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(RM) Wizard | PDF | Magician (Fantasy)
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(RM) Wizard

The document describes various magic items that enhance abilities for different wizard arcane traditions, including items for abjuration like a talisman that protects from damage and a belt that strengthens defensive magic and allows learning of additional abjuration spells.
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0% found this document useful (0 votes)
74 views19 pages

(RM) Wizard

The document describes various magic items that enhance abilities for different wizard arcane traditions, including items for abjuration like a talisman that protects from damage and a belt that strengthens defensive magic and allows learning of additional abjuration spells.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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SCHOLARLY

WIZARD ARCANE
TRADITIONS

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Abjuration.................................................................... 3 Wizard Arcane Traditions Heirlooms
Talisman of Negation A wizard can receive these heirlooms as the
Robe of Kinetic Force discovered magnum opus of a long lost archmage, the
Abjurer’s Guard breakthrough in their studies, or the rare parsel in a
Diverter, Rod of Preservation specialty shop.
Bladesinger.................................................................. 4 These magic items are designed to enhance the
Harmonizing Ring features of the wizard arcane traditions at levels 2, 6,
Spell-tuned Blade and 10. Each subclass has its own legendary item for
Enchanted Wind Chimes PCs that embody their arcane academics.
Smolder, Circlet of the Spellweaver
Chronurgy.................................................................... 6
Robe of Convergence Note from Creator
Time Field Bracers We appreciate this communities feedback on
Ticking Vault our content: both what you liked and what can be
Time Bomb, Rod of Hinderance improved upon. You can click any of the links to our
Conjuration.................................................................. 7 social media on this PDF! Send us a message! Also, if
Puppeteer Glove you’d like to support us we have a Patreon (where you
Flickering Cloak get rewards such as art time-lapse videos and early
Circlet of the Conjurer access) or Ko-fi. As always, you can simply support
us by sharing and following us along on this journey.
Maxim, Jewel of Creation
Thank you!
Divination..................................................................... 9
Traditional Tarot
Orb of Foresight
Hood of the Visionary
Premonition, Staff of Insight
Enchantment.............................................................. 10 Necromancy................................................................. 15
Rose-colored Goggles Ring of Reaping
Reverberating Locket Enchanted Graveroot
Governing Rod Robe of Spectral Guard
Enthrall, Cloak of Desire Calling, the Lich’s Scepter
Evocation...................................................................... 11 Order of Scribes......................................................... 16
Monocle of Precision Formative Gloves
Staff of Potency Invisible Inkwell
Evoker’s Mask Awakened Quill
Entropy, Wand of Molding Saga, Tome of Boundless Knowledge
Graviturgy.................................................................... 13 Transmutation............................................................ 17
Weighted Ring Ever-filling Tincture
Rising Earrings Philosopher’s Stone
Bands of Magnetism Transformative Rod
Gravity, the Portable Black Hole Transfigure, Bracers of Molded Flesh
Illusion............................................................................ 14 War Magic..................................................................... 18
Parlor Trick’s Ring War Magician’s Cloak
Trickster’s Garment Battlemage’s Defense
Veil of Visage Spellbinder
Phantasma, the False Ring Bastion, Jewels of Battle

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Abjuration
Talisman of Negation Abjurer’s Guard
Wondrous item. Uncommon (requires attunement). Wondrous Item. Very rare (requires attunement).
This aquamarine talisman has distinct cracks in it This belt emanates a small translucent pulse to
that glow a dull blue. When your Arcane Ward gains protect its wearer. You gain a +1 bonus to your AC.
hit points, you can animate a shard of this talisman When you use Improved Abjuration, the abjuration
to float in a circular pattern around a creature within spell that triggered the feature is cast one level higher
30ft for 1 minute. A creature can have only one than the spell slot level expended as long you have
shard circling it at a time as the erratic orbit will access to that spell level. This belt has 3 charges. As
cause multiple shards to knock into each other. Each a bonus action, you can expend a charge to choose a
shard has 5 hit points. When a creature with a shard creature within 30ft. That creature gains a +5 bonus
takes damage, you can use a reaction to have the to AC until the start of your next turn. You regain all
shard absorb some of the attack. The shard takes the expended charges at dawn.
damage first and the creature takes any remaining In addition, you can learn and prepare any
damage. A shard reduced to 0 hit points shatters and abjuration spell that is not on the wizard spell list.
reforms in the talisman.
Diverter, Rod of Preservation
When you cast a non-abjuration spell of 1st level or
higher, your Arcane Ward regains 2 hit points. Rod. Legendary (requires attunement).
This rod redirects harm to itself to spare the wielder
Robe of Kinetic Force and their allies. Your Arcane Ward gains double the
Wondrous item. Rare (requires attunement). amount of hit points when created. As an action, you
Purple and gold embroidery make this cloak look fit toss the rod up to 30ft where it hovers in the air for 1
for royalty. When you use Projected Ward, you can minute. The rod has hit points equal to six times your
decide how much damage your Arcane Ward absorbs. wizard level. When an ally within 30ft of the rod takes
This robe gains charges equal to the amount of damage, the rod takes the damage first and the ally
damage it absorbed with Projected Ward. The charges takes any remaining damage. After 1 minute or when
disappear when you finish a long rest and can be the rod is reduced to 0 hit points, it returns to you.
expended using the following options: Once you use this feature you cannot do so again until
• You can expend 3 charges to cast a spell from your the next dawn.
spellbook. This rod has 3 charges. As a bonus action, you can
• When you deal damage with a cantrip, you can expend 6 expend a charge to have your Arcane Ward regain
charges to deal 1 additional die of damage. 20 hit points and you must choose a creature within
• You can expend 9 charges to cast the Shield spell without 30ft. Until the start of your next turn, that creature
expending a spell slot. has resistance to all damage and your Arcane Ward
absorbs any damage it takes. You regain all expended
charges at dawn.

