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OLD EMPIRES

MAGIC ITEMS

Adapted by David Dolph

Here are 17 magic items adapted from the old Forgotten Realms accessory, FR10 Old
Empires.

Alkar Silverblade (Order #12472528)


Common Items
Weed of the Witch

Uncommon Items
Oil of Armor
Oil of Beauty
Scarab of Venom
Wand of Water-Finding

Rare Items
Bladeless Sword
Book of Thoth
Dagger of Set
Powder of Obsession

Very Rare Items


Claw of Nezram
Jewel of Karathoth
Ring of Immunity
Staff of Fury
Staff of Osiris
Talisman of Tongues
Wand of Salt

Legendary Items
Rod of Generalship

BLADELESS SWORD showing information about the item the


Weapon (shortsword), rare same as a legend lore spell. The book
All that can be seen of this weapon is its can be used once and then not again
hilt which is made of solid silver and until the next dawn.
embedded with opals. The blade is This book was created by an incarnate
actually in the ethereal plane and can of Thoth.
only damage creatures that have
resistance or are immune to non-magical CLAW OF NEZRAM
weapons. If the weapon does hit such Wondrous Item, very rare (requires
creatures, the weapon automatically attunement)
scores a critical hit. This is a replica of a humanoid hand
made from ivory and decorated with
BOOK OF THOTH rubies. Instead of fingers it has sharp
Wondrous Item, rare claws. The claw has a benign power to
This is a large, leather-bound brown scratch itchy spots upon command. As a
volume with no title. It is fixed with a bonus action the claw’s owner can
lock in the shape of a baboon’s head. command it to attack; make a melee
When an item is placed on the cover the attack roll against a creature within 20’
book will open and turn to a page using your melee or spell attack bonus.

Alkar Silverblade (Order #12472528)


On a successful hit, the claw does 2d6 cannot be used again. Once used, the
piercing damage. If the claw of nezram item cannot be used again until after a
inflicts maximum damage on a damage long rest has passed.
roll, it has grabbed onto a vulnerable This item was created by an
part of the target; it automatically hits incarnation of Thoth. If a person looks
on its attack. After the claw has done into the item they will see the faint
damage four times it crawls back to its impression of an ibis.
owner and falls inert. It cannot be used
again until after a long rest. OIL OF ARMOR
This item is the namesake of the great Potion, uncommon
wizard Nezram. He had created at least This oil is nearly invisible but smells
five of these items and one was in the heavily of lemon. When it is applied to
possession of Hodkamset, the most the skin, if the target is not wearing
powerful wizard of the Cult of Set. armor, their base AC becomes 13 +
Dexterity modifier. Each application lasts
DAGGER OF SET 1d4 hours.
Weapon (dagger), rare Oil of armor is used primarily in
This snake-shaped throwing dagger is a Unther, where certain religions forbid
magic weapon that provides a +2 bonus the wearing of armor.
to hit and damage rolls. It will score a
critical hit on a 19 or 20. Once the OIL OF BEAUTY
weapon hits it will burrow into the Potion, uncommon
target; the target takes an additional This oil is a mix of olive oil, crushed
1d4+2 piercing damage at the beginning pearls and ash from the Purple Plains.
of their turn. This additional damage When put on, the target gains advantage
will continue until the target reaches 0 on all Charisma checks for 1 hour.
hit points or the dagger is pulled out. This oil is used by the priestesses of
The dagger can be pulled out by Ishtar and is one of the reasons they are
spending an action and succeeding on a so popular.
DC15 Strength saving throw.
This weapon is a favorite among POWDER OF OBSESSION
warriors that worship Set. Potion, rare
This pink powder is thrown into the air
JEWEL OF KARATHOTH up to 30’ away. It covers a 10’-radius
Wondrous Item, very rare (requires sphere and a creature in it must make a
attunement) DC14 Wisdom saving throw. On a failure
This is a valuable looking gemstone with the target will continue whatever action
1d3+4 facets. Activating this item causes they are doing for 1 minute. In combat,
an exact duplicate of the user to appear. they will attack the nearest creature
This duplicate is under complete control regardless if it is a friend or foe. If
of the original but can take actions eating, they will continue to do so
different from the item user. The without stopping even if they have to
duplicate remains for 1 minute; after this take someone else’s food. If singing they
time is up the duplicate disappears and will not stop.
any effect with a duration caused by the The priestesses of Isis use this powder
duplicate ends. When the duplicate as a defensive tool, though rarely if it
disappears or is killed, 1 facet cracks and can be helped.

