Supplement to the knowledge of another world: Teyvat's magic item setting [2]
The following are the items that will be used in daily life
1. Rope of Climbing
Strange things, not ordinary
This 60-foot silk rope weighs 3 pounds and can hold up to 3000 pounds
Measure. You can hold one end of the rope and say the command word with a motion to make the rope
Cord activation. With a bonus action, you can command the other end of the rope to be assigned to you
of the destination moves. From the turn where you give the order, the other end of the rope is on you
Move 10 feet each turn until you reach your destination, short of length, or you command
It stops. You can also command the rope to be securely tied to a specific object, or loosened
Tie, tie, untie, roll up.
If you order the climbing rope to tie a knot, it will tie a large knot every 1 foot. beat
The knot will shorten the length of the rope to 50 feet, but you will need to use the rope for climbing
Have an edge.
The rope has AC 20 and 20 health. As long as you have at least 1 health left
, the rope will regenerate 1 health every 5 minutes. If the rope's health
down to 0, it is destroyed
2. Scroll of Protection
Scrolls, rare
Each Guardian Scroll only works for a specific type of creature.
After reading this scroll with one action, a one with a radius of 5 feet and a height of 10 feet
A cylindrical invisible barrier will unfold around you. Within 5 minutes of the barrier lasting,
A barrier prevents a specified type of creature from entering the barrier's range or affecting anything within the barrier
Thing.
The barrier moves around you. If you actively move make a specified type of raw
When the object enters the barrier, the effect of the barrier ceases immediately.
A creature of the specified type can perform a DC 15 with a single action
The attractiveness test attempts to break through the barrier, and if it succeeds, it terminates the effect on it.
3. Spell Scroll
Scrolls, multiple rarities
Each spell scroll records a spell in a mysterious codeword. If the law
If the spell belongs to your class spell list, you can read the scroll and cast it
and there is no need to supply any material structure. Otherwise, you won't be able to understand the scroll. Pass
Spells cast by reading scrolls also follow the normal cast time of the spell.
After the spell is cast, the text on the scroll will dissipate and the scroll itself will be transformed
Dust. When the cast is interrupted, the scroll does not disappear.
Suppose the spell in the scroll is in your class's spell list, but it has a ring tier
If you exceed the level you are currently able to cast, you must use your cast key stat
Pass a stat check with a DC of 10+ spell rings. If the verification fails,
The spell on the scroll will disappear without taking effect.
Spells on the scrolls disappear as soon as they are cast. The scroll itself turned to dust.
The rarity of the scroll, the DC immunity of its spells, and the attack bonus are stated by it
's spell ring level
4. Staff of Fire (Silides Possession - at Babylon Academy)
Staff of The Adder (Silides Possession at Campbell Palace)
A staff, extremely rare
While holding this staff, you are resistant to fire damage.
This staff has 10 charges. When holding the staff, you can use one movement
and consume 1 or more Charged to cast one of the following spells (using your own
Spell Immunity DC): Burning Hand burning hand (1 Charged), Fireball
Fireball (3 Charged), Wall of Fire (4 Charged).
The staff restores 1d6+4 charges consumed every day at dawn. When charging energy consumption
At the end of the day, dice are d20 once. If the dice value is 1, the staff will be reduced to ashes and destroyed
5. Frost Dict Trident Of Ice
A staff, extremely rare
While holding this staff, you are resistant to Freezing Damage.
This staff has 10 charges. When holding the staff, you can use one movement
and consume 1 or more Charged to cast one of the following spells (using your own
Spell Immunity DC): fogcloud (1 charged), icestorm
(4 Charged), Wall Ofice (4 Charged), Ice Pick Cone Ofcold
(5 charged).
The staff restores 1d6+4 charges consumed every day at dawn. When charging energy consumption
At the end of the day, dice are d20 once. If the dice value is 1, the staff will be destroyed and turned into one
Beach water.
6. Staff of Healing
Staffs, rare
This staff has 10 charges. When holding the staff, you can use one movement
and consume 1 or more Charged to cast one of the following spells (using your own
Spell Immunity DC): Healing curewounds (1 charge per ring, up to a maximum of 4.)
Charge), LesserRestoration (2 Charge), Crowd Healing
masscurewounds (5 charged).
The staff restores 1d6+4 charges consumed every day at dawn. When charging energy consumption
At the end of the day, dice are d20 once. If the dice value is 1, the staff will disappear in a flash of light.
7. Sun Blade (Hanichiro's possession)
Weapon (Long Sword), Rare (need to be in the same tone)
This item looks like the hilt of a longsword. When holding the hilt of the sword, you can
Unfolds or dissolves the sword's blade made entirely of light with a bonus action.
The Yang Yan Sword, which spreads its blade, is a magical longsword with dexterous attributes. If you
If you have the proficiency of the Long Sword or Short Sword, you will also be able to use the Yang Yan Sword proficiently.