Abjurer’s Guard

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Bladesinger
Harmonizing Ring
Ring. Uncommon.
A pair of elven dancers are etched on this signet
ring. While your Bladesong is active, you can emit
a sonic attack with an elegant flourish once during
the duration. You cast the Booming Blade spell but
instead it has a range of 30ft.
In addition, before an ally within 30ft makes an
ability check, you can use a reaction to draw on the
rings power to harmonize with them. The target has
advantage on the triggering check. Once you use this
feature you cannot do so again until the next dawn.
Spell-tuned Blade
Weapon (rapier). Rare (requires attunement).
A swing of this +1 rapier releases a melodious hum.
When you cast a spell of 1st level or higher, your
rapier becomes charged. When you use Extra Attack,
you can expend the charged energy at creature of your
choice that you can see within 30ft of you in place of
one of those attacks. The target must succeed on a
Strength saving throw or be pulled up to 25ft toward
you.
This rapier has 3 charges. When you would cast a
cantrip in place of an attack you can instead cast a
spell. To cast this spell you must expend charges equal
to 1 + the spell’s level. As an action, you can expend
a spell slot and gain charges equal to the spell’s level.
The rapier returns to 3 charges at the next dawn.

Spell-tuned Blade

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Enchanted Wind Chimes Smolder, Circlet of the Spellweaver


Wondrous item. Very rare (requires attunement). Wondrous item. Legendary (requires attunement).
Each chime has a different intricate rune of damaging This circlet imbues your blade and movements with
magics inscribed upon it. You can use your Song an incendiary flare. You learn the Firebolt cantrip and
of Defense while Bladesong is inactive. There are it does not count against the number of spells you
7 chimes and each chime is associated with the can prepare. Once per turn while Bladesong is active,
following damage types: acid, cold, fire, force, when you hit with a melee weapon attack you can deal
lightning, poison, and thunder. extra damage equal to Firebolt’s damage. This circlet
When you use Song of Defense, you can store has 5 charges. While Bladesong is active, you can use
charges of that energy into a single chime of your a bonus action and expend a charge to cause a flaming
choice. You store 1 charge into that chime for every 5 image of yourself to dance across the battlefield.
damage you would reduce with Song of Defense. Once Until the end of your turn each time you make a
a chime holds charges it is considered full and cannot melee weapon attack, you can make an additional
hold any more until the chime is activated. When you melee weapon attack against any creature within
activate a chime, you can use the effect on the Stored 30ft. On a hit, the target takes fire damage instead
table depending on how many charges are stored in it. of the weapon’s normal damage type. You regain all
Stored Table expended charges at dawn.
In addition, when you use Song of Defense and the
Charges Effect triggering damage was caused by a creature within 5ft
1-2 When you hit with a weapon attack roll, you can of you, you can cause a fire buffet to whirl out from
activate the chime to deal 1d6 extra damage of you. The target must make a Dexterity saving throw
the chimes type for each charge. against your spell save DC or take fire damage equal
3-4 As a bonus action, damaging energy crackles to the amount you reduce.
from your chosen chime. Each creature in a
15ft cone must make a Dexterity, Wisdom, or
Constitution saving throw against your spell
save DC (GM’s discretion depending on the
damage type) or take damage of the chimes type
equal to 1d6 for each charge.
5+ As an action, damaging energy explodes at a
point you choose within 60ft. Each creature in
a 20ft radius sphere must make a Dexterity,
Wisdom, or Constitution saving throw against
your spell save DC (GM’s discretion depending
on the damage type) or take damage of the
chimes type equal to 1d6 for each charge.

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Chronurgy
Robe of Convergence
Wondrous Item. Uncommon.
As the day goes by, the colors along the halves of this
robe switch places. When you use Chronal Shift on a
creature and that creature succeeds on its reroll, you
gain a clockwise charge. When you use Chronal Shift
on a creature and that creature fails on its reroll, you
gain a counter clockwise charge. This robe can hold up
to 5 charges.
As an action, you can expend any number of
clockwise or counter clockwise charges. For every
clockwise charge you expend, you can target an
enemy. The target enemy must make a Charisma
saving throw against your spell save DC or teleport
back to the space it started its last turn or the nearest
unoccupied space. For every counter clockwise charge
you expend, you can target a willing ally. The target
ally can teleport back to the space it started its last
turn or the nearest unoccupied space.
Time Field Bracers
Wondrous Item. Rare (requires attunement).
These heavy bracers help you manipulate time.
Momentary Stasis can also target allies or objects.
When you use Momentary Stasis, you can target more
than one creature or object. You must expend a use
of Momentary Stasis for each additional creature or
object. When you target an ally, it can willingly fail
the saving throw. It is incapacitated, has a speed of 0,
and has immunity to all damage and conditions as it
is displaced in time until the start of its turn. When
you target an object, Momentary Stasis lasts until the
end of your next turn.
A creature effected by Momentary Stasis emanates
a 10ft radius aura around it that warps time. The aura
is difficult terrain and any ranged attack that moves
through its area has disadvantage. When a ranged
attack moves through the aura and fails to hit, you
can use a reaction to reverse time. You make a ranged
spell attack against the owner of the projectile. On
a hit, you deal force damage equal to 2d8 + your
Intelligence modifier. Robe of
Convergence