Alkar Silverblade (Order #12472528)


RING OF IMMUNITY STAFF OF FURY
Ring, very rare (requires attunement) Staff, very rare (requires attunement by
This is a simple silver ring with no a bard, cleric, druid, sorcerer, warlock,
adornments. When worn, the wearer is or wizard)
immune to natural and magic diseases. When casting a spell and holding this
This includes such things as lycanthropy staff, the caster can expend a charge. If
and mummy rot. they do so the caster’s damage spells do
These rings are created by the an extra 1 damage per slot used in the
incarnations of Thoth and House spell and any saving throws against the
Tholaunt. spell are rolled with disadvantage.
However, the spell takes slightly longer
ROD OF GENERALSHIP to cast and the caster cannot use a
Rod, legendary (requires attunement) bonus action this turn.
This is a 2’ long scepter of solid gold The staff can also be used defensively.
decorated with rubies, diamonds and If the caster takes no offensive action
pearls. When raised in a battle, all and expends 1 charge, the next three
troops within 200’ gain advantage on non-magic attacks against the caster
their attacks and any attacks against the before the start of their next turn are
troops are at disadvantage. The rod has rolled with disadvantage.
no effect unless at least 50 people are This staff has 20 charges. It regains
within 200’ of the rod on activation. The 2d6 expended charges daily at dawn. If
effect lasts for 8 hours and once used you expend the last charge, roll a d20.
cannot be used again until the next On a 1, the staff breaks into three pieces
dawn. and is no longer useful. On a 20, the
Only three of these items are known to staff regains 1d6 charges.
exist. The priests of Assuran of the
Three Thunders use one. The priests of STAFF OF OSIRIS
Horus-Re use a second one. The third Weapon (quarterstaff), very rare
one was once used by the priests of (requires attunement)
Anhur, but rumors state it has gone This dark brown, mahogany quarterstaff
missing. is a magic weapon that provides a +3
bonus to hit and damage rolls. In
SCARAB OF VENOM addition, the first melee attack against
Wondrous Item, uncommon the wielder since their last turn is rolled
This scarab shaped gem is placed on the with disadvantage.
hilt of a sword. When activated the gem
is destroyed and coats the blade with TALISMAN OF TONGUES
poison. When the sword hits it does an Wondrous Item, very rare (requires
extra 3d4 poison damage. The poison attunement)
coating lasts for 1d4+1 turns before The wearer of this medallion is able to
evaporating. read and speak all languages. This
includes magical writings.
There is only one of these items
known to exist. The priests of Thoth
have been destroying them to prevent
foreigners from deciphering the secrets
of Mulhorandi magic.

Alkar Silverblade (Order #12472528)


WAND OF SALT WAND OF WATER-FINDING
Wand, very rare (requires attunement Wand, uncommon
by a sorcerer, warlock, or wizard) This wand has 3 charges and recharges
This wand is made of saltsteel, a 1d3 charges each dawn. While holding it,
magically hardened salt that only the you can expend 1 charge as an action. If
mages of Unther know how to prepare. there is drinkable water within 50 miles,
The surface is further overlaid with it will begin to vibrate. The closer the
sand, which causes it to sparkle. This wand is to the water, the stronger it will
wand has 7 charges. The wand regains vibrate. If water lies beneath the ground
ld6 charges daily at dawn. up to a depth of 500’ below, the wand
While holding it, you can use an action shoots a beam into the earth and draws
to expend 1 of its charges to cause one 5d10 gallons of drinkable water to the
creature to suffer powerful cramps and surface.
thirst. Make a ranged attack roll against
a creature within 60’ using your spell WEED OF THE WITCH
attack bonus. On a successful hit, the Wondrous Item, common
target takes 2d6 necrotic damage When burned, this long green weed
immediately and at the beginning of produces a foul smelling vaporous cloud
their subsequent turns. At the end of 30’ in radius. Each creature within the
the target's turn, they are allowed a cloud is at disadvantage on their attacks
saving throw rolled with disadvantage, from coughing. The weed will burn for 1
which will end the effect on a success. If minute before dissipating.
the target spends an action drinking This weed is grown in Luthcheq, a city
water, further saving throws against this of Chessenta. Wizards are forbidden
effect are rolled with advantage instead. there and the weed has proven to be
This wand is a favorite of the Cult of highly effective against spell-casters.
Tiamat and only two are known to exist.

Alkar Silverblade (Order #12472528)

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