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#lethal artisan
lethal-artisan · 4 months
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@the-thunder-chicken I finally made that steel pot to cook your ass in, little chickee.
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Second Chance Sorcerer
Chapter 1
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Summary: After surviving Mahito's Idle Transfiguration in the Shibuya Incident, Nanami finds himself in an unknown realm between life and death. Will he escape?
Pairing: Nanami Kento x Fem! reader
A/N: I can't believe I actually got around to writing this! *sobs*. I hope everyone does take the time to read it, and enjoys what I've created here. This will be a multi-chapter fic, quite different from the one-shots I've posted before. It was originally made with an OC, which can be read on my AO3 account, but all changes have been made to y/n here.
Thank you @actuallysaiyan for making the lovely title banner and for listening to me rant and giving me all the encouragement to finish this chapter. Everyone needs a cheerleader like you. 💜
Nanami masterlist | Chapter 2
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“You’ve got it from here…Itadori kun.”
Those were the last words Nanami remembers saying before Mahito’s Idle Transfiguration fragmented his soul into smithereens. All he felt was pain, gut-wrenching pain as his soul collapsed and rearranged itself, piece after piece trying various combinations of alignment, trying to come back into some semblance of a whole, like chromosomes after being hit with a lethal dose of radiation.
His eyes squeeze shut, senses overloading as he prepares to meet whatever awaits him on the other side. Would it be a lovely afterlife like he’d hoped? Filled with long days on the beach, reading the backlog of books he’d been holding off on? Laying in the sun, no work, no obligations, just doing whatever he wanted to his heart’s content? He felt warmth against his chest, a bright light emanating from it, and for a split second, it felt like someone was calling out to him, a very familiar voice…
And all of a sudden it stops. With a thump, he crumples on something solid, his side colliding with the surface. Was this it? Was he in the afterlife? Nanami hesitantly opens his eyes and takes in his surroundings.
At first, it appears like he’s landed on a sidewalk that wound deeply into a very gloomy and derelict-looking city. He could make out buildings, traffic lights, and little shops tucked away in between these larger structures, all of them looking abandoned or in various states of disuse. Not exactly what he’d hoped for. Was this actually the Great Beyond? 
Nanami pushes himself to his feet, relieved when he realizes he’s not in pain anymore. Had Mahito sent him to a separate contained domain? He squints, trying to find his bearings. There was no sunlight wherever he was, but the street lamps were lit along the length of the sidewalk, casting shadows along the way. He cautiously looks around. The place looks strangely familiar…
He grasps his weapon, the blade having still been in his hand when Mahito touched him, and advances down the road. As he walks, he realizes with a jolt that wherever he is appears to be a phantom of his neighborhood. He recognized this road now, as he had frequented it so often. Up ahead was the grocery store he would go to every Saturday. And right opposite it, a little cafe he would sometimes wander into for their lovely croissants and artisan coffee. The more he walked, the more he started piecing together a map of this area, astonished at what he was seeing. This certainly couldn’t be a domain expansion. There was far too much detail resembling the real world and, although the place gave a foreboding aura, seemed to be unoccupied except for himself. 
He stops in the middle of the sidewalk, lowers his weapon, and tries to think. Logic was telling him Mahito had sent him somewhere, perhaps a sealed space, rather than kill him outright. But if that was the case, why was he healed? His entire left side which had been covered with fatal burns was gone, the skin healed over like new, his eye regenerated, hair grown back. His clothes and shoes had somehow been restored to their original condition, his glasses back to their position on his face. 
Things weren’t adding up. He continued to walk, then came upon a library he remembered passing by in the real world but had never really paid attention to before. Deciding this was as good a spot as any to glean information about his whereabouts, he enters, squinting through the darkness. Lines and lines of shelves stood neatly arranged in the building. Nanami walks between the rows, pausing in between sections for a brief moment before continuing his perusing. 
He rounds the corner, then quickly presses his back against a bookshelf as he senses an unusual energy signature fading away from him. So he wasn’t alone, and the thought wasn’t comforting. The energy didn’t match a human or a sorcerer, so he had to assume it was a special-grade curse. After his interactions with Jogo and Mahito, he didn’t know what to expect in terms of its abilities. He was tempted to escape but knew he had nowhere to go. If he was trapped in this domain what hope was there to escape this odd being he was sensing?
Raising the clothed blade with its polka dot pattern, he follows the energy steadily, not daring to breathe too loudly as he advances. It moves stealthily and silently, as though trying to elude him. This makes him immediately wary, sensing he could be getting lured into a trap. He follows at a distance, then stops as he comes to a reading section, the area cleared out and decorated with little chairs, poufs, and tables. Struggling to see in the dim light, he moves into the open, instincts screaming that he’s making a mistake. He pauses, trying to sense the energy again.
“It’s rude to chase one with a weapon you know.” A voice says from directly behind him. Nanami startles and spins around to face his pursuant, arms immediately coming before him to block an impending attack. Upon seeing the sight before him, his gaze fills with both fear and wonder, the being in front of him a vision of amazement. 
All he sees at first are a pair of piercing silver eyes that seem to probe the very depths of his soul. There’s a quiet insightfulness to them like he was looking into the eyes of an old friend, yet an unsettling intensity that made him feel apprehensive. The being appeared to lack a shape, but as Nanami took another step back, the light from the street lamps showed it to be made of wisps of black shadowy mist, neither fluid nor gas, swirling endlessly around it. 
Something within him tells him he shouldn’t fear this creature, yet all instincts were telling him to charge the attack before it got to him first. They stood, staring at each other through the dimness, before Nanami gathered his courage and asked, “What are you? A curse?”
The being huffs, as if it was an impertinent question. “What am I…Who am I…The question has been asked for centuries. Yet, even I do not have an appropriate answer…But I am most definitely not a curse.”
It glides silently over the floor, and Nanami instinctively raises his weapon. The being appears to look amused, based on the way those intense silver eyes glowed. “Put away your blade, Nanami Kento. The things I could have done to you once you entered my realm can’t be defended against by you, or even a special-grade sorcerer for that matter. I doubt even Ryomen Sukuna would stand a chance against me.” The smoky form billows, ebbing and flowing as it circles him. 
Not entirely reassured, Nanami puts his weapon back in the holder of his suspenders. There’s an odd feeling of reverence despite the eerie nature of the being. 
“I am what they call The Mediator, The One Before Death, or The Spectator.” It answers his question. 
“And where am I?” Nanami asks the shadow. 
“You are in between worlds, Nanami Kento.”
“In between worlds?” The blonde man repeated skeptically. Did such a thing exist? He had never given death much thought (beyond the dying part), and always assumed it was like being asleep one moment and waking up in paradise the next. To be in between worlds…had Mahito somehow just locked him away in another dimension that was a bleak version of his neighborhood? 
“So…am I…alive? But in another dimension?”
The Mediator looked at him thoughtfully, as though wondering how best to explain to him. “You are alive for now. But you definitely died, otherwise you wouldn’t have ended up here in my realm.”
“I died, and came back to life?” The sorcerer frowned at the obscureness with which this said. “That makes no sense. People don’t just arbitrarily resurrect from the dead. I was severely weakened. My soul was unprotected. Mahito’s attack should have killed me.”
“It did. However, something at that moment reversed the attack and restored the various fragments your soul had shattered into.”
Disbelievingly, Nanami started running his hands over his torso as though trying to find evidence that he had died. It was just…fantastical…impossible…He had survived Mahito’s attack? What divine intervention could have possibly saved him from something so deadly? As his fingers near his wrist, they brush over a small chain, hidden under the cuff of his shirt. He quickly undoes the button and looks incredulously at the small charm, an Aum symbol, dangling from the chain. 
“Y/n…” he murmurs her name softly. His apprentice. He now remembers her fastening one of these to not just him but to Ino and Itadori as well before they were deployed to Shibuya. 
“That’s probably what saved you,” the being said evidently, interrupting Nanami’s thoughts. “Whatever that is, it was imbued with a heavy concentration of neutralized curse energy. So when you died from the attack, that charm activated and repaired your soul.”
Nanami absently fingered the charm, trying to think. Y/n’s ability to neutralize cursed energy had improved immensely under his tutelage, he knew that, but he hadn’t imagined it to this extent. Her other ability included being able to manipulate any cursed energy she neutralized into forms of heat, summoning flames on her palms that towered at least  20 feet tall. How she had imbued the energy into the charm was anyone’s guess. 
“And I’m in between worlds.” He repeats again, trying to make sure he’s not misunderstanding the conversation.
“Indeed. Think of this as your own personal purgatory.” Those silver eyes bore into him like moons against a black sky, waiting to see his reaction.
Purgatory. Nanami pressed his fingers to the bridge of his nose, unable to fathom how insane this sounded. “I thought purgatory was for people who needed to be redeemed.”
“It is usually. But in your case, it looks like the veil partitioning the worlds got confused, seeing as how you left one dead, and then suddenly became alive in another. Death probably couldn’t figure out what to do with you so it sent you here instead.”
“So I’m stuck here?”
Despite the miraculousness of it all, Nanami couldn’t help but feel a twinge of irritation. He had been prepared for death for several years now. So much to the point that he had a will drafted, signed, and sealed, declaring all his possessions to be donated to charity since he had no other family or next of kin. A copy of the keys to his house had been entrusted to the lawyer who had helped draft the will. He had all his affairs set in order with the expectation that his death would be sudden and he was unwilling to burden anyone to deal with the repercussions. 
He had known he would die in the line of duty. He had accepted his fate the moment Mahito had laid a hand on him in the underground, welcoming death as a tranquil friend. His whole life had been struggle after struggle, a gamble, clawing his way to stay alive. All he could say was that he had been lucky so far. There had to be a moment when that luck ran out. He had been dreaming of knowing peace and death seemed to be the only option for that. 
“Does it bother you, that you are alive?” The purgatory being asks him curiously, noting his less-than-happy expression. “Most would rejoice at this second chance for life.”
The question hits Nanami with a gravity he hadn’t been expecting. “Most people haven’t lived my life. I’ve done enough. I’m tired. I’ve earned the right to a peaceful death.”
“And yet, it looks like someone desperately wanted you to live.” Those hypnotic eyes wander over to the charm dangling on his wrist. “Is that not reason enough? To not want to die?”
Disturbed by the notion, Nanami grips the charm. Y/n’s energy had kept him alive, unwittingly preventing him from moving on into the afterlife. Whether that had been her intent was debatable. Her desperately wanting him to live? It just didn’t seem likely to him. Sure, perhaps she didn’t want him to die in the way that people didn’t want others to die in general. But beyond that? He couldn’t fathom her being so consumed by the thought of his death that she would create a charm that essentially kept him alive after having his soul damaged to what should have been a point beyond repair. 
Y/n had a late start in her career as a sorceress, and certain concepts about it seemed to stymie her, more typically seen in a younger student than someone her age. He had repeatedly told her to not worry about him when he took her on missions, to value her life more than his. He drilled it into her head when he taught her self-defense, that if there was an opportunity to escape she should take it, the hand-to-hand combat sometimes leaving bruises on her skin because she’d been unwilling to take a shot at him. It always pained him when that happened, marking her, leaving those unsavory blemishes on her but how else was she going to learn that fairness wasn’t something that existed in Jujutsu? Her willingness to get a little scuffed up if it meant protecting him from a curse irked him. She was rather like a kitten unwilling to be shooed away from a reluctant petter. His lips curled wryly as he imagined her expression if she ever heard that comparison out loud. 
‘Don’t be so cruel Nanami san!’ She’d probably say, those large (color) eyes looking at him reproachfully. And for a moment, his mind’s eye couldn’t picture anything else except that; those large (color) eyes, and the shock in them when he told her that he didn’t think he’d live very long. She hadn’t said anything to convince him his mindset was wrong, but she did look like he had betrayed her by expressing his very honest and logical opinion. As though he had broken an oath to her by not saying he wanted to live long and prosper. 
Nanami gives himself a mental shake. This wasn't the time to be thinking about Y/ni's opinion on his death. The bigger task at hand now was figuring out what to do about his imprisonment in purgatory. 
All the while, the shadow hadn’t wavered and had merely continued to look at him work through his inner monologue. Realizing that Nanami had reached a limit, it said, “No, you are not stuck here. At least, not for very long.”
The sorcerer’s head snaps up at those words, eyes narrowing behind the green glass of his frames. “What do you mean, not very long?”
“Well, the neutralized energy imbued into that charm? It’s not infinitely going to remain contained in that. The seal broke when it saved your life, and it’s essentially trickling out little particles of it. It will run out at some point, although it’s difficult to say when that is.”
“And when it does run out?”
“You’ll die.” The being says simply. “And move on into the next realm. That’s the way purgatory is supposed to work. Cleanse you to be fit to live in the realm of death.” 
“And it’s unknown when that will happen?”
The shadow appears to ponder his question before offering a hesitant guess. “A few days, maybe 4 or 5 at maximum, based on the energy intensity that it's currently emitting.”
“And what am I to do for 4 to 5 days here?” Nanami gestures around the gloomy library, obviously not impressed with this arrangement. These extra days before his impending death somehow made a vein pop in his forehead. It was like a pre-death before the actual one.
“Well, you must have noticed by now that this is the neighborhood you used to live in. You are free to wander around here and experience your old life one last time. You can visit your apartment, take the subway and wander around the Jujutsu High campus, or watch a movie in the theater.” The shadow suggested, sounding like a pleasant tour guide for the afterlife. “Think of it as a vacation before your death.”
It struck Nanami as a little absurd but he strokes his chin, considering. “And that’s my only option? To experience my old life before dying?”
“It’s not the only option. You could go back and live.”
A pregnant pause hangs in the air at those words. Nanami’s eyes widen at the thought. He could go back to the land of the living? He hadn’t even considered that as an option. He only had death on his mind. Thoughts of living on a beach, days filled with no responsibility still flickered through his mind but at the same time…
“What is it about life that makes you so hesitant?” The purgatory being asks him inquisitively. 
Nanami opens his mouth but no words come out. Had he been thinking about how to escape his situation that all he had ever thought about was dying? It wasn’t unexpected of him. He had learned so long ago that life was mostly shit, with a few moments of relief folded in. At least it was for curse users. He remembers seeing all the people he knew die, how he had tried to escape from Jujutsu, only to be sucked back in because he knew he didn’t fit in anywhere else. When faced with the choice of remaining in a job of corporate greed, or one that endangered his life but was somewhat altruistic, the choice became apparent. He had returned to Jujutsu. Not entirely selflessly, but with the idea that it was the quicker way out of his misery. 
