Skase — Magic Items

Wizard 12 · Evocation · The Lightbringers · CY 596

Click any item name to jump to its full description below.  ·  Costs based on DMG rarity tiers.  ·  = Attunement required  ·  Charges shown as die type = roll that die when found to determine current charges.
Rarity Common Uncommon ~101–500 gp Rare ~501–5,000 gp Very Rare ~5,001–50,000 gp Legendary Custom / Homebrew
🧙 Slot Equipment — Worn & Equipped
Slot Item(s) Att. Rarity Notes
Head Circlet of Greater Blasting Rare Empowered scorching ray 3/dawn · Greater version
Neck
Very Rare Chains: see description · Amulet: boost saves
Body Robe of the Storm Lord Very Rare Mage Armour ritual · Lightning Bolt enhanced · teleport on kill
Bracers Bracers of Hadar Rare Arms of Hadar memorised · regain 1st level slot (action)
Gloves Gloves of Missile Snaring Uncommon Reaction: catch ranged attack, reduce damage
Belt Belt of Lightning Resistance Rare Resistance to lightning damage
Cloak Cloak of Arachnida Very Rare Spider climb · web immunity · web 1/day
Ring #1 Ring of Iron Briar Rare Thorned protection
Ring #2 Ring of Sunbeam Rare Sunbeam (d4 charges)
Ring #3 Ring of Gestures Uncommon Minor Illusion at will · somatic-free casting 2/day
Ring #4 Ring of Fire Resistance Rare Resistance to fire damage (d4 charges)
Boots Boots of Levitation Rare Levitate at will (self)

Skase has 3 items attuned (marked ✦ active). Items marked ✦ require attunement.

🧙 Worn Magic Items
Item Rarity Est. Cost Charges Qty Notes
Circlet of Greater Blasting Rare ~5,000 gp 3/dawn 1 Scorching Ray (empowered) 3/dawn · Greater version
Chains of Amainon Very Rare ~20,000 gp 1 See description
Amulet of Resolve Uncommon ~500 gp 1d4 1 Reaction to remove frightened condition
Robe of the Storm Lord Very Rare ~30,000 gp 1/day 1 Mage Armour ritual · enhanced Lightning Bolt · Con save +1 · teleport on kill
Bracers of Hadar Rare ~3,000 gp 1/day 1 Arms of Hadar memorised · regain 1st level slot
Gloves of Missile Snaring Uncommon ~500 gp 1 Reaction: catch ranged attack · reduce damage by 1d10 + Dex mod
Belt of Lightning Resistance Rare ~5,000 gp 1 Resistance to lightning damage
Cloak of Arachnida Very Rare ~10,000 gp 1/day 1 Spider climb · web immunity · cast web 1/day
Ring of Iron Briar Rare ~2,000 gp 1 Thorned iron briar protection
Ring of Sunbeam Rare ~2,500 gp d4 1 Cast Sunbeam (d4 charges)
Ring of Gestures Uncommon ~500 gp 2/day 1 Minor Illusion at will · somatic-free casting 2/day
Ring of Fire Resistance Rare ~5,000 gp d4 1 Resistance to fire damage (d4 charges)
Boots of Levitation Rare ~4,000 gp at will 1 Cast Levitate on self at will
🪄 Wands, Staves & Rods
Item Rarity Est. Cost Charges Qty Notes
Echo Ziggurat Rare ~2,500 gp d8/dawn 1 Magic Missile echoes as bonus action for 2 rounds
Pearl of Power (3rd level) Uncommon ~500 gp 1/dawn ×2 Recover one 3rd level spell slot 1/dawn each
Runestaff of the Green Drake Rare ~3,000 gp 1 Adds Poison Spray, Ray of Sickness, Stinking Cloud, Cloudkill to memory
Tarvellan's Crystal Rare ~3,000 gp d4 1 Dispel force effects · restore disintegrated body
Abjurer's Wand Rare ~2,000 gp 3 (1d3/dawn) 1 Arcane focus for abjuration · reduce spell slot cost on abjuration spells
Mongoose Wand Uncommon ~200 gp 1 +1 spell atk / DC vs serpents & yuan-ti
Mage's Crystal Uncommon ~300 gp 1 Arcane focus; enhances spell casting
Black Opal Wand Gem Rare ~2,000 gp 3/day 1 Affixed to force wand · increases damage die step 3/day
Master of Apprentices Staff Rare ~5,000 gp 4 (1d3+1/dawn) 1 Cantrip as bonus action 2/day · extra Arcane Recovery level · Unseen Servant ritual (1 min)
Rod of Sure Striking Uncommon ~500 gp 1 Bonus to attack rolls
Rod of Lesser Maximise Rare ~2,000 gp 1 Maximise damage on lower-level spells
Wand of Lightning Rare ~2,500 gp d4 1 Lightning bolt (d4 charges)
Wand of Sleep Uncommon ~500 gp d4 1 Sleep 5d8 hp (d4 charges)
Wand of Unseen Servant Common ~100 gp d6 1 Cast Unseen Servant (d6 charges)
Wand of False Life Uncommon ~200 gp d6 1 False Life 1d4+4 temp hp (d6 charges)
⚗ Potions
Item Rarity Est. Cost Charges Qty Notes
Potion of Thunder Resistance Uncommon ~250 gp single use d4 1 hour resistance to thunder damage
Potion of Regeneration Rare ~1,500 gp single use d4 Recover 3 hp/turn for up to 10 min (d6 to end)
Vhlantru Infusion Uncommon ~300 gp single use d6 Healing infusion 1d8+2 hp; brew during rest
Potion of Mana Uncommon ~300 gp single use d4 Recover one 1st level spell slot; max 1/SR or 2/LR
Potion of Greater Healing Uncommon ~150 gp single use d4 Heal 2d8+4 hp
Potion of Superior Healing Rare ~450 gp single use d4 Heal 4d8+8 hp
📜 Scrolls
Item Rarity Est. Cost Charges Qty Notes
Magic Vellum — Fireball Uncommon ~300 gp single use d4 Fireball at 4th level (Magic Vellum upgrade)
Scroll of Flame Arrow Uncommon ~300 gp single use d4 Conc. 1hr · 12 arrows · +1d6 fire each
Scroll of Flaming Sphere Uncommon ~300 gp single use d4 Conc. 1 min · 2d6 fire · move as bonus action
Scroll of Darkvision & Darkness Uncommon ~300 gp single use d4 Two spells on one scroll
Scroll of Alter Self & Levitate Uncommon ~300 gp single use d4 Two spells on one scroll
Scroll of Blight Rare ~500 gp single use d4 8d8 necrotic · Con save half · plants max damage
Scroll of Lightning Bolt & Fly Rare ~700 gp single use d4 Two spells on one scroll
Scroll of Scorching Ray & Shatter Uncommon ~400 gp single use d4 Two spells on one scroll