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Conjuration
Ticking Vault Puppeteer Glove
Wondrous item. Very rare (requires attunement). Wondrous item. Uncommon.
The incessant tick of this box excites the magic within This glove conducts a conjured object with ethereal
its user. When a bead from Arcane Abeyance is stored strings. When you use Minor Conjuration to conjure
in this box, it is immune to all damage that originates an inanimate object, you can choose to animate it for
outside the box. As an action, you can cast a 2nd level 10 minute or suppress its visible magical aura for 1
or lower spell into the box. The box condenses the hour. As a bonus action, you can command the object
spell’s magic into 3 gray beads from Arcane Abeyance to perform a simple task as long as it has the anatomy
at different stages of its duration. Inside the box is to do so or if the object is a simple tool you can
1 bead that lasts for 1 hour, 1 bead that lasts for 10 animate it to perform its function (GM’s discretion).
minutes, and 1 bead that lasts for 1 minute. When When you suppress the objects magical aura, it does
you open the box, the duration for these beads starts not radiate dim light or appear magical. You must
and you can teleport these beads to any space or maintain concentration on either feature. Once you
willing creature you can see within 60ft. The box can animate an object, you cannot do so again until you
only produce 3 beads at a time. finish a short or long rest.
In addition, when you cast a spell you can cast it as
if you were in a Arcane Abeyance beads space.
Flickering Cloak
Wondrous item. Rare (requires attunement).
Time Bomb, Rod of Hinderance Out of the corner of your eye this cloak seems to blink
Rod. Legendary (requires attunement). in and out of existence. Your Benign Transposition
The wizard that named this creation must think gain the following additional options:
themselves to be terribly clever. This rod has 5 • When you target a summoned creature with Benign
charges. When you cast a spell, you can expend a Transposition, it can use a bonus action instead of an action.
charge to cause a hidden stasis rune to fill the ground • When you target a non-summoned willing creature with
where you stand for 1 minute. The first creature Benign Transposition, it gains a +2 bonus to AC until the start
other than yourself to step on this rune is targeted by of its turn and temporary hit points equal to your wizard level.
Momentary Stasis. You regain all expended charges • You can target an unwilling creature with Benign
at dawn. In addition, when you use Chronal Shift the Transposition. The target must make a Wisdom saving throw
target gains a time echo for 1 minute. A creature can against your spell save DC or you swap places. If the target
consume its time echo as a reaction to use Chronal succeeds, you can teleport within 5ft of it. A target that is
Shift on itself. within 5ft of your ally has disadvantage on this saving throw.
As an action, your rod launches a spherical ball of An unwilling creature targeted by Benign Transposition is
time energy to a point you can see within 60ft. Each immune to it for 24 hours immediately after the results resolve.
creature within 20ft radius sphere centered on that
point are effected by your Momentary Stasis as well as In addition, you can flicker out of existence. When
the following additional effects: you end your turn, you can gain the effects of the
Blink spell as if you rolled an 11 or higher. Once you
• A creature that succeeds against Momentary Stasis is return you cannot use this feature again until you
effected by the Slow spell until the end of its turn. finish a short or long rest.
• When Momentary Stasis ends on a creature, it is effected by
the Slow spell until the end of its next turn.
Once you use this feature you cannot do so again
until the next dawn.

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Circlet of the Conjurer Maxim, Jewel of Creation


Wondrous item. Very rare (requires attunement). Wondrous item. Legendary (requires attunement).
This silver crown glimmers when you concentrate on Legends say that the huge opal at the center of this
a spell. You can copy any spell into your spellbook necklace was a conduit for the gods to conjure reality.
that starts with word ‘Summon’ even if it is not on A conjuration spell you cast lasts longer: if the spell
the wizard spell list. This circlet has 5 charges. When has a duration of 1 minute it instead has a duration of
you would use Focused Conjuration, you can use a 10 minutes, 10 minute duration is instead 1 hour, and
reaction and expend a charge to channel the fierce a 1 hour duration is instead 8 hours. This jewel has 2
forms of your summon in retribution. Until the end charges. When you cast a conjuration spell that is 2
of your turn, you gain use of the attack in a form spell levels lower than the highest spell level you have
of your choice from a ‘Summon’ spell of you have cast that day, you can expend a charge to cast that
prepared. You must have the ability to change the spell without requiring concentration. The spell lasts
form of the summon from that ‘Summon’ spell to for its duration and can be ended as a bonus action.
gain its attack. For example, you have the Summon You regain all expended charges at dawn.
Undead spell prepared and expend a charge to gain In addition, you gain the following improvements:
use of the Skeletal form’s Grave Bolt. You regain all • You can create an objects no longer than 30ft on a side and
expended charges at dawn. weighs no more than 100 pounds with Minor Conjuration.
In addition, at the start of your turn you can change • You can swap two willing creatures places with Benign
the form of a summon you are concentrating on from Transportation.
a ‘Summon’ spell that has forms you can choose from. • When you cast a spell, you can cast it as if you were in your
summoned creatures space, instead of your own, using its
senses.

