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Aug 14, 2018 3:09 am
The Sticky Wand of Teamwork

It's hard being a teeny spider. There ain't much to eat that's littler than you, and lots of bigger things that would like to turn you into a snack. It also takes forever to spin a web that's big enough to matter, and don't even mention traveling.

These little spiders decided to work together to achieve something greater, and are all clinging tightly together in the shape of a wand. Perhaps this way they can spin a really good web, and someone will carry them in their coat where they can eat pocket sand and be safe, and even see the world!

They are only teeny spiders, though, so they will probably get bored after shooting their webs about seven times. And it's hard having 9,999 roommates. The bickering! Yeah, it's not gonna last. But it could be fun in the meantime. Just don't squish 'em!
[ +- ] The Sticky Wand of Teamwork
Last edited August 14, 2018 2:44 pm
Aug 14, 2018 1:36 pm
The Stormwood Wand of Nocara Majere

Imbued with the power of a blue dragon and crafted partly from a shard of one of its scales during a thunder storm, this wand was used by a powerful elven electromancer known as Nocara Majere. Stubborn and proud as one, he forged a pact with a blue dragon: power for the wand in exchange for Nocara's services as an influential elven mage. Though the wand was stolen from him long ago, it's said that Nocara still seeks to reclaim it today.
[ +- ] Stormwood Wand of Nocara Majere
Aug 14, 2018 2:40 pm
The Ring of the Forgetful Mage

This ring is a common and popular marriage saver all along the Sea of Swords. Along the coast, which is frequented by both rain and wizards, wives of said wizards got tired of prestidigitating their house clean every time their husbands came home. As is a modern trend, many wizards will read their tomes on the way about the city. So enthralled in their studies they rarely notice stepping in puddles of various liquids, nor do they notice tracking said liquids all over the house. Commissioned, purchased, or created by wives everywhere, this ring is a requirement if you have a distracted husband mage. Locator beacon enchantments sold separately. Add insurance to your purchase to replace the ring in the inevitable outcome of this ring being lost and forgotten.
[ +- ] Ring of the Forgetful Mage
Last edited August 14, 2018 2:41 pm
Aug 15, 2018 3:48 am
The Heartstone Gem

At long last the party has recovered this druidic artifact. They do not yet know enough of its workings to unlock its full potential, but anyone with a special connection to the natural or supernatural can attune to it.

While you are attuned to the Heartstone Gem you cannot be attuned to any other magic items. The first time you attune to the Gem you take 4d10 psychic damage. While attuned to the Gem you are subject to these effects:

You cannot be blinded, deafened, petrified, or stunned.

You have advantage on Intelligence and Wisdom ability checks.

You must spend half again as long as you normally would to receive the benefits of a long rest. Your dreams are filled with visions.

You have vulnerability to all damage.

You know every spell from the school of divination, and can cast them without using your spell slots. Each time you choose to do so, you take 1d12 psychic damage per level of the spell you cast.
Aug 24, 2018 1:45 am
Rod of Resurrection

The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).

The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
[ +- ] Heal
[ +- ] Resurrection
Aug 25, 2018 1:48 am
Sending Stone

Given to the party by Revered Brother Poquelin, to be used to get a message to him.

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Sep 13, 2018 1:37 am
Valraxxaxath's Dragonheart

Requires attunement

With this heart in your chest, you gain the following traits:

You age only 1 year for every 5 years that pass.

Your Constitution score is 19. This has no effect on you if your Constitution score is 19 or higher without it.

Also, when you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier.

Whenever you fail a saving throw against fear, you must also expend one Hit Die, gaining no benefit from it. If you fail a saving throw against fear and have no Hit Dice remaining, you are stunned until the end of your next turn.
Nov 21, 2018 3:07 pm
The Heartstone Gem - for Ras

Ras has learned how to properly use the Heartstone Gem. It now only takes up one attunement slot for him.

While attuned to the Gem, you are subject to these benefits:

You cannot be blinded, deafened, petrified, or stunned.

You have advantage on Intelligence and Wisdom ability checks.

The Gem has 9 charges. While holding the Gem, you can expend these charges to activate the following effects:

- Cast any divination spell, expending a number of charges equal to the level of the spell (none for a cantrip).
- As a bonus action, you can expend 1 charge to choose a creature you can see within 30 feet of you. If the chosen creature has any ideals, bonds, or flaws, you learn one.

The Gem regains 1d6+3 expended charges at dawn.


List and description of all divination spells here.
Jan 23, 2019 2:45 am
Rod of the Pact Keeper

Requires attunement by a warlock

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Jan 23, 2019 2:46 am
Ring of Protection

Requires attunement

You gain a +1 bonus to AC and saving throws while wearing this ring.
Jan 23, 2019 2:48 am
Pomab's Wand of Cantrips

Requires attunement by a spellcaster

Before receiving great magical powers through his dealings with Belhifet, Pomab always kept this wand close at hand.

While holding this wand, you gain the following benefits:

You can use the wand as a spellcasting focus for your spells.

You can try to cast a cantrip that you don’t know. The cantrip must be on your spell list, and you must make a DC 10 ability check using your spellcasting ability. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted.
Jan 27, 2019 12:35 am
Faerwind

This scimitar once belonged to Lethias, Zenithral's great-uncle, an elven Bladesinger of the Hand of the Seldarine. The curved blade has intricate holes drilled into it that cause a hum as it sweeps through air. It is a finely-wrought weapon, and has powerful defensive capabilities.

Requires attunement by someone proficient with scimitars.

You have a +1 bonus to attack and damage rolls made with this weapon.

