Magical Items
Any object that carries a magical effect, permanent or temporary, counts as a magical item. Although creating magical items takes an investment of time and resources, magic’s abundance makes such items available anywhere one might find a witch with a cauldron, an alchemist with a laboratory, or an artificer with a workshop.
Magical items described here come in three types: consumables, inscriptions, and trinkets. In addition, the Sage has access to oddities, relics, and artifacts, each of which is a potent item that might be exotic or unique. The items described in the following pages represent but a small sample of the kinds of things one might purchase in a shop or find in treasure.
Consumables
Consumables are any substances imbued with magic that’s released on its consumption. Consumables have strange flavors, come in wild colors, and give off odd odors. Consumable names indicate their effects. Elixirs tend to cure the body, while philters affect the mind. Potions transform body or mind. You can perform the use an item action to either consume or administer to one willing or unconscious creature one consumable you hold or carry on your person in a place from which you can retrieve it easily.
A superior consumable has double efficacy. It lasts twice as long, heals twice as much damage, and the like. If you consume an inferior consumable, make a luck roll with 1 bane. On a success, the consumable works as described. On a failure, the consumable has no effect. On a critical failure, you lose 1d6 Health and become poisoned (luck ends).
Consumables
| Name | Rarity | Price |
|---|---|---|
| Elixir of Healing | Common | 5 sp |
| Elixir of Health | Uncommon | 1 gp |
| Philter of Courage | Uncommon | 1 gp |
| Philter of Good Feeling | Uncommon | 1 gp |
| Philter of Rage | Uncommon | 1 gp |
| Potion of Clarity | Uncommon | 1 gp |
| Potion of Invisibility | Uncommon | 1 gp |
| Potion of Might | Uncommon | 1 gp |
| Potion of Speed | Uncommon |
Elixir of Healing: At the end of the round, you heal 1d6 damage.
Elixir of Health: At the end of the round, you heal 4d6 damage and regain 1d6 Health. Then, for 24 hours, you roll with 1 boon when you would resist infection and being poisoned.
Philter of Courage: At the end of the round, you become Intellect impaired for 1 hour. While you have this affliction, you are immune to the frightened affliction, and you make Strength and Agility rolls with 1 boon.
Philter of Good Feeling: At the end of the round, you become friendly to all creatures for 8 hours. If you are harmed, the effect ends early.
Philter of Rage: At the end of the round, you become Intellect impaired and unfriendly to all creatures for 1 minute, but, during this time, you roll to attack with 1 boon and you take half damage from one source each round. The effect ends early if you become frightened.
Potion of Clarity: At the end of the round, you gain the Awareness 5 trait for 1 hour.
Potion of Invisibility: At the end of the round, you become invisible for 1 minute. The effect ends early if you harm another creature.
Potion of Might: At the end of the round, you feel strength and power flow through your body for 1 hour. You make Strength rolls with 1 boon, impose 1 bane on rolls made against your Strength, and have +1d6 Bonus Damage. The effect ends early if you become poisoned.
Potion of Speed: At the end of the round, your Speed increases by 5. In addition, you make Agility rolls with 1 boon and impose 1 bane on rolls made against your Agility. The effect wears off after 1 hour but ends early if you become held.
Preparing Consumables
You prepare a consumable by distillation, infusion, brewing, cooking, baking, or the like, a process that takes time, special ingredients, and a related profession or path. You can prepare a consumable from ingredients with availability one step lower than the consumable’s (minimum common availability) and that cost one-quarter the consumable’s price. With the ingredients assembled, you spend 1 hour working with an alchemist’s kit per gp of the consumable’s final price. When you finish, you produce a single dose of the consumable.
Inscriptions
Inscriptions are spells in written form. An inscription is written in the Arcane script. Inscriptions can appear on scrolls, on tablets, and inside the pages of tomes and books.
