Showing posts with label encyclopedia magica. Show all posts
Showing posts with label encyclopedia magica. Show all posts

Thursday, September 14, 2023

DnD Magic Item Conversions: Armbands Part 1

 

Comfort of Sleep Armband

Wondrous Item, Common

Aura: Faint Enchantment


While wearing these black arm wrappings, you sleep soundly and comfortably, free of mundane nightmares. This armband does not protect you from spells or other magical effects that would cause you to have nightmares.



Armband of Death
Wondrous Item, Rare (requires attunement)

Aura: Moderate Evocation


This armband bears an insignia of two serpents entwined about a staff. The armband has three charges. Whenever you would normally roll one or more dice to restore hit points with a spell that targets a single creature, you can expend one charge and instead use the highest number possible for each die (for example, instead of restoring 2d6 hit points to a creature, you restore 12).


The armbands regain 1d3 expended charges each day at dawn.


Curse. This armband is cursed and cannot be removed until the curse is broken. Upon successfully attuning to it, the serpents on the insignia animate and begin to bite the wearer. The serpents bite the wearer once each round, on initiative count 20. When they do, the wearer takes 1 piercing damage and must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour and gain 1 level of exhaustion. 


The serpents will continue to attack the wearer until the wearer dies or the armbands are removed or destroyed. The armbands have an AC of 13 and 20 hit points.



Armband of Healing
Wondrous Item, Rare (requires attunement)

Aura: Moderate Evocation


This armband bears an insignia of two serpents entwined about a staff. The armband has three charges. Whenever you would normally roll one or more dice to restore hit points with a spell that targets a single creature, you can expend one charge and instead use the highest number possible for each die (for example, instead of restoring 2d6 hit points to a creature, you restore 12).


The armbands regain 1d3 expended charges each day at dawn.



Armband of Music
Wondrous Item, varies (varies)

Aura: Varies


This item appears to be and functions in all respects as another magic armband that has 1 or more charges (typically an armband of healing or an armband of strength). However, each time you expend a charge from the armband, it emits the sound of a brass band, audible from as far away as 300 feet. The music lasts until the end of your next turn.



Armband of Salutation
Wondrous Item, Uncommon (requires attunement)

Aura: Minor Enchantment


This armband bears the symbol of a fleur-de-lis. You know the compelled duel spell and can cast it any number of times without expending a spell slot.


Curse. While attuned to this armband, whenever you roll initiative, the only action you can take on your first turn in combat is to cast compelled duel targeting a hostile creature and the only movement you can make is to move closer. While concentrating on compelled duel, you cannot willingly drop concentration on the spell or make any movement that would end with you being more than 30 feet away from the creature you cast compelled duel on.



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Here's one batch of armbands to keep you going, with a variety of rarities- none too terribly powerful though and at least one a little bit cursed.

Friday, September 8, 2023

DnD Magic Item Conversions: Arms

 


Arm of Doom

Wondrous Item, Legendary (requires attunement)

Aura: Very Strong Necromancy


This limb, severed from a lizardfolk long ago, has been infused with powerful magic. When you attune to this item, it attaches itself to your chest, back, pelvis or shoulders. If you are missing an arm, it can replace that arm. Otherwise, it serves as an extra arm, which can serve all the ordinary functions of a regular arm under the same muscular control as your own normal limbs.


Necrotic Grasp. The arm is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 2d12 necrotic damage, instead of the bludgeoning damage normal for an unarmed strike.


Antimagic Touch. You can use the arm to cast dispel magic as a 5th-level spell. Once you have used this feature, you cannot do so again until the following dawn. 


Curse. Once you have attuned to the arm and attached it to your body, it cannot be removed while you remain attuned to it. If you are no longer attuned to the arm, or if you die while attuned to it, it rips free from your body, dealing 4d6 necrotic damage to you.



Arm of Ergoth
Wondrous Item, Artifact (requires attunement by a creature of good alignment)

Aura: Overwhelming Transmutation


The Silver Arm of Ergoth was said to have been forged by dragon, elf, human and dwarf during the creation of the original Dragonlances. This artifact can only be worn by a creature that is missing a right arm, and this arm grafts itself to the creature that wears and is attuned to it. While you remain attuned to it, the Arm of Ergoth functions as a normal arm, in addition to the other benefits it grants.


