) 12 (+1)

Condition Immunities: charmed, unconscious Skills: Perception +3 Senses: truesight 60 feet, passive Perception 13 Languages: understands Common, Elven, and Sylvan but can’t speak. Challenge: 1/2 (100 XP)

Charge. If the fey steed moves at least 20 feet straight forward towards a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength

saving throw or be knocked prone.

Fey Hooves. Normal difficult terrain doesn’t slow the steed’s movement, and it can walk on water and watery substances as if it was difficult terrain.

Magic Resistance. The fey steed has advantage on saving throws against spells and other magical effects.

Tree Stride. Once on its turn, the fey steed can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. The fey steed may take its rider with it.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

FOX Tiny beast, unaligned

Armor Class: 12 Hit Points: 3 (1d6) Speed: 50 ft.

STR DEX CON INT WIS CHA

5 (-3) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills: Perception +3 Senses: passive Perception 13 Languages: — Challenge: 0 (10 XP)

Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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GIANT SEA TURTLE Huge beast, unaligned

Armor Class: 20 (natural armor) Hit Points: 85 (10d12+20) Speed: 10 feet, swim 100 feet

STR DEX CON INT WIS CHA

20 (+5) 7 (-3) 15 (+2) 2 (-4) 12 (+1) 8 (-1)

Senses: passive Perception 11 Languages: — Challenge: 3 (700 XP)

Hold Breath. The giant sea turtle can hold its breath for 1 hour.

Slow. It may attack only once every other round.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 31 (4d12+5) bludgeoning damage.

Hordling Hordlings make up the majority of the creatures that dwell in Hades and have spread out to the Nine Hells and the Abyss as well. They vary widely in size and appearance and no two look alike. They are, however, all vicious, nasty-minded, and hungry. Petty and Vile. Hordlings are physically weaker than many fiends, and much stupider as well. Their only organization is that the strong rule. They devour everything they destroy—which is usually other hordlings. No matter how much they kill each other, there are an infinite amount more.

LEAST HORDLING Small fiend, neutral evil

Armor Class: 13 (natural armor) Hit Points: 27 (6d6+6)

Speed: 30 feet

STR DEX CON INT WIS CHA

11 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 7 (-2)

Damage Immunities: necrotic, poison Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities: charmed, poisoned Senses: darkvision 60 ft. Languages: Infernal Challenge: 1 (200 XP)

ACTIONS

Bite. Melee Weapon Attack: +2 to hit; reach 5 ft., one target. Hit: 7 (2d6) piercing damage. Claw. Melee Weapon Attack: +2 to hit; reach 5 ft., one target. Hit: 4 (1d8) slashing damage.

LESSER HORDLING Medium fiend, neutral evil

Armor Class: 13 (natural armor) Hit Points: 45 (7d8+14) Speed: 30 feet

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 7 (-2)

Damage Immunities: necrotic, poison Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities: charmed, poisoned Senses: darkvision 60 ft. Languages: Infernal Challenge: 2 (450 XP)

ACTIONS

Bite. Melee Weapon Attack: +2 to hit; reach 5 ft., one target. Hit: 10 (2d8+1) piercing damage. Claw. Melee Weapon Attack: +2 to hit; reach 5 ft., one target. Hit: 6 (1d10+1) slashing damage.

GREATER HORDLING Large fiend, neutral evil

Armor Class: 13 (natural armor) Hit Points: 68 (8d10+24) Speed: 30 feet

STR DEX CON INT WIS CHA

16 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

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Damage Immunities: necrotic, poison Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities: charmed, poisoned Senses: darkvision 60 ft. Languages: Infernal Challenge: 3 (700 XP)

ACTIONS

Bite. Melee Weapon Attack: +2 to hit; reach 5 ft., one target. Hit: 16 (3d8+3) piercing damage. Claw. Melee Weapon Attack: +2 to hit; reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

All hordlings look different and have different abilities. Roll a d20 three times and consult the following list:

d20 Hordling ability variation

1

The hordling can exhale a cloud of noxious gray gas 10 feet in radius with a range of 15 feet. All creatures in the area must make a DC 13 Constitution saving throw or have their speed reduced by 10 feet and deal half damage on Strength-based weapons for 1 minute.

2

The hordling can exhale a cloud of noxious yellow gas 10 feet in radius, with a range of 15 feet. All creatures in the area must make a DC 13 Constitution saving throw or take 3d6 poison damage and be poisoned until the end of your next turn.

3

The hordling can exhale an energy attack in a 20-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d8 cold, fire, lightning, or necrotic damage on a failed save, or half as much on a successful one.

4

The hordling can spit acid. This has an attack modifier of +2 and has a range of 20 feet. If hit, the target takes 2d10 acid damage and if wearing armor, the armor’s AC is reduced by 1. If the armor’s AC is reduced to an AC of 10, the armor is destroyed.

5

The hordling has a long barbed or clubbed tail and can fight with it in addition to biting or clawing. Its tail has a reach of 10 feet and does 1d8 + its Strength modifier in either piercing or bludgeoning damage.

6 The hordling has enormous talons. Its claw attack damage increases by 1 die.

7

The hordling has enormous tusks and/or horns and can fight with it in addition to biting or clawing. The tusks and horns have a range of 5 feet and do 2d6 + its Strength modifier in piercing damage. If it moves at least 20 feet towards a target and hits it with a tusk or horn attack on the same turn, the target takes an additional 2d6 piercing damage, and the creature must succeed on a DC 12 Strength saving throw or be knocked prone.

8

The hordling has fierce saw-like teeth. Its bite attack increases by 1 die and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the hordling can’t bite another target.