“Is there nothing you would like to return to?” The shadow presses. “Remember that you are a very rare case. Hardly anyone ends up in purgatory under your circumstances. I would hate to see a life go to waste because you don’t know what to do with it.”
A sudden memory comes into Nanami’s mind. A day of unexpected frivolity, when Y/n, Yuji, and Ino had convinced him to come along to an amusement park. It was an odd day but to his surprise, he hadn't hated it. Y/n had mostly stayed away from the roller-coasters, leaving it to Yuji and Ino, wandering with Nanami to the food stalls, closer in age to him than she was to the boys. It was a strange feeling of domesticity he had never experienced before, almost like they were a hodgepodge family of misfits. It was the closest thing he had experienced to a normal day in a long time. 
But days like that were rare. They were like sprinkles on top of ice cream. People could never have more sprinkles than ice cream. Life just didn't work that way. However, Nanami found himself contemplating his choices. Perhaps he had been so jaded that he thought life was wading through ice cream instead of appreciating the sprinkles? And here he was dreaming about sprinkles when he was stuck in purgatory. 
He sighs and shakes his head. “If I did go back, would it make a difference?” He asks doubtfully. 
The being’s eyes crinkle warmly, almost like it's smiling. “To one person, yes. And isn't that more than enough?”
The charm swings from his wrist like a pendulum. He considers the shadow’s words and feels his heart clench uncomfortably. The stakes almost felt too high, wagering his return to life on the chance that it would make a difference to Y/n. Well, maybe not just her. He frowns as he feels the energy in the trinket resonate for a brief moment when he thinks of her, as though it was trying to convince him to make the gamble. He had never quite paid attention to her energy signature before now, so concentrated within the tiny object; it felt like a warm cup of coffee on a lazy Saturday morning. He feels disconcerted that he could sense this now and it was making him want to change his mind about dying. He sighed deeply, feeling his resolve begin to solidify, even though it felt like he was making the wrong choice. 
“How do I get out of here?” 
The shadow has no features except its eyes, but if Nanami could assign it an expression, it would have to be triumph.  
“I’m so glad you asked.” It appraisingly looks at him, before continuing. “Perhaps you might want to let the lady know you’re alive.”
“Must I?” Nanami asks with a hint of exasperation. 
The shadow looks amused but continues in an even tone. “I’m afraid I must insist. It's better to give people a warning when you’re coming back from the dead. Prepares them for the prospect of seeing you again. Trust me, it’s better that way.”
“And how do I do that?” 
It merely continues to look at him with that amused expression and Nanami almost lets out a growl of frustration. “Listen. I died. Then I was told I wasn’t dead, but I’ll die soon. Then I changed my mind and decided I wanted to live. The least you can do is tell me how to get a message out of here.”
The purgatory being laughs; it’s an eerie noise, yet had all the comfort of a long-lost friend. “Very well 7:3 Sorcerer. It’s simple really. To send a message out of here, all you need to do is blend your cursed energy with the cursed energy of the person you’re thinking about going back to life for. Imbue this energy into a small object which will then find a way to its recipient.”
The elementary way this was said nearly cracks his temper. “Is that all?” He asks, unable to keep the bite of sarcasm out of his voice. 
The shadow chuckles at this, adding to his ire. “It really is. Just try focusing on something other than your disappointment of not dying today.” 
Nanami takes a deep breath and exhales through his nose trying to keep his composure. “A small object…” His hand grips the handle of his blade and pulls it out, eyeing it carefully. The whole blade wouldn’t make it. He just automatically knew it. But he wanted to make sure Y/n would recognize the message was from him. He fidgets with the blade, thinking, and then by accident, the edge of it comes in contact with the Aum charm. 
The blend of energy that shoots through him was a shock; a mix of the warm coffee on Saturday mornings, coupled with the calculated preciseness of a seasoned Q-grader who assessed those coffee beans. The polka dots spattered all over the cloth wrapping the weapon glowed at the edges for a brief second before the blade lost contact with the charm. 
Nanami observed the whole process with fascination. Dormant instinct took over him, and he moved his hand so that the charm now swung over the blade. Focusing on that combined energy signature, he purposefully touches the charm to the blade. Y/n’s neutralized curse energy flows into the blade, and he feels his own beginning to fuse with it. He concentrates on his ratio technique, and with a flash, all the polka dots lift off the blade, glowing with a pale sea foam green aura. 
“Find her,” he whispers to the dots, and in a hazy glow, they vanish. 
Nanami watches, as though in a daze, unable to believe what had just happened. He turns to look at the purgatory being.
“Message sent. Now, how do I get out of here?”
The shadow being had been looking at the spot where the polka dots had vanished. It swirls around and looks at him in the eyes. 
“By facing your deepest regrets.”
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seat-safety-switch · 2 years
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Do you love sports? I love a sport. That sport is called Zamboni. It consists of several minutes of big dudes wearing skates kicking the shit out of each other, until a piece of ice-surfacing equipment powered by a 1979 Volkswagen four-banger comes out and cleans up all the blood. You have to see it: these guys are like artisans; working the blade, the turning brake, and the throttle deftly to put on a show and leave the ice in perfect condition for the flawed monkeys to continue to eviscerate each other upon as soon as the beer ads finish.
Now, of course I’ve owned a Zamboni. And in fact, “Zamboni” is just one of many brands of ice resurfacing machine out there today. You can save a lot of money if you know this fact: everyone and their dog is looking for the name brand, so ads with a B- or C-grade rink stripper are gonna sink to the bottom, where they’ll find a pitifully small amount of your money. There are just two problems with owning one of these fine beasts. First, the top speed is annoyingly low, and second, Big Government keeps plowing away all the snow around my house before it can be turned into shiny, flawless rink-grade ice.
The first problem, as with so many others, can be fixed with sufficient addition of gearing. Since these things are made out of busted-ass old Volkswagen Fox parts, all it takes is understanding where the Fox ends and the Chevy S-10 begins, and then swapping out the cogs in the gearbox with the appropriately-chosen ones. Yes, it means that the 0-60 suffers, but you can fix that with a turbocharger. You don’t even need to intercool it: need I remind you of the giant pile of slowly-melting water that you’re sitting on?
Gearing up your Zamboni to highway speed does invite further problems: I was barely able to finish my break-in tune before the local law enforcement became aware of my actions. Nothing is more antagonizing to them than the existence of liberated, free thinkers such as myself. They may also have been angry that the aforementioned “pitifully small amount of [my] money” was in fact zero dollars, because I stole the fucker right out of a Timbits League game when I was supposed to be working. Hey, it’s my first day, what do you want from me?
Where was I? Oh yes, the ice quality. Here’s the thing: once you lead your pursuers out of the city, where there’s no road clearing, and drop the shaver, it’s difficult for the authorities to continue their pursuit. Maybe it’s because they’re in awe of the gloriously clear ice and have stopped to play a patriotic game of shinny, or it could be because the Lethal-Force-Spec™ Military Terrain® all-seasons that the patrol cruisers are equipped with are better at being bulletproof than they are at being snow tires.
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writ-in-violant · 7 months
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Vivian Levy
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Name/Title: Vivian Levy, the Sharptongued Stormwatcher
Pronouns: They/them
Referred to as: Correspondent, Professor, "you pest", "Vergil" (in specific situations)
Profession: Correspondent (no specialisation yet, leaning Epistolant), Professor at Benthic College.
Closest to: Urchins
Ambition: Hearts' Desire (ongoing)
Associated Stats: Watchful, Persuasive, Artisan of the Red Science, Shapeling Arts
Associated Quirks: Steadfast, Magnanimous, Hedonist
Destiny: Authority
Personality
Vivian is an inquisitive, generally kind person with a sharp tongue for those who they dislike and a love for the esoteric, strange, unlovable, or terrifying. People who meet them when they're in the midst of a revel or causing a scandal often are shocked to learn they are one of the Neath's foremost minds on the Correspondence; their skill as a poet and lyricist is far less surprising. Vivian never breaks their word and often tries to be kind and generous to all around them, but crossing them is a horrible idea. They have an orphanage of sorts in their townhouse, and any threat to them that endangers the children is met with lethal force or worse. Rumors persist of the worst thing they inflict on those who hurt people under Vivian's protection: a recitation of Vivian's nightmares in exquisite, beautifully-written detail. Rare is the assailant who makes it out of that without being driven to the Royal Beth, raving.
Background
Vivian was born in 1871 as the child of a young English nobleman, currently on his "grand tour" of Europe, and an Italian woman he met while traveling. Perhaps sincerely, perhaps not, the nobleman promised that he'd marry his summer sweetheart and take care of her; however, when she -- pregnant and shunned by her family for the out of wedlock child -- made it to England, she was turned away at the family manor by her lover's father. Vivian was born soon after, to a mother struggling to make ends meet in a foreign land.
Vivian's mother didn't survive an outbreak of sickness, and Vivian -- told their whole life that their father was a lord -- did their best to seek him out afterward, only to be ridiculed and laughed off the property as a child, assumed to just be an urchin with delusions of grandeur. They were placed in an orphanage, and remained there for several years, with their oddities (even then, they were a daydreamer, and that combined with their mistrust of all adults to make a child people didn't find 'pleasant') preventing any chance of adoption.
The first major turn in their luck came when their father married another noble lady, who learned of his youthful "transgressions" and the fact that a child had claimed to be his and declared it was his Christian Duty TM to care for said child, as the repercussion for his actions. At her insistence, he sought out the child Vivian and brought them into his house.
Vivian, at the time around nine, was a living reminder of the man's more bohemian past, and he didn't like acknowledging that or them. Primarily, he dealt with this via icy silence and shipping them off to boarding schools to get them out of his hair. There, though, Vivian discovered their talent with poetry and languages -- which still got them ridiculed, some, but provided them with an outlet other than pure rage. When they completed school, doing quite well, they applied to University, which their father agreed to keep funding to keep Vivian well out of his personal sphere.
And then, when Vivian was around seventeen, their stepmother died in childbirth with Vivian's second half-sibling. Vivian was not invited to the funeral, and all funding for their education was immediately cut. Vivian was ripped away from their studies and their poetry and had to make their way on their own, with almost no resources.
Through connections of former professors and their own ingenuity, they eked out a living as a governess or tutor for some years, but deeply resented the way their life was dictated by the whims of the powerful. They had heard tell of a card game in the strange cavern London had fallen into -- one which, if won, allowed one to pick their heart's desire.
In 1894, 25 years old, they descended into the Neath and introduced themself for the first time as Vivian Levy -- an entirely fabricated name, for the person they were determined to become.
Time in the Neath
Here's where I shamelessly invoke the Treachery of Clocks because uhh, while I've been playing this game for six years, I uh. Um. Get forgetful. So while in our real world, Vivian hasn't completed their Ambition yet...they absolutely have in-universe. It probably happened sometime around 1986. I just don't know how it's shaken out yet (although I have some plans). This character sheet will definitely get updated when it does, but like. In 1899 (2), Vivian has completed their Ambition. Just not in 2023.
That said! Vivian descended into the Neath in 1895, which might be the last solidly reliable date they can cite, given that time gets strange in the Neath. Once there, they set about arranging the Marvellous, following their ambitions. However, they also quickly got sidetracked. Firstly, they had a burgeoning career as a writer and poet in Veilgarden that they took great joy in continuing -- as well as several dalliances. The freedom of the Neath, where nobody cared about what Vivian's body was compared to their pronouns, meant Vivian was far more flirtatious and promiscuous than they had been on the surface, and they discovered they quite enjoyed living life to the fullest. Secondly, they began having dreams of thunderstorms; upon leaning into these to the fullest, they grew more and more consumed by the poetry of lightning and thunder, the songs of the wind, and one day looked in the mirror to discover their previously-brown eyes had turned grey. Finally, they learned of the Correspondence, and immediately set about studying it with the fervor of one who had found a vocation.
Vivian's time in the Neath has brought them into contact with many powerful figures and dramatic circumstances. Their infatuation with Storm and study of the Correspondence has led their mental health to be unstable at best, ending with them often in the care of the Royal Bethlehem Hotel; between that and learning of the Manager's past, Vivian imprinted on him as a baby bird and is very fond of the man, who returns it in his own somewhat creepy and nightmare-harvesting way. Listen, man's a gardener of a sort, and Vivian can appreciate his gardens! It just further wrecks their already tenuous sanity. Vivian and the Manager both share the quirk of nightmare-cultivation, and the Manager is pleasantly surprised that Vivian has of their own accord stumbled upon weaponizing their nightmares against those who cross them.
Of the Masters, Vivian interacts most frequently with Wines and Pages. Pages they first met when strong-armed into finding a stolen book; upon hearing the story of the Epigrammatic Irishman and the Wilting Dandy, they hand-copied the Irishman's book to give to Pages, allowing the Dandy to leave with the original. They are fond of Pages, finding its poetry endearingly bad and finding it to be a good discussion partner when it comes to literature, but do their best not to let themself forget that at its core, it is as dangerous as the other Masters, and they're hesitant to call it a friend.
Wines, on the other hand, Vivian has a much more fraught history with and is far fonder of. Their early interactions were somewhat contentious, with Wines making Vivian fund revels and Vivian at one point (in the Empress's Shadow ES) writing a story about a royal having an unrequited crush on Wines and getting hate mail in the correspondence; however, the more time Vivian spent around the Master, the fonder they became of it and the more aware they became of the fact that Wines is uh, not doing well. Vivian is so used to what they term as "love" being overwhelming fear and awe for things larger than themself that I don't think they've clocked that that's their emotion towards Wines yet, but as their writer, they're not fooling me about this one.
A few Exceptional Stories are particularly important to Vivian's plot, mentioned down here: The Gift - Started some of Vivian's wariness around the Royal Family and their fear and mistrust of the Captivating Princess, as well as their firm belief in the necessity of giving people fully informed choices. Many of the themes in it came up again in Reunion, where Vivian befriended Albert Victor and convinced him to remain in London -- but not to side with his aunt.
The 12:15 From Moloch Street - An early interaction Vivian had with Hell, it ended in them freeing the Lily from his contract with Hell and becoming his roommate for a few years, while he got back on his feet. They're still good friends! Vivian also got a tour of hell that wasn't fantastic for their mental health.
The Tempest - The Tempest played out very differently than as written, with Storm cleaving Vivian's own childhood out from them to serve as Slivvy's helper and its new speaker (this is largely because the Tempestuous Urchin's backstory was so uncannily like Vivian's own that I couldn't help myself). During this impromptu soul surgery, Vivian lost all memory before age around 10, and much of the anger they'd carried from a young age with it -- all of it now in the person of Vivi Storm, the younger, unaging ghost of Vivian's past who haunts London's rooftops and serves as minder and mouthpiece for Storm.