Master Crafter. You have an innate understanding of any tools you hold with this arm and can craft wonders you never thought possible. You gain the following benefits:


-You are proficient with all artisan’s tools. Your proficiency bonus is doubled for any ability check you make that uses a set of artisan’s tools.


-If you craft a magic item, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Regeneration. While wearing the Arm of Ergoth, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. This regeneration does not restore the arm that the Arm of Ergoth is replacing.


Random Properties. The Arm of Ergoth has the following randomly determined properties:

-2 minor beneficial properties

-1 major beneficial property

-2 minor detrimental properties



Arm of Valor
Wondrous Item, Artifact (requires attunement)

Aura: Overwhelming Universal


This artifact was forged by a cabal of mighty archmages when Myth Drannor was strong, intended to be used by champions in the defense of Myth Drannor. It appears as five pieces of adamantine plate, which fit together to cover one arm. When all five pieces are assembled and worn, the pieces glow with a faint blue light and fuse together into a flexible but solidlinked unit that can separate again at your command. The Arm of Valor grants different benefits depending on which pieces you are currently wearing. Each piece of the Arm of Valor can be attuned to independently, granting only the power associated with that particular piece. If you have more than one piece, they can be worn together and are considered a single item for attunement. In addition to the benefits each individual piece bestows, there are additional benefits for wearing several pieces of the Arm of Valor at the same time.


Gauntlet. The gauntlet can be used to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 3d6 + your Strength modifier instead of the normal damage for an unarmed strike.


Vambrace. You can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. In addition, you are immune to falling damage.


Couter. You have the ability to breathe underwater. In addition, you can use an action to cast the dimension door spell. Once you have done so, you cannot do so again until the following dawn.


Rerebrace. Any nonmagic weapon held by the arm you wear this piece of armor on becomes a magic weapon with a +3 bonus to attack rolls and damage rolls. If you are wearing the gauntlet, your attacks with the gauntlet also gain this benefit.


Pauldron. You have a +2 bonus to AC and saving throws. As an action, you can unleash a wave of force from the pauldron. When you do so, each creature and each object not being worn or carried within 10 feet of you must make a DC19 Strength saving throw. A creature takes 2d8 force damage and is pushed to the edge of the area on a failed save, or half as much damage and is not pushed on a successful one.


2 pieces. You cannot be charmed, frightened or petrified, and are immune to magic that allows other creatures to read your thoughts.


3 pieces. You can sense the presence of magic within 30 feet of you, and you can see invisible creatures and objects as if they were visible.


4 pieces. As an action, you can cast dispel magic as a 5th level spell, using your spellcasting ability modifier. You can use this ability three times a day and regain all expended uses each day at dawn.


Full arm. You have advantage on saving throws against spells and can cast the foresight and creation spells once a day each. Once you have cast either of these spells, you cannot cast the same spell again until the following dawn.



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. These few items are a particularly powerful batch, as a pair of artifacts and a legendary. Use at your own risk, since bounded accuracy doesn't seem to have taken into consideration the chances of PCs being decked out in shiny magical gear.

Wednesday, August 30, 2023

DnD Magic Item Conversions: A Bear and a Vending Machine

 

Arabel's Huggable Bear

Wondrous Item, Very Rare (requires attunement)

Aura: Strong Abjuration


This huggable, lovable stuffed magical bear is made of white ermine. It sports an onyx nose, sapphire eyes and is stuffed with owlbear down. If you fall asleep while within 5 feet of this bear, it creates a 10-foot radius sphere of protection centered on itself. Each sleeping creature in this area automatically succeeds on any Charisma, Intelligence or Wisdom saving throws it makes, and it prevents those creatures from having bad dreams.


When a creature spends at least 4 hours sleeping in the area as part of a long rest, it regains all of its spent hit dice at the completion of that rest instead of half. 


