Magic Items in Geshkara | World Anvil

Magic Items

Armour

  Adamantine Armour
Rare
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.   This suit of armour may be any metal armour
  Armour of Kirotigal
Relic, requires attunement by a Martial character
The bronze armour of the legendary hero of the eponymous Epic, covered in the patina of untold ages, this armour grants the strength of Kirotigal to its wearer. While wearing this armour, you gain a +2 bonus to AC, a +2 bonus to Strength, and immunity to fire damage.   This suit of half plate consists of a breastplate, greaves, and vambraces.
  Drakescale Armour
Common
This armor has been lined with drake scales, granting +1 resistance to a certain damage type. The type of damage depends on the type of drake scales used. A spring drake grants resistance to fire, a summer drake grants resistance to lightning, an autumn drake grants resistance to acid, and a winter drake grants resistance to cold.   This suit of armour may be any medium or heavy armour.
  Elven Chain
Very Rare
  Grounded Armour
Uncommon
This armour is reinforced with an insulating lining. While wearing this armour, you gain +3 resistance to lightning damage.
  Hellforged Armour
Rare
You gain +1 to AC with this mastercrafted armour.   This armour is made of a black metal impervious to fire. No one really knows what the metal is, or how to make more of it, and its lack of heat conductance makes it very difficult to work with, requiring a master's hand. It is often worked and reworked into various forms, often armour. While wearing this armour, you gain resistance to fire damage (+3 resistance if Medium, +5 resistance if Heavy).   This suit of armour may be any metal armour.
  Mithril Armour
Uncommon
Mithril is a light, bluish metal valued for its exceptional strength and light weight. Just as hard as steel at less than half the weight, it's a boon to all who wear it, but its expense precludes its use by the common soldiery. A mithril scale shirt, maille shirt, or breastplate can be worn under normal clothes. If the armour normally imposes a penalty on Stealth checks or has a Strength requirement, the mithril version of the armour doesn't.   This suit of armour may be any metal armour.

Item Rarity

Common: A common item that is easy to produce and is widely available, such as low level potions or scrolls.
Uncommon: An item that is scarce and difficult to create, but can still be found relatively easily, but not everywhere.
Rare: An item which is very difficult to create, and which is difficult to find.
Very Rare: An item that very few if any can still create, and which exists in small numbers.
Legendary: An extremely rare item whose method of creation is unknown or secret, and of which only a few exist.
Relic: A powerful item of which only one exists or is known to exist; often associated with a specific person or event.
 

Weapons

 
Cytorhaak's Thirsting Blade
Relic, requires attunement
You gain a +1 bonus to attack and damage rolls made with this masterwork longsword.   Whenever this weapon is used to kill a creature, the weapon gains one charge. When you hit a creature with this weapon, as long it has at least one charge, you may expend up to as many charges as the weapon currently has to deal an extra Xd10 necrotic damage, where X is the number of charges expended. This weapon can hold an infinite number of charges.   When acquired, this weapon holds 1d4+1 charges.
  Dagger of Creşöğlu
Relic, requires attunement
You gain a +1 bonus to attack and damage rolls made with this masterwork dagger.   Once belonging to the infamous Tarshan assassin Creşöğlu, most well known for his assassination of king Khovar I, this dagger has become somewhat of a legend in certain circles, and passes around from rogue to rogue through the ages. While attuned to this item, if you are damaged by it (either by another creature wielding it or yourself), you become invisible for 1 minute. This invisibility ends if you cast a spell or attack another creature.
  Flame Tongue
Very Rare, requires attunement
Several of these blades were made in different styles through the centuries by the dwarves for rich human patrons seeking some sort of statement piece, though they are still fiendishly effective in battle, a testament to dwarven craftsmanship. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40 foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.   This weapon may be an arming sword, backsword, greatsword, longsword, rapier, or scimitar.
  Javelin of Lightning
Rare
This javelin, when you hurl it and speak its command word, transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Agility saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.   The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a standard javelin.
  Kas Fang
Uncommon
A tooth from the formidible kas beast, it retains its venomous nature and can be used as a poisoned push dagger. You can use a bonus action to cause thick, black poison to coat the tooth. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must make a DC 15 Constitution saving throw, taking 2d8 poison damage and becoming poisoned for 1 minute on a failure, or half as much damage on a success. The dagger can't be used this way again until the next dawn.
Lifedrain Axe
Rare, requires attunement
This axe appears not to have been forged, but grown; its organic shapes creating an unsettling figure and suggesting an otherworldly origin. Speaking its command word causes it to take on a shadowed appearance, morphing into a cloud of black necrotic fog, its ephemeral form now only loosely suggesting an axe, and it exudes an insatiable hunger for the life-force of living beings. When in this form, the holder takes 1d4 necrotic damage at the start of each of its turns, and the weapon deals an additional 1d6 necrotic damage to anything it hits. The weapon heals the holder for half of all necrotic damage it deals to creatures other than the holder.   This weapon may be a battleaxe or a greataxe.
  Moonblade
Legendary, requires attunement
You gain a +1 bonus to attack and damage rolls made with this masterwork weapon.   This blade is imbued with the sorcerous power of the moon. When unsheathed, it shines bright moonlight in a 20 foot radius, and dim light for an additional 20 feet. Invisible creatures and objects are visible as long as they are in the weapon's bright light. In addition, this weapon deals an additional 1d10 radiant damage to any target it hits.   This weapon may be a greatsword or longsword.
  Sunblade
Legendary
  Vicious Weapon
Uncommon
When you roll a critical on your attack roll with this magic weapon, the target takes an extra 5 damage of the weapon's type.
  Weapon of Warning
Uncommon, requires attunement
This magic weapon warns you of danger. While the weapon is on your person, you gain +3 on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep.
 