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ofcruelheart · 4 months
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* ◟ : 〔 RICKY WHITTLE, CIS MAN, HE / HIM 〕 ATLAS COSMATOS , some say you’re a FORTY FIVE YEAR OLD lost soul among the neon lights. known for being both CHAMELEONIC and BRUTAL, one can’t help but think of SYMPATHY FOR THE DEVIL by THE ROLLING STONES when you walk by. are you still the VULTURE, LEADER, ACTIVIST SHAREHOLDER for THE NEON PARIAHS, ARGUS MANAGEMENT, even with your reputation as THE VULTURE? i think we’ll be seeing more of you and GROTESQUE SCARS AND BURNS HIDDEN BENEATH PRESSED THREE PIECE SUITS, HOLDING BACK BILE AT EVERY INHALE OF UNFAMILIAR POLLUTED AIR, SEAMLESSLY SWITCHING BETWEEN BRUTAL AND BIDDABLE; AMENABLE AND CRUEL, although we can’t help but think of TOM RIPLEY ( THE TALENTED MR. RIPLEY ) + THOMAS SHELBY ( PEAKY BLINDERS ) + MAD MAX ( MAD MAX: FURY ROAD ) whenever we see you down these rainy streets.
Name: Atlas Cosmatos Age: 45 Gender: Cismale Pronouns: He/his Orientation: Bisexual Affiliation: The Vulture, Neon Pariahs Civilian Occupation: Activist Shareholder at Argus Management History (TLDR below): tw - mentions of violence
Life in the wastelands, a harsh and treacherous sculptor, whittles existence to its barest form. Here, in this unforgiving expanse, what starvation and desperation do not erode into oblivion, mutates, sprouting teeth and thorns. His memories do not stretch beyond this barren theater; recollections of boyhood, tenderness, or a family that should have been, are as elusive as shadows at dusk. He is a child of the brutal winds and the cruel landscape, claimed wholly by their merciless embrace; hunger, too, stakes its relentless claim on him. In this desolate realm, survivors cluster like moths to the faint glow of hope. They glimpse the neon shimmer of a distant city, a beacon in the darkness. Yet, to their discerning eyes, these luminescent promises are but harbingers of a more insidious demise—luring them into a complacency that whispers of a slow, unnoticed death. In this seductive embrace, their hard-won teeth and thorns are dulled, their very essence smothered in a deadly ambrosia, filling their lungs and dreams with a sweet, suffocating fragrance. In the wasteland's crucible, one among them is shaped into a leader, his voice the loudest in denouncing this illusory Eden. The replicants, mirroring man's form yet surpassing him in lethal prowess, become the fallen angels of this dystopia. Anunnaki, the purveyor of this numbing nectar, weaves dreams laced with poppy seeds, its CEO a mere idol of false salvation. Their scornful laughter soon transforms into rallying cries of freedom and revolution. Survival—collective, unyielding survival—demands the dethroning of these deceptive beacons. Navigating the city's labyrinth, they adapt with a predator's grace. To blend into this urban jungle, to mimic its inhabitants, is a lesser challenge for those sculpted by hardship. They are artisans of survival, wearing many guises. Atlas, among them, embodies this adaptability. Armed with fabricated credentials and a magnetic charisma, he infiltrates a hedge fund as an activist shareholder. His mission: to wield his stake like a weapon, pressuring corporations to sever ties with Anunnaki. His tactics are manifold: proxy wars, media blitzes, resolutions, legal battles, and negotiations. His shadowy work extends beyond the boardroom—sabotaging Anunnaki's supply lines under the cloak of night. His next stratagem looms: to amass a significant share in Anunnaki itself. But Stoneage, a privately owned company, a fortress impervious to his financial arsenal, presents a more formidable challenge. Here, the Neon Pariahs must innovate anew. Their directive is clear: to dismantle the replicants by any means necessary, a relentless war against the shadowy figures of this new world order.
Wanted Connections
Any and all replicants for him and the pariahs to hunt. He's made sure to equip all pariahs with tasers hehe
Enemies of the Neon Pariahs - aka those loyal to Anunnaki and Stoneage
Companies he has pressured with shareholder activism
Detectives who may be suspicious of his records and sudden appearance - careful of what you may find. Perhaps those hired or working with Anunnaki/Stoneage?
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indignantlemur · 11 months
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Can I ask you about your headcanons for Andorian holidays? Are they more political (like the anniversary of planetary unification) or religious or natural (like changing seasons)? What do they think of rebel holidays like carnival or halloween? And are there modern holidays for the Federation or first contact?
Alright, buckle up folks. I'm having a brain fog day, and I can only hope this is mostly coherent.
Andorian holidays in my headcanon have two purposes: celebration or remembrance. They remember their fallen, their history and its villains and heroes, and their losses. They celebrate their survival, the end of spring, the beginnings of autumn and winter, their family and bonds.
I would say that the majority of holidays are political or seasonal, but there are many in both categories that have religious overtones. Remember that religion is largely a form of social regulation for Andorians, and the end result of a great deal of negotiation between the united Clans of Andoria. Each Clan will have its own take on a particular holiday, but the publicly sanctioned celebrations are very generalized so that all can participate.
Political holidays are usually geared towards the core values of honour, duty, and family. There are holidays to honour fallen heroes, remember ancient and more modern wars, and to show gratitude for one's Clan and family. All but the last category are more solemn affairs and involve a great deal of formality.
The last category -expressions of gratitude- is very much like some Human holidays, where families and very close friends gather together with good food and exchange small, largely inconsequential gifts to show their gratitude and affection towards one another. It is generally expected during across all categories to affirm one's loyalty to the reigning Emperor, in much the same way that Canadians and Brits would offer a salute to a portrait of the reigning monarch. The Imperial Guard is known for taking this last part quite seriously, as they swear fealty directly to the Emperor, but it's not unusual for other social groups to approach it a little more casually.
Seasonal holidays are much less structured by comparison. Spring is a time of caution and fear, as the thaws make a lethal world even more unreliable. As a result of this, the only festivals that occur in Spring are ones that are meant to bring the community and Clans together and celebrate their joint survival. Artisans collaborate, Guilds and government and religious officials sponsor events, and the Imperial Guard usually makes a showing (which usually doubles as a recruitment drive, of course).
There are, however, a few ceremonies that take place in spring. I keep these separate in my mind because the tones and purposes behind the these ceremonies are wildly different from the celebrations. In Andoria's history - again, this is just my headcanon- there were very few battles in spring. The ones that did happen were unmitigated disasters; even when the initial goal of the battle was accomplished, the combat casualties and the loss of life from the softened ice and the voracious wildlife were such that it was what Humans would call a pyrrhic victory at best. Only the foolish or the desperate go to war in spring, and Andorians remember this by honouring the lost. Summer and autumn, or what passes for them on Andoria, are more stable than spring. During these seasons, there are festivals for harvests, for cultural heroes, and so on. There are even musical performances, weddings, and operas which will continue to be scheduled up well into late winter. Political and religious holidays pick up in frequency during these seasons as well.
While I think Andorians would be delighted by the colours, excitement, and energy of a Carnivale celebration, the chaos and noise of it might prove overwhelming to their sensitive hearing. Perfect pitch and ninja-levels of spatial awareness and super-hearing come with a price, unfortunately.
Halloween, by comparison, would be greeted as a variant of an early spring folk-belief based holiday which honours the Spirits of Andoria, the ghosts in the fog that lure the unwary into the sea. The idea of sharing frightening stories and treats in the dark of the night, of disguising oneself to frighten evil spirits away, would be seen as charming and very similar to what Andorians do.
Andorians in my headcanon don't celebrate first contact, because their first contact ended in a bitter war; they remember their losses, their victories, and their honoured dead, but there is no celebration. Of all the days that an Andorian might be likely to pick a fight with a Vulcan, this is one of the worst - and what happens when you put an Orion in the same room as an Andorian is even worse than that. Both instances of first contact with these species ended rather poorly.
On the other hand, the unification of Andoria and the formation of the Federation of United Planets are both regarded quite positively. The former is a point of nationalistic pride, and even an Andorian as far from home as remotely possible will still raise a glass of ale in celebration. The latter is a more tentative sort of celebration, as the alliance is still quite new, but everyone appreciates a government mandated holiday.
And, of course, we wouldn't have an alien empire if the Emperor's birthday wasn't a day of celebration by default. Andorian arrogance is legendary, and none are more arrogant than an Andorian Emperor. The man doesn't even want overt demonstrations or gifts, he only wants people to have to acknowledge him. That's just how he rolls.
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thebluerose · 7 months
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So…
Recently, my girlfriend my fiancée Kyrie suggested I should make an account on here after I recommended the same to my dad. I mean, what’s the harm, right?
(She also told me I should try and socialize more but that’s not the point!)
So you got questions, throw ‘em my way. And if I get up to any wild shit, you’re gonna hear about it here.
You can find my crazy uncle @pizzalover8969 here and my equally weird dad @thebestsonofsparda here.
There’s also the resident weapons-smith and wicked driver of the Devil May Cry mobile branch, @lethal-artisan , as well as…
(You know what? I still don’t really know how to define him. He’s the human half of my dad. That’s not something you usually need a name for.)
…V who really likes poetry. You can find him at @romannumeralv. He has a familiar too, which you can find at @the-thunder-chicken.
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r-18g · 10 months
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Any particularly fucked up parts of the world you’d like to share?
YEAH. so there are two things in particular i have been thinking about. warning for um. not cannibalism, exactly, but close enough.
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there are some demons who hunt angels for sport.
after getting their hands on an angel and dealt with clipping their wings, the angel is "released" into a densely forested area (the careful maintenance of which is provided by those who participate in this fun little game) and the angel is told that they have a certain amount of time to run before the hunters will come to track their prey.
they’re told, of course, that if they manage to get away, they’ll be safe and that a way back home will be provided to them.
(this is a lie.)
(there’s no way out to begin with.)
so the angel flees and the hunters lounge around and coordinate the areas they’ll be covering, the plan for tracking down the angel and how they want to coordinate backing it into a corner, and what they want to do with it after that.
(it’s not uncommon for the angel to be toyed with for hours, sometimes even days, before it’s finally put out of its misery. whether this toying-with is simply prolonging the hunt or shooting it non-lethally and bringing it back for entertainment — or both — tends to depend on the group in question and the personality/reactions of the angel itself.)
if the angel is brought back alive, it’s custom to rip away its wings, which go as a trophy to whoever contributed the most. and then it’s almost always passed around as a toy, violated in every which way until it won’t quit begging for death, for all of this to finally, please, stop.
(at this point, someone usually decides to cut out its tongue for a little snack. after all, the fucking thing has been begging the same way for hours now, and it’s getting a bit boring. sometimes they take the opportunity to pull its teeth, while they’re at it, which makes for a better hole to fuck in the first place.)
angel meat is considered somewhat of a delicacy in hell, and this is just one of the ways demons go around obtaining it.
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there are also definitely artisanal slaughterhouses in hell, for dealing with the angel you’ve obtained, if you don’t feel like going to the trouble yourself.
generally you can purchase a meal service (which can be quite elaborate, sometimes involving various dishes being cooked for you as it’s being taken apart bit by bit, often still alive until a good way through the meal), or you can simply have the meat delivered to you later, if you’ve used it just for convenience! they take care of any disposal for you, and special requests are usually complimentary. (this service is not cheap.)
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angels are a rare enough thing that there aren’t really any big slaughterhouses or anything, but i’m sure that there would be, if it was easier for demons to get their hands on them. (it's also not possible to farm them, due to how angels are created in the first place. i still need to work out the details of that, but yeah.)
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theladyarsenal · 3 months
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H-Hi I'm the Gem Anon!! I had yet to visit ya and honestly I wish to go out with you and @bewitching-betrishing maybe @lethal-artisan and do a girls night sometime?
Nice to meet you!
And I'm always down for a girls' night out!
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cheese-anon-real · 4 months
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Howdy! I'm Cheese Anon! I speak for the cheese~ I have a wonderful hoard of Wisps that help me, and I'm secretly a god from another world~ Got a real good family on here, consisting of the Spardas and the Anons! The Spardanons! Lore posts will be linked below, when they're made.
Now meet the family!
One of my best friends of all time! @bigdumidiot
The amazing, the loveable, AZUREEEEEE! @azureedoodles
The anons!
🧀; you are here!
🃏; one of the best lil fluffballs! @anonjoker
🍰; very good at fixing things, great company! @bizcochodefresa
👸; Queenie, aka Alexandria, helps us all out a lot and makes really great comfort food! And has quite a few good stories, dear gods below. @anonymousqueenofrandom
🌵; Queen's daughter, Kaylee(assigning that emoji to you for funnies), an adorable sassy lil shit, good at gaming! @princessanonofrandom
🍬; beloved sass master, one of the best gremlins around! @therealcandyanon
The Spardas(&co)!
Can you believe this is THE Dante Sparda? @pizzalover8969
Vergil. The big dork! @thebestsonofsparda
Nero the Meme Lord(and a really good partner dad from what I've heard!) @thebluerose
V. He won't live with me. :( @romannumeralv
Griffon, my favorite demonic bird! @the-thunder-chicken
Nico! Has my signed permission to use bits of me to make cool shit. Very funky. Very cool. @lethal-artisan
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romannumeralv · 4 months
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I have no name; I am but two days old... Just kidding. You can call me V.
One of my beloved familiars, Griffon, can be found @the-thunder-chicken
The foolish man I came from can be found @thebestsonofsparda
His even more foolish brother is @pizzalover8969
He also has a chaotic son @thebluerose
You can find a friend of ours at @lethal-artisan
I will not respond to NSFW asks
"The Angel that presided o'er my birth said, 'Little creature, form'd of Joy and Mirth, Go love without the help of any Thing on Earth.'"
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lethal-artisan · 4 months
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Howdy! It's your local weapon-smith here.
Need a Devil Arm? Advice? Help with the dumbass twins (@thebestsonofsparda @pizzalover8969), the One-Arm-Wonder (@thebluerose), the emo poet (@romannumeralv), or the li'l chickee (@the-thunder-chicken)? I'm ya girl!
Any NSFW asks will be put out in the open and laughed at.
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Tales of ice: the mirror and the cruel winter
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Far away from the lands where the arachnids set their paws, in that part of the galaxy where not even the fiercest of them, General Willfred, dared to cross his gaze in that place.
It is said that long ago, when beings still remembered the language of the stars, there was a humble peasant who fell in love with Versailles, the goddess of plants and forging.