Puppeteer Glove

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Divination
Traditional Tarot Orb of Foresight
Wondrous Item. Uncommon (requires attunement). Wondrous Item. Rare (requires attunement).
These tarot cards have an otherworldly nature about The blue smoke within this orb grants you visions of
them. When you cast a divination spell of 1st level the future. As an action, you can predict a creatures
or higher, you can reroll one of your unused Portent turn. Choose a creature you can see within 60ft of
dice and can replace it with the new roll. When you you. The target must make a Charisma saving throw
use a Portent die of 11 or higher, you gain a charge of against your spell save DC. On a failed save, the GM
Weal. When you use a Portent die of 10 or lower, you tells you what actions the target will take on its next
gain a charge of Woe. A charge lasts for 1 minute or turn. Using that knowledge, you can determine how
until you expend it. If your expended charge targets the creature will move, who it will target, or what
an unwilling creature, that creature must make a spell or feature it will use within the confines of that
Charisma saving throw against you spell save DC to action (GM’s discretion). Your determination is its
not be effected. As a bonus action, you can expend a fate. The target can obey fate or it takes 1d8 psychic
charge to do a single effect on the Fate Table against a damage for each wizard level you have. Once you use
creature you can see. this feature you cannot do so again until the next
Fate Table dawn.
In addition, when you finish a long rest, choose one
Weal • A creatures speed increases by 30ft until the start of spell of 2nd level or higher. This spell is considered a
your next turn. divination spell for Expert Divination, but the spell
• A creature has advantage on the first attack roll it cannot be cast at higher levels.
makes before the start of your next turn.
A creature gains the effects of the Disengage action
until the start of your next turn.
Woe • A creatures speed is reduced to 0ft until the start of
your next turn.
• A creature has disadvantage on the first attack roll it
makes before the start of your next turn.
• A creature is knocked prone.

Hood of the
Visionary

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Enchantment
Hood of the Visionary Rose-colored Goggles
Wondrous item. Very rare (requires attunement). Wondrous item. Uncommon (requires attunement).
The closed metal eyelid on the clasp of this hood While wearing these goggles, your Hypnotic Gaze
opens when the wearer benefits from The Third Eye. shows creatures an ideal version of its future with
You add your Intelligence modifier to your Wisdom you. These goggles have 3 charges. When you use an
(Perception) checks. When you roll for initiative, action to sustain Hypnotic Gaze, you can expend a
visions of the battle flood your mind. You decide charge to force the dazed creature to move with you.
the number you rolled for initiative. At the start of When you move, the target stays within 5ft of you
each round after the 1st, you can move your turn in and follows you up to its speed until the end of your
initiative even if it would move you higher on the turn. You regain all expended charges at dawn.
initiative order. In addition, when a creature fails its saving throw
When you use The Third Eye, you can choose one against Hypnotic Gaze you can force that creature to
additional benefit to have or you can grant an ally make a weapon attack roll against a creature of your
within 30ft of you one of the benefits. A creature choice within reach.
benefiting from The Third Eye can end the benefit
early to force a creature it can see to reroll an attack
Reverberating Locket
roll or a saving throw. You can make this decision Wondrous item. Rare (requires attunement).
after the roll but before the outcome is determined. The vibrations of this locket entrance foes. As an
The target must use the result of the second roll. action, you can cause the reverberations in the locket
to expand rapidly around you. Each creature of your
Premonition, Staff of Insight choice within 30ft is protected by an entrancing
Wondrous item. Legendary (requires attunement). image. Until the start of your next turn, a protected
The opulent beads entwined along this staff allow you creature can use your Instinctive Charm. Once you
to see past, present, and all potential futures. The use this feature you cannot do so again until you
staff is an arcane focus and if a divination spell has a finish a short or long rest.
material component that would be consumed by the In addition, when you use Instinctive Charm it
spell you can ignore it. This staff has 3 charges. As a gains the additional effects:
bonus action, you can expend a charge to choose a • The target fails its saving throw, you can choose the creature
creature within 30ft of you. You force the target to the target attacks.
see its incoming success or failure. Until the start • The target succeeds its saving throw and misses you, it is not
of your next turn, you choose whether the target immune to Instinctive Charm.
has advantage or disadvantage on all its attack rolls, • The target succeeds its saving throw and hits you, you can
ability checks, and saving throws. If you target a reduce the damage it dealt by your Intelligence modifier.
hostile creature, it must succeed on a Charisma saving
throw against your spell save DC to ignore this effect.
You regain all expended charges at dawn.
In addition, you gain 2 additional Portent die. These
Portent die are always the numbers 20 and 1. As an
action when you touch a creature, you can peer into
a small fraction of its past to discern one of its many
important life events (GM’s discretion).