Items

  A Call Beyond
Legendary
A small amorphous bit of what appears to be dead animal tissue; a fissure runs through its centre, gazing into which reveals a glimpse into the expanse of the cosmos. It throbs with an energy that makes you feel uneasy, as if it's trying to whisper profane knowledge, but can't. Legend holds this item is the result of a failed occult ritual to contact forbidden and unknowable beings.   As an action, you can use the item, consuming 5 gold coins (or a gold object of equivalent value) from your coinpouch, and calling forth three small orbs of bright starlight that each hit a creature you can see within 30 feet, each dealing 1d4+1 radiant damage. If you do not have 5 gold coins, the effect fails.
  Alarm Stone
Uncommon
An unassuming, smooth stone, it’s easily dismissed as a simple rock not worth anything. However, it is infused with divinatory magics, and can sense things around it.   A character can speak the stone’s command word followed by a condition to the stone (such as “a bear within 60 feet”). If that condition is met, the stone will begin to glow a bright red and let out an intermittent chirping noise until the condition is no longer met. To change the condition the stone responds to, one must simply dictate another condition to it. The stone has trouble with ambiguity and will interpret conditions literally. Therefore a condition like “hostiles within 100 feet” will not trigger the stone to alarm unless creatures are actively attacking the one who issued the condition.
 
