Takeshi examines the magical items you have found. When he explained the air spell, you all notice that the air on the ship is getting a bit stale. Nothing dangerous, but certainly not
fresh.
[ +- ] Potion Brace
(requires attunement)
The Brace can hold two potions
Once the brace is attached to an arm, a long-needed will insert itself into the flesh. When the wearer dibs below 50% hp, it will administer the first potion to the wearer. When the wearer uses a command word (free action), it will administer the second potion
Once the wearer removes the brace he/she will suffer 1d4 hp damage. Healed normally.
[ +- ] Staff
Skyblinder Staff
Staff, simple weapon, melee weapon, uncommon (requires attunement)
4 lb. 1d6 bludgeoning - versatile (1d8)
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
[ +- ] Shortsword
Shortsword of the war mage +1
1d6 pircing
While you are holding this sword, you gain a +1 bonus to spell attack rolls and +1 to hit. In addition, you ignore half cover when making a spell attack.
[ +- ] New Spell: Create or Destroy Air
Create or Destroy Air
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M, V (A small, stoppered flask)
Duration: 10 minutes
Classes: Cleric, Druid
You either create or destroy air.
Create Air You create, replenish, or refresh the air of one target creature’s personal air envelope within range for 10 minutes, including air poisoned/tainted by spells such as Cloudkill and Stinking Cloud. This does not create a larger in size envelope, but simply replenishes the air in the envelope that the creature drags with it. If the air is fouled, the air turns fresh again and the air timer resets to 10 minutes. If used within a spell or effect that causes a cloud (similar to the Fog Cloud, Cloudkill and Stinking Cloud spells) the creature is allowed an immediate save against the effects of the spell. Destroy Air You immediately turn the personal air envelope of a target creature within range foul.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot above 1st.
[ +- ] New Spell: Portal Magic
Portal Magic
2nd-level divination (Ritual)
Casting Time: 10 minutes
Range: Half a mile
Components: S, M, V (A conch shell)
Duration: 1 minute
Classes: Bard, Wizard
Casting out to the very Crystal Shell itself, you can sense the direction and distance (either in miles or in travel time) of the nearest portal of egress through a Crystal Shell. In general, from any point on a Crystal Shell, naturally occurring portals for a ship are 2d10 days away. At DM’s discretion, there may be more, less, or no portals.This spell may only be cast within half a mile of the surface of a Crystal Shell. Portals created by this spell are magical and temporary, so they can be dispelled. If the portal is dispelled or otherwise prematurely closed, roll 1d10, and determine the result the fate of the object(s) passing through the opening as it closes:
1 to 5 - Portal closes before ship reaches the shell. Ship must turn back or Crash into the shell.
6 to 10 - Portal closes after ship passes through.
At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you may draw a circle in the air towards the Crystal Shell. A shimmering portal opens within the circle you drew and remains open for five minutes. The opening does not weaken the shell, and any objects resting physically on the shell are unaffected by the portal.
[ +- ] The Axe
Martial weapon (battleaxe), melee weapon, artifact (requires attunement)
4 lb. 1d8 slashing - thrown (20/60 ft.), versatile (1d10)
Sentient: There is a mind in the axe, but it is currently dorment.
Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.
While attuned to the artifact, you can use an action to cast one cantrip (True Strike) from it.
While attuned to the artifact, you are immune to disease.
While attuned to the artifact, you can use an action to cast one 6th-level spell (Bones of the Earth (druid)) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
While you are attuned to the artifact, animals within 30 feet of you are hostile toward you
While attuned to the artifact, you must eat and drink six times the normal amount each day.
Blessings of the forge. If you are a dwarf attuned to the axe, you gain the following benefits:
You have immunity to poison damage.
The range of your darkvision increases by 60 feet.
You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn.
Travel the Depths. You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.
Curse. The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
There are still blue bugs moving around, further in the larger room. You can see some starlight at the end of the large room, at the end of the hallway, but the room is otherwise covered in darkness. There is no ambient light at all.