Tigerkin Cloak
A half cloak made from a skinned tiger, slashed down the length. Old and stained brown with blood. Once belonged to a hunter who learned his trade from tigers, and turned against them for profit.
You are invisible when standing still in forest environments. All attacks against the rear are made at +4 and deal double damage. However, rear attacks against you also have this effect.
Fly Thief’s Rod
A large ragged stick with many circular holes. Things seem to be moving in the dark gaps, but a close examination reveals nothing. One end is sharp. Many daring escapes were made by the eccentric thief that once carried this artifact.
With a sacrifice of blood (lose half of max HP) you may make an insect or arachnid massive. The insect’s demeanor towards you on 2d6: 2-3 actively attacking you 4-10 ambivalent/confused >10 loyal. The insect will die after 6 hours.
Ash Eating Scarab
A small brass scarab, plain and scorched. Found discarded in a burnt orchard following a famine that killed half a nation. Chirps and buzzes maliciously.
Planting the scarab on any tree causes it to lay an egg within. In a 1d10 rounds, the tree will burst into flames, becoming a fire elemental as tall as the tree that created it (and of appropriate size). The fire elemental owes the owner no allegiance and will immediately seek to consume more burnable material.
Dreamer’s Owl
An apparently dead, tiny, stuffed owl. Grey, with amber eyes, and an angry face. The result of a failed experiment by a wizard.
By whispering a name and description in the owl’s ear-hole, one can cause the owl’s specter to appear in the target’s dream and deliver a message. Each night the owner will dream of a forest with a chorus of hooting, and has a one-in-ten chance of meeting the owl’s cranky ghost, whereupon they can ask it a question. It knows everything there is to know about every forest in the world and is generally far smarter than most humans.
Feather of the God-Crow
A massive black feather, the length of someone’s forearm. Stolen by an enterprising rogue, who wrought havoc before arrows and hubris brought her down.
When affixed into the flesh of a target, willing or unwilling, the feather turns them into a massive crow monster with stats as a giant falcon (or similar). The target must save or lose control during the transformation and act like a very angry bird. The transformed can attempt to return to human form every 8 hours for the next day on a successful save. Otherwise, the transformation of permanent.
The Gardening Ring
A coiling golden ring fashioned in the form of a common garden snake. Covers the entirety of the proximal finger segment. Made for a gardener who wished to save his blighted crops. The desperately ill and their petitioners tore him limb from limb in search of the ring.
The ring can at a mere touch draw all sickness out of the target and into the wearer. The wearer will get a save to prevent the disease, but must save to stop themselves from using the ring whenever an opportunity presents itself. This works on plants and animals as well.
Soporific Centipede
An apparently mundane centipede, save for its fatness and laziness. It can not speak, but wizards and druids have determined that it also possesses intelligence, and hails from a time so distant that even the air was inimical to humanity, or so it claims.
Swallowing the centipede whole transforms you into mud. You are now made of mud, and immune to all non-magical damage. Once per day, you can turn something your touching into mud. You also gained a crushing attack, d10+2 damage. You can not wear armor, use weapons, or cast spells with somatic components, but you can store things in your body. Poisons and toxins have no effect on you. You can increase your size as long as enough mud is available, and decrease in size over time (down one category each week). You can be dried out or washed away. The transformation only ends if the centipede leaves your body- good luck convincing it.
The Book of Autumn
A book bound in orange and brown leaves and twine. The by-blow of a mad wizard hired by a foolish king to destroy his enemy’s kingdom.
Opening the book to a certain page forces everything in a 100′ radius to save or die. The whole geographic region is afflicted by a a fast-acting blight that wipes out the current year’s crop. You don’t know which page does this.
The book also functions as a spellbook. In lieu of listing spells that you may or may not use, in general it should contain two killing spells (Finger of Death, Slay Living, or Power Word Kill for example) a weather controlling spell and some kind of cursing spell.
False Sun Brooch
A simple square clasp made of a dark unidentified metal, decorated with an abstract lightning motif (upper right). Made by a sage who claimed lightning was an aspect of the sun.
Grants the wearer immunity to electrical damage, and can glow with strange purplish light at will, functioning as a torch. Allows them to travel through the sky at the speed of light during thunderstorms, landing and taking off with a flash of lightning. The wearer takes double fire damage, and takes 1d6 damage for every round spent in sunlight.
Spell-Thief’s Spring
A place, instead of an object. An unassuming well, buried within the sewers of a great city. Immensely deep. Once the haunt of a prodigious spell-thief, who in his final moments threw all his pilfered tomes and baubles down into the abyss, along with himself.
Water taken from the spring has the strange quality of attracting spells. Any spell cast within 15 feet of the water will instead target it, creating a medium water elemental with the ability to cast the spell that created it three times a day. They owe no allegiance to anyone, but can be bargained with. This effect works with water carried away from the spring.
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