  Astrologer's Mask
Rare, requires attunement by an Arcane character
A wooden mask carved from ebony, inscribed with a wizened scholar’s face on the front, and engraved with a depiction of the celestial spheres on its inside, this mask hums with sorcerous energy. As an action you can don the mask, peering into the astral plane, imparting the effects of the dimension door spell. Using the mask this way consumes 1 charge. The item has 3 charges, and regains 1 charge each dusk.   This item is part of the Astrologer's Set. Attuning to multiple parts of the set does not require more than one attunement slot. If attuned to all items in the set simultaneously, you gain a set bonus of +1 to your Intelligence score.
  Astrologer's Robe
Rare, requires attunement by an Arcane character
A silk robe inset with a map of the stars embroidered in golden thread, when attuned, it allows the wearer to siphon energy from the heavens, regaining 2d8 mana points. Once this feature is used, it can't be used again for 3 days, recharging at dusk.   This item is part of the Astrologer's Set. Attuning to multiple parts of the set does not require more than one attunement slot. If attuned to all items in the set simultaneously, you gain a set bonus of +1 to your Intelligence score.
  Astrologer's Staff
Rare, requires attunement by an Arcane character
An ornate staff wrought from a strange, red metal, ornamented with brass fittings, this item works as a spell focus. As well, being attuned to the movements of the heavens, it allows the wielder to channel the energy of the stars. When casting a spell using this staff as a spell focus, you may use the Transmuted Spell metamagic ability on the spell at will without invoking additional mana cost to turn a spell’s damage into radiant damage.   This item is part of the Astrologer's Set. Attuning to multiple parts of the set does not require more than one attunement slot. If attuned to all items in the set simultaneously, you gain a set bonus of +1 to your Intelligence score.
  Bag of Holding
Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 spaces. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.   If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in Porphyrus. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
  Bracelet of Vigour
Rare, requires attunement
While attuned to this small brass bracelet inset with several heart-shaped rubies, when you receive healing (healing word, lay on hands, second wind, expending hit dice on a short rest, etc.), you receive the maximum amount of hit points.
  Boots of Muffling - uncommon
Chime of Opening - rare
  Cloak of the Beetle
Rare
While you wear this cloak with its hood up, Perception checks made to see you suffer −6, and you gain +6 to Stealth checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
  Cloak of Invisibility
Legendary, requires attunement
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.   Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration.
  Cubic Gate - legendary
Driftglobe - uncommon
Dust of Choking - uncommon
Eversmoking Bottle - rare
Folding Boat - rare
  Gadvyn Varani's Robe
Relic, requires attunement by an Arcane character
This tattered robe woven of individually enchanted threads of wool from sheep raised on the hills surrounding Godhome once belonging to the venerable archmage and founder of the mystic House Varani invigorates the wearer with magical rejuvination. While attuned to this item, you regain all mana points on a short rest.
  Ganishka Tarot
Legendary
A magical tarot deck used for divination which contains 20 cards. A character who uses the tarot deck for a divination draws three cards face down and reveals them one at a time, the effect of the card occurring as it is revealed. Interacting with the deck in any other way does not cause the cards’ effects to occur. The deck shuffles itself and cards removed from the deck magically return whenever cards are drawn from it. The cards cannot be destroyed by normal means. After the divination finishes, the deck disintegrates.  
d20CardEffect
1Dharma (Virtue)You gain a new level 1 perk from your class' perk list.
2MagusYou gain a permanent +1 to your proficiency bonus.
3The StoneYou gain a permanent +1 to AC and Blind AC.
4DeathYour hit point maximum decreases by 4d4, to a minimum of 1.
5Tantra (The Loom)Your Agility score permanently increases by 1.
6Mandala (Circle)One of your ability scores (randomly determined) is permanently reduced by 1.
7The TroglodyteYou gain Darkvision.
8Samum (Evil Wind)You gain a permanent −3 vulnerability to poison damage.
9The Rakshasa (Demon)A Rakshasa hostile to you appears near you. If a creature other than you attacks the rakshasa, another rakshasa hostile to the creature that summoned it and with half the hit points of the original appears within 5 feet of the one which was attacked.
10The SageYou draw 2 additional cards.
11The Yakshini (Nymph)A Yakshini appears near the drawer. It is bound as a servant and will follow your commands until it or the drawer dies.
12The Flayed ManYou permanently lose half your Rest Dice, and only gain half Rest Dice upon levelling up.
13The MerchantYour copper and silver coins all turn to gold.
14The MadmanYour curse progresses by 1.
15The DragonThe drawer must make a DC 15 Willpower check every time they take fire damage, gaining the Fear condition against whatever caused the damage for 1 minute on a failure. The check can be repeated at the end of every turn.
16The AssassinSuccessful attacks against the drawer made with Finesse weapons are automatically critical hits.
17The BellkeeperYou cannot be surprised, and gain +3 to Initiative.
18The AsceticYour personal possessions except for magic items (including this deck) all disappear to the Outlands.
19The PrincePermanently gain an additional 3 Rest Dice.
20Samsara (Rebirth)Your Ability Scores are redistributed randomly.
  Garden of Eyes
Uncommon
A pickled bushel of 3d6 eyes on a central nerve stalk harvested from taboo and forbidden places preserved in a jar. Their gaze darts lazily around with a cold, uncomfortable stare. Eating one of these eyes will grant you 60 feet of darkvision for 1 hour.
  Gem of Warding
RareVery Rare, requires attunement
A lustrous gem that seems to glitter and glow in the presence of a certain element. When attuned to this item, you gain +3 resistance to a certain damage type, determined by the colour of the gem: lime green gives resistance to acid, light blue to cold, red to fire, clear to force, yellow to lightning, black to necrotic, dark green to poison, purple to psychic, and opaque white to radiant.   There is a rarer version, opalescent in its appearance, shifting colours in the light like an oil slick, which grants +2 to all types of elemental and spirital damage when attuned.
  Golem and Control Ring
Very Rare, requires attunement
A Tiny mindless creature made of some mundane material, usually either clay or straw, and enchanted with animating magics. Capable of performing simple tasks, it follows the commands of one attuned to its master’s ring. It has an AC (blind, touch) of 10, 5 hit points, immunity to fire damage (if clay) or crushing damage (if straw), a Strength score of 2, and cannot attack.   If attuned to the golem's control ring, once on each of your turns as a bonus action, you can mentally command the golem to move up to 15 feet and interact with an object. The golem can perform simple tasks such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the golem performs the task to the best of its ability until it completes the task, then waits for your next command. You must be within 120 feet of the golem to issue a command.
 