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Evocation
Governing Rod Monocle of Precision
Rod. Very rare (requires attunement). Wondrous item. Uncommon (requires attunement).
The pattern on this rod is perfectly symmetrical from The gold chain hanging from this monocle serves as
its center point. When you cast an enchantment spell a conduit for directing spells. The chosen creatures
of 1st level or higher on a creature that is immune of your Sculpt Spells deals an extra 1d4 damage with
to your Hypnotic Gaze or Instinctive Charm, it is no weapon attacks until the end of your next turn. The
longer immune. This rod has 2 charges. As an action, damage type of this extra damage is the damage type
you can expend a charge to cast the Dominate Person of the spell.
spell from the rod. When cast in this way, you do not In addition, when you cast an evocation spell with
need to maintain concentration on the spell. When an area, choose a creature within 15ft of you. You
you use your action to take total and precise control treat the target as if it is in the area of the spell. Once
of the dominated target, you can cast an enchantment you use this feature you cannot do so again until you
spell as if you were in the dominated target’s space finish a short or long rest.
instead of your own, using its sense. You regain all
expended charges at dawn.
Staff of Potency
In addition, you can store up to a 5th level spell Staff. Rare (requires attunement).
in the rod and you can cast that spell from the rod. The orb at the top of this staff pulses a light blue
When you use Split Enchantment instead of targeting when you cast spells. When a creature fails a saving
a second creature with the enchantment spell, you can throw against your spells of 1st level or higher, it is
target the second creature with the spell stored within marked for 1 minute or until the mark is consumed.
the rod. The spell must target or originate from the This staff has 3 charges. When you take an action
second creature. that is not casting a spell, you can expend a charge to
cast a cantrip as a bonus action. If the cantrip targets
Enthrall, Cloak of Desire a creature, all marked creatures are also targeted by
Wondrous item. Legendary (requires attunement). the cantrip and the mark is consumed. You regain all
The dazzling patterns of this cloak leaves an expended charges at dawn.
inescapable seed in the back of the mind. The range In addition, when you use Potent Cantrip to have a
of your Hypnotic Gaze increases to 30ft. This cloak creature take half the cantrip’s damage, you harvest
has 3 charges. When a creature fails its saving throw a portion of the unused energy of the cantrip. Your
against your Hypnotic Gaze, Instinctive Charm, or next cantrip that deals damage deals additional
an enchantment spell you cast of 1st level or higher, damage equal to the highest spell slot level you can
the cloak leaves a fragment of your control in that cast.
creature’s mind. As a bonus action, you can expend
Rose-colored
a charge to force each fragmented creature to use
its reaction to make a weapon attack or spell attack Goggles
with a cantrip against a creature within its reach.
You choose which attack it uses and which creature
it targets that is not itself. You regain all expended
charges at dawn.
In addition, you can use an action to activate the
shifting patterns on this cloak for 1 minute. Hypnotic
Gaze can be used and maintained as an action or
bonus action. When you use Hypnotic Gaze on a
creature, you also maintain Hypnotic Gaze all other
affected creatures Once you activate the cloak you
cannot do so again until the next dawn.

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Evoker’s Mask
Wondrous item. Very rare (requires attunement).
The sear of this mask makes it impossible for
anyone but a capable evoker to use. When you use
Empowered Evocation, you mark each creature you’ve
dealt damage to with a remnant of energy for 1 hour.
When you use Sculpt Spells and choose a marked
creature, the target is affected by a pocket of discord
instead of safety. The target has disadvantage on its
saving throw instead of automatically succeeds.
In addition, before you make an ability check you
can have the mask ignite and inspire you. You take fire
damage equal to your wizard level and have advantage
on that ability check. Once you use this feature you
cannot do so again until you finish a short or long
rest.
Entropy, Wand of Molding
Wand. Legendary (requires attunement).
The fractures in this wand crackle with energy. When
you cast an evocation spell that has an area, you can
channel the chaos of this wand. Choose a second
Staff of evocation spell that has an area, has a casting time
of 1 action, and is 5th level or lower. You cast both
Potency spells, expending the relevant spell slot, but the area
of the spells cannot overlap. Each creature takes
damage from the spell it is in the area for as normal
and additional damage equal to half the damage of
the spell it was not in the area for. This additional
damage is applied to the total damage but has the
damage type of its other spell. Once you use this
feature you cannot do so again until you finish a short
or long rest.
This wand can hold up to 7 charges and regains up
to 7 charges at dawn. When you cast an evocation
spell of 1st level or higher and it deals damage of a
type that you have not dealt in the last 10 minutes,
this wand gains 1 charge. You can expend the charges
to do the following effects:
• You can cast an evocation spell from your spellbook and
expend a number of charges equal to the spell’s level.
• When you cast an evocation spell with the cast time of 1
action, you can use a bonus action and expend a charge to
teleport to an unoccupied space within the area of that spell.

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Graviturgy
Weighted Ring Rising Earrings
Ring. Uncommon (requires attunement). Wondrous Item. Rare (requires attunement).
When this ring is not worn it weighs over 10 pounds. At the will of the wearer these dangling earrings
When you cast a spell that targets a creature, you can can point directly upward. As a bonus action, you
use Adjust Density on that creature as part of the can form a mote of gravity within 60ft of you for 1
same action. Once you use this feature you cannot minute. When you move a creature with Gravity Well,
do so again until you finish a short or long rest. you can move the mote up to 20ft. A creature that
In addition, when you target yourself with Adjust starts its turn within 5ft of the mote must make a
Density it does not require concentration. Strength saving throw against your spell save DC or
take force damage equal to your wizard level and be
pulled into the mote’s space if it is unoccupied. Once
you create this mote you cannot do so again until you
finish a short or long rest.
In addition, when you cast a spell of 1st level or
higher and use Gravity Well, the target moves 10ft
instead of 5ft.