Item Descriptions

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Circlet of Greater Blasting
Wondrous item (headwear) · No attunement required Rare

A silver circlet set with a large amber gemstone that flickers with inner light. The Greater version of the standard Circlet of Blasting.

While wearing this circlet, you can cast Scorching Ray as an action (no spell slot required), firing three rays each dealing 2d6 fire damage on a hit (+your spellcasting modifier to attack). On a critical hit with any ray, the target additionally takes 2d6 fire damage.

⚡ 3 charges · regains all expended charges at dawn
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Chains of Amainon
Wondrous item (neck) · Requires attunement Very Rare

Heavy dark-iron chains worn about the neck and shoulders, inscribed with binding runes. Despite their weight in appearance they feel remarkably light to the attuned wearer.

While attuned, you gain resistance to one damage type of your choice, chosen when you first attune (cannot be changed without re-attuning). Additionally, when a creature grapples you or restrains you, you may use your reaction to impose disadvantage on that creature's ability checks to maintain the grapple or restraint.

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Amulet of Resolve
Wondrous item (neck) · No attunement required Uncommon

Activate as an action or a reaction to remove the frightened condition on the wearer.

⚡ 1d4 charges · recharges at dawn
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Robe of the Storm Lord
Wondrous item (body) · Requires attunement (wizard, sorcerer, or warlock) Very Rare

Deep blue robes that resize to fit any humanoid from huge to small. While attuned, the wearer can elect to be affected by weather as if it were one category less inclement.