He recited poems, danced to the sound of the wind and created the most beautiful jewels that made the goddess fall in love with tenderness. However, this love was not reciprocated; the peasant only saw the goddess as a friend, apart from already having a partner with whom to exchange breath and heart.
When Versailles found out, her heart was deeply hurt, but, above all, vengeful. The goddess felt that her time had been wasted.
Those planets had beautiful springs thanks to trickery! Artisans were making wonders thanks to pure palaver! There was love in the air thanks to lies!
Her anger was such that for 5 days she locked herself in her forge. On the sixth day, Versailles came out with the most beautiful of mirrors, it was so beautiful and accurate that one said one could see one's own unknown secrets.
But make no mistake, little bonfire, that mirror was as beautiful as it was lethal. Whoever stood in front of it would only hear their own darkness. That mirror would make one forget one's goodness until one became that being that the mirror reflected.
Versailles gave it as a gift to his much hated beloved. The peasant, not knowing the evil of the mirror, received the gift with sweetness and gratitude.
It is not known what happened exactly, it is only known that time passed and the mirror began to poison the peasant's mind.
His beloved, in desperation, went to a dark god: Argbáktu, the god of betrayal, paganism and hope.
The god provided her with help, but the payment was some piece created with the genuine love of her beloved.
The young woman, with pain and faith, gave a ring with small sapphires.
Once the payment was made, Argbáktu told her that she had to break the mirror with all her rage.
And so the young woman did, condemning many beings in the future. For it was Argbáktu who convinced Versailles to make that damned mirror; and when the young woman broke it, the fragments were shot towards the whole galaxy.
And that brings us to a distant little planet, whose name is remembered only by the stars, where a little heir was born under the blessings of the god Morozxing. The little one was born under the howling stars, so he was born in the coldest time of his planet.
It is said that, as he grew older, he proved so gifted with winter that even Nane Sarma herself, grandmother of autumns and winters, took the child in as her protégé. It is there, terrible day and cursed hour, that, playing in his grandmother's beautiful garden... a piece of mirror fell into his eyes and heart.
The mirror froze to some extent his heart, made it cold and cruel, but there was still some beating in it.
However, the consequences were terrible: frozen planets, whole winters that devoured everything in their path. Many died, many lost homes and had to move away to other parts of the galaxy.
Even Versailles herself could not fight those intense winters, she could not fight the cruel king who now ruled alone. Not knowing what to do, she went to Baba Nowruz, the grandfather of springs and summers.
Baba Nowruz listened attentively and knew immediately who was the cause of all this evil: Argbáktu. However, he knew that the dark god would not even listen to the old man's footsteps. But he knew perfectly well that Argbáktu would listen to what he considered his grandmother: Nane Sarma. So he talked to her and she to Argbáktu... and together they created a maiden who they say could melt the heart of the cruel king.
It is said, that in those stars of now forgotten whispers, they await the girl who will melt the heart of the King of cruel winters.
- A beautiful story, isn't it? - The platinum-haired man looked expectantly at the young red-haired lady, who was looking at him between terrified and expectant - my brothers would have liked to know how it ended. Anyway, you can't live your life mourning the dead.
- But they were your brothers, you can't be so cold! - Hanne replied, incredulous at Einar's words. That only made the king smile, who did not deny that the young maiden's innocence could really move him.
- Perhaps, when my heart beats again, I might weep for them. In the meantime, only the girl born of the sapphire of love can move me. - Einar commented, standing right in front of Hanne - So, for now, it's just you and me stuck.
- If you let me go, I will find the sapphire girl and free you from this - the green eyes of the young lady looked into Einar's icy blue eyes. The king only observed, with a certain mockery, the young woman's ignorance.
- Hmm, no, I can tell that in the Kingsbury planetoids they have forgotten the old tales - Einar took Hanne's arm, pulling her closer to him, to proceed to guide her down the wintry corridor - However, fear not, little bonfire, I will not allow anything in Strangia to extinguish you.
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Minor Magic Items, 7: Also known as not-quite-wondrous items, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts, these objects are essentially cantrips and weak magic spells in physical form. Useful for more than just combat, these items create light, entertain, clean, play music, flavor food, heat, cool, warn, inform and generally raise the quality of life for their bearers. They can act as unique world building items, magic shop filler objects, barter and trade goods as well as ingredients to create or upgrade stronger magic items or enchantments.
Wand of Obliviate: A nine-inch-long, slightly bendy cherry wand with a core of dragon heartstring. The wand is imbued with a memory forgetfulness charm and can be used to erase the last 60 seconds the target experienced. Twice per day the wielder can wave the wand at a living creature they can see within 15 feet and speak the command word which causes the target to lose all memory of the previous minute. —Note: Should this item prove to be too powerful, the DM can allow a save to resist the wand’s effect at whatever difficulty check the DM feels is fair.
Master’s Set: A complete set of Random Artisan’s Tools that always feel comfortable and steady in the hand, as if it was made perfectly for whoever happens to be holding it. The set is completely mismatched in terms of decoration and material, as every single individual tool was collected from a different master craftsman who inherited it from the master craftsman who trained them. Together the whole of the toolkit is far greater than the sum of its parts and the combined wisdom and knowledge of hundreds of years of talent and practice lend their skill to the bearer’s hands. A layman quickly becomes capable in their use and an already capable artisan becomes as reliable as death and taxes. As long as the toolkit has been on the bearer’s person for at least an hour he is considered proficient with the tools. If the bearer was already proficient with those tools and makes a skill check involving them, when the player rolls the d20, he treats a roll of 9 or lower as a 10.
Bone Razor: A jagged bone knife that seems too thin and frail for combat but easily cuts flesh. It can be used as a dagger but due to its delicate nature instead of rolling damage it deals the minimum result possible (A 1 on a 1d4) whenever the wielder lands an attack. Best employed on a helpless or dying target, whenever a living creature is killed by the Bone Razor, the creature’s flesh begins to peel off and its bones animate as a skeleton under the control of the bearer. The undead will follow his verbal commands to the best of its ability. The creature’s flesh is not destroyed, but decays at a steady rate. The bearer can spend one minute reattaching the flesh to the animated skeleton, which ends the necromantic magic and results in a normal corpse (Though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature’s bones, the previous animated skeleton is immediately destroyed.
Drinker’s Luck: A steel liquor flask covered in superstitious markings and symbols meant to bring good fortune. The vessel is nearly full of good whiskey that makes the drinker feel oddly lucky when sipped. When carried in a breast pocket, the flask will unerringly attract the first lethal projectile that would hit the bearer to itself. The first time that the bearer would be reduced to zero hit points or killed outright by an arrow, bolt, bullet or thrown weapon, the projectile is instead blocked by the flask ruinously denting it but preventing all damage that the bearer would have taken and the player records the exact amount of damage prevented. After this occurs the flask is heavily damaged and does not provide its protective charm unless someone skilled in the art of distilling spirits can mix a special batch of lucky liquor to restore it. The bearer can examine the extent of the flask’s damage in its relation to the marred lucky symbols and mix a batch a unique blend of water, grain mash, yeast and an auspicious ingredient meant to bring good fortune, (Such as iron shavings from a lucky horseshoe, a four leaf clover or tufs of rabbit’s foot fur) together within the flask. At the next dawn the flask mends itself of all damages and contains a finely mixed liquor that makes its drinker feel oddly lucky. Repairing Drinker’s Luck after it has blocked a projectile requires proficiency in brewer’s tools, an hour of work and costs a number of gold pieces equal to the amount of damage it prevented plus five.
Death’s Pocketwatch: A small onyx pocketwatch in the shape of a grinning skull showing a full set of ivory teeth. The bearer may place the timepiece on a corpse and the clock will display how many days it has been dead and what time of day it died.
Equinculus Potion: A sealed glass vial filled with a translucent liquid. Careful inspection reveals a miniature horse, smaller than a fingernail, floating comatose in the vial. If consumed, the drinker feels unbelievably nauseous and begins puking until the end of their next turn. During this time, the drinker vomits up a mucus-covered amniotic sac that rapidly gestates over the course of one round into a full-sized adult riding horse. The horse is tame, initially quite moist, and bonds with the drinker as though it were its mother. The equine is a real flesh as blood animal no different from any other natural born horse. It seems to be well trained, able to take riders, pull carts and will not panic in combat. The drinker automatically succeeds on all animal handling checks made in regards to the horse and the animal will always follow the drinker’s commands to the best of its ability. Using this potion draws upon the drinker’s own energy reserves, causing him to be exhausted as if he’d spent a night without sleep.
Evoker’s Wand: A sturdy wand crafted from a solid branch of darkwood. Simple silver bands adorn both ends of the staff. The arcane implement bears traces of evocation magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Evocation, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Pouch of Slumber: A small dark blue pouch that contains a mixture of flower petals, ground up crickets, and sand. Twice per day as an action equivalent to attacking or casting a spell, the bearer can reach into the pouch, withdraw a handful of the contents and throw it in the face of a creature within five feet. The bearer rolls a number of dice equivalent to five shortswords worth of damage (5d6) and if the target’s current hit points are equal to or less than the result of the roll, the victim falls unconscious. The target remains unconscious for one minute, until they take damage or another creature uses an action equivalent to attacking or casting a spell to shake them awake. Undead and creatures immune to being charmed or being unconscious (Such as constructs and elementals) cannot be affected by the Pouch of Slumber. If the target has more hit points than the result of the roll the target is competently unaffected other than being covered in sand and debris.
Prevailing Instrument: A Random Musical Instrument of masterwork quality that produces clear, resonating tones that manages to rise above the level of other sounds in the area. Rather than being louder than other instruments, the music this one creates carries better and can be heard twice as far away as normal as if the area had incredible acoustics. Bearer’s proficient with this type of instrument or in the Perform skill can use it as a focus for spells that include verbal components or require the target to hear the spellcaster. The vibrations the instrument generates allow even deaf creatures within 30 feet of the performer to hear the music and be affected by abilities or spells channeled through the instrument.
Celestialabe: A hardwood case containing a strange device consisting of arcs of carefully crafted bronze and silver orbiting a complicated arrangement of glass spheres. Knowledgeable PC’s will recognize it as a celestialabe which is similar in use to an astrolabe. Its key difference lies in the fact that it can be adjusted for changing heavens. Every piece can be slowed down, sped up, moved or removed. Extra pieces are packaged with the celestialabe in its hardwood case for inclusion if needed. The bearer can add 1d4 to the result of skill checks made to navigate planes other than the prime material plane or to identify what plane they are currently on. If a bearer spends at least ten minutes making adjustments and consulting the Celestialabe immediately before casting a casting a teleportation or planar shifting spell, the caster can roll an additional time and choose the best result should they need to make a roll to determine how accurate the teleportation or planar travel was.
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—Keep reading for 90 more Minor Magic Items.
—Note: The previous 10 items are repeated for easier rolling on a d100.
Wand of Obliviate: A nine-inch-long, slightly bendy cherry wand with a core of dragon heartstring. The wand is imbued with a memory forgetfulness charm and can be used to erase the last 60 seconds the target experienced. Twice per day the wielder can wave the wand at a living creature they can see within 15 feet and speak the command word which causes the target to lose all memory of the previous minute. —Note: Should this item prove to be too powerful, the DM can allow a save to resist the wand’s effect at whatever difficulty check the DM feels is fair.
Master’s Set: A complete set of Random Artisan’s Tools that always feel comfortable and steady in the hand, as if it was made perfectly for whoever happens to be holding it. The set is completely mismatched in terms of decoration and material, as every single individual tool was collected from a different master craftsman who inherited it from the master craftsman who trained them. Together the whole of the toolkit is far greater than the sum of its parts and the combined wisdom and knowledge of hundreds of years of talent and practice lend their skill to the bearer’s hands. A layman quickly becomes capable in their use and an already capable artisan becomes as reliable as death and taxes. As long as the toolkit has been on the bearer’s person for at least an hour he is considered proficient with the tools. If the bearer was already proficient with those tools and makes a skill check involving them, when the player rolls the d20, he treats a roll of 9 or lower as a 10.
Bone Razor: A jagged bone knife that seems too thin and frail for combat but easily cuts flesh. It can be used as a dagger but due to its delicate nature instead of rolling damage it deals the minimum result possible (A 1 on a 1d4) whenever the wielder lands an attack. Best employed on a helpless or dying target, whenever a living creature is killed by the Bone Razor, the creature’s flesh begins to peel off and its bones animate as a skeleton under the control of the bearer. The undead will follow his verbal commands to the best of its ability. The creature’s flesh is not destroyed, but decays at a steady rate. The bearer can spend one minute reattaching the flesh to the animated skeleton, which ends the necromantic magic and results in a normal corpse (Though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature’s bones, the previous animated skeleton is immediately destroyed.
Drinker’s Luck: A steel liquor flask covered in superstitious markings and symbols meant to bring good fortune. The vessel is nearly full of good whiskey that makes the drinker feel oddly lucky when sipped. When carried in a breast pocket, the flask will unerringly attract the first lethal projectile that would hit the bearer to itself. The first time that the bearer would be reduced to zero hit points or killed outright by an arrow, bolt, bullet or thrown weapon, the projectile is instead blocked by the flask ruinously denting it but preventing all damage that the bearer would have taken and the player records the exact amount of damage prevented. After this occurs the flask is heavily damaged and does not provide its protective charm unless someone skilled in the art of distilling spirits can mix a special batch of lucky liquor to restore it. The bearer can examine the extent of the flask’s damage in its relation to the marred lucky symbols and mix a batch a unique blend of water, grain mash, yeast and an auspicious ingredient meant to bring good fortune, (Such as iron shavings from a lucky horseshoe, a four leaf clover or tufs of rabbit’s foot fur) together within the flask. At the next dawn the flask mends itself of all damages and contains a finely mixed liquor that makes its drinker feel oddly lucky. Repairing Drinker’s Luck after it has blocked a projectile requires proficiency in brewer’s tools, an hour of work and costs a number of gold pieces equal to the amount of damage it prevented plus five.
Death’s Pocketwatch: A small onyx pocketwatch in the shape of a grinning skull showing a full set of ivory teeth. The bearer may place the timepiece on a corpse and the clock will display how many days it has been dead and what time of day it died.