Bands of
Magnetism

Bands of Magnetism Gravity, the Portable Black Hole


Wondrous item. Very rare (requires attunement). Wondrous item. Legendary (requires attunement).
The alternating magnetic fields within each bracer This small black opal is too heavy to lift without the
requires that they are worn together. These bracers knowledge of graviturgy. When you use Gravity Well
have 4 charges and regain all expended charges at on a creature that you hit with a spell attack or it fails
dawn. As a bonus action, you can expend a charge and its saving throw, it takes 1d10 force damage when its
choose two creatures of the same size within 120ft of moved by Gravity Well. This gem has 3 charges. As an
you and 30ft within each other. Both creatures must action, you can expend a charge to manifest a black
make a Strength saving throw against your spell save hole in a 5ft unoccupied space within 120ft of you.
DC or suffer the following effect: Each creature within 20ft of the black hole must make
• If they both fail the saving throw, the creatures are pulled a Strength saving throw against your spell save DC. A
equal distance towards each other until they collide. Each target takes force damage equal to 1d6 plus 1d6 for
creature takes bludgeoning damage equal to 2d10 + your each wizard level you have and is pulled to the nearest
Intelligence modifier and falls prone. unoccupied space of the black hole on a failed save, or
• If one fails the saving throw, the creature is pulled toward half as much damage on a successful one and is not
the creature that succeeded the saving throw until they collide. pulled. You regain all expended charges at dawn.
It takes bludgeoning damage equal to 2d10 + your Intelligence In addition, when you use Adjust Density you can
modifier and falls prone. also choose to multiply or divide the target’s weight.
• If both succeed the saving throw, nothing happens. While the weight of a creature is multiplied, the
creature’s speed is 0 for the duration and it can repeat
In addition, you gain an additional 2 uses of Violent the saving throw at then end of each of its turns,
Attraction. When a creature within 60ft of you falls ending Adjust Density on itself on a success. While
prone, you can use a reaction to expend a use of the weight of a creature is divided, the creature gains
Violent Attraction. The target takes 2d10 bludgeoning a fly speed equal to its movement speed.
damage.

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Illusion
Parlor Trick’s Ring Phantasma, the False Ring
Ring. Uncommon. Ring. Legendary (requires attunement).
While wearing this ring, you can have it appear on any You must be careful to remember what is real and
of your fingers while keeping its true location hidden. what is an illusion. This ring has 3 charges. As an
This ring has 3 charges. When you cast a spell of 1st action, you can expend a charge to choose a creature
level or higher, you can cast the Minor Illusion spell within 30ft of you. The target must make a Wisdom
as a bonus action. You regain all expended charges at saving throw against your spell save DC. On a
dawn. failure, the creature becomes an illusion and cannot
In addition, when you use Improved Minor Illusion, can not affect the world for 1 minute or until your
you can create the sound and the image in different concentration ends as if you were concentrating
locations within the range of Minor Illusion. on a spell. As a bonus action, you can teleport the
illusioned creature up to 60ft to an unoccupied space
Trickster’s Garment you can see. While a creature is an illusion, you have
Wondrous item. Rare (requires attunement). resistance to bludgeoning, piercing, and slashing
This plain blouse can adopt any pattern you desire. damage as you manipulate your own form in tandem.
You can use Malleable Illusions as a bonus action You regain all expended charges at dawn.
instead of an action. This garment has 2 charges and In addition, when you use Illusory Self you can
you regain all expended charges at dawn. As a bonus become invisible as if affected by the Invisibility spell
action, you can expend a charge to activate a pattern until the end of your next turn.
on this garment. Choose one effect, it lasts for 1
minute:
Shimmer. The appearance of shimmering waves make your
true location difficult to see. Once each round, the first creature
to make an attack against you has disadvantage.
Glow. A magical light surrounds you. You shed bright light in
a 15ft radius and dim light for an additional 30ft. A creature or
object cannot benefit from being invisible while with the bright
light
Mesmerize. Intricate swirls move across this blouse. When
a creature of your choice ends its turn within 10ft of you, it
cannot use reaction until the start of its next turn.
Veil of Visage
Wondrous item. Very rare (requires attunement).
When looking at your reflection, you can’t quite
see who lies behind the veil. When you use Illusory
Self, the illusion does not dissipate and instead lasts
for 1 minute and you can teleport up to 10ft to an
unoccupied space you can see. As a bonus action, you
can swap spaces with an illusion and if you do the
illusion disappears in a colorful haze. When you cast
an illusion spell with a cast time of 1 action, you can Trickster’s
use a bonus action to cast a cantrip as if you were in Garment
an illusion’s space.
In addition, you gain 2 uses of Illusory Self and
regain all expended uses as normal.