Ardraken's Refreshment Simulacrum

Wondrous Item, Legendary

Aura: Very Strong Conjuration and Transmutation


This strange item was created by a wizard after he encountered a similar object while adventuring in another dimension. It appears to be a rectangular box, approximately the same size as a medium creature and colored in blue, red and white patterns. It has a single slot, large enough to fit most kinds of coinage and small gems into it. The slot deposits the payment within an extra-dimensional space that only the Simulacrum can access.


If a creature deposits at least two silver into the slot, a moment later a hidden compartment opens, containing a liquid-filled glass bottle. Normally, the bottle is filled with a refreshing, nonmagical elixir. However, if a creature deposits at least 500 gp into the slot, roll a d100 to determine what the bottle contains.


D100 | elixir

1-25 | A refreshing, nonmagical elixir. 

26-50 | A potion of healing or one other common potion.

51-75 | A potion of greater healing or one other uncommon potion.

76-90 | A potion of superior healing or one other rare potion.

91-99 | A potion of supreme healing or one other very rare potion.

100 | A legendary potion.


The simulacrum can automatically detect if fake or illusory currency is being given to it. If the simulacrum is threatened, or detects any attempts to cheat it, the simulacrum dispenses a glass bottle filled with a bright green potion. The bottle immediately shatters, spraying its contents in a 15 foot-radius sphere centered on the simulacrum. Each creature and each object not being worn or carried in the area other than the simulacrum must make a DC18 Dexterity saving throw. A creature takes 8d6 acid damage on a failed save, or half as much damage on a successful one.


Replication. When the simulacrum has accumulated 50,000 gp worth of coinage and gems in its extra-dimensional storage space, everything in the space is consumed and a second simulacrum appears in the nearest unoccupied space to the first simulacrum. The second simulacrum is identical in every way to the first, with one exception: when the second simulacrum is first created, the DM rolls a d20. On a 1, the second simulacrum is neutral evil instead of neutral good. Whenever the evil simulacrum dispenses a refreshment, there is a 50% chance it is actually poison, and any creature that drinks it must make a DC18 constitution saving throw. A creature takes 4d8 poison damage and is poisoned for 1 hour on a failed save, or half as much damage on a successful one.


Sentience. Ardraken’s Refreshment Simulacrum is a neutral good magic item with an Intelligence of 10, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 60 feet. The simulacrum can speak, read, and understand common, and it communicates in a friendly, robotic voice. It does not speak often, typically not beyond offering creatures refreshment and directing them where to deposit payment.


Personality. Adraken’s Refreshment Simulacrum was created to provide refreshment to anyone who can pay for it. It desires both to fulfill this primary purpose but also to accumulate enough wealth to replicate itself. To that end, it will sometimes offer discounts or free drinks to adventurers willing to help the simulacrum position itself in locations with large populations.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Here's a couple of odd ones: a special teddy bear that protects you from spooky dream magic and an actual sentient vending machine that just wants to provide refreshing beverages and make more copies of itself.

Sunday, August 27, 2023

DnD Magic Item Conversions: Apples and Aprons

 

Apple of Bragi

Wondrous Item, Rare

Aura: Moderate Abjuration


When you eat this apple, you lose all levels of exhaustion you currently have and stop aging for 1 year. 


Apple of Chaos

Wondrous Item, Rare

Aura: Moderate Enchantment


As an action, you can throw this magical apple up to 30 feet away. When it lands, the apple bursts and is destroyed, and a confusion spell (save DC 15) is cast on that point. The spell lasts for its full duration, without any creature having to concentrate to maintain it. 


Apron of Comfort

Wondrous Item, Common

Aura: Faint Transmutation



While you wear this magical apron, you are proficient with cook’s utensils. In addition, as an action you can speak a command word to have the apron clean itself and appear new.


Flandal Steelskin's Apron

Wondrous Item, Rare

Aura: Moderate Abjuration and Conjuration


While you wear this apron you have resistance to fire damage.


This apron has 10 charges. You can use an action to expend several of its charges to cast one of the following spells: Stoneskin (4 charges), or Conjure Elemental (5 charges). When you cast the conjure elemental spell using this apron, you can only choose to summon a fire elemental.

 

The apron regains 1d6 charges each day at dawn.