An inscription has a number of castings equal to the number of castings that learning a spell once would grant. Once the last casting has been expended, the inscription disappears.
| Spell Rank | Rarity | Price |
|---|---|---|
| Novice | Uncommon | 1 gp |
| Expert | Rare | 5 gp |
| Master | Exotic | 25 gp |
Using Inscriptions
If you can read Arcane, you can use an action to attempt to cast the spell. If you know the spell, you cast it and resolve its effects. If you don’t know the spell, make an Intellect roll. You make this roll with 1 boon if the spell is of a tier lower than yours, or with 1 bane if the spell is of a higher tier. On a success, you cast the spell. On a failed roll, make a luck roll and find the result on the Inscription Mishaps table.
Inscription Mishaps
| Luck Roll | Effect |
|---|---|
| 1 or less | The script blazes and explodes, throwing magical energy from the surface on which the inscription appeared out in a 5-yard radius. The inscription disappears, the spell has no effect, and each creature and object in the area of the explosion takes 2d6 damage for a novice spell, 4d6 damage for an expert spell, or 8d6 damage for a master spell. |
| 2-5 | The script lifts from the page and swirls around you, the symbols plunging into your body. The inscription disappears, the spell has no effect, and you take 1d6 damage for a novice spell, 2d6 for an expert spell, or 4d6 for a master spell. |
| 6-9 | What seemed a successful casting turns out to be a failure: the inscription fades from the surface on which it was written, and the spell has no effect. |
| 10 or more |
Write an Inscription
You can write an inscription of any spell you have learned provided you have the time and materials. You need a writing kit, knowledge of the Arcane script, special inks worth half the inscription’s price, something to hold the inscription such as paper or a tablet, and a period of time determined by the spell’s tier:
- 1 hour for a novice spell
- 2 hours for an expert spell
- 4 hours for a master spell.
When you finish, you expend a casting of the spell to imbue the inscription with magic that lasts until expended.
Trinkets
Trinkets are magical items that produce specific effects or enhance an item’s normal capabilities. Some trinkets bestow traits for as long as you wear or carry them, while others require you to perform the use an item action. In addition to trinkets, you might find oddities, relics, and artifacts, all of which are detailed in Secrets of the Weird Wizard. Trinkets count as superior items and benefits granted are in addition to the normal benefits of being such. You can have any number of trinkets. Many require you to wear them, in which case you can wear only one trinket on a particular part of your body and, if the trinkets come in a pair, you must wear both to gain their benefits. In other words, you have to wear both gloves in a pair and you cannot benefit from two pairs of gloves at a time. Let common sense be your guide.
| Name | Rarity | Price |
|---|---|---|
| Enchanted Armor | Uncommon | 5 gp* |
| Enchanted Weapon | Uncommon | 5 gp* |
| Fire Opal Diadem | Uncommon | 5 gp |
| Gloves of Climbing | Uncommon | 5 gp |
| Glow Sphere | Uncommon | 5 gp |
| Night Eyes | Uncommon | 5 gp |
| Talisman | Uncommon | 5 gp |
| *Add this price to the price of a superior item. | ||
| Amulet of Protection | Rare | 15 gp |
| Bloodthirsty Blade | Rare | 15 gp |
| Bottomless Bag | Rare | 15 gp |
| Chameleon Clock | Rare | 15 gp |
| Collapsible Boat | Rare | 15 gp |
| Flaming Sword | Rare | 15 gp |
| Ghost Shoes | Rare | 15 gp |
| Icon of Faith | Rare | 15 gp |
| Kraken Skull | Rare | 15 gp |
| Mask of Tongues | Rare | 15 gp |
| Serpent Rope | Rare | 15 gp |
| Shield of Warding | Rare | 15 gp |
| Skeleton Key | Rare | 15 gp |
| Apotropaic Brooch | Exotic | 50 gp |
| Belt of Scales | Exotic | 50 gp |
| Belt of Strength | Exotic | 50 gp |
| Carnage Axe | Exotic | 50 gp |
| Circlet of Thought | Exotic | 50 gp |
| Flying Carpet | Exotic | 50 gp |
| Hammer of Doom | Exotic | 50 gp |
| Helm of Leadership | Exotic | 50 gp |
| Invulnerable Plate | Exotic | 50 gp |
| Mantle of Courage | Exotic | 50 gp |
| Ring of Invisibility | Exotic | 50 gp |
| Scoundrel Cloak | Exotic | 50 gp |
| Widdershins | Exotic | 50 gp |
| Winged Shoes | Exotic | 50 gp |
Amulet of Protection:This medallion hanging from a silver chain has the shape of an open eye. If you are wearing the amulet when you become cursed, make a luck roll with 1 boon. On a success, you end the cursed affliction.