  • Storm Winds: You may cast Mage Armour on yourself as a ritual (takes 10 minutes; will not function without air, e.g. underwater).
  • Sheet Lightning (1/day): When casting Lightning Bolt or Chain Lightning, add your spellcasting ability modifier to the damage, add one additional target within 20′ of the bolt’s line, and on the following round you may use a spell slot to cast Thunderwave as a bonus action at one level higher than the slot used.
  • Shocking Grasp: When you cast Shocking Grasp, deal +1 damage per die.
  • Constitution saves: +1 bonus to Con saving throws (does not stack with other magic items).
  • Storm Kill: When you reduce an enemy to 0 hp with lightning damage, you may teleport to their position as they fall.
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Bracers of Hadar
Wondrous item (bracers) · Requires attunement (spellcaster) Rare

These vambraces are largely black with hints of red, appearing to be made of leather with a tentacled creature depicted on them.

  • The attuned wearer has the spell Arms of Hadar memorised at all times.
  • Once per day, you may use an action to speak the command word and regain one expended 1st level spell slot.
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Gloves of Missile Snaring
Wondrous item (gloves) · Requires attunement Uncommon

These gloves seem to almost meld with your hands when you don them. When a ranged weapon attack hits you while you’re wearing these gloves, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

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Belt of Lightning Resistance
Wondrous item (belt) · Requires attunement Rare

While wearing this belt, you have resistance to lightning damage.

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Cloak of Arachnida
Wondrous item (cloak) · Requires attunement Very Rare

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

  • You have resistance to poison damage.
  • You have a climbing speed equal to your walking speed.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • You can’t be caught in webs of any sort and can move through them as if they were difficult terrain.
  • 1/day: You can cast the Web spell (save DC 13). The web created by this spell fills twice its normal area.
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Ring of Iron Briar
Ring · Requires attunement Rare

A ring of intertwined black iron thorns. While attuned, whenever a creature hits you with a melee attack, it takes 1d4 piercing damage from the thorns. The thorns count as magical for the purposes of overcoming resistance and immunity.

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Ring of Sunbeam
Ring · No attunement required Rare

A gold ring set with a faceted yellow topaz. Expend a charge to cast Sunbeam (6th level, concentration up to 1 minute): a beam of brilliant light flashes out in a 5-foot-wide, 60-foot-long line. Each creature in the line makes a Con saving throw (DC = 15). On a failure: 6d8 radiant damage and blinded until your next turn. On a success: half damage, not blinded. Undead and oozes have disadvantage on this save.

⚡ d4 charges
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Ring of Gestures
Ring · Requires attunement Uncommon

This gaudy ring has a delicately carved pink gem in the shape of a hand. The gemstone moves to mimic gestures made with the wearing hand.

  • You may cast the Minor Illusion cantrip at will.
  • 2/day: You may cast a spell that would normally require somatic components without physically moving your hands — the gem hand performs the gestures on your behalf.
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Ring of Fire Resistance
Ring · No attunement required Rare

While wearing this ring, you have resistance to fire damage. Expend a charge to activate the protection for 1 hour; when charges run out the ring goes dormant until recharged.

⚡ d4 charges
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Boots of Levitation
Wondrous item (boots) · Requires attunement Rare

While you wear these boots, you can cast Levitate on yourself at will (no spell slot or components required). You rise or descend at a rate of 20 ft per round, and can hover in place. The effect lasts until you end it as a bonus action or are incapacitated.

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Echo Ziggurat
Wondrous item · No attunement required Rare

A 3-ounce silvery stone carved in the shape of a stepped pyramid. When you cast Magic Missile, on each of the following 2 rounds you may cast Magic Missile again as a bonus action, each time without expending a spell slot and producing one fewer missile than the previous round (you cannot cast another non-cantrip spell on those rounds).

Cannot be used again until the next dawn.

⚡ d8 charges
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Pearl of Power (3rd Level)
Wondrous item · Requires attunement (spellcaster) Uncommon

While this pearl is on your person, you can use an action to speak its command word and regain one expended 3rd-level spell slot. Once used it can’t be used again until the next dawn.

Skase carries two of these, each attuned separately.