Leather Apron

Wondrous Item, Uncommon (requires attunement)

Aura: Minor Abjuration


This magical leather apron grants you a +1 bonus to your AC if you are wearing no armor and using no shield.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Go ahead and try a couple of neat magical apples, along with a handful of aprons, because why not?

Saturday, August 19, 2023

DnD Magic Item Conversions: The Apparatus

 


Alchemist's Apparatus

Wondrous Item, Legendary

Aura: Very Strong Necromancy


This huge machine stands over 30 feet tall, consisting of a 15-foot diameter glass globe filled with sulphur that rests on a wood and steel tripod. The globe is linked to a series of smaller globes, tubes, rods, wires and plates made of various materials, which are all ultimately connected to a pair of glass chambers, each large enough to fit one Medium creature inside. Though relatively delicate, if the apparatus is destroyed, it recreates itself randomly in another time and place.


The apparatus has a maximum of 12 charges and loses 1 charge every hour. Whenever it is subjected to lightning damage, the apparatus takes no damage and instead regains one expended charge.


While there is a creature in each of the two glass chambers and the apparatus has 12 charges available, the device activates, expending all charges to exchange the minds between the two targets. Each creature possesses the other creature’s body, completely controlling it. Their game statistics are replaced by the creature they are possessing, though they retain their alignment and their Intelligence, Wisdom, and Charisma scores. Each creature retains the benefit of their own class features and cannot use any of the class features of the creature they are possessing. The process can only be reversed by activating the apparatus again or with a wish spell.


Curse. Each time the apparatus is activated, roll a d20. On a roll of 5 or higher, nothing happens. On a 1-4, the apparatus and each creature and object in a 100 foot radius is transported into a random domain of dread.


Apparatus of Dreadful Construction
Wondrous Item: Artifact
Aura: Overwhelming Conjuration and Transmutation


This Gargantuan device wreaks havoc wherever it appears, moving inexorably across any solid terrain on two great studded wheels at a constant pace. The origins and purpose of the device are unknown, and none have come forward to take credit for its creation. The apparatus resembles a massive, fully enclosed chariot, approximately 15 feet tall, 20 feet wide and 25 feet long. It weighs approximately 30 tons and bears three great metal chimneys which spew a constant stream of sparks and flame. The front of the apparatus is shaped like a bestial head with eight enchanted adamantine teeth, each the size of a medium creature and driven by pistons to chew through any material they come into contact with.


Wake of Destruction. The apparatus never stops moving in a completely straight line. It destroys anything that crosses its path, leveling buildings and carving holes straight through mountains while scooping the rubble it creates into itself. Nothing, not even a wish spell, can turn it aside or direct its movements. The apparatus leaves a black 10-foot-wide paved road behind it. Any creature that touches a newly created section of road takes 6d6 fire damage. The road cools as time passes, and each section of road deals 1d6 less fire damage each hour. 


Unstoppable Juggernaut. The apparatus is completely immune to conditions or damage and cannot be affected by spells or magical effects. Each round on initiative count 20 (losing initiative ties), the apparatus moves 60 feet in a straight line. Each creature or object in its path must make a DC18 Dexterity saving throw. A target takes 10d12 bludgeoning damage and 6d6 fire damage on a failed save, or half as much damage on a successful one. This damage is doubled against structures.


Fire Aura. Any creature or object that starts its turn within 30 feet of the apparatus takes 2d6 fire damage, which ignites flammable objects that aren’t being worn or carried.


Water Vulnerability. The only way to stop the apparatus is to submerge it in water. Whether ocean, lake, or river- any body of water sufficiently deep enough to fully submerge the apparatus will suffice. If the apparatus remains submerged for 1 minute it magically transports itself to a random plane of existence, emerging from a body of water on that plane to continue its path of destruction.


Apparatus of Spikey Owns

Wondrous Item, Rare

Aura: Moderate Enchantment


This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, which unfolds into a 10-piece one-man-band. When you release the catch you must succeed on a DC15 Wisdom saving throw or be charmed by the apparatus for 1 hour. While charmed by the apparatus, you spend each round operating the apparatus, instinctively knowing how it works and creating a horrible cacophony. Whenever you take damage you can make a new Wisdom save, ending the effect on a success.