Apotropaic Brooch: Numerous lines form a complex pattern on this faintly glowing brooch. While you wear the brooch, you take half damage from magical sources, impose 1 bane on rolls made against you from magical sources, and make rolls to resist magical effects with 1 boon.
Belt of Scales: A thin length of snakeskin with a coiled serpent for its buckle, this belt adjusts to fit the wearer. You have the Slippery trait while you wear it.
Belt of Strength: This wide, thick leather belt has a dinged and dented bronze buckle. It resizes to fit its wearer. While you wear this belt, your Strength is 15 if it is normally lower than 15.
Bloodthirsty Blade: This sword features a long blade with a fuller down the center to carry blood to its yawning mouth-shaped guard. It uses the rules for a sword but also has the Brutal trait. In addition, when you use it to attack an injured target, you roll with 1 boon.
Bottomless Bag: This bag has a 1-foot-diameter opening and can hold up to 20 objects of the opening’s diameter or smaller. Objects placed in the bag have no weight. A creature placed inside the bag vanishes, never to be seen again. Finally, if the bag is damaged, everything it carried falls out through the opening, the magic dissipates, and the bag becomes an ordinary scrap of fabric.
Carnage Axe: The wide, crescent shaped blade of this axe shows heavy use by its many notches and stains. It uses the rules for a battle axe but also has the Slashing trait. In addition, whenever your attack with this weapon causes a creature to become injured or incapacitated, you can use a reaction to make another attack against a target within reach. This attack deals 3d6 damage and does not benefit from expending Bonus Damage. If there is no other target in reach, the axe drags you 1d6 yards toward the nearest enemy, if there is one.
Chameleon Cloak: A hooded cloak of some fine gray fabric that moves like water through your hands. If you are hidden while you wear this cloak, you are also invisible until you are no longer hidden.
Circlet of Thought: Sigils decorate this thin loop of silvery steel, which stretches or shrinks to fit your head. While you wear the circlet, your Intellect is 15 if it is normally lower than 15.
Collapsible Boat: What appears to be a small wooden cube unfolds when you use an action and speak the command word to become a rowboat on a surface within reach or folds itself back up into its cube shape.
Enchanted Armor: The magic imbued in this armor increases your Defense by 1 when you wear it.
Enchanted Weapon: The magic imbued in this weapon grants you 1 boon on rolls to attack with it.
Fire Opal Diadem: The bright jewel set in this headpiece gleams in the shadows and darkness. While you wear the diadem, you shed faint light and, whenever you would take damage from fire, roll 2d6 and reduce the damage by the total of the roll (to a minimum of 0).
Flaming Sword: The blade of this sword has a wavy edge and feels warm to the touch. It uses the rules for a long sword but lacks the Slow trait. When you attack with this sword, you can choose to have the blade erupt in flames that burn for 1 minute, shedding dim light. Your attacks with this weapon deal an extra 1d6 damage from the flames. In addition, whenever you get a critical success on an attack made using this weapon, the target also catches fire (luck ends).
Once you use this aspect of the weapon’s effects, you lose access to it for 1 hour.
Flying Carpet: Unrolling the carpet reveals a distinctive weave showing colorful birds in flight. An unrolled carpet is 9 feet wide and 12 feet long. It can seat up to twelve Size 1 creatures.
A creature sitting on the carpet can speak the command word and become the pilot. The carpet can fly and hover. Performing the use an item action allows the pilot to fly the carpet in any direction, using the pilot’s base Speed.
Ghost Shoes: These soft shoes have padding on the soles and adjust their size to fit your feet. While you wear the shoes, you have the Silent trait.
Gloves of Climbing: These leather gloves fit snug over your hands, and with a gesture, sprout bristling spines to help secure your grip. While you wear these gloves, you have the Climber trait.