Equinculus Potion: A sealed glass vial filled with a translucent liquid. Careful inspection reveals a miniature horse, smaller than a fingernail, floating comatose in the vial. If consumed, the drinker feels unbelievably nauseous and begins puking until the end of their next turn. During this time, the drinker vomits up a mucus-covered amniotic sac that rapidly gestates over the course of one round into a full-sized adult riding horse. The horse is tame, initially quite moist, and bonds with the drinker as though it were its mother. The equine is a real flesh as blood animal no different from any other natural born horse. It seems to be well trained, able to take riders, pull carts and will not panic in combat. The drinker automatically succeeds on all animal handling checks made in regards to the horse and the animal will always follow the drinker’s commands to the best of its ability. Using this potion draws upon the drinker’s own energy reserves, causing him to be exhausted as if he’d spent a night without sleep.
Evoker’s Wand: A sturdy wand crafted from a solid branch of darkwood. Simple silver bands adorn both ends of the staff. The arcane implement bears traces of evocation magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Evocation, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Pouch of Slumber: A small dark blue pouch that contains a mixture of flower petals, ground up crickets, and sand. Twice per day as an action equivalent to attacking or casting a spell, the bearer can reach into the pouch, withdraw a handful of the contents and throw it in the face of a creature within five feet. The bearer rolls a number of dice equivalent to five shortswords worth of damage (5d6) and if the target’s current hit points are equal to or less than the result of the roll, the victim falls unconscious. The target remains unconscious for one minute, until they take damage or another creature uses an action equivalent to attacking or casting a spell to shake them awake. Undead and creatures immune to being charmed or being unconscious (Such as constructs and elementals) cannot be affected by the Pouch of Slumber. If the target has more hit points than the result of the roll the target is competently unaffected other than being covered in sand and debris.
Prevailing Instrument: A Random Musical Instrument of masterwork quality that produces clear, resonating tones that manages to rise above the level of other sounds in the area. Rather than being louder than other instruments, the music this one creates carries better and can be heard twice as far away as normal as if the area had incredible acoustics. Bearer’s proficient with this type of instrument or in the Perform skill can use it as a focus for spells that include verbal components or require the target to hear the spellcaster. The vibrations the instrument generates allow even deaf creatures within 30 feet of the performer to hear the music and be affected by abilities or spells channeled through the instrument.
Celestialabe: A hardwood case containing a strange device consisting of arcs of carefully crafted bronze and silver orbiting a complicated arrangement of glass spheres. Knowledgeable PC’s will recognize it as a celestialabe which is similar in use to an astrolabe. Its key difference lies in the fact that it can be adjusted for changing heavens. Every piece can be slowed down, sped up, moved or removed. Extra pieces are packaged with the celestialabe in its hardwood case for inclusion if needed. The bearer can add 1d4 to the result of skill checks made to navigate planes other than the prime material plane or to identify what plane they are currently on. If a bearer spends at least ten minutes making adjustments and consulting the Celestialabe immediately before casting a casting a teleportation or planar shifting spell, the caster can roll an additional time and choose the best result should they need to make a roll to determine how accurate the teleportation or planar travel was.
Giants’ Blood: A stone phial containing an elixir of giant’s blood infused with transmutation magic. A creature can consume the contents as an action equivalent to drawing a weapon, causing the drinker and everything he’s wearing and carrying to double in all dimensions, and his weight is multiplied by eight. This growth increases its size by one category (From medium to large for example) and while enlarged he has advantage on skill checks and saving throws that rely on strength. The drinker’s weapons also grow to match its new size and while enlarged, the target’s melee attacks deal a dagger’s worth of additional damage (1d4). These effects last for one hour before the drinker and his equipment shrink back to normal size. The drinker can end this effect early by making himself throw up as an action equivalent to attacking or casting a spell.
A lacquered scroll case containing 1d4+2 scrolls each covered with a different metaphysical formula (Roll a different Random Metamagic Bonus for each scroll, Rerolling Subtle Spell) that allows for the alteration of a mage’s incantations. A creature can read the scroll as part of casting a spell in order to augment the spell with the metamagic power written on it. This consumes the scroll.
A leather bandolier holding 2d4+2 vials of a specialized acid known as Woodripper. This alchemical solvent affects only wood and other plant based materials and is completely harmless when exposed to skin or non-cellulose items. Each vial of Woodripper deals triple the damage acid normally deals, but only to wooden objects or creatures made primarily entirely of wood (Such as treants or wood woads) and ignores material hardness and resistances. The bearer can throw Woodripper acid as a grenadelike weapon, in which case it damages any wooden walls, floors, or other objects or items that a target might be wearing or hiding behind.
Abjurer’s Wand: A long, sturdy, straight wand made of solid iron and bears heavy iron spheres on both ends. The arcane implement bears traces of abjuration magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Abjuration, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Ale Wand: An innocuous granite wand of utilitarian design worn down from decades of use. Three times per day, the bearer can use the wand to touch a container that holds up to one pint of water, which will instantly turn it into dwarven ale of decent quality. The ale reverts back to being water if not consumed within 12 hours.
Angel Feathers: A small silk pouch containing 1d4+3 soft downy feathers, willingly given by a celestial being. Each feather flutters as if caught in the gentlest breeze and imparts the desire to heal and mend. The feathers contain traces of divine power and a mage can channel their magic through them, burning them out but empowering the spell. Whenever the wielder casts a spell that restores hit points, the wielder can choose one creature targeted by the spell and instead of rolling the dice, the spell heals the maximum result possible. This process destroys one feather.
Belt of Returning: A simple and unassuming baldric has multiple slots along the front and back for daggers, hand axes, light hammers, javelins or other weapons that can be thrown. There are five slots in total and a careful observer can see a simple arcane glyph stamped into the leather on each slot. The baldric establishes a temporary teleportation link to the weapons stored on it but the enchantment is very basic and isn’t compatible with other localized arcane matrices. While wearing the baldric, any non magical weapon the bearer throws returns to the baldric at the end of his turn.
Wild Wand: A strange and peculiar wand that changes its appearance, coloring, weight, and even size, randomly. It can be smooth and cold to the touch one second then hot and ruggedly textured the next. Its weight randomly fluctuates between that of a feather’s, to that of a hefty war-hammer. Unpredictably growing as large as a club, while shrinking to be as small as a quill on an inconsistent basis. Different colors appear and disappear, swirling about within and around it, periodically emanating strange weave-like patterns of tangled light that are seemingly stuck to it. Knowledgeable PC’s will be able to determine that the implement is a shard of crystallized wild magic and that its nature corrupts spells cast through it, infusing them with chaotic power. The wand can be used as a spellcasting focus and the wielder can activate it twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts any spell, the player immediately rolls on the Wild Magic Surge table and applies the result to the spell that was cast —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll.
Bottled Star: A delicate glass bottle uniquely shaped like a sphere covered in shallow spikes. The milky white liquid in it is luminescent, and fog swirls about the bottle. This bottle emits a dim glow of pale light. As an action equivalent to an attack, the bearer can throw the bottle accurately against a creature or space within 30 feet. Upon impact it shatters, instantly releasing a beam of brilliant, scorching starlight to the heavens. Each creature within five feet of the target creature (Including the target) or five-foot space of impact, suffers five shortswords worth of radiant damage (5d6) and undead and oozes suffer an additional five points of radiant damage (5d6+5). If consumed, the drinker immediately suffers twice the damage they would have received from simply being in the blast.
Breathing Mask: A mask made from leather, turtle shells, and crystal that covers the eyes, nose and mouth of the bearer and can be donned as an action equivalent to attacking or casting a spell. Once per day the wielder can activate the mask as an action equivalent to drawing a weapon and for the next hour the wielder can breathe normally regardless of the environment, such as being underwater, in a vacuum or surrounded by noxious airs.
Brutal Wand: A foot-long wand that looks more like an undersized club than a magical conduit. The truncheon-like implement is dented with repeated blows and sports a handful of small nails that have been driven through the battered oak, as well as a number of small razors wedged into the end. A creature holding the wand feels a heady sense of heightened physical prowess and a desire to fight. When the wand is activated, the wielder feels an intense surge of adrenaline as their spell surges through them filling them with primal energy. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell. The wand launches a small piece of itself (A chunk of wood, a nail or a razorblade) which strikes the target, disappears and reappears back on the wand. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers bludgeoning, piercing or slashing damage (Wielder’s choice) equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.
Whisper Ring: A ring carved from human bone and decorated with a carved skull. The band contains the tormented soul of an unwilling sacrificial victim whose mind was utterly broken with the insanity gained from glimpsing a Great Old One. The bearer can send tidings from his psyche to another elevated consciousness by using the trapped mind as a telepathic conduit. Twice per day the bearer can send a short message of 25 words or less to a creature who he is familiar with. The creature hears the words in its mind, recognizes the bearer as the sender if it knows him, and can answer in a like manner immediately. The spell enables creatures who are at least as intelligent as a dog to understand the meaning of the bearer’s message. This power is mentally taxing for both the bearer and the recipient and when the ring is used, both creatures suffer psychic damage equivalent to a shortsword (1d6) as the gibbering nonsense of the deranged spirit penetrates into their minds.
Cerebral Grist: A sealed glass vial containing the ground dried brain of an intellect devourer mixed with various unguents, creating a fine white powder known as cerebral grist. When the contents are poured onto the putrefied husk of a human sized corpse that is less than a week dead, the cerebral grist liquefies the remains over the course of ten minutes, transforming the corpse into a patch of velvety greyish mold imbued with psychic energy. The first living creature of above animal intelligence that comes within five feet of the patch, causes it to explode with spores that deal the equivalent of five shortsword’s worth of psychic damage (5d6) in a 15-foot radius burst. The damage is doubled (10d6) if the creature from which the mold is created had latent psionic abilities, such as a mind flayer, githyanki or any creature capable of at-will telepathic or telekinetic abilities. If the spores deal enough damage to kill an intelligent creature, the resulting corpse is transformed into a new patch of velvety greyish mold with the same properties as the last. Any amount of thunder damage dealt directly to the mold or includes it in an area of effect destroys the patch, while sunlight renders it dormant and incapable of releasing its spores.
Crown of the Cat King: A heavily dented tin crown, that smells strongly of fish. The bearer gains the ability to comprehend and verbally communicate with cats, both wild and domestic, as well as big and small. The knowledge and awareness of felines is limited by their intelligence, but at a minimum, they can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. A charismatic bearer might be able to persuade a cat to perform a small favor for him, in return for food or another favor in turn.
Deafening Wand: A foot-long, two-pronged wand made of steel that resembles an oversized tuning fork. The metal constantly hums and vibrates, even in otherwise quiet areas. The wand resonates in tune with the voice of the creature holding it, changing its pitch to match its wielder. The implement works as a mundane tuning fork in addition to its magical properties. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, making the constantly vibrating hum exponentially louder as the prongs reverberate violently, nearly shaking out of the wielder’s grasp. The vibrations build on themselves, quickly reaching a fever pitch before loosing the pent-up sonic energy in a thunderous crack towards the enemy. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers thunder damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.
Withering Wand: A foot-long wand made of a single twisted demon’s horn. The black implement is disturbingly warm to the touch and intermittently whispers promises of dark power, destruction and death in the language of demons. The horn itself is hideous and heavily damaged, sporting a multitude of scratches, dents, chips, rents and other patterns of wear. A creature holding the wand is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out to take what they want, whenever they want it. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, causing the horn to draw in light and warmth from the area around it for a few moments as if attempting to corrupt the very nature of the world. Until the start of the wielder’s next turn, if he casts a spell that deals only necrotic damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus mutates into a swarm of flies and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Dispelling Staff: A long, sturdy, straight staff carved from the heartwood of an ancient oak, bearing heavy iron spheres on both ends. The arcane implement is infused with abjuration magic, specifically that of dispelling and negation which allows it to be used as a spellcasting focus as well as an anti-magic aid. Whenever the wielder casts a spell that negates another spell being cast or removes an ongoing magical effect (Such as Counterspell or Dispel Magic), all of the spell’s effects are treated as if the caster had expended a spell slot one level higher than it was actually cast at. If the wielder is required to make an ability or skill check as part of casting those spells to see if they’re successful, he adds 1d4 to the result of the roll.
Draught of Inexorable Age: A sealed glass vial containing a dull grey liquid that slowly sloshes within the container. When consumed the drinker physically gets 2d4+2 years older (See Note) but his maximum lifespan is also lengthened by twice that amount to fuel the chronomagical effect. The drinker is granted a longer life at the cost of his youth, essentially investing in himself for the long term. —Note: A DM may rule that this number is multiplied by 10 for longer lived races such as dwarves, elves or gnomes.
Fairy Lantern: A hexagonal lantern with iron meshes instead of glass that contains a tiny figure huddled inside. The tiny person glows softly, and from their back emerges a pair of small, insectoid wings. Their ethereal skin glows softly with alternating yellow, green, red, blue, purple, or teal light. When fed something sweet such as a grape or a bit of cake, the fairy glows much more brightly, casting light brightly in a 30 foot radius and dimly in a 60 foot radius for one hour. Knowledgeable PC’s know that small pixies such as this one are not capable of speech, and it’s doubtful they’re sapient despite their humanlike appearance. They tend to forget things within a few seconds, and many scholars believe they evolved to look like humans to mimic Sprites, who hold the respect of the forest, or to gain the sympathy of humans. This species of fey do not seem to mind being caught and kept in lanterns. They mostly survive off of a diet of sugar and water or fruit, and tend to disappear if they are not fed and watered for several days, almost as if they suddenly realized that the lantern is latched from the inside. Fairies that are well cared for tend to bond with the lantern’s bearer and can act something like pets.
Wand of Venom: A foot long wand made of a single fang of a giant venomous snake. The hypodermic implement is bright and polished, showing no signs of wear and tear, as if it was only recently removed from its former owner. The fang is so immense that a perceptive PC can actually see the venom channel at the tip of the fang. A single bloated drop of venom rests at the end of the channel in a perpetual state of near drip. A creature holding the wand feels an unpleasant warm tingling sensation in their hand, as if a fraction of its power somehow penetrated the wielder’s skin. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell that deals only poison damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus is dissolved by its own venom and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Draught, Silver: A leather belt pouch containing 1d4+2 vials of Silver Draught. This swirling mix of powdered silver and rare minerals offers the protection of a silver charm in a draught. Frequently imbibed by lycanthrope hunters, it also protects against weaker devils. If consumed, the drinker gains advantage on all saving throws made against the spells and abilities of creatures who would be vulnerable to silver. If the drinker would be attacked by a lycanthrope while under the effect of Silver Draught, he gains advantage on the next saving throw made to resist contracting lycanthropy from that specific attack even after the Silver Draught has worn off (Such the next full moon). The alchemical concoction infuses the drinker’s blood and if a creature who is vulnerable to silver bites the drinker, it suffers damage equivalent to two silvered shortswords (2d6). These effects last for one hour.
