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ORIENTAL ADVENTURES TREASURE AND MAGICAL ITEMS

This conversion is for fun, not really required for the setting information but still maybe useful at some point during the wuxia style campaign I am planing.  Most, if not all, DMG magic items work in Oriental Adventures – some with minor cultural modifications some not.  Listed below are unique items taken from 1e and 3e OA setting books updated to 5e.

ARMOURS AND SHIELDS

The following suits of armour and shields are usually preconstructed with exactly the qualities described here.

CELESTIAL TESSEN
Shield, uncommon (requires attunement)
A tessen is a type of buckler that can be used as an offhand weapon.  It normally grants +1 AC or can do 1d4 slashing damage as an offhand attack. This +1 tessen of blinding can create a 5th level sacred flame once per day in addition to its blinding ability.  Creatures that fail their against the sacred flame are also blinded for 1 minute.

DEVATA ARMOUR
Armour, rare (requires attunement)
This bright silver or gold magical kusari gusoku (chainmail) is so fine and light that it can be worn under normal clothing without revealing its presence. It can also be worn under a chaharaina or with dastana.  It is otherwise identical to normal chainmail except it is considered light armor (10 lbs, no Dexterity limit), and it allows the wearer to fly on command (as the spell) once per day.

ONI ARMOUR
Armour, legendary (requires attunement)
This great armour is fashioned to make the wearer appear like an oni. The helmet is shaped to resemble a horned oni’s head, while the mempo (face mask) carries a hideous demonic visage. This +3 great armor allows the wearer to make claw attacks that deal 1d10 points of slashing damage, strike as a +1 magic weapon, and increase the target’s Taint score by 1.  The “claws” are built into the armor’s kote.

The armour bestows 1 level of hit point loss (normal maximum for the character plus Constitution ability modifier) on any untainted creature wearing it. This loss of hit points persists as long as the armour is worn and disappears when the armor is removed.

SHAMAN’S BONES
Armour, very rare (requires attunement)
This +2 bone armour has a protective spirit bound to it. It grants the wearer a +1 bonus on all saving throws.

WEAPONS

The following weapons are usually preconstructed with exactly the qualities described here.  New weapon traits have been added as well.

ABBOT’S STAFF
Weapon (jo), rare (requires attunement)
This is a lacquered quarterstaff of exceptional beauty, topped with a golden dragonhead. It is a double weapon of +3/+1 quality, and all shaman spells cast by its wielder are at +1.

FLYING PHOENIX SWORD
Weapon (longsword), very rare (requires attunement)
This +2 throwing and returning longsword sets the user Strength to while it is in hand.

HONOURABLE
Weapon (any), rare (requires attunement)
An honourable weapon is imbued with the spiritual essence of a samurai’s honour. It deals +2d6 bonus points of radiant damage against dishonourable characters and creatures, including all the following: creatures of with a negative Honour ability modifier, non-good and non-lawful alignment, creatures with the Shadowlands Taint or the Shadowlands subtype, and samurai who have violated their code of conduct and lost their class abilities.  Neutral, chaotic, evil or dishonourable creatures cannot attune it. Bows, crossbows, and slings so enchanted bestow the honourable power upon their ammunition.

JADE
Weapon (any), uncommon (requires attunement)
Made by the Kuni family of the Crab clan, jade weapons are powerfully enchanted against Shadowlands creatures. When a creature with the Shadowlands Taint is within 30 feet of a Kuni jade weapon, the weapon glows with a powerful white aura out to a radius of 5 per plus of the weapon. This aura illuminates the area as bright as a daylight spell, and can keep Shadowlands creatures (including monsters with the Shadowlands descriptor and characters infected with the Shadowlands Taint) at bay. To enter the area of the aura, a Shadowlands creature must win an opposed level check (1d20 + level) against the weapon’s wielder. To this special level check, the Shadowlands creature adds its Taint score, and the wielder adds the weapon’s enhancement bonus. If the weapon’s bearer moves so that the Shadowlands creature is within the aura, the creature is unharmed and no die roll is required. A jade weapon deals +2d6 bonus points of radiant damage against Shadowlands creatures. It also deals 2d6 points of radiant damage to any Shadowlands creature attempting to wield it. Oni cannot regenerate damage dealt by a jade weapon, and their damage resistence and immunities do not apply to jade weapons. This ability cannot be added to an existing weapon (such as a samurai’s katana) that is not made of jade.

