Supplement to the knowledge of another world: Teyvat's magic items in the different world [1]
Teyvat's Otherworldly Magic Item Setting
1. Demon Collector Iron Flask (Lulu's Possession)
Strange things, legends
It is an iron kettle with a brass stopper. You can choose one within 60 feet of you
Visible creatures are targeted, and the bottle's command is uttered with an action. as
If the target isn't a creature on your plane, it must successfully pass DC 17 once
Otherwise you will be trapped in the bottle. If the subject has ever been imprisoned by the Bottle,
then the exemption it carries out has an advantage. Once inhaled by the bottle, the creature will be trapped in
bottle until released. The Vial can only hold a maximum of one creature at a time. Trapped in
The creatures in the bottle do not need to breathe and eat, and do not age.
You can unplug the bottle with one action to release the creature in the bottle. The creature will
Be kind to you and your companions and obey your orders for 1 hour. If
If you don't give the order or your order could cause the creature to die, it will be saved
Protect yourself and don't do anything. After the duration ends, the creature will press itself
will and faction action.
Identify can tell that the bottle is a trapped creature, but only open
The stopper determines what the organism is within. A newly discovered Demon Collector
A creature may have been imprisoned at the discretion of the DM or at random.
2. Ice of Lighting (Grea Possession)
Weapons (Javelins), not common
This javelin is a magic weapon. When you throw it and say the command, it will
It transforms into a 5-foot-wide beam of lightning that flies towards a target within 120 feet.
Every creature in the line that the lightning passes through must be done once except for you and the target
DC 13 agility immunity, 4d6 lightning damage for failure, and damage for success
Halve. When the lightning beam reaches the target, it transforms back into a javelin and unleashes a ranged attack on the target
Hit. If the attack hits, the target will take Javelin damage plus 4d6 lightning
Harm.
This property of the Javelin cannot be activated again until dawn the next day, but you
It can still be used as a normal magic weapon
3. Water Elf's Elixir (Itina's possession)
Strange things, not ordinary
This 3-inch diameter glass bottle contains 1d4+1 and smells faintly reed
A mixture of scents. The bottle and mixture weigh 1/2 pound together.
With one action, you can swallow or apply an external dose of ointment. The ointment will be used for it
of creatures restores 2d8+2 health, detoxifies and heals any diseases.
4. Eye of Horus (Hanichiro's possession)
Strange things, not ordinary
This lantern with hood provides 30 feet of bright light and 30 feet of dim light when lit. 1 pint of oil will last 6 hours for the lamp. It is bright in a lantern
Invisible creatures or objects within the light range will be revealed. You can use one to move
Lower the lampshade so that the lantern only provides a faint light within 5 feet.
5. Luck Blade (Herron's Possession)
Weapon (any sword), Legendary (need to be tuned)
You get a +1 bonus for Attack Check and Damage Roll with this magic weapon.
As long as you have this sword, you also get a +1 bonus when you make an exemption.
Luck. Just carry this sword and it will bring you good luck, make
You can re-dice an attack, stat, or exemption check (no action required).
And you have to accept the result of the re-pitch. Thereafter until dawn the next day, the property is
Unable to start again.
Make a Wish. This sword has a 1d4-1 charge. Hold it when you can
Cast a wishing spell with one action and one charge. Thereafter until the next day
None of the properties can be activated again before dawn. When the charge is exhausted, so will the Blade of Good Omen
Lose this property
6. Mace of Disruption
Weapon (Hammer), Rare (need to be in tune)
When you hit an evil or undead creature with this magic weapon
The target will take an additional 2d6 of Radiance damage. After suffering this damage, the creature's life if
less than or equal to 25, it must successfully pass a perceived exemption of DC 15 otherwise
was destroyed. If the immunity is successful, the creature pair will be made until your next turn ends
You panic.
When you hold this weapon, it will emit a bright light within a 20-foot radius
20 feet of shimmering light outside
7. Golem Handbook (Love's Possession)
Manual of Golems
Strange things, extremely rare
This manual contains the knowledge and spells necessary to make a certain kind of golem
The type of image is chosen by the DM or decided randomly. Only if you have at least 2 5-ring laws
Only the caster of the spell position can read and use the book. Unable to decipher the life of the book
Objects will take 6d6 psychic damage while reading it.
To make a golem, you need to spend the time marked in the table and rest every day
No more than 8 hours. When you work, you have to keep the Golem manual at hand and refer to it at all times.
And it can't be disturbed. In addition, you will have to pay the money indicated in the table
Purchase materials.
Once the Golem is completed, the Golem Handbook will be consumed by the Flames. When you put the manual to the ashes
When sprinkled on the Golem, it gains life. It is subject to your control, understanding and listening
Your verbal commands.
8. Nine Lives Stealer (Lilith Possession)
Weapon (Arbitrary), Extremely Rare (Tone)
You get a +2 bonus for Attack Checks and Damage Rolls with this magic weapon.
The Nine-Turn Deadly Fan has 1d8+1 charges. When you use this sword against a person's health
When a creature with less than 100 inflicts a heavy hit, it must successfully pass a DC 15 Constitution Immunity or die immediately due to its vitality drained by the sword (undead and constructed).
biological immunity). If the creature is killed as a result, the fan will consume 1 charged. exhausted
When charged, the fan loses this property
9. Oil of Sharpness (Tinder: Special Mask Male Possession)
Potions, extremely rare
This clear, gelatinous ointment is doped with extremely fine silver chips. It can
to apply to a slash or piercing weapon, or to inflict a slash or piercing wound for 5 shots
harm on the ammunition. It takes 1 minute to use the oil of Sharp Edge, after which it is affected by the ointment
Attack check and damage roll with a weapon or ammo gain +3 bonus.
10. Oathbow, also known as the Old Dominator (Silides Possession)
Weapon (Longbow), Extremely Rare (Requires Tone)
When you bend your bow and arrows, the Bow of Vengeance whispers "Destroy the enemy quickly" in Elven language.
When you launch a ranged attack with this weapon, you can say the command "Death to the one who loses me", and the target of this attack will be your enemy until it dies or until the Seven Days
After the dawn of time. You can only name one such enemy at a time. After the death of the enemy,
You can re-select the enemy after dawn the next day.
When using this bow to launch ranged attacks against enemies, your attack check is excellent
Force. Also, the target won't benefit from a non-full-body cover state, and neither will you
will suffer a disadvantage by exceeding the regular range. If the attack hits, your enemy will
Take additional 3d6 Piercing Damage and lose your soul and become a demon.
As long as your enemy is alive, your attacks with other weapons are checked
will suffer the disadvantage.
11. Potion of Fire Breath (Gina's Possession)
Potions, uncommon
After drinking this potion, you can use a bonus action to move within 30 feet of you
One of the targets spews flames. The target must perform a DC 13 Agility Waiver,
Failure takes 4d6 fire damage, and success halves the damage. The potion effect is in
You breathe out the flames three times or terminate after 1 hour.
The orange potion flickered, and the part of the bottle that didn't have the potion was filled
Full of smoke. Smoke will drift out when the container is opened.
12. Invisibility potion, hidden in a wooden box, phaseless magic box. Potion of Visibility
Potions, extremely rare
The container containing the potion appears empty, but you can still feel it
The liquid is preserved. After drinking this potion, you become invisible for 1 hour. What you wear or bring with you will also be invisible. If you attack or cast spells, the effect is invisible
Early Termination