You gain +2 bonus for attack checks and damage rolls with the Sun Flame Sword.
However, it deals Radiant damage instead of slash damage. The undead who were hit by this sword
will take an additional 1d8 of Radiance damage.
The light emitted by the blade of the Yang Yan Sword is regarded as sunlight and provides 15 feet of bright light
An additional 15 feet of low-light light. When the blade is deployed, you can brighten it with one movement
Expand or decrease the light radius by 5 feet each with a shimmer light. The upper limit of the light range is bright and
The low-light area is enlarged by 30 feet each, and the lower limit is reduced by 10 feet each.
8. Blade of Thunder And Lightning
Staff, extremely rare (in the same tone)
The staff can be used as a magic stick to hold and you use it to launch attacks
Check and damage rolls gain +2 bonuses. The staff has the following properties. Use a staff
, it cannot be activated again until dawn the next day.
Lightning. When you hit a target with a melee attack with this staff,
You can cause the target to take an additional 2d6 lightning damage.
Thunder. When you hit a target with a melee attack with this staff,
You can make your staff burst into a burst of thunder that is audible for up to 300 feet. The goal must be
Do a DC 17 Agility Waiver once, and fail to be struck by your next turn
End of the merger.
LightningStrike. You can use one movement from the tip of the staff
A beam of lightning 5 feet wide and 120 feet long is fired. A creature in the path of a lightning beam
Must do a DC 17 agility waiver, failing to take 9d6 lightning damage,
Success halves the damage.
Thunder Thinderclap. You can use one action to make the staff emit at 600
The shrill thunder was clearly audible in the ruler. 60 feet of creatures around you except you
A DC 17 Constitution Immunity is required, and a failure is 2d6 Thunder Damage
Deafness for 1 minute. Creatures that succeed in immunity only take half of the damage and are not deaf.
Thunderbolt ThinderandLightning. You can start at the same time with one action
Lightning Strike and Thunder traits. Doing so will not consume lightning strikes or thunderbolts
The number of uses, which will only consume the number of times the lightning is used.
Staff of Withering
Staff, Rare (requires Priest, Druid, or Warlock in the same tone)
The Blight Staff has 3 charges, and 1d3 restores at dawn each day
of charges.
The staff can be used as a magic wand. When you use this staff to live
When hitting a target, you can consume 1 shot in addition to dealing damage from a normal club
Charge to deal an additional 2d10 Eclipse damage to the target. In addition, the target must successfully pass a constitution exemption of DC 15 once or it is based on the attributes of strength or constitution
Verification or exemption from testing will have a disadvantage and its effect lasts for 1 hour.
9. Wind Fan (Lilith Possession)
Strange things, not ordinary
While holding this fan, you can perform the Wind Formation Gust of with one movement
wind (exempt DC 13). After using the fan, turn it on again each time before dawn the next day
Moving it adds up to a 20% chance of failure. When it fails, the fan will also be torn into
Magic-free waste paper.
10. Artifact Artifacts - Crown of the Holy Wood of the First God (Campbell Love Possession)
Artifacts are extremely powerful and unique magical items, and they come and go
with a unique history and origins. Artifacts may have been created by gods or by certain abilities
The timing of the creation of mortals is often a time of crisis in history. At that time, its existence could
It can pose a threat to a kingdom or even the whole world, and even affect the entire diversity
Universe. And it was during that critical period that its existence played a crucial role.
Some artifacts will come to the fore when needed, while others will be isolated for years
Break off. And when these hidden artifacts are discovered, often even the world shuddered
Already. When preparing for the campaign, you can get the right artifact for your needs
Join in. This artifact may be a powerful item that hostile forces have been trying to get their hands on.
It can also be the key thing that appears at a critical moment and helps adventurers overcome difficulties.
Risky characters cannot obtain artifacts through conventional means. In fact, the artifact is the most
Fortunately, under your careful arrangement, it appears in battle as a plot element and magic item
In service. In general, you can design an adventure to find and repair artifacts in the campaign.
Then let the characters go around for gossip, go through important trials, and enter at risk
Dangerous out-of-the-way places to find traces of artifacts. Or, let a villain hold it
A powerful artifact, and the characters manage to loot and destroy it before it happens
Power continues to endanger the world.
Artifact Properties
Each artifact has unique magical properties, along with other normal magic items
The difference is that its properties are usually extremely powerful. Artifact attributes are often increased at the same time
benefits and debuffs. You can choose from the table in this section or randomly
artifact attributes, and add these debuffs to the artifact you want to use. After all
Each artifact reappears in the world, and these properties change.
An artifact can have up to four Weak positive stats and two Powerful attributes
Buff attribute, which has up to four Weak debuffs and two Potent at the same time
Debuff attribute