Ejection Amulet: A pendant carved from yellow stone in the shape of a crested bird and hangs from a simple cord necklace. The amulet has three charges. Whenever the bearer takes damage, he can choose to expend a charge to teleport himself up to 100 feet to an unoccupied space that he can see, as an action equivalent to an attack of opportunity. When the amulet’s last charge is expended, it crumbles into dust.
Elixir of Aptitude: A sealed glass vial containing a sweet amber broth with strange pink fragments floating within enhances the user’s innate talents. When consumed, the drinker becomes a true master of all of the talents he was merely capable of performing. For the next ten minutes, whenever the drinker makes a skill or tool check with a skill he is proficient in and rolls a d20, he treats a roll of 9 or lower as a 10.
Frozen Staff: A six-foot staff made from a solid core of cloudy ice. The frozen implement never melts or cracks, even in the fiercest of heat and will mist and emit vapor in warm temperatures. Although the object does feel cold to the touch, the ice never freezes material it touches or causes frostbite in its wielder. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only cold damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus melts into a puddle and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Goodberry Wine: A corked, green glass bottle wrapped in a protective wicker covering, filled with a dark purple liquid. The drink was made from fermented berries that were enchanted with druidic magic that fortifies and rejuvenates the body. The bottle contains 5d4 doses of goodberry wine when found. The bearer can drink a dose of the bottle or administer a dose to another creature as an action equivalent to attacking. Each dose restores one hit point and provides enough nourishment to sustain the creature for an entire day.
Hanged Man’s Pardon: A simple leather pouch that has been strung to a piece of twine, presumably to be worn around a person’s neck. Inside the pouch is a handful of dirt gathered from below a hangman’s gallows. A bearer must attune to the item by resting with it for at least eight hours. The first time the bearer would die as a result of failing a death saving throw while attuned to the item, the pouch splits open, spilling its contents. Instead of failing the saving throw, nothing happens. The bearer is still considered to be dying but has gained a reprieve for the round and continues making death saving throws as normal in the next round. Once this effect has been used, the Hanged Man’s Pardon is destroyed.
Illusionist’s Wand: A slender wand crafted out of an invisible material that is probably mithral though it’s hard to determine. The arcane implement bears traces of illusory magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Illusion, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Hellfire Staff: A six-foot staff that seems to have been made from a still burning piece of spongy rotten oak that was never put out. Embers of putrid green, sickly purple and pitch-black fire still crackle and burn in the wood, and the air around the staff is blurred with a constant heat mirage. Although the object does feel warm to the touch, the embers never ignite anything or consume the wand. A creature holding the staff is instilled with the feeling that they are powerful beyond measure and that everything good and pure in the world is a personal insult and challenge towards their dominance. When activated, the embers flare as bright as a torch with a disturbing pallet of green, purple and black hued light for a brief moment as the wielder is filled with a strong sense of absolute personal power. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals fire damage, he can filter the magic through the staff to convert 50% or 100% of it to necrotic damage.
Helm of Forgotten Memories: A heavy, steel, knight’s helm gilded with a web of dimeritium that serves to reduce and ground the metaphysical energy of magic aimed towards him. The memories of hundreds of fallen witch hunters and inquisitors float through the wielder’s consciousness, guiding and teaching him how to survive while combating mages. The wielder adds 1d4 to the result of all saving throws he makes against spells and magical effects when he is within five feet of the caster. The wielder must be proficient in medium or heavy armor in order to wear the helm properly and benefit from its benefits.
Imperceivable Wand: A one-foot long wand of transparent glass with flecks of powdered mirror trapped within it. The implement is infused with illusionary magic that allows the wielder to use it as a spellcasting focus and to alter the essence of spells. Twice per day when the wielder casts a spell he can modify it so that it carries no visual manifestation until the end of the wielder’s next turn at which time it becomes visible. All other aspects of the spell, including range, area, targets, and damage remain the same and the wielder may still be seen physically casting the spell. For example, Fireball cast by the wielder could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (Including the heat), and any flammable materials ignited by the explosion would still burn visibly with nonmagical fire. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell.
Potion of Vigor: A sealed glass vial containing a vermillion hued potion that tastes of strawberries and blood. If consumed, the drinker experiences an overwhelming rush of strength and vigor and gains the equivalent of four dagger’s worth of damage (4d4) as temporary hit points. This rush of vitality lasts until the hit points have been lost to damage or until one hour passes, at which time the temporary health fades away. When the drinker has temporary hit points and takes damage, the temporary hit points are lost first, and any leftover damage carries over to his normal hit points. For example, if he has 5 temporary hit points and takes 7 damage, he loses the temporary hit points and then takes 2 damage.
Mantle of Caverns: A cloak that seems to be woven out of a multitude of minuscule stones yet still has the flexibility of cloth. While worn, the bearer gains a climbing speed equal to half his movement speed and can add 1d4 to the result of stealth checks he makes while climbing a rocky surface.
Rose & Thorn: A silver bracelet, set with a rose-cut garnet. An inscription in delicate script on the inside of the band reads “Beware their beauty or you might feel their sting”. As an action equivalent to drawing a weapon the bearer may speak the command word “Rose” to transform it into a silvered dagger that appears in the hand of the wrist that the bracelet was on. If the hand is not free, the dagger falls to the ground. While holding the dagger the wielder can speak the command word “Rose”, as an action equivalent to drawing a weapon to transform it into a bracelet around his wrist. In both its forms, the object is protected by minor shielding wards and when worn or held by a living creature, it does not give off a magical aura and is not detectable as a magical object.
Mantle of Phlegathos: A mundane looking dark cloak that smells faintly of brimstone. Whenever the bearer is successfully attacked, the cloak erupts into a shroud of roaring white hot flames. This hellfire is harmless to the bearer and his equipment but causes tremendous pain to his foes. Whenever the bearer is successfully attacked by a creature within five feet, that enemy suffers the equivalent of two daggers worth of fire damage (2d4), as he’s scorched by hellish flames.
Mantle of the Mage: A nearly invisible cloak that shimmers like starlight reflected in a slow-moving river. The mastery of a single esoteric talent (Roll a Random Unique Metamagic Bonus) refined from countless wizards is woven into each thread. When casting a spell, the bearer can focus all his resolve into the invocation, becoming a pillar of arcane might and infusing the spell with additional power. Three times per day when the wielder casts a spell on his turn and hasn’t moved yet, he may augment the spell with the Mantle’s Metamagic bonus as an action equivalent to drawing a weapon. The wielder’s speed then drops to zero until the end of his turn.
Megaphone of Shouting: A town crier’s speaking horn made from hammered tin and a large crow skull. A bearer who yells into the horn will have his voice amplified as if it was ten times as loud.
Metamagic Rod: A three-foot long, copper tipped rod composed of pale multicolored glass laced with flecks of iron. The esoteric tool contains mystic sigils and obscure glyphs that allows for reliable warping and twisting of the wielder’s magical arts. When used, the implement whispers in some ancient, arcane tongue; a nether murmur that’s audible to even non-spellcasters. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells. The wielder can activate the rod twice per day as an action equivalent to drawing a weapon. The first spell the wielder casts before the end of his next turn is augmented with the Metamagic power that the focus is attuned to.
Mordenkainen’s Locket: A simple golden locket that has no keyhole, latch or mechanism that would seem to allow one to open it. Once per day as an action equivalent to attacking or casting a spell, the bearer can speak the command word and touch the locket to a closed door, window, gate, chest, or other entryway, and it becomes magically locked for 24 hours and the keys that would normally unlock it no longer do so. The bearer and up to five creatures he designates when he activates the Locket can open the object normally. The bearer can also set a password that, when spoken within five feet of the object, suppresses the magical locking effect for one minute. Otherwise, it is impassable until it is broken or the effect is dispelled or suppressed. The object’s hit points are doubled and picking the lock is twice as hard, requiring two consecutive successful lock picking checks in order to open it. All effects end after 24 hours.
Morning Glory: A sealed glass vial containing a handful of small purple berries. If consumed, the creature becomes unable to rest or sleep in any capacity (Including short rests) for the next 3d4 hours but also becomes immune to magical and mundane sleep for that same time. Furthermore the creature gains advantage on saving throws made solely to resist becoming unconscious such as inhaling a sleeping powder.
Peasant’s Rod: A gnarled oaken staff covered in leather thongs made from various domesticated animal species. As an action equivalent to attacking or casting a spell, the wielder can wave the rod at a domesticated animal such as a goat, pig, horse, dog, cow, sheep or chicken within 15 feet in order to command its obedience. While charmed in this way, the beast regards the wielder as its trusted leader and will follow simple verbal commands as if it was extremely well trained. While obedient, the animal is not mentally dominated and the bearer cannot force the animal to place itself in immediate danger, attack a target or harm itself. The enchantment effect lasts until the bearer is more than 60 feet away from the animal or the wielder charms a new target.
Psychometron: A small, clear gem about one inch in diameter that’s mounted in a headband of gold and carru leather. The gem is perfectly round and sparkles even in complete darkness and would appear to be worth a king’s ransom simply as a piece of jewelry. The object is a natural amplifier of physic energy allowing the bearer to focus psionic power through it for a quick burst of power. Unfortunately, gem’s amplifying nature is unpredictable and mentally draining on the wielder making it risky to use. Whenever the bearer uses a psychic or psionic ability or casts a spell that deals psychic damage he can choose to channel it through the Psychometron. When it’s used this way, the bearer suffers psychic damage equal to a dagger (1d4) and rolls randomly on the Unique Metamagic Bonus Table and applies that bonus to the spell or effect. If Metamagic bonus is not relevant to the spell or ability, the bearer suffers the psychic damage but gains nothing from the use of the Psychometron.
Resonating Wand: A foot-long, two-pronged wand made of steel that resembles an oversized tuning fork. The metal constantly hums and vibrates, even in otherwise quiet areas. The wand resonates in tune with the voice of the creature holding it, changing its pitch to match its wielder. The implement works as a mundane tuning fork in addition to its magical properties. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, making the constantly vibrating hum exponentially louder as the prongs reverberate violently, nearly shaking out of the wielder’s grasp. Until the start of the wielder’s next turn, if he casts a spell that deals only thunder damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus vibrates until it shatters into pieces and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Rod of Fortune Seeking: A short iron rod that ends in a fist clutching a golden coin. This wondrous item is made by the dwarves. When held, the rod imparts the bearer with the direction of the largest contiguous mass of gold within 1000 feet. The implement will detect a mass of gold as small as a single coin or as large as a vault’s worth of gold bars that are all touching.
Sacred Staff: A six-foot staff made of a single enormous angel feather. The barbs constantly rustle and sway as if blown by a stiff breeze. No matter its circumstances, the feather remains absolutely pristine, free of blood, gore, stains, and bent barbs, remaining perfect and pure. A creature holding the staff is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world purged away. When activated, the feather glows with a warm light equivalent to a torch for a few moments and chimes a single pure, piercing note. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only radiant damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus evaporates into motes of light and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Septic Staff: A six-foot staff made of a single fang of a nightmarishly giant, venomous snake. The hypodermic implement is bright and polished, showing no signs of wear and tear, as if it was only recently removed from its former owner. The fang is so immense that a PC can actually see the inch-wide venom channel at the tip of the fang. A single bloated drop of venom rests at the end of the channel in a perpetual state of near drip. A creature holding the staff feels an unpleasant warm tingling sensation in their hands, as if a fraction of its power somehow penetrated the wielder’s skin. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only poison damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus is dissolved by its own venom and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Sequester Ring: A large heavy ring of pure lead covered in arcane symbols of misdirection and nullification. The combination of the magically resistant metal and layers of concealing enchantments renders the ring completely undetectable and untargetable by means of divination in all its forms. The bearer and everything that he is wearing and carrying are treated as if they were completely encased in a foot of lead or in an antimagic zone when targeted by a spell designed to scry or detect the bearer or discern his location. For example, if a mage were to scry an area that the bearer happened to be in, he would see the location as normal except that the bearer would be considered invisible and muted to his perception. If the mage were to attempt to scry the bearer by specifically targeting him, the spell would fail without revealing anything. The ring must be worn for a full hour for the ring to attune before the effects begin.
Shadow Feathers: A bundle of 4D4+4 black feathers that have been lightly enchanted and have some tiny symbols inked on the quills. The bearer can burn one of the feathers in a small flame (Such as a candle, torch or campfire) which creates a thick heavy cloud of black smoke that fills a five foot square. This smoke has a certain amount of physical substance and stays in place allowing it to be sculpted in the air while being formed and after it’s formed. Any creature adjacent to the smoke can make a sleight of hand, perform or tool check (woodworking, sculpting, pottery, etc.) with advantage to create a specific shape. The thick smoke is completely opaque, obscuring the five foot square that it resides in and is so dense that it is treated as difficult terrain, requiring ten feet of movement to pass through it. The smoke dissipates on its own after one hour.
Shard of Healing: An enchanted clay tile created by a very select group of clerics of Chauntea. A devoted and esoteric group, the clerics are female potters, calling themselves Chauntea’s Claymaidens. They see themselves as the embodiment of Chauntea’s creative muse. Espousing earth as the womb of all agriculture, the clerics mold clay in all shapes. Their vases are prized for their beauty and are found in noble houses all over the lands, but they are best known for embedding healing runes into baked tiles called shards. In their mind the humanoid form is simply a form of animated clay baked in the motherly womb. A braided cord is strung through a small hole in the tile allowing it to be worn around the neck. As an action equivalent to drawing a weapon, the bearer can snap or crush the tile, breaking the healing rune inscribed on the surface. Upon doing so, the tile releases a burst of curative power that heals the bearer or a creature of the bearer’s choosing within 5 feet an amount of hitpoints equal to four daggers worth of damage (4d4). If the creature is at zero hit points or is dying from their injuries, the target is healed for the maximum amount of hit points possible (16) rather than rolling for it. Once the tile is broken, it is destroyed permanently.
Shocking Staff: A six-foot staff consisting of a hollow tube of crystallized sand. Knowledgeable PC’s will recognize the material as fulgurite, which is formed when lighting strikes loose sand, fusing the individual grains together into a solid object. The glassy implement is surprisingly firm and durable despite its fragile appearance. Small bolts of lightning flicker intermittently within the opaque tube. When activated, the staff’s interior storms and flashes with energy that audibly crackles and sparks. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell that deals only lighting damage to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into loose sand and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Skeleton Key: A sturdy steel key three inches in length. It has many strange and twisted prongs jutting from the shaft at weird angles and the head of the key is carved to look like a grinning human skull. The bearer can insert the skeleton key into any non-magical mechanism and turn it to instantly unlock the mechanism. If the object has multiple locks, only one of them is unlocked. Once the key is used, it cannot be used again until the next dawn.