  Lantern of Revealing
Rare
An ornate lantern that burns with an otherwordly blue-green glow. It comsumes oil and casts light like a standard hooded lantern. Creatures cannot be invisible within the dim light of the lantern.
  Mask of the Ascetic
Rare

 
  Mercurial Censer
Rare
Burning incense in this censer causes it to release a dizzying smoke in a 15 foot radius. A creature that starts its turn in this smoke or enters it for the first time on their turn must succeed a DC 15 Willpower check or become Maddened. A Maddened creature enters a fury and attacks creatures around it indiscriminately, not able to tell friend from foe. This effect lasts for 1 minute, and an affected creature can repeat the check at the end of each of their turns. The censer uses one piece of incense to burn for 10 minutes.
  Necklace of Adaptation - rare
  Mystic's Dice
Very Rare, requires attunement
A set of two dice carved from the ivory of a unicorn, when rolled, they reveal glimpses of the future to you. As an action, you may roll these dice, roll two d20s and record the numbers rolled. As a reaction, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll.   These dice may only be used once per day. Each foretelling roll can be used only once. When dawn breaks, you lose any unused foretelling rolls.
  Obscuring Fetish
Uncommon, requires attunement
While attuned to this object, you are hidden from magic that attempts to glean information about you. You can't be targeted by such magic or perceived through magical scrying sensors.
  Pipes of the Sewers - rare   Ring of Compartment
Rare, requires attunement
A ring made of two arms wrapped around each other, gripping the other on the forearm, each arm begins as a normal arm, with the flesh withering down the arm to a skeletal hand. While attuned to this ring, you regenerate 1 hit point every hour. In addition, scars and lost body parts regenerate. However, you gain a −4 vulnerability to all damage.
  Ring of the Feather
Rare, requires attunement
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
  Ring of Mind Shielding - rare
Ring of Telekinesis - very rare
  Rod of Displacement
Legendary
This item appears as an ornate metal rod about a foot long, carved with gold-inset dwarven lettering. Supposedly made long ago by supremely uncreative dwarves seeking only to use it to move large rocks, you can use an action to point the rod at a Large or smaller object or creature you wish to disappear within 60 ft. and press a small button on the rod, at which point the object or creature will disappear. The GM rolls a d4 and does not tell the player the result of the roll. The object or creature reappears that many days later in exactly the same state as it had been just as it disappeared. It reappears near the rod; orientation is not preserved, so it appears at a point somewhere on an imaginary circle of radius equal to the distance from the rod when it disappeared.   The rod can hold one charge that it regains at dawn.
  Runesmithing Tools
Relic, requires proficiency in smith's tools
The set of tools used by Enkir to forge mythical runic enchantments into blades, a trained smith using them can carve magic runes into silvered weapons, granting them a myriad of useful enchantments.
  Sending Stones - uncommon
  Stifling Shackles
Uncommon
Used to keep both otherworldy creatures and mages restrained, these ostensibly magical shackles still see common use among Furanist polities. You can use an action to place these iridescent shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any magical spells.   You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Athletics check. On a success, the creature breaks free and destroys the shackles.
  Shrunken Head
Rare, requires attunement
A shrunken head from barbarous lands, a creature attuned to this object is able to see and hear through the head. As an action, the attuned creature begins to see and hear through the shrunken head, provided it is on the same plane of existence, oblivious now to the senses of their own body, though they can still speak and move. This effect lasts until the creature ends it as an action, the creature falls unconscious, or the shrunken head is no longer accessible (i.e. taken to another plane or destroyed).
  Stone of Seeing
Rare
A small, unassuming, toroid-shaped stone. Looking through the stone grants the viewer Truesight.
  Thaumaturge's Pendant
Rare
This pewter charm glows while within 30 feet of magical items or effects; the closer and stronger the magic, the more intense the glow. The school of magic the effect belongs to determines the colour of the glow: abjuration—red, transmutation—orange, conjuration—yellow, necromancy—green, enchantment—light blue, illusion—navy, mysticism—lavender, thaumaturgy—violet.   A charlatan's variant also exists that has not been tuned not to detect itself and perpetually glows a dull lavender in the absence of other magical forces.
  Torpal Wishbone
Uncommon
The clavicle of a torpal darkbeast, it retains some latent power. As an action, a creature can snap the bone in two, releasing bolts of blue-violet lightning that arc outwards. Any creatures within 5 feet of the user must make DC14 Agility saving throws, taking 6d6 lightning damage on a failed save, or half as much on a success.
 

