Legendary
The power of Aldrax where concentrated down into a single human eye. When transplanted into a creature, they gain its benefits and a random d10 Eye Ray type. Once per long rest, you can use an action to target a creature within 120 feet with your eye ray.
The wearer gains dark vision and, under concentration, sees through magical darkness up to 50ft. Additionally, you can telepathically communicate to others who possess the Eye of Aldrax up to 100 ft. Any communication past 100 feet sounds faint and distant, like whispers.
1. Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed for 1 hour, or until they are harmed by you.
2. Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute, it can't take reactions, it can only take either a bonus action OR action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or until incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater rest. oration spell or other magic.
9. Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non-magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.
Quarterstaff, Legendary
Uses an action, and concentration is required. It can be used once per day.
You can target any creature in view within a 50 ft radius. The target must make a wisdom saving throw, DC 15. If they fail, you are under complete and precise control of them as long as they are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required). It will obey as long as it is not self-inflicting harm.
The only way to break the hold is to deal damage to the wielder to force them to make a concentration check. The user can also willingly release control of chosen minds. If they want to recast the staff, they must deactivate it, releasing all control of targets, before they can try again.
Item, Common
This item looks like a shell. As a free action it can be opened to emit a sound heard within 100ft. The sound can be any type.
Mask, Legendary
This contains long-dormant magic and takes on the form of a smiling masquerade mask. When force is applied the mask breaks into two halves. If being worn by two people, they both make a constitution saving throw. Whoever fails falls into a sleep that can only be broken if the mask is removed.
The user now has full and complete access to the victim's mind and memories as if they are their own. However, they can only access the memories if the victim is alive. The user could get the information they need and then neutralize the victim or keep them alive to perfectly impersonate them.
For a bonus action, the mask can become invisible. Detect magic will only pick it up when memories are actively being accessed.
Rare
This is designed by Warlynn Saint and handed out to his crew members. It looks like a bracelet made of string and a few orbs, with each orb containing a trace amount of magic, one for each school. They are used to activate certain devices of Warlynn's creation.
For example, an illusion sphere inserted into artillery on his ship shoots a burst of dancing lights that disperse any invisibility spells. Or a school of destruction making his cannons shoot fireballs.
Rare
This thick metal bracelet is inscribed with runes. It changes any physical alterations of the wearer back to whatever their true form may be. For example, it might force a doppelganger out of their disguised state. Or a dragon taking the form of a human would be changed back to a dragon. This does not work on illusions since it is not a physical alteration.
The Cuffs also have an unintended function. If the wearer is not humanoid, it transforms them into a humanoid but keeps all stats. Since this is not its intended function, this process is not perfect. For example, a bat-turned humanoid might still have massive bat ears and patches of fur.
Cataclysmite is a perilous magical stone of ancient origin, possessing an unstable energy so potent that prolonged exposure to the elements can trigger a cataclysmic explosion capable of tearing through realities and unleashing horrors beyond comprehension. Its shimmering, shatter-like surface hints at the unrestrained force it holds.
Typically found in minuscule quantities, Cataclysmite is rare, often hidden deep within the heart of caverns or ancient ruins. Its scarcity means perilous quests must be endured in hopes of unearthing even the smallest fragment of it.
From the branches of gumtrees, gumtree seeds are peculiar in appearance. Birds feast on them, and moths find refuge in their trees. They produce a significant amount of sap that is bitter to the taste and has significant medical properties. The sap is often processed into chewable gum that not only tastes lovely but keeps your teeth looking fresh!
"As I watched them extract the Vatae, it appeared to be a seething darkness, gnashing and raging against the syringe’s glass reservoir. Barely contained, swarming viciously for escape. I was a blistering nightmare, a darkness that absolutely should not be in anyone's body."
This is an arcane substance that makes up the soul and tethers it to one's earthly body. For the moment before death, Vitae floods a creature's nervous system. Like a flair, it signals the gods so they can find and pull their soul to the afterlife. With enough regret and unresolved torment in their earthly lives, gods may pass over the soul and damn it to walk the earth by the torment they caused themselves. This is the origin of ghosts and is especially likely to happen when in or near the Shadowfell.
For the moment Vitae floods the nervous system, it can be ripped out of the body using forbidden methods and magic and becomes a physical substance. It is pure black and does not reflect any light. When this happens, the soul is forced to wander the earth. Without any unresolved regrets tormenting their mind, the souls left to wander are relatively sound of mind and able to converse quite well. Though given their circumstance of eternal wandering and solitude, anger and insanity may develop over centuries. Extracting Vitae is incredibly difficult, but when in the Shadowfell or near it, it becomes ever so slightly easier.
Vitae can be refined into Vitae Nectar using powerful magic. When this happens, it calms from a raging darkness to a white, ethereal substance with flowing veins of gold. When injected into a corpse, it can temporarily return them to life.
Creatures returned to life by this substance are indistinguishable from the living, except for a few notable differences such as no heartbeat, they don’t age, and their eyes are piercing yellow. To sustain their fabrication of life, they require doses of Vitae Nectar. The frequency of doses depends heavily on the body. For example, gnomes are able to go around a year without doses, dragons need it weekly, and average humanoids need it every 1-3 months.