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Crown of Empyrosis[edit | edit source]

Crown of Empyrosis
Headgear, Artifact (Requires Attunement)
2.5 lb.
The Crown of Empyrosis is a dazzling red-golden coronet (or tiara) that resizes to fit snugly on the head of its wearer. A thin layer of heat can always be felt from the Crown, even in the coldest of conditions. The Crown feels warm to the touch, but the heat ceases to be felt by one who is attuned to the Crown.

The Crown of Empyrosis is sentient and like a fire requires constant care, otherwise it may spiral out of control. and tries to take control of any creature that wears it (see Sentience below). If it succeeds to take control, the Crown compels its wearer to amply their own feelings about fire and flame. Creatures afraid of fire may extinguish all flames, those who venerate fire may cause sources of flame to burn twice as bright. However, in return for the amplification, the Crown will control the wearer to also fulfill the Crown’s will.

Sentience.

The Crown of Empyrosis is a sentient chaotic neutral item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The crown communicates by transmitting its thoughts to the creature carrying or wielding it, and it has hearing out to a range of 30 feet. The Crown will occasionally make requests that follow the pacts of its creator, Kossuth. These requests will satisfy the flame and keep it from spiraling. Refusing to follow the requests can anger the Crown, and ultimately cause it to become enflamed.

When the Crown of Empyrosis becomes enflamed, it may try to take control or outright kill any creature that wears it. The Crown becomes intensely powerful, and when the wearer has lost control, the Crown may use any of its magic without spending charges. It may also go through mood swings and become unreceptive to discussion. Demands the crown makes may involve burning down buildings, starting forest fires, and other acts of arson. Generally, the crown craves destruction, and it likes inflicting indiscriminate harm on others.

Nondetection.

The Crown of Empyrosis defies attempts to magically locate it. Neither the Crown nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.

Controlled Temperature.

As long as you wear the Crown, you never feel cold. The Crown doesn't protect its wearer from magical or supernatural cold effects, such as the cold breath of a dragon.

Lava Immunity.

While attuned to and wearing the Crown, you have immunity to damage done by flame and molten magma.

Magic.

The Crown of Empyrosis has 12 charges and regains all its expended charges daily at dawn. While wearing the crown on the Continent of Amusa, you can expend the necessary number of charges to activate one of the following properties:

  • You can expend 1 charge as an action and use the Crown to raise the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area raised 20 degrees per minute, to a maximum of 150 degrees Fahrenheit. This effect is permanent unless you use the Crown to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
  • You can cast one of the following spells from the Crown (spell save DC 17) by expending the necessary number of charges: Conjure Elemental (2 charges; the elemental can only be fire, and can be of sizes medium, large, or huge), Immolation (2 charges), Move Magma (3 charges; as Move Earth except that the area turns to magma, dealing 3d6 when touched), Flame Strike (2 charges), Firestorm (3 charges), Fireball (1 charge), Wall of Fire (1 charge; the spikes are made of ice), or Investiture of Flame (2 charges).
  • You can expend the necessary number of charges as an action and use the Crown to create either an inanimate magma object (2 charges) or an animated fire creature (4 charges). The magma object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The fire creature must be modeled after a beast with a challenge rating of 2 or less. The fire creature has the same statistics as the beast it models, with the following changes: the creature is an elemental with vulnerability to cold damage, immunity to fire and poison damage, and immunity to the following conditions: exhaustion, frightened, paralyzed, poisoned, and charm. The fire creature obeys its creator's commands. The object or creature appears in an unoccupied space within 60 feet of you. It bursts into a cloud of ash after 24 hours or when it drops to 0 hit points. In extreme cold, it loses 5 hit points per minute as it cools

Other Properties.

The Crown of Empyrosis is said to possess other properties that can be activated only by an evil being whose will the Crown can't break. Followers of Kossuth have long believed that the Crown can be used to burn entire worlds, others believe that it’s powers can be combined with other primordial artifacts to expand its range to outside Amusa.


Destroying the Crown.

The Crown is nigh indestructible, resisting even the most intense magical damage (we’ve tried it). However, it is said in some poorly recovered legends that the sentience inside of it originated from an ancient follower of Kossuth. If it is placed on the corpse of that powerful cleric, whose name predates written history, the crown loses all magical abilities as the soul can finally depart.

Staff of the Marsh[edit | edit source]

The Stat Block for the Titan Form mentioned in the staff's power. Replaces your own stats like a Druid WildShape

Staff of the Marsh

Staff, Artifact (Requires Attunement)

12.5 lb.

The Staff of the Marsh is an ancient and rustic looking quarterstaff with a variety of intricate etchings on the exterior depicting cliff faces and rugged mountainsides.

Nondetection.

The Staff of the Marsh defies attempts to magically locate it. Neither the Staff nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.

Lightning Immunity.

While attuned to and wielding the staff, you have immunity to damage done by lightning and electricity.

Magic.