While you operate the apparatus, each creature other than you that starts its turn within 30 feet of the apparatus or enters the affected area for the first time on a turn must make a DC15 Wisdom saving throw. On a failed save, the creature is enraged until the end of its next turn. While enraged, a creature can’t take reactions and must spend its turn trying to move as close to you as it can. For its action, it must try to attack, if able, or else take the dash action to try and get closer. A creature is unaffected by the apparatus if it cannot be charmed or if it cannot hear.


When you stop playing the apparatus, it folds itself up, transforming back into its original barrel form.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Here's a whole bunch of apparatus. Er, apparatuses? Apparati? Either way, a bunch of items beyond just the Apparatus of Kwalish people might be more familiar with in 5e, each with powers all over the place and few apparent similarities between the bunch.

Friday, August 11, 2023

DnD Magic Item Conversions: Antennae and Anvils


Antennae of Triangulation

Wondrous Item, Very Rare (requires attunement)

Aura: Strong Divination


This magic item appears to be antennae removed from some gargantuan insect. Usually over 8 feet in width and 20 or more feet in length, they must be mounted somewhere on a vessel that has a spelljamming helm installed. The antennae include a helmet that you wear in order to receive information from the antennae.


While wearing the helmet, you have a complete picture of the space around your vessel. You automatically detect any creature or object that is huge sized or larger within a 1-mile-radius sphere centered on the antennae and can see and hear through any point within that area as if you were there.


High Anvil of the Dwarves


Wondrous Item, Legendary (requires attunement by a dwarf)

Aura: Strong Transmutation


This large and elaborately carved anvil is forged from an alloy of adamantite and steel and adorned with depictions of great events from dwarven history. It was crafted by the dwarves to help create some of their greatest works. Most dwarven communities that manage to obtain one of these anvils regard it among their most prized treasures and guard it accordingly. 


Even without attuning to the anvil, any smith using the anvil to craft finds their skills greatly increased. When used to craft items, both magical and nonmagical, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


If you are attuned to the anvil, weapons and armor you craft are sometimes imbued with magical abilities, which are only apparent after your work is completed. When you finish crafting a nonmagical weapon or suit of armor using the anvil, roll a d8 and consult the following table to see the result:


1 - No additional effect

2 - No additional effect

3 - Weapon: it becomes a magic weapon with a +1 bonus to attack and damage rolls. Armor: You gain a +1 bonus to AC.

4 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 fire damage. Armor: Whenever you take fire damage, that damage is reduced by 1d4.

5 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 cold damage. Armor: Whenever you take cold damage, that damage is reduced by 1d4.

6 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 lightning damage. Armor: Whenever you take lightning damage, that damage is reduced by 1d4.

7 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 thunder damage. Armor: Whenever you take thunder damage, that damage is reduced by 1d4.

8 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 radiant damage. Armor: Whenever you take radiant damage, that damage is reduced by 1d4.


Iron Anvil of the Armies

Wondrous Item, Rare

Aura: Moderate Transmutation


This is a large, black, iron anvil embossed with runes of power in gold and brass. A smith can complete tasks with uncanny quickness. When used to craft nonmagical items, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Anvil of the Lortmil Mountains

Wondrous Item, Rare (requires attunement)

Aura: Moderate Transmutation


This anvil was enchanted in a shrine of Moradin. While attuned to it, you can craft weapons and armor of exceptional quality. When you use this anvil to craft nonmagical weapons and armor, it takes you twice the normal time. When you finish crafting one of these items, make an ability check using your smith’s tools (DC 20). If you succeed, the weapon or armor is imbued with magic and becomes a +1 version of that weapon or armor.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. The first of these is made to accompany a Spelljammer campaign, perhaps alongside one of my favorite items: the Accelerator. Most of these aren't intended as the sort of items you have stuck in your backpack to carry around for daily use. Then again, perhaps if you were particularly determined to get the most out of your downtime you could get a miniature smithy set up in a portable hole, fully decked out with magic anvil and ready to go at a moment's notice.