Glow Sphere: While you hold this fist-sized orb of opaque white glass, you can use an action to cause the sphere to cast bright, dim, or faint light until you dismiss the light as a minor activity.
Hammer of Doom: This war hammer’s head has notches and grooves on either side to rend the flesh even as it shatters bone. It uses the rules for a war hammer but also has the Brutal trait. In addition, whenever you deal damage with this weapon, roll one additional time and use the higher amount.
Helm of Leadership: While you wear this helmet forged from steel and etched with images of battle, you emit an aura that spreads through a Size 3 space centered on you. Allies in the aura roll to attack with 1 boon.
Icon of Faith: A painting of a martyr’s likeness appears on this wooden board. While you are not injured and you are carrying the icon, you roll to attack with 1 boon, but you are Will impaired.
Invulnerable Plate: The components making up this suit of plate armor have runes of warding etched into them. When you would take damage while wearing this armor, you can choose to make a luck roll. On a success, you take no damage. Regardless of the result, you lose access to this benefit for 1 minute.
Kraken Skull: Constructed from corroded copper and wrought to look like a kraken, this helmet adjusts to fit your head. While you wear this helmet, you have the Swimmer trait and you can breathe while submerged in water.
Mantle of Courage: You feel braver while you wear this dark blue shirt. The mantle renders you immune to the frightened affliction.
Mask of Tongues: A delicate porcelain mask that changes shape when worn to match the contours of your face. While you wear the mask, whenever you speak, anyone who hears you and knows at least one language understands what you say.
Night Eyes: A pair of spectacles with black lenses that clear in shadowy conditions. While you wear these lenses in an area of bright light, you cannot see. While wearing them in darkness, you have the Dark Vision trait.
Ring of Invisible: This simple gold band feels heavy when held. While you wear the ring, you can use an action to become invisible to all creatures except demons, fiends, and spirits. You remain invisible until you harm a creature, at which point the ring becomes an ordinary ring for 24 hours.
Scoundrel Cloak: This cloak of many colors shimmers in the light. While you wear it, you can expend your move to teleport to an empty space you can see within 10 yards. Once you do so, the cloak becomes an ordinary garment for 1 minute.
Serpent Rope: The slender cord of this 50-foot length of rope looks too thin to bear any weight, but it shows itself stronger than that woven from hemp. You can use an action and speak the command word to direct the rope to knot or untie itself, gather itself in a tidy coil, or send one end slithering up or across a surface and attach to something at the top or side.
Shield of Warding: While you wield this shield with a heraldic device depicting a stone tower, you impose 1 bane on rolls made to attack allies within your reach.
Skeleton Key: A hand-sized key carved from bone with a skullshaped handle, it fits into any lock. You can use an action to place this key into any lock you can reach. The lock unlocks or locks as you choose. Each time you use the key after the first, make a luck roll. On a failure, the key breaks and its magic departs.
Talisman: A protective charm is attached to a chain for wearing around the neck or wrist. If you are wearing a talisman when you make a luck roll, you can roll with 1 boon. If the roll fails, the talisman becomes an ordinary bauble for 24 hours. After the talisman is used 3 times, it becomes an ordinary object.
Widdershins: This doorknob is made from gold and wrought into the form of a grinning fey face. As an action, you can place the doorknob on a flat surface and turn it counterclockwise while thinking of a place you have visited at least once before. An outline of a door, up to 7 feet tall and 3 feet wide, forms on the surface, then opens and connects to a surface of the Sage’s choice in the place you imagined. The door remains open until you close it and turn the knob clockwise, which causes the door to disappear.
Winged Shoes: Tiny feathered wings sprout from the sides of these soft leather shoes. While you wear these shoes, you take no damage from landing after a fall and you ignore challenging terrain on the ground when you move.
Identifying Trinkets
Normally, a trinket’s seller can tell you how to use it, but when you find one in treasure, identifying its properties might take some effort. Spending 1 minute experimenting with the object enables you to make an Intellect roll. On a success, you learn its traits. On a failure, you must use some other method to discover what it does. Often the best way is through experimentation— pushing buttons, shaking it, or using it in a manner that seems intended.