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