When you take damage while holding this weapon, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
May 29, 2019 3:39 am
Restored Blade of Aihonen

This once-shattered blade lay in the breast of Icasaracht, the last of the white dragon matriarchs that ruled the Spine of the World. It was wielded by Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword has lain at the bottom of the lake for almost a century, waiting to be returned to one of its wielder's bloodline. How it has been restored to its original state is unknown, but whatever the reason, it looks like a powerful weapon that can help you free Easthaven from Brother Poquelin.

The blade seems to draw its strength from Lac Dinneshere itself. As long as the wielder is within a dragon's flight distance of the lake, the blade is a fearsome weapon.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Additionally, while within a dragon’s flight of Lac Dinneshere it gains the following benefits:

- The bonus to attack and damage rolls increases to +3

- You gain resistance to cold damage

- You gain resistance to fire damage

- Your hit point maximum increases by 10
Jun 1, 2019 10:40 pm
Black Swan Armor

This half-plate armor was made by the dwarven smith Karador and an elven enchanter known as Elameth of Five Trees. During the time of cooperation between the Hand of the Seldarine and Dorn's Deep, many wondrous items were produced. This suit of armor was one of them. Exceptionally light and beautiful, the armor was originally worn by a female elven marshal in the Severed Hand, which is why the orcs didn't take it when they sacked the towers. The armor was later stolen from the Hand by Ilmadia.

Requires attunement

You have a +1 bonus to AC while wearing this armor.

While wearing this armor, you can use your action to cast polymorph on yourself, transforming into a black swan (use the statistics of a vulture). While you are in the form of the black swan, you retain your Intelligence, Wisdom, and Charisma scores. The armor can't be used this way again until the next dawn.
Jun 1, 2019 10:51 pm
Alamion

This long sword is part of a matched pair of weapons, the other being theshort sword Malamion. Alamion's blade is slightly thinner than a typical long sword blade and features a thin fuller down the center. Acid-etched snowflake patterns are scattered along the length of the blade, most of them concentrated towards the hilt. The hilt of the sword is made of bronze sandwiched between two off-white pieces of ivory carved to show clouds unleashing winds and snow. The grip is covered with mother-of-pearl lashed securely into place with bronze wire. The pommel of the weapon is a solid bronze globe with the snowflake lozenge of Auril etched into the bottom.

The full history of this blade and its brother have been well documented. Roughly two hundred years ago, a wizard from Shannath named Obren the Left-Handed was hired to make a pair of swords for the glory of Auril. Obren reluctantly did so, producing Alamion ("Frost Daddy") and Malamion ("Frost Baby") over a five year period. After a dispute about Obren's fee, priests of Auril tried to take the sword from him by force. The exact outcome of the battle is unclear, but Obren's swords did not end up in the hands of Auril's faithful. Thirty years later, a warrior named Berdino in Procampur bragged that he had a blade that could kill demons in a single strike. Berdino was found dead on the shore two tendays later, the victim of many poisoned crossbow bolts.

The new owner of Alamion was a vain, egotistical thief called Pellas the Fair. Pellas had acquired Malamion, quite by accident, fourteen years earlier and strongly desired its brother when he learned of its existence. Pellas held onto the swords until he died at the hands of a paladin named Garijon Renold of Torm. Garijon found the blades invaluable in his battles against the fiery denizens of the outer planes and the two swords were passed on for generations from paladin to paladin.

Heleban of Ithmong, a paladin of Tyr, was the last warrior known to have used the swords. His battles against slavers and pirates on the Sword Coast brought him to an untimely end. According to Ilmadia, Erestor took offense at Heleban’s interference and assassinated the paladin, then gifted her Alamion. She does not know what became of the weapon’s partner.

You have a +2 bonus to attack and damage rolls made with this weapon.

When you use this weapon to hit a creature that has resistance or immunity to fire damage, that creature takes an extra 3d6 damage of the weapon’s type.
Jun 1, 2019 10:54 pm
The Argent Shield

This silver shield once resided in the Hand of the Seldarine, where it wasused to protect its bearer from harmful magic and attacks. Because of its racial attunement, the marauding orcs and goblins left it in the tower. Maiden Ilmadia grabbed it from the ruins.

Requires attunement by someone of elven heritage.

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Jun 14, 2019 5:07 am
Girdle of Beatification

Whatever the origins of this powerful magical item, it has long been treasured by the Reghed barbarian tribes of Icewind Dale. According to the tales, it has been fought over countless times over centuries, to the point that Tempus himself consecrated it to be a token of the mightiest tribe. The sentient female identity within the stash, however claims that to be a load of superstition. She’s ‘just special’, no thanks to meddlesome deities.

It was held most recently by members of the Tribe of the Elk, until Chief Tansia lent it to Reòthadh.

Requires attunement

While wearing this sash, you are under the effect of the Bless spell.
[ +- ] Bless
Jun 20, 2019 8:23 pm
Staff of Nature’s Wrath

This oak staff appears simple and humble to the eye, but in truth it is a powerful druidic weapon. Wrought from the boughs of the Great Oak of Kuldahar, which was planted and cultivated by Silvanus himself, the staff has been passed down from one archdruid to the next, to be used in the defense of nature’s servants.

Requires attunement by a druid

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges.

Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus:

bones of the earth (6 charges)
call lightning (5th-level version, 5 charges)
erupting earth (5th-level version, 5 charges)
entangle (1 charge)
greater restoration (5 charges)
moonbeam (2 charges)
thunderwave (3rd-level version, 3 charges)
wall of stone (5 charges)
Jun 20, 2019 8:28 pm
Nym’s Portable Hole

This item functions as any other portable hole, with the following exception: It can be used to create open passages, such as through a wall or floor.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature with in the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

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