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Necromancy
Ring of Reaping Robe of Spectral Guard
Ring. Uncommon (requires attunement). Wondrous item. Very rare (requires attunement).
A true necromancer does not let the dead rest for This robe was crafted by a wizard who thought he
long. When you cast a necromancy spell, you can could escape death. As an action, you create an aura of
store a portion of undeath into the ring until it is undeath that emanates 15ft from you for 10 minutes.
consumed or until you finish a short or long rest. As Plants and corpses tend to wither at an increased
a bonus action, you can consume the portion. Each rate in this aura. When a creature starts it turn or
creature of your choice within 30ft of you must make enters the aura, it must make a Constitution saving
a Constitution saving throw against your spell save throw against your spell save DC. A target takes
DC or take necrotic damage equal to three times the necrotic damage equal to 2d6 + your wizard level and
spell’s level you stored. If you deal damage with this is poisoned until the start of its next turn on a failed
feature, you gain the benefits of Grim Harvest. Once save, or half as much damage on a successful one and
you store a portion of undeath you cannot do so again is immune to becoming poisoned by this effect for
until you finish a short or long rest. 24 hours. Once you use this feature you cannot do so
In addition, you can use Grim Harvest when you kill again until the next dawn.
an undead. In addition, Inured to Undeath grants you
resistance to poison damage and all allies within 15ft
Enchanted Graveroot of you benefit from Inured to Undeath.
Wondrous Item. Rare (requires attunement).
This plant was nourished within a graveyard and Calling, the Lich’s Scepter
blooms amongst the dead of a battlefield. While you Rod. Legendary (requires attunement).
have an undead benefiting from Undead Thralls, you This decrepit scepter is imbued with the power of
can use an action to sacrifice the undead. You gain the lich it belonged to. When you would target one
temporary hit points additional corpse or pile of bones with Undead
equal to the current hit Thralls, you can instead cast the Summon Undead
points of the sacrificed spell without expending a spell slot. In addition, when
undead and the undead is you finish a short or long rest you can summon a
reduced to 0 hit points. mage that assumes the Skeletal form from Summon
In addition, when you Undead. This mage remains summoned until it is
cast the Animate Dead reduced to 0 hit points or until you finish a short or
spell, you can also choose long rest.
a pile of bones or a corpse When a creature dies within 60ft of you, 1 soul
of a Medium or Small essence remains in the space where it died. If you
beast or monstrosity. killed the creature, 2 soul essences remain. If you
When you finish a short killed it with a necromancy spell of 1st level or higher,
or long rest, you can cast 3 soul essences remain. An undead you control that is
Animate Dead without within 5ft of a soul essence can use a bonus action to
expending a spell slot. collect all the soul essence in that space. For each soul
essence collected, choose one of the following effects:
• You gain temporary hit points equal to your wizard level.
• The next 1st or 2nd level necromancy spell you cast does not
Enchanted expend a spell slot.
Graveroot • You have resistance to the next damage source dealt to you.
• You have advantage on your next attack roll.
• You can teleport an undead you control up to 30ft to an
unoccupied space it can see.

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Order of Scribes
Formative Gloves Saga, Tome of Boundless Knowledge
Wondrous item. Uncommon. Wondrous item. Legendary (requires attunement).
These gloves shift in color to match the type of spell This thick tome is filled with knowledge of countless
most recently cast. These gloves have 3 charges. When eons and yearns for the scratch of a scribe’s quill. This
you replace the damage type of a spell with Awakened tome has 3 charges. As part of the bonus action to
Spellbook, you can expend a charge of these gloves to move your Manifest Mind, you can expend a charge
choose any spell in your spellbook that is equal to or to cause a torrent of spectral pages and words to fill
lower than the level of the spell you are casting but the area. Each time the spectral mind moves within
at least 1st level or higher. The spell deals additional 5ft of a creature, that creature must make a Strength
damage equal to the level of the spell slot expended. saving throw against your spell save DC or take 1d6
You regain all expended charges at dawn. force damage for every 2 wizard levels you have and
be pushed to the nearest unoccupied space where
Invisible Inkwell the spectral mind ends its movement. You regain all
Wondrous item. Rare (requires attunement). expended charges at dawn.
This inkwell appears to be empty to an untrained eye. In addition, once each day, as a reaction, you can
You gain additional features with your Manifest Mind. gain advantage on any Intelligence ability check or
As a bonus action, you can swap spaces with your saving throw as long as you have a spectral mind
Manifest Mind. Once you use this feature you cannot active.
do so again until you finish a short or long rest. When you finish a short rest, you can create a
As a bonus action, you can make your Manifest spectral mind from manifest mind if you do not
Mind become affected by the Invisibility spell. The have one. When you deal damage with a spell, you
spectral mind is invisible until you cast a spell from can cause each creature within 5ft of your Manifest
the mind’s space, until you swap spaces with it, or Mind to attempt a Dexterity Saving throw or take 1d6
until you dismiss its invisibility. Once visible it must damage of the type you dealt with the spell for each
stay visible for 1 minute. If you swap spaces with the level of spell slot you used.
spectral mind while it is invisible, you become affected
by the Invisibility spell until the start of your next
turn. Saga
Awakened Quill
Wondrous item. Very Rare (requires attunement).
While you write, this quill writes in tandem. Your
Master Scriviner quarters the gold and time you must
spend to make a scroll. When you finish a long rest,
you can create two magic scrolls instead of one from
Master Scriviner. Each magic scroll can hold 2 chosen
spells instead of 1. When you use the magic scroll, you
can cast either of the spells.
In addition, as a reaction when a 5th level spell
or lower is cast, you can copy that spell into a magic
scroll. This magic scroll functions as a magic scroll
made by Master Scriviner.

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Transmutation
Ever-filling Tincture Transformative Rod
Wondrous Item. Uncommon. Rod. Very rare (requires attunement).
Your transmutation magic interacts specially with This rod has the power to adapt flesh. As an action,
this vial filled with liquid quicksilver. When you use choose up to 5 willing creatures within 60ft of you.
Minor Alchemy and target this vial, you can spend You cast the Polymorph spell on the target. Each
10 minutes to transform this liquid into your choice target must transform into the same creature and the
of a greater healing potion, antitoxin, or serpent transformation lasts until the end of your next turn.
venom. After 1 hour this vial reverts back to liquid Once you use this feature you cannot do so again until
quicksilver. If the contents of the vial are used, the the next dawn.
vial slowly refills its with liquid quicksilver by dawn. When you use Shapechanger or cast the Polymorph
spell, choose one of the following effects. The
Philosopher’s Stone beast form gains this effect in addition to its game
Wondrous item. Rare (requires attunement). statistics.
No one knows how this was made, but perhaps with
Wings. You gain a fly speed of 30ft.
time you can learn its properties. To attune to this
Burrowing Limbs. You gain a burrow speed of 30ft.
stone, you must spend 8 hours to combine it with
Fins and Gills. You gain a swim speed of 30ft and can breathe
your Transmuter’s Stone. As an action, you draw upon
underwater.
the stone’s latent power. You gain all benefit options
Sharpened Teeth. Your weapon attacks deal an additional 1
from your Transmuter’s Stone for 1 minute. Once you
die of damage (1d6 to 2d6).
use this feature you cannot do so again until the next
Reinforced Hide. You gain 3d6 temporary hit points.
dawn.
In addition, choose two benefit options from
Transmuter’s Stone. You can benefit from both
options or give one to a different creature. A different
creature can only benefit from an option if the stone
is in your possession. When you cast a transmutation
spell of the 1st level or higher, you can swap any
benefit option from Transmuter’s Stone.