⚡ 1/dawn each (×2)
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Runestaff of the Green Drake
Staff · Requires attunement (sorcerer, warlock, or wizard) Rare

When attuned to this staff, you act as if the following spells are permanently memorised (in addition to your normal prepared spells):

  • Poison Spray (cantrip)
  • Ray of Sickness (1st level)
  • Stinking Cloud (3rd level)
  • Cloudkill (5th level)
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Tarvellan's Crystal
Wondrous item · No attunement required Rare

A dull grey crystal that radiates magic. A caster unable to cast 5th-level spells who identifies it will only learn it can “undo certain spells.” Two functions, each expending a charge:

  • If placed against a Wall of Force, forcecube, or force effect (Spiritual Weapon, Mordenkainen’s Sword), it will dispel or disintegrate it.
  • If concentrated on, it vibrates if placed where something was disintegrated in the past month. By focusing and expending an arcane spell slot of at least 4th level, it undoes the final effect — the creature’s body returns intact, though the crystal will not restore them to life.
⚡ d4 charges
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Abjurer's Wand
Wand · Requires attunement Rare

May be used as a spell focus for arcane spells, specifically attuned to abjuration magic.

While wielding this wand, whenever you cast an abjuration spell, you may expend a number of charges equal to the spell’s level to reduce or eliminate the spell slot level you need to cast it. The spell must be cast at the minimum level possible and you must have an available slot of that level.

⚡ 3 charges · regains 1d3 at dawn
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Mongoose Wand
Wand · Requires attunement Uncommon

A common wand issued to arcane casters in the Everloyal Army. When casting a spell against a serpent or yuan-ti, the caster gains +1 to spell attack rolls and/or the spell save DC is 1 higher.

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Mage's Crystal
Wondrous item (arcane focus) · No attunement required Uncommon

A finely faceted crystal sphere that serves as an enhanced arcane focus. While using this crystal as your spellcasting focus, spells with a range of Touch have their range increased to 10 feet. Additionally, any spell you cast with a casting time of one action may instead be cast as a bonus action once per short rest (the spell must be 2nd level or lower).

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Black Opal Wand Gem
Wondrous item (wand attachment) · No attunement required Rare

When affixed to a wand that deals force damage, the gem increases the damage done by a spell cast from that wand by one die step (e.g. d6 → d8), up to 3 times per day.

⚡ 3/day
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Master of Apprentices Staff
Staff · Requires attunement (wizard) Rare

A 5½-foot staff of strong black wood with a 1-inch diameter translucent white crystal embedded 5 feet along its length.

  • Acts as a magical weapon in combat.
  • Bearer may cast Prestidigitation at will.
  • As an action, cause the crystal to glow or cease (as the Light cantrip); the light may instead become Dancing Lights.
  • 2/day: Cast a known cantrip as a bonus action.
  • When using Arcane Recovery, recover one extra spell level.
  • Cast Unseen Servant as a ritual taking only 1 minute.
  • 4 charges (recovers 1d3+1/day at dawn): cast Comprehend Languages, Detect Magic, or Feather Fall (1 charge each).
⚡ 4 charges · recovers 1d3+1 at dawn
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Rod of Sure Striking
Rod · No attunement required Uncommon

While holding this rod, once per turn when you make a spell attack, you can add a +2 bonus to the attack roll. You may choose to use this after seeing the initial roll but before learning whether it succeeds.

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Rod of Lesser Maximise
Rod · No attunement required Rare

While holding this rod, once per turn when you cast a spell of 3rd level or lower that deals damage, you may maximise the damage (treat all damage dice as showing their maximum value). This ability recharges at dawn.

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Wand of Lightning
Wand · No attunement required Rare

Expend a charge to cast Lightning Bolt (3rd level): 8d6 lightning damage in a 100-foot-long, 5-foot-wide line. DC 15 Dexterity saving throw for half damage.

⚡ d4 charges
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Wand of Sleep
Wand · No attunement required Uncommon

Expend a charge to cast Sleep: roll 5d8 to determine how many hit points of creatures are affected, starting with the creature with the lowest current hit points. Each creature affected falls unconscious for 1 minute or until it takes damage or is awakened.

⚡ d4 charges
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Wand of Unseen Servant
Wand · No attunement required Common

Expend a charge to cast Unseen Servant (1st level): an invisible, mindless, shapeless force performs simple tasks at your command for 1 hour. It can perform simple tasks that a human servant could do, such as fetching, cleaning, mending, or holding items.

⚡ d6 charges
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Wand of False Life
Wand · No attunement required Uncommon

Expend a charge to cast False Life (1st level): you gain 1d4 + 4 temporary hit points.