9

The hordling has long legs built for leaping. Its long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

10 The hordling has pincers instead of claws. Its claw attack increases by 1 die and becomes piercing damage.

11 The hordling has telescoping limbs. Its reach increases to 15 feet and its speed increases to 50.

12

The hordling has tentacles and can attack with them in addition to either biting or clawing. It has +4 to hit and on a success, has grappled its target (escape DC 13). At the start of each of its turns, the hordling may constrict with a bonus action, inflicting 1d6 bludgeoning damage to the grappled target.

13 The hordling has tremendous hooves and can kick with them in addition to biting or clawing. Its hooves have a

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reach 5 feet and do 2d6 + its Strength modifier in bludgeoning damage.

14 The hordling is covered in thick skin, plates, or scales. Its AC increases to 16 (natural armor)

15 The hordling is immune to cold and poison damage.

16 The hordling is immune to fire and acid damage.

17 The hordling is immune to lightning and force damage.

18 The hordling is incredibly fast. Its speed increases to 60 feet.

19 The hordling is incredibly strong. Its Strength increases by 4.

20 The hordling is winged. It has a flying speed of 60 feet.

Hordlings can be any color, pattern, or texture. They might be covered with skin, scales, fur, feathers, shells, or combination of the two. Assume that the hordling is more-or-less humanoid in shape with a fiendish appearance unless otherwise noted. Roll a d12 and consult the following list:

d12 Hordling general appearance

1 The hordling constantly gibbers, drools, or twitches.

2 The hordling does not appear to have skin; its muscles and bones are clearly visible. This does not affect its AC.

3

The hordling has a generally avian appearance. It has a 50% chance of having functional wings with a flying speed of 60 feet.

4

The hordling has a generally leonine or canine form; it’s a quadruped and may not use its forelimbs to manipulate objects.

5

The hordling has a generally serpentine or draconic appearance. Roll a d6: 1-2: the hordling is a quadruped 3-4: the hordling lacks forelimbs and may not use a claw attack, but its bite

attack does +2 damage 5-6: the hordling is limbless and may not use a claw attack, but can constrict its prey. On a successful attack, it has grappled its target (escape DC 13). Until the grapple ends, the target is restrained. At the beginning of each of the hordling’s turns, it constricts as a bonus action and the restrained creature takes 1d6 bludgeoning damage.

6

The hordling has a strangely geometric body. It may be nearly a perfect circle in shape, or comprise a series of nearly boxlike shapes.

7 The hordling has frills, fans, barbels, or weird lumps. It cannot use these in combat.

8 The hordling has numerous spikes or horns. It cannot use them in combat.

9

The hordling is constantly melting, shedding, or has bits that are rotting away. This causes it no damage but is generally disgusting.

10 The hordling is covered in warts and weeping sores.

11 The hordling is humanoid but one or more body parts are completely out of proportion to the rest.

12 The hordling looks as though it was sewn together; it may look as if it is tattered and falling apart.

LYNX Small beast, unaligned

Armor Class: 12 Hit Points: 10 (3d6) Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA

11 (+0) 15 (+2) 10 (+0) 3 (-4) 15 (+2) 7 (-2)

Skills: Perception +4, Stealth +6 Senses: passive Perception 14 Languages: — Challenge: 1/8 (25 XP)

Keen Smell. The lynx has advantage on Wisdom

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(Perception) checks that rely on smell.

Pounce. If the lynx moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 8 Strength saving throw or be knocked prone. If the target is prone, the lynx can make one bite attack against it as a bonus action.

ACTIONS

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 slashing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

RABBIT Tiny beast, unaligned

Armor Class: 12 Hit Points: 2 (1d4) Speed: 50 ft.

STR DEX CON INT WIS CHA

3 (-4) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills: Perception +3 Senses: passive Perception 13 Languages: — Challenge: 0 (10 XP)

Standing Leap. The rabbit’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. Keen Hearing. The rabbit has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

SEAL Small beast, unaligned

Armor Class: 11 Hit Points: 5 (2d4) Speed: 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA

10 (+0) 13 (+1) 10 (+0) 3 (-4) 12 (+1) 6 (-2)

Skills: Perception +3 Senses: passive Perception 13 Languages: — Challenge: 0 (10 XP)

Hold Breath. The seal can hold its breath for 1 hour.

Keen Hearing. The seal has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

WOLVERINE Small beast, unaligned

Armor Class: 11 Hit Points: 10 (3d4+3) Speed: 20 ft.

STR DEX CON INT WIS CHA

12 (+1) 13 (+1) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills: Perception +3 Senses: passive Perception 13 Languages: — Challenge: 1/8 (25 XP)

Relentless (Recharges after a Short or Long rest). If the wolverine takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Keen Hearing and Smell. The wolverine has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

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New Weapons

The following two weapons are new. Although these statistics have been included in the individual magic item description, they are reproduced here for simplicity’s sake.

Bola Martial ranged weapon. Cost: 1 gp. Damage: none. Weight: 1 lb. Properties: Special, thrown (range 30/50), light. A Large or smaller creature hit by bolas has its legs restrained until it is freed. A bola has no effect on creatures that are formless or of Huge or Gargantuan size. A creature can use its action to make a DC 10 Strength check, freeing itself, or another creature within its reach on a success. Dealing 3 slashing damage to the bola’s leather cord (AC 11) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a bola, you can make only one attack regardless of the number of attacks you can normally make. Bards, druids, rogues, sorcerers, and warlocks are proficient in bolas.

Scythe Simple melee weapon. Cost: 2 gp. Damage: 1d10 slashing. Weight: 5 lbs. Properties: heavy, two-handed. Druids and warlocks are proficient in scythes.