Potions

 
Changeling's Philter
Common
When imbibed, this potion casts Disguise Self on the user.
  Glow Syrup
Common
When imbibed, this potion casts Light on the user.
  Night Vision Potion
Common
When imbibed, this potion grants the user 30 feet of darkvision for 1 hour.
  Portal Potion
Common
When imbibed, this potion casts Blur on the user.
Potion of Healing
Common–Rare
When imbibed, this potion restores a certain amount of hit points depending on its strength.
  • A lesser healing potion restores for 1d4 + 1.
  • A standard healing potion restores for 2d4 + 2.
  • An enhanced healing potion restores for 4d4 + 4.
  • A greater healing potion restores for 4d8 + 8.
  Potion of Invisibility
UncommonRare
When imbibed, this potion casts a spell on the user depending on its strength.
  • An invisibility potion casts Invisibility on the user.
  • A greater invisibility potion casts Greater Invisibility on the user.
  Potion of Magic
Common–Rare
When imbibed, this potion restores a certain amount of mana points depending on its strength.
  • A lesser magic potion restores for 1d6 + 1.
  • A standard magic potion restores for 2d6 + 2.
  • An enhanced magic potion restores for 4d6 + 4.
  • A greater magic potion restores for 4d12 + 12.
 

Masterwork Items

  While not magic items per se, variants of weapons and armour called "masterwork" variants can be found or created. Any weapon or set of armour can have a masterwork variant. Masterwork weapons grant the user a +1 to attack rolls and damage with that weapon, and master-work armour grants the user a +1 to to AC when wearing the armour.

Silvered Weapons

  A blacksmith can silver a metal weapon, usually for a fee. A silvered weapon is capable of dealing damage to beings that are otherwise unaffected by traditional, physical damage, such as incorporeal entities.
 

Books

  Some spells can only be learned through the study of taboo and forbidden tomes. In order to learn one of these spells, you must meet a number of criteria. First, the spell must be on your class' spell list, next you must possess the book that contains that spell, you must be able to read the text or have it translated, and then you must successfully study it. To study a spell and successfully learn it, you must, over the course of a week, take time to study and practice with the text for at least three sessions of four hours. In these sessions you make an Occult check against a DC set by the level of the spell and other environmental modifiers. Once you have accrued 3 successes, you learn the spell and it is added to your spellbook, not counting against the number of spells known from your class. A failed check induces a mental fatigue on you, and you gain 1 level of exhaustion for 24 hours that can only be cured early by lesser restoration or similar magic. If you accrue 3 failures before accruing 3 successes, the spell is lost to your mind, and any further attempt to study it will lead to an automatic failure.

Magic Schools

  Abjuration
Transmutation
Conjuration
Necromancy
Enchantment
Illusion
Mysticism
Thaumaturgy
 

Vegilian Codices

  Codex Quinque Infernorum
This text contains the following spells that can be learned: Branding Smite, Hellish Rebuke, Summon Lesser Demons
  Codex Umbrarum
This text contains the following spells that can be learned: Mirror Image, Shadow Blade, Summon Shadow, Unseen Servant
  Codex Vitae Mortisque
This text contains the following spells that can be learned: Animate Dead, Chastaë's Putrid Bounty, Soothing Mist
 

Amenon Chydaiteton

  Amenon Chydaiteton
This text contains the following spells that can be learned: Chaos Bolt, Magic Mouth,

Pnakotic Manuscript

  Fragment I
This text contains the following spells that can be learned: Feast of Worms, Mind Spike, Revivify, Speak with Dead
  Fragment II
This text contains the following spells that can be learned: Bane, Bestow Curse, Hideous Laughter
  Fragment III
This text contains the following spells that can be learned: Command, Crown of Madness, Enthrall, Suggestion
  Fragment IV
This text contains the following spells that can be learned: Augury, Clairvoyance, Hunger of Hadar
  Fragment V
This text contains the following spells that can be learned: Moonbeam, Wall of Water, Zephyr Strike

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