Items of Wonder comprise of many things. These include mighty magical items of note, but also advances using magic and technology in day to day life. Magic doesn’t just influence big items, a time of magic would also have small items, recreational items, and items to help with work.
New spells/items/technology such as new magic items, or things like black powder weapons. Things not in a normal 5th edition campaign world. They are listed below to the applicable post they are talked about.
MAGICAL ITEMS OF POWER
- Asim Madu “Defender of the People” (artifact), a Sekhmet blessed moonblade (Holy Avenger) that used to belong to Artherien “Glorion” Elenren before he fell.
- Gwaith Tinechor “People’s Shield” (artifact), a moonblade belonging to Keyleth and originally from the Surana family line.
- Tsovinar’s Blessing “Trident of the Storm (artifact), a trident belonging to Sargon with ability water elementals, and teleportation.
GENERAL MAGIC ITEMS
- Sextant of Homing, use of this device under the stars will always locate where you want to go. Also gives the proficiency in the use of the sextant and star navigation.
GENERAL ADVENTURING ITEMS
(it should be noted that racial weapons/equipment are not given a cost here, the player if not of that race, will need to barter for it in game)
- Anfauglir Roch Tura Long Rifles (racial weapon) 2d10+6 piercing, 8lbs, +2lbs/10.
- Special Ammo: Zamani (8d6 lightning) +2lbs/10 shots lightning bolt upon impact.
- Special Ammo: Bragollach (3d10 thunderclap) +2lbs/8 shots, thunder on impact.
- Drow Repeating Crossbow (racial weapon), 2d6+2 piercing, +special ammo, weight 2lbs, +3lbs per 10 shots. Range 80/240, loading via Two-Handed
- Multiflask: This glass flask has up to three different compartments, each with its own stopper. Each compartment can hold its own potion. Thus, a character can use a single move action to draw the flask, a standard action to drink one potion, and then next round a standard action to drink another, with no drawing action needed. Price: 15 gp.
- Rat Harness: This harness is made to fit around the body and snout of a typical city rat. While harnessed, the rat cannot bite, but it can move normally. A long leash attaches to the harness, allowing the rat to scurry ahead into a dangerous area before the party. The rat can trigger any traps set off by small amounts of weight but, most importantly, the creature sets off magical traps that can sense the presence of a living creature. Further, one can adjust the harness straps to hold the rat immobile in a little ball, either to store in a pack or to toss into a dangerous area. Price: 5 gp.
- Trapfinder Ball: One can bounce this hard rubber ball down a corridor or into a room, perhaps triggering any traps set off by pressure or proximity. Price: 25 gp.
- Wand Sheath: This device wraps around the forearm of a humanoid, most likely a spellcaster. The sheath can hold up to six wands and still fit under a normal sleeve. This allows the wearer to draw the wands easily as part of a move action (the same way a skilled fighter can draw a weapon even as he moves). For considerably more, one can buy a spring-loaded sheath that allows the wearer to draw a given wand as a free action (no more than one in a given round). In either version, putting the wand away is still a move action. Price: 25 gp (625 gp for the spring- loaded version).
- Breather Mask: This leather and metal mask fits over the wearer’s lower face and grants a +2 circumstance bonus on saving throws against gas attacks and other attacks that involve breathing (such as a choking smoke). Price: 25 gp.
- Dark Goggles: These dark-tinted goggles give the wearer a +2 circumstance bonus on saving throws against blinding effects and a +1 circumstance bonus against all vision-based attacks, including all gaze attacks. Price: 60 gp.