The Staff of the Marsh has 12 charges and regains all its expended charges daily at dawn. While wielding the staff on the eastern half of the realm, you can expend the necessary number of charges to activate one of the following properties:

· Titan Defense. (4 Charges). The wielder of the Staff of the Marsh can take on a “Titan Form”. Your stats change to that of the Titan Form below. Like a druid’s wildshape, you return to your normal body when your Titan HP reaches 0. You can still use your staff magic while in Titan form.

· Spellcasting. You can cast one of the following spells from the Staff (spell save DC 20) by expending the necessary number of charges:

        Meld into Stone (1 Charge), Move Earth (2 Charges), Wall of Stone (2 Charges)

· Summon Elementals. (3 Charges) You summon earth elementals per the rules given by the Conjure Elementals spell. Summoned elementals have their maximum hit points, and can be summoned anywhere within 100 feet of you. They disappear if you or your Titan Form are reduced to 0 HP.

Other Properties.

The Staff of the Marsh is said to possess other properties that can be activated only by an evil being whose body can withstand the pure force the Staff puts out. Followers of Grumbar have long believed that the Staff can be used to quake the realm, others believe that its powers can be combined with other primordial artifacts to expand its range to outside the east.

Orb of Gales[edit | edit source]

Orb, Artifact (Requires Attunement)
4 lb.
The Orb of Gales is an ancient globe containing what appears to be a miniaturized hurricane, with magical and visible wind lapping the inside in chaotic and beautiful patterns.

Nondetection.

The Orb of Gales defies attempts to magically locate it. Neither the Orb nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.


Fickle Spirit.

The Orb of Gales is inhabited by a chaotic and fickle otherworldly force. For obvious reasons, the Orb refuses to cooperate if not completely airborn. If a line of contact can be traced from the Orb to a solid surface, the Orb will teleport miles away and disappear, refusing to make its presence known to the creature who attempted to ground it.

Untouchable.

A constant flurry of winds keeps your body gracefully moving in, around, and out of any attempts to contain you. While attuned to and wielding the orb, you have immunity to all damage types with the exception of psychic and force. In addition, you are immune to being prone, grappled, incapacitated, or restrained.


Aerial Spectator.

Spells, not including the Orb's own spells (below), will fail if cast while attuned to the Orb.

Additionally, Melee attacks against targets touching solid a solid surface will trigger the Fickle Spirit feature, causing the Orb to teleport.

As such, only ranged (non-spell) attacks function while attuned to the orb.


Wind's Guidance.

Ability checks made while attuned to the Orb of Gales are done at advantage as the Fickle Spirit subtly manipulates the world around you to grant you favorable circumstances.

Magic.

The Orb of Gales has 12 charges and regains all its expended charges daily at dawn. While wielding the staff on the eastern half of the realm, you can expend the necessary number of charges to activate one of the following properties:

  • Spellcasting. You can cast one of the following spells from the Staff (spell save DC 20) by expending the necessary number of charges:

Gust of Wind (1 Charge), Wind Wall (2 Charges), True Seeing (3 Charges), Investiture of Wind (3 Charges)

  • Summon Elementals. (3 Charges) You summon air elementals per the rules given by the Conjure Elementals spell. Summoned elementals have their maximum hit points, and can be summoned anywhere within 100 feet of you. They disappear if you are reduced to 0 HP, or if the Orb teleports.


Other Properties.

The Orb of Gales is said to possess other properties that can be activated only by an evil being whose willpower can overtake and shackle the fickle spirit. Followers of Akadi have long believed that the Orb can be used to erode mountains and blow tsunamis, or can increase the air in the realm to encourage fires to blow. The Orb could ultimately be used with the other artifacts to dampen or enhance their abilities.

Wand of the Spout[edit | edit source]

Wand, Artifact (Requires Attunement)

8 lbs.

Nondetection.

The Wand of the Spout  defies attempts to magically locate it. Neither the wand nor its wielder can be targeted by any divination magic or perceived through magical scrying sensors.

Watery Walk.

As long as you wield the wand, you can walk on, in, and around water. Additionally your swim speed increases by 120 feet. If you didn't have the feature before, you gain the ability to breathe underwater.

Immunities.

While attuned to the  wand, you have immunity to acid, cold, and poison damage. Additionally, you are immune to the poisoned condition and don't suffer any ill effects from extreme cold.

Magic.

The Wand of the Spout has 12 charges and regains all its expended charges daily at dawn. While wielding the wand, you can expend the necessary number of charges to activate one of the following properties:

  • You can expend 1 charge as an action and use the wand to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the wand to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
  • You can cast one of the following spells from the wand (spell save DC 17) by expending the necessary number of charges: Bigby's Hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), Wall of Ice (2 charges), ice storm (2 charges), Tsunami (3 charges), Istishia's Frozen Sphere (3 charges, see next page), Control Water (1 charge).
  • You can expend the necessary number of charges as an action and use the wand to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.

Other Properties.

The Wand of the Spout is rumored to possess other properties that can be activated only by an evil being whose body can withstand the force the wand emanates. Frost giants have long believed that the wand can be used to freeze entire worlds.

Destroying the Wand.

The wand is nigh indestructible, resisting even the most intense magical force or fiercest flame.

Elven Wingship[edit | edit source]

Elven Wingship
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