⚡ d6 charges
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Potion of Thunder Resistance
Potion · No attunement required Uncommon

When you drink this potion, you gain resistance to thunder damage for 1 hour.

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Potion of Regeneration
Potion · No attunement required Rare

Duration: up to 10 minutes. If below maximum hit points at the start of your turn, you recover 3 hit points. Roll a d6 each time you recover hit points — on a 1, it is the last time it works and the potion’s effect ends.

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Vhlantru Infusion
Potion (herbal infusion) · No attunement required Uncommon

Leaves in a small perforated ceramic container. Over a rest of at least 10 minutes when water can be boiled, place in a container of boiled water to produce up to 6 cups of warm healing infusion. Drinking it heals 1d8 + 2 hit points. Taste can be bitter but sugar, honey, and milk improve it.

Creator requires proficiency with alchemical tools and herbalist’s tools, plus ability to cast Tongues.

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Potion of Mana
Potion · No attunement required Uncommon

When drunk, recover one expended 1st level spell slot. You may not benefit from more than one Mana Potion per short rest, or two per long rest.

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Potion of Greater Healing
Potion · No attunement required Uncommon

You regain 2d8 + 4 hit points when you drink this potion.

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Potion of Superior Healing
Potion · No attunement required Rare

You regain 4d8 + 8 hit points when you drink this potion.

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Magic Vellum — Fireball
Scroll (Magic Vellum) · No attunement required Uncommon

A blank sheet of vellum upon which Fireball has been inscribed. When used, the spell is cast as if using a 4th level spell slot (10d6 fire damage, 20-foot radius, DC 15 Dex save half). Once used, the vellum crumbles to dust.

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Scroll of Flame Arrow
Scroll · No attunement required Uncommon

Concentration, up to 1 hour. Up to 12 pieces of nonmagical ammunition in a quiver become flaming. When a piece of flaming ammo hits a target, it deals an extra 1d6 fire damage. The ammo is consumed whether it hits or misses.

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Scroll of Flaming Sphere
Scroll · No attunement required Uncommon

Concentration, up to 1 minute. A 5-foot-diameter sphere of fire appears in an unoccupied space. Any creature ending their turn within 5 feet takes 2d6 fire damage (DC 13 Dex save half). As a bonus action, you may move the sphere up to 30 feet.

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Scroll of Darkvision & Darkness
Scroll (dual) · No attunement required Uncommon

Two spells inscribed on a single scroll. Choose one when activated:

  • Darkvision: Touch a willing creature; it gains darkvision to 60 feet for 8 hours.
  • Darkness: Magical darkness spreads from a point for 1 minute (concentration). Darkvision can’t penetrate it; non-magical light can’t illuminate it.
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Scroll of Alter Self & Levitate
Scroll (dual) · No attunement required Uncommon

Two spells inscribed on a single scroll. Choose one when activated:

  • Alter Self: Concentration, up to 1 hour. Change your appearance, gain aquatic adaptation, or gain a natural weapon attack.
  • Levitate: Concentration, up to 10 minutes. A creature or object rises vertically up to 20 feet, then hovers. The target can move only by pushing/pulling against fixed objects.
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Scroll of Blight
Scroll · No attunement required Rare

Necromantic energy washes over a creature within 30 feet. The target makes a Constitution saving throw. On failure: 8d8 necrotic damage. On success: half damage. Plants automatically fail and take maximum damage. Undead and constructs are unaffected.

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Scroll of Lightning Bolt & Fly
Scroll (dual) · No attunement required Rare

Two spells inscribed on a single scroll. Choose one when activated:

  • Lightning Bolt: 8d6 lightning in a 100-foot line, 5 feet wide. DC 15 Dex save half.
  • Fly: Concentration, up to 10 minutes. Touch a willing creature; it gains a flying speed of 60 feet.
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Scroll of Scorching Ray & Shatter
Scroll (dual) · No attunement required Uncommon

Two spells inscribed on a single scroll. Choose one when activated:

  • Scorching Ray: Create three rays of fire; each ray targets a creature within 120 feet (+your spellcasting modifier to hit; 2d6 fire on hit).
  • Shatter: A sudden loud ringing noise in a 10-foot sphere. Each creature in range makes a Con save (DC 13): 3d8 thunder damage on fail, half on success. Creatures made of inorganic material have disadvantage. Nonmagical objects in the area take the damage.