Slashing Sands: A large, thick glass vial filled with glittering dark sand. When uncorked and flung on the ground (Using an action equivalent to attacking or casting a spell) it releases a series of small sandstorms that travel to where the bearer mentally directs and settle on the ground leaving dustings of razor sharp obsidian shards. The bearer can cover up to six, five-foot squares that he can see within 50 feet with the sands which are then considered to be covered in caltrops which deal additional damage equivalent to a dagger (1d4) whenever they injure a creature. The bearer can cover areas already occupied by creatures but said creatures are not considered affected by the sand unless they are knocked prone or leave the area and re-enter. The obsidian’s impossibly sharp edges quickly dull and become harmless black sand after eight hours.
Snuffing Staff: A short staff with a small conical brass hat on the top end. A significant amount of the wood is scorched as if it was recently on fire. Twice per day as an action equivalent to attacking or casting a spell, the wielder can snuff out all non-magical fires that are torch sized or smaller within 50 feet.
Staff of Corruption: A six-foot staff made of a single twisted demon’s horn. The black implement is disturbingly warm to the touch and intermittently whispers promises of dark power, destruction and death in the language of demons. The horn itself is hideous and heavily damaged, sporting a multitude of scratches, dents, chips, rents and other patterns of wear. A creature holding the staff is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out to take what they want, whenever they want it. When activated, the horn draws in light and warmth from the area around it for a few moments as if attempting to corrupt the very nature of the world. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to necrotic.
Staff of Ferocity: A six-foot staff that looks more like an oversized club than a magical conduit. The truncheon-like implement is dented with repeated blows and sports a dozen sharp nails that have been driven through the battered oak, as well as a number of razors wedged along its length. A creature holding the implement feels a heady sense of heightened physical prowess and a desire to fight. When the staff is activated, the wielder feels an intense surge of adrenaline as their spell surges through them filling them with primal energy. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to physical damage (Caster’s choice of bludgeoning, piercing or slashing).
Staff of Rest: A weathered oaken hiking staff which imparts its wielder with the direction of the place he last rested or slept for eight hours. Additionally, as long as the bearer has had the staff in his possession since the last time he rested, he is able to perfectly retrace his steps in order to reach that place.
Staff of the Avalanche: A six-foot staff made from a solid core of cloudy ice. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit vapor in warm temperatures. Although the object does feel cold to the touch, the ice never freezes material it touches or causes frostbite in its wielder. When activated, the wielder’s hands are coated in a fine layer of frost, which does no damage and melts normally. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to cold.
Staff of the Conjurer: A thin staff crafted out of pressed wax, and glowing runes of all sorts are carved along its length. The arcane implement bears traces of conjuration magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Conjuration to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Staff of the Diviner: A long, thin crook woven from threads of pure platinum. A silver ball caps the base of the staff. The arcane implement bears traces of divination magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Divination to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Staff of the Enchanter: A delicate staff consisting of a single slender shard of crystal. Various shimmers of colors and lights trickle along its length. The arcane implement bears traces of enchantment magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Enchantment to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Staff of the Necromancer: A gruesome creation crafted out of the spine of some unfortunate humanoid and bears its shrunken skull at its head. The arcane implement bears traces of necromantic magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the staff while casting a spell from the school of Necromancy to augment the spell with the Metamagic power that the implement is attuned to. The staff uses the wielder’s own power to fuel this effect and he chooses to either burn his supernatural energy which causes the spell to use an additional spell slot of the same level or higher (Minimum level 1) or drain his physical health suffering a dagger’s worth of unpreventable hit point damage (1d4) per level of the spell (Minimum 1d4). A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
The Cloak of Tattered Souls: A cloak that seems to be made of tatters of diaphanous grey silk that flutter continuously, even if there is no wind. The casual eye tends to turn away from the cloak, but a close examination will reveal moving faces and forms in the silk. Thus is the cloak’s nature revealed: it is made from souls that have been distorted and bound to serve the bearer. Whosoever wears the cloak hears a constant low tide of whispers, as if distant, weary crowds were begging for his attention. The souls wrap him in a shield of gloom and protect his psyche from outward forces and whenever the bearer would suffer psychic damage he reduces the amount taken by the equivalent of two daggers (2d4) to a minimum of 0.
Tome of the Casual Researcher: A large, thick, wood bound tome. On the front of the book where there would normally be a title or author, there is a rectangular piece of slate built into the wood with the words “Bronze Dragons” written in chalk. The book’s pages are filled with parts of written and illustrated works by numerous different authors all centered on the subject of bronze dragons. There are single chapters of adventure stories where bronze dragons are mentioned, a news article about a bronze dragon, a local legend about a bronze dragon living in an old volcano, a page from a bestiary written by a retired adventurer, an alchemical essay for how to safely use bronze dragon’s blood, and then a sorcerer’s essay that directly contradicts that essay, etc. Once per day, the bearer can erase the words on the slate and write down a different subject up to five words in length and close the book with a single gold piece within the pages. The book’s pages instantly change to provide a variety of different, common and uncommon sources of written works on the subject. If the book is used as part of a knowledge, lore, history or other similar intelligence based skill check, the book serves as a fairly reliable source of general information. During the check, when the player rolls the d20, he treats a roll of 9 or lower as a 10. This requires the bearer to spend a gold piece to change the book’s subject and spend five minutes skimming over the various entries.
Toxic Staff: A six-foot staff made of a single fang of a nightmarishly giant, venomous snake. The hypodermic implement is bright and polished, showing no signs of wear and tear, as if it was only recently removed from its former owner. The fang is so immense that a PC can actually see the inch-wide venom channel at the tip of the fang. A single bloated drop of venom rests at the end of the channel in a perpetual state of near drip. A creature holding the staff feels an unpleasant warm tingling sensation in their hands, as if a fraction of its power somehow penetrated the wielder’s skin. The implement is infused with metamagic power, allowing the wielder to use it as a spellcasting focus and to translate aspects of certain spells into more desirable results. Twice per day when the wielder casts a spell that deals damage, he can filter the magic through the staff to convert 100% of that damage to poison.
Transmuter’s Wand: A wand of unusual make. Its materials and style vary greatly all along its length. From the base up, the wand is made from stone, then wood, then leather, then bone, then lead, then gold, then mithral, and then finally adamantine. The arcane implement bears traces of transmutation magic and is infused with a Random Metamagic Power, allowing the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell from the school of Transmutation, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Trusty Lantern: A sailboat’s bull’s-eye lantern made mostly of brass that will continue to burn mundane oil even while immersed in water. The light it casts is never impeded by water, whether it be rain, sleet or sea.
Vibrational Dampener: A hextech belt filled with gears and gadgetry that serve to compensate for the natural shakes and twitches in any organic body. The various animated clockworks slowly wind up a pair of mainsprings which when released, allows the belt to function for a limited amount of time. Twice per day as an action equivalent to drawing a weapon, the bearer can activate the Vibrational Dampener causing him to be completely undetectable by any tremorsense or blindsight ability for one minute.
Vitriolic Hairpin: A fashionable jade hairpin with a beautifully patterned head in a motif of bees and honey including, set into the center, a transparent honeypot with amber liquid floating inside. It is easily concealed within the hand and the point of the pin is unspeakably sharp and slowly produces a clear oil which is remarkably toxic. Twice per day, the bearer can jab the hairpin into a creature within their reach as an action equivalent to attacking or casting a spell. The wielder can attempt to do this covertly by making a sleight of hand or deception check (Wielder’s choice) compared against the target’s perception or insight check (Target’s choice). If the victim’s result is lower than the wielder’s he does not notice being pricked by the hairpin and if the victim’s result is higher than the wielder’s he notice’s being stabbed and acts accordingly. Exactly ten minutes after being stabbed, the target suffers five dagger’s worth of poison damage (5d4), as the slow-acting toxin finally takes effect. If the wielder ever rolls a natural 1 on the result of his sleight of hand or deception roll while using the hairpin, he manages to stab himself with it, consuming one of the uses per day and suffering the poison damage after ten minutes go by. The hairpin is protected by minor shielding wards and when worn or held by a living creature it does not give off a magical aura and is not detectable as a magical or poisonous object.
Wall Runners: A pair of very fine, chainmail boots with shining steel links that seem to occasionally glint with a blue-white otherworldly light. The boots are imbued with gravitational power, allowing the bearer to temporarily disregard silly concepts as “up” and “down” and run in any direction he desires. Twice per day the bearer can activate the boots with an action equivalent to drawing a weapon and until the end of the turn the wielder gains a climb speed equal to his movement and can move up, down, across vertical surfaces and upside down along ceilings, while leaving his hands free.
Wand of Acid: A foot-long wand made of a single piece of incredibly pitted and rusted iron. At one time the wand may have been well made, covered in arcane runes or etched with intricate designs, however nothing but varying shades of rust currently decorates the implement. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the wand, disintegrating when they hit the ground but the arcane implement never seems to reduce in size or weight no matter how much is lost. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, which causes the wand to release a fist sized, cloud of swirling rust flakes that corrodes whatever it touches. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers acid damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.
Wand of Corrosion: A foot-long wand made of a single piece of incredibly pitted and rusted iron. At one time the wand may have been well made, covered in arcane runes or etched with intricate designs, however nothing but varying shades of rust currently decorates the implement. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the wand, disintegrating when they hit the ground but the arcane implement never seems to reduce in size or weight no matter how much is lost. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon and until the start of the wielder’s next turn, if he casts a spell that deals only acid damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus dissolves into countless fragments and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Wand of Dust: A foot-long wand made of human bone wrapped in sandy bandages. The implement’s grip bears the holy symbol of a Sun God primarily worshiped in desert communities; the image is that of an ankh within a blazing sun. Knowledgeable PC’s will know that these wands were created by the archpriests and master embalmers of the desert land who prepared their dead in mummification rituals so that they could be resurrected by their God at a later time. Unfortunately the pyramids and burial sites of their deceased loved ones were routinely desecrated by necromancers who raised the preserved corpses as undead abominations, thus rendering that soul incapable of ever properly returning to its mortal form. An armory of wands like these were fashioned to repel the undead creations and guard the graves against future necromancers. The rage of the archpriests and embalmers burned long and cold and after they had created enough wands to arm their own citizens, they began selling the implements abroad at cost to ensure that all countries within any of their trade routes could stamp out those who would defile the dead and raise them up. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, coating his hands in a mixture of dust and desert sand as the wand releases a miniature dust devil towards its target, that strips away rotting flesh and pulverizing animated bone while leaving most living tissue completely unharmed. The wand is perfectly accurate at close range and if the target is undead or has ever created an undead creature and is within 5-30 feet, the target suffers damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder. Targets who are not undead or have never raised undead, suffer no damage or negative effects and are left only with a minor dusting of desert sand. If the wielder is undead or has ever personally raised, summoned or controlled an undead creature, when the wand is activated instead of dealing damage to the target, the wielder suffers a dagger’s worth of damage plus his level (1d4+level) as the wand surrounds him in a maelstrom of vengeful sand.
Wand of Embers: A foot-long wand that seems to have been made from a still burning piece of oak that was never put out. Embers still crackle and burn in the wood and the air around the implement is blurred with a constant heat mirage. Although the object does feel warm to the touch, the embers never ignite anything or consume the wand. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell. This causes the embers to flare brightly as the wand looses a tongue of flame at the enemy and coats the wielder’s hand in a fine layer of ash. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers fire damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.
Wand of Flame: A foot-long wand that seems to have been made from a still burning piece of oak that was never put out. Embers still crackle and burn in the wood and the air around the wand is blurred with a constant heat mirage. Although the object does feel warm to the touch, the embers never ignite anything or consume the wand. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, causing the embers to flare as bright as a torch for a brief moment and coats the wielder’s hand in a fine layer of ash. Until the start of the wielder’s next turn, if he casts a spell that deals only fire damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Wand of Fulmination: A foot-long wand consisting of a hollow tube of crystallized sand. Knowledgeable PC’s will recognize the material as fulgurite, which is formed when lighting strikes loose sand, fusing the individual grains together into a solid object. The glassy wand is surprisingly firm and durable despite its fragile appearance. Small bolts of lightning flicker intermittently within the opaque tube. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, causing the wand’s interior to storm and flash with energy that audibly crackles and sparks. Until the start of the wielder’s next turn, if he casts a spell that deals only lighting damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into loose sand and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Wand of Healing: A foot-long laurel wand with two entwined snakes carved along its length and capped with a pair of brass wings. A creature holding the wand feels an enhanced sense of empathy towards other thinking creatures and is imparted with an ethical obligation to do no harm while the object is held. These ideas fade instantly when the implement is released. The implement is infused with a Random Metamagic Power (See Note) that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, filling the wielder with the deeply satisfying knowledge that they have helped save a life and kept the grim scythe of Death at bay. Until the start of the wielder’s next turn, if he casts a spell that heals or restores hit points, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus crumbles into ashes and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one. —Note: Substitute the word “healing” or “hit points” for any Metamagic option that reads “damage” or “damage die”. The DM should reroll any Metamagic option that would not be beneficial to apply to healing spells, like those that affect saving throws.
Wand of Mercy: A foot-long wand made of a slim willow switch covered in a heavy layer of solidified rubber. Although firm, the implement absorbs shock and blunt force and spreads it through its core, making it nearly impossible to use as a weapon. A creature holding the wand can feel the painful whip strong force of the willow switch encased within the emasculating sheath of the rubber. The wielder is imparted with the knowledge that should they so choose, their abilities will also be bound in a protective force, keeping them painful but nonlethal. The wielder can use the wand as a focus while casting a spell that deals damage in order to change 100% of the damage dealt into nonlethal damage. The modified spell leaves no visible marks of injury or damage, nor will it ever directly kill any of the targets affected by it. If a target would take enough damage from the spell to render them unconscious or dead, they instead drop to 1 hit point, remain conscious and become exhausted as if they had gone a night without sleeping. This fatiguing effect is cumulative and the wielder is able to exhaust a target to death with enough effort, leaving a corpse with no marks of injury or apparent cause of death.