Philosopher’s
Stone

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War Magic
Transfigure, Bracers of Molded Flesh War Magician’s Cloak
Wondrous item. Legendary (requires attunement). Wondrous item. Uncommon (requires attunement).
These bracers painlessly hook into your skin. These This cloak shimmers with a reflective pattern. When
bracers have 4 charges and you regain all expended you use Arcane Deflection against a ranged attack and
charges at dawn. As an action, you can expend a the attack misses, you can activate this cloak. Make a
charge and touch a creature within 5ft. Choose one of spell attack roll against the creature that attacked you.
the following effects, you transform the target’s flesh On a hit, you roll damage equal to the damage of the
into a new substance for 1 minute. If your choose an ranged attack that missed you. Once you reflect an
unwilling creature, it makes a Dexterity saving throw attack you cannot do so again until you finish a short
against your spell save DC to not be affected. or long rest.
Stone. The creature is restrained. At the end of In addition, when you use Arcane Deflection and
each of its turns, it must make a Constitution saving the triggering attack misses or you succeed on the
throw. On a three successes, it is no longer restrained. saving throw, you gain a damage bonus to your next
On three failures, it is petrified for the duration or weapon attack or cantrip equal to your Intelligence
freed by magic. The successes and failures do not need modifier.
to be consecutive.
Battlemage’s Defense
Iron. The creature has advantage on Strength checks and
Wondrous item. Rare (requires attunement).
Strength saving throws. At the start of each of its turns, it gains
This robe channels the power from your spells for
temporary hit points equal to half your wizard level.
easy release. As a bonus action, you can cause an extra
Wood. The creature has vulnerability to fire damage. Its reach
power to surge out from you. Each creature within
with unarmed attacks and melee weapon attacks increases by
10ft of you must make a Dexterity saving throw or
5ft.
take force damage equal to half your wizard level for
Copper. The creature has immunity to lightning damage. It
each Power Surge you have stored. Once you use this
deals an extra 2d6 lightning damage on attack rolls.
feature you cannot do so again until you finish a short
Silver. The creature’s weapons and ammunition is considered
or long rest.
silvered. You have advantage on saving throws against spells. In
When you expend a spell slot to cast the Identify
addition, when a spell attack misses you, you can use a reaction
spell or the Detect Magic spell and discover a hidden
to reflect the spell attack back at the caster using the caster’s
magic, you gain a Power Surge. While you have a
spell attack roll. You can only reflect a spell once during the
Power Surge, you gain a +1 bonus to AC.
duration.
In addition, you can channel the power of your
Transmuter’s Stone. As an action, you can expend
the use of your Arcane Recovery to gain its benefits
and can choose one of the effects without expending
a charge. Once you use this feature you cannot do so
again until the next dawn.

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Spellbinder
Staff. Very rare (requires attunement).
This staff allows its user to direct magic through their
allies. While you are concentrating on a spell, your
speed increases by 10ft. When you finish a long rest,
you can form a bond with an ally. When you cast a
spell that requires concentration and your bonded ally
is within 120ft of you, you can have your bonded ally
concentrate on the spell instead of you. Your bonded
ally gains the benefit of your Durable Magic and the
speed increases from this staff. You still determine
the effects of the spell.
This staff has 5 charges. While you or a bonded ally
is concentrating on a spell, you can use a bonus action
and expend a charge to extend your Durable Magic.
Until the end of your next turn, creatures within 10ft
of you or the bonded ally gains the benefit of your
Durable Magic. You regain all expended charges at
dawn.
Bastion, Jewels of Battle
Wondrous item. Legendary (requires attunement).
The ruby gemstones within this bracelet shield
you from magics and steel alike. You can cast the
Counterspell spell without using a reaction and a
forcefield constantly hovers around you granting you
a +2 bonus to AC. This bracelet has 5 charges. When
you cast a spell as an action, you can use a bonus
action and expend a charge before the end of your
turn to shift the magics of the battlefield. You and War Magician’s
all allies within 10ft of you gain a bonus to your AC
Cloak
equal to 1/3 of the spell’s level and all enemies within
10ft of you reduce their AC by an equal amount. You
regain all expended charges at dawn.
When you use Arcane Deflection and you casted a
spell on your previous turn, your Arcane Deflection Special thanks to our patrons!
gains a bonus to AC equal to 1/3 of the spell’s level. Anon Jason Lasica
Aaron Garth Jordan Muckle
Adam Barnes Kita Gonzalez
Alex Mckell Lasse Ruby
Archi212 Mateusz Rogoza
Breanna Kurth Micheal K Mellott
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Full Mettle Smacky the Frog
Greg Lyon Tuck Williamson
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