Wand of Minds: A foot-long wand made of straightened brain tissue whose ridges are braided into shape. A knowledgeable PC will be able to determine that the grey matter comes from a number of different creatures who all had psionic, telekinetic or telepathic abilities. The wand feels damp and squishy beneath the wielder’s grip as if the tissue was still fresh. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon, causing him to experience fleeting mental flashbacks of lives he’s never lived, as the memories locked away in the preserved brains leak into him. Until the start of the wielder’s next turn, if he casts a spell that deals only psychic damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus rots into a putrid mess and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
Wand of Mindstrike: A foot-long wand made of straightened brain tissue whose ridges are braided into shape. A knowledgeable PC will be able to determine that the grey matter comes from a number of different creatures who all had psionic, telekinetic or telepathic abilities. The wand feels damp as squishy beneath the wielder’s grip as if the tissue was still fresh. Wielders who hold the wand for long periods of time, or who activate its power, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the user. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, allowing the wielder to draw on all of the memories of emotional and physical pain of the wand’s minds and thrust that pain onto a nearby creature. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers psychic damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.
Wand of Necromantic Cooking. A foot-long stirring spoon made of bone that occasionally twitches when near raw meat. A creature wielding the wand can direct necromantic energy to animate a nearby cut of meat or entire corpse (No bigger than twice his size) to cut, prepare, marinate, and cook itself. A slaughtered pig will seek out gravy to roll around in, a headless chicken will pluck and quarter itself, a rabbit corpse will carefully skin and gut itself before vaulting into the stewpot and sausages will jump into the saucepan, then plate themselves when cooked. The wielder must maintain concentration and line of sight on the meat and the cooking process at all times and must consciously direct the meat in how it will prepare itself. The wielder is granted advantage on any checks made to cook or prepare food that is mostly meat and can prepare those meals in half the time. Corpses animated by the wand cannot make any other actions other than to prepare themselves for food purposes. The trace amount of necromantic magic irradiating the meat kills off all traces of poison and disease, purifying the meal while dissipating moments after the wand is put down making the formerly animated meat perfectly safe to consume.
Wand of Reflections: A one-foot wand made entirely of dozens of curved hexagonal mirrors. The wand can be used as a spellcasting focus and twice per day, the bearer can take an action equivalent to attacking to create an intangible, shimmering, reflective illusion in the air within 30 feet. The wand creates a floating, flat, square surface that is a perfect mirror on one side and is completely transparent on the other. The wielder decides the direction the mirror is facing and its size which can be no more than five feet across. Objects and creatures can pass through the mirror without issue and creatures who investigate the mirror may recognize that it’s an illusion and disbelieve it, allowing them to see through the reflective side. On his turn if the bearer has not moved yet, he can reduce his speed to 0 until the end of his turn to cause the mirror to float up to 30 feet in any direction or to change the mirror’s direction. The mirror lasts for one minute before the illusion fades and the bearer can dismiss it at any time with a thought.
Ring of Flies: A ring made of a hard, black material that resembles chitinous scales, and has a diamond gem inset that unfolds into small gossamer wings when activated. When first donned, the bearer’s mind is slowly filled with a numbing, buzzing noise that grows to the edge of an unbearable volume, then abruptly disappears. Leaving the bearer with the knowledge of how to activate the ring. The bearer can mentally activate the ring as an action equal to drawing a weapon, in order to summon a small cloud of 5d20 common blowflies in a space he can see within 100 feet. The flies are completely mundane insects, capable of eating and reproducing and will act as flies normally would under whatever circumstances they arrive in. The bearer has no control over the flies and they are no more harmful than a typical fly. After the ring has been worn for some time he begins to develop an irrational fear of spiders and spider-like monsters, as well as a growing preference for consuming offal, rotten food and feces. These feelings are noticeable but easily overcome and go away when the ring is removed.
Wand of Smiting: A foot-long wand made of a single large angel feather. The barbs constantly rustle and sway as if blown by a stiff breeze. No matter its circumstances, the feather remains absolutely pristine, free of blood, gore, stains, and bent barbs, remaining perfect and pure. A creature holding the wand is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world purged away. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell, causing the wand to emit a thin ray of blinding light at the enemy and chime a single pure, piercing note. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers radiant damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder.
Bellowing Wand: A large heavy bronze bell the length of a grown man’s forearm and makes far more noise than it should when rung. The implement is infused with sonic sorcery that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. Whenever the wielder casts a spell that deals thunder damage, the caster can choose to cause all targets fully affected by the spell to become deafened until the start of the wielder’s next turn in addition to the spell’s normal effects. When the wand is activated in this way, a loud gonging sound, audible from as far as 300 feet, emanates from the wielder.
Wand of the Black Pact: A stygian wand made from the tip of a still living archfiend’s horn that seems to suck in the ambient light around it. Any intelligent creature who touches the wand becomes fully aware of all of its properties, as the archfiend implants the offer of an infernal gamble in the bearer’s mind. The devilish deal is to cause great harm to the wielder’s enemies in exchange for a roughly equivalent portion of the bearer’s life force. As an action equivalent to attacking or casting a spell, the wielder can choose a target they can see within 60 feet chooses a number (Referred to as X) from 1 up to his current hit point total. The target is dealt the equivalent of X daggers worth of unblockable hit point damage (Xd4) that automatically hits, bypasses any and all forms of damage reduction and resistances and cannot be reduced in any way as the wand releases a blast of unholy black fires that races unerringly towards the target. If this damage would reduce the target to zero hit points or less (See Note), the creature and all of its equipment burn down to a smoldering pile of black ashes. The wielder is then dealt X daggers worth of unblockable hit point damage (Xd4, roll a separate set than the damage dealt to the target) that that similarly cannot be reduced in any way, as the wielder pays for the archfiend’s power with their life. If the damage from the wand would leave the wielder at zero hit points or less, the wielder and his equipment (Except for the wand) are completely consumed by black flames and his soul becomes the property of the archdevil, leaving him unable to be raised from the dead. The use of this wand is the same as making a deal (However brief) with a devil and may be considered an evil act. There is no limit on how often the wand can be used or who can activate it but it cannot be used by an unintelligent creature, a being who is under any form of mind control, or one without a soul or who cannot sacrifice life energy (Such as animals, charmed servants, constructs or undead). —Note: The wand is unaffected by spells or abilities that would prevent the target or wielder from automatically dying as a result of hit point loss. If the wielder has 10 hit points and the wand deals 11 but the wielder has an ability to leave themselves at 1 hit point rather than 0 or -1, the wielder is still consumed by the wand’s black fire. The archfiend bypasses these protections as part of the pact.
Wand of the Librarian: A birch wand carved with fine details of books neatly organized on shelves. It smells faintly of old musty books and preserved parchment. The bearer can speak the command words “Search Terms” and utter a phrase up to five words in length, causing the wand to search for that specific wording in a single book within five feet of the bearer. Each appearance of the term will be marked by a small slip of paper that materializes between the correct pages. Additionally, as an action equivalent to attacking, the wielder can target a creature he can see within 30 feet and hiss the command word “Shhh!” to cause the creature to be unable to speak above a whisper until the end of the bearer’s next turn. Whispering does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the target is still able to speak but he cannot provide rallying cries to allies, give instructions, shout for help, or yell warnings. —Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in loud taverns, whispers cannot be heard at all.
Wand of Uncertainty: A one-foot long heavy leaden wand, decorated in strange and twisting runes. Raw chaos flows and writhes along its gnarled length, running up and down the stave as tongues of crackling rainbow fire. Objects directly touching the implement seem to be in a constant flux of aesthetic minor changes in color, texture and size, never quite remaining themselves until they snap back to their original form upon ceasing contact with the wand. When activated, the wielder can feel warped chaotic magic erupt from the wand in a maelstrom of elemental energies before finally coalescing into a single bolt of power. On the wielder’s turn he can target a creature he can see within 60 feet and activate the wand as an action equivalent to attacking or casting a spell. The wand is perfectly accurate at close range and if the target is within 5-30 feet the creature suffers damage equivalent to a dagger plus the wielder’s character level (1d4+level) and half that damage if the target is 35-60 feet from the wielder. The wand’s method of lethality shifts with every use and each time the implement is activated the player rolls 1d10 (See Note) to determine the type of damage dealt that turn. —Note: Roll results on 1d10 are; 1 = Poison, 2 = Fire, 3 = Cold, 4 = Acid, 5 = Lighting, 6 = Thunder, 7 = Force, 8 = Psychic, 9 = Necrotic, 10 = Radiant.
Wanted Notice of the Unknown Ranger. A sealed glass vial containing an old, folded and rolled up wanted poster. There is a length of cord through the cork allowing it to be worn as a necklace. Once per day the bearer can utter a command word as an action equivalent to drawing a weapon, to prevent all creatures within a 15-foot radius (Including himself) from being able to speak, write or actively remember the bearer’s name. This effect lasts for ten minutes and the effect travels with the bearer.
Wayward Wand: A strange and peculiar wand that changes its appearance, coloring, weight, and even size, randomly. It can be smooth and cold to the touch one second then hot and ruggedly textured the next. Its weight randomly fluctuates between that of a feather’s, to that of a hefty war-hammer. Unpredictably growing as large as a club, while shrinking to be as small as a quill on an inconsistent basis. Different colors appear and disappear, swirling about within and around it, periodically emanating strange weave-like patterns of tangled light that are seemingly stuck to it. Knowledgeable PC’s will be able to determine that the implement is a shard of crystallized wild magic and although it will empower spells cast through it, it is entirely unreliable from one spell to the next. The implement is infused with a Random Metamagic Power allowing the wielder to use it as a spellcasting focus and to alter the essence of spells. Twice per day as part of casting a spell, the wielder can activate the wand in order to augment the spell with the Metamagic power that the focus is attuned to. After being activated, the wand’s metaphysical harmony changes randomly and the wielder rolls on the Unique Metamagic Options table and the implement becomes attuned to that bonus instead.
Transmuter’s Ring: A lead band, the work of a talented-but-lazy alchemist. In attempting to create a philosopher’s stone, she got this far and called it a day. Once per day, the bearer can activate the ring as an action equivalent to an attack of opportunity, to turn himself into solid gold for one hour. From the bearer’s perspective, no time will pass and the effect cannot be ended early short of using dispelling or curse breaking magic on the statue. As the statue, the bearer is considered a magical object and indestructible by non-magical means but spells, magical effects and magic weapons treat the statue as pure gold, a weak metal. If the creature does become damaged while turned into a statue, he suffers from similar deformities when he reverts to his original state.
Wizard’s Wand: A foot-long wand consisting of a narrow cylinder of magically preserved blood, held in place by a larger tube of pure arcane force that completely encapsulates it. The magical force is firm and stronger than steel but completely invisible, effectively creating an untouchable, free floating tube of liquid blood. When left unattended or held by a mundane creature, the blood sloshes around against the interior of the wand but is otherwise dormant. When held by a mage or creature capable of casting magic spells, the blood boils in its confined space and the wielder can feel the magic power resonating within. Knowledgeable PC’s will realize that the blood contained inside the wand is that of the mage who created it. The implement is infused with a Random Metamagic Power that allows the wielder to use it as a spellcasting focus and to alter the essence of spells tied to its nature. The wielder can activate the wand twice per day as an action equivalent to drawing a weapon. Until the start of the wielder’s next turn, if he casts a spell that deals only force damage, the spell is augmented with the Metamagic power that the focus is attuned to. A bearer capable of casting spells can adjust the Metamagic formula during the course of a delicate one-hour ritual. At the end of the procedure the player rolls a d20 and on a 1, the bearer causes the supernatural architecture to collapse and the focus spills out all the blood and is destroyed. If the implement survives, the bearer rolls randomly on the Metamagic Options table and can either choose to keep the current Metamagic power or change it to the new one.
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usafphantom2 · 2 years
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IMAGES: USAF sends F-22 Raptors to Poland on NATO air armor mission
Fernando Valduga By Fernando Valduga 07/28/2022 - 12:00 PM in Military
The U.S. Air Force F-22 Raptor fighters have begun arriving at RAF Base in Lakenheath, England, from where they will be sent to the 32nd Tactical Air Base in Lask, Poland, to support NATO's air armor mission in the European theater.
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The aircraft are from the 90th Fighter Squadron, 3rd Wing, of the Elmendorf-Richardson Joint Air Base, Alaska, and will support Air Protection as the 90th Expeditionary Fighter Squadron.
The first six Raptors arrived in Suffolk, England, on July 26, and will be followed by another six, which are expected to arrive on July 27.
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NATO's air shielding mission integrates air and surface allied air defense and anti-missile units into NATO's integrated air and missile defense system under NATO command and control.
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According to the U.S. Air Force, it will provide "an almost uninterrupted shield from the Baltic to the Black Sea, ensuring that NATO allies are better able to safeguard and protect the territory, populations and forces of the alliance against air and missile threats".
Fifth-generation Raptors contribute to the air protection mission with their ability to provide lethality and survivability against any cutting-edge emerging threats. The Raptor performs air-to-air and air-to-ground missions, allowing the full realization of operational concepts.
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The F-22s are joining another fifth-generation Lakenheath-based platform, the F-35. The first Europe-based F-35As arrived at their new home in Suffolk in December last year. The U.S. has already sent its F-35s to the east flank of NATO in response to Russia's invasion of Ukraine.
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“The Raptor is a critical component of the global attack task force and designed to design the air domain, quickly and at great distances, to defeat threats that try to deny access to our nation's Army, Navy and Marine Corps. It cannot be matched by any known or designed fighter, making it a highly strategic platform to support NATO air protection," the service said in a statement.
Tags: Military AviationF-22 RaptorNATO - North Atlantic Treaty OrganizationUSAF - United States Air Force / U.S. Air Force
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Fernando Valduga
Fernando Valduga
Aviation photographer and pilot since 1992, he has participated in several events and air operations, such as Cruzex, AirVenture, Dayton Airshow and FIDAE. He has works published in a specialized aviation magazine in Brazil and abroad. He uses Canon equipment during his photographic work in the world of aviation.
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gem-anonymous · 3 months
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Yes it is I the real gem Anon and I like creating chaos and confusion but I love my moments of peace too. Please no NSFW I will turn you into crystal and not a pretty one
Anons
@cheese-anon-real le cheese
@anonymousqueenofrandom queen of random (its in her title)
Devil May Cry
@pizzalover8969 dante (wacky woo hoo pizza man)
@thebestsonofsparda vergil (dark slayer)
@thebluerose nero (the babysitter to his uncle and father)
@theladyarsenal Lady (best girl ever!)
@bewitching-betrishing Trish (second best girl) ((her and Lady are a package deal))
@romannumeralv V (Shakespeare 2.0)
@the-thunder-chicken Griffin (birb)
@lethal-artisan Nico (third best girl) ((She's your gal if ya need a weapon or in neros case prosthetic limbs))
@meetyournewclient Morisson (GET your jobs to him!!!!)
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