KAKITA KATANA
Weapon (katana), uncommon (requires attunement)
The master smiths of the Kakita family claim that they produce the finest blades in the Empire. A Kakita katana is made of exceptionally fine steel, durable and flexible, and is able to withstand the passage of a thousand years. The master smiths use only Hida steel in their blades, claiming that it far outshines any other in the Empire. A Kakita blade is distinguished by its light weight and flexibility, and by the fine lines of bluish damask running down the cutting edge, causing the entire blade to shine with a slight tint. These blades are usually bestowed only upon samurai who have proven their honor and courage, and only very rarely upon samurai who are not of the Crane clan. A nonmagical Kakita katana has a natural +2 attack bonus.

NEKODE OF THE SPIDER
Weapon (nekode), uncommon (requires attunement)
When worn, this pair of +1 nekodes enables movement on vertical surfaces or even upside down, though both the wearer’s hands must be used for climbing. The wearer’s speed is 15 feet. Because of the nekode’s sharp claws, even extremely slippery surfaces can be negotiated with ease.

SERPENT’S TOOTH
Weapon (yari), uncommon (requires attunement)
This +2 initiative yari is made of an unusual green wood, and its blade is shaped such that it makes a hissing noise as it moves through the air. As a bonus action, the wielder of a serpent’s tooth can attack with a flurry of blows, making one extra attack.

SPIRIT SWORD
Weapon (scimitar), uncommon (requires attunement)
This passage scimitar has nine rings set into the back edge of the blade. It has an enhancement bonus of +1 on the Material Plane, but in the Spirit World, the Shadowlands, or any other plane its enhancement bonus increases to +3. (The +3 enhancement bonus also applies on the Material Plane when the weapon is used against elementals, fiends, or spirits). Once per day, a spirit sword can slice open a portal into the Spirit World. This works as the plane shift spell, but creates a portal that remains open for 1d4 minutes and then closes and only to and from the Spirit World. Any creature can pass through the portal, in either direction, while it is open, but once it closes it cannot be opened again

TAINTED
Weapon (any), uncommon (requires attunement)
A Tainted weapon is corrupted with the Shadowlands Taint. It deals +1d6 bonus points of necrotic damage against honorable characters and creatures, including all creatures of lawful good, lawful neutral, or neutral good alignment or that have a positive Honour ability modifier. Each time it deals this extra damage, the wielder must make a Constitution save (DC 15 + bonus damage dealt) or increase his Taint score by 1. Bows, crossbows, and slings so enchanted bestow the Tainted power upon their ammunition.

TAINT RESISTANT
Weapon (any), rare (requires attunement)
A Taint resistant weapon usually has jade inlay on the hilt, blade, or other part of the weapon. This jade does not decay in the presence of the Shadowlands Taint, and gives its wielder a +4 resistance bonus on Constitution saves made to resist the Taint while carrying the weapon.

TALISMANS

A talisman is a single-use magic item similar to a potion or a wand. It can be triggered once before it loses its magical power, but it lasts indefinitely until triggered. A talisman has some unique one use function (or simulates a spell of – usually 3rd level or less), and any character can activate the spell.  They do not require atunement.

Most talismans are beneficial to the user. Talismans with offensive capabilities are all but unheard of.  Most talismans are made by shugenjas; in the featured campaign setting of Rokugan they are manufactured exclusively by shugenjas of the Crane clan’s Asahina school.

Physical Description: A typical talisman is a small item of jewellery made from various natural materials: bone, feathers, shells, dried plants, and the like. Some talismans are made of folded paper (origami). Talismans are rarely larger than a holy symbol and have no appreciable weight.

Identifying Talismans: The form of a talisman is often a clue to its function. A feather of the crane talisman easily suggests that feather fall is the spell it contains, for example, while a tortoiseshell is obviously protective in nature.  They can be automatically identified with the identify spell or studying the item during a short or long rest.

Activation: Activating a talisman’s magic requires no special skill or spellcasting ability. The user must touch the talisman and concentrate for a moment as an action. A talisman disappears— crumbling to dust or ash—after it is used, usually at the expiration of its spell effect.

The random relic generator is a good place to start – just add a Kara-Tur flourish.

WONDEROUS ITEMS

Most of the wondrous items described in the DUNGEONMASTER’s GUIDE appear in the lands of Oriental Adventures as well, though often under a different name or in a different form.

BELL OF WARNING
Wondrous item, uncommon
This small bell is about 6 inches long and 4 inches in diameter. When it is hung from a branch, rafter, etc., and the command word is spoken, the bell activates. While activated, the bell automatically peals if any invisible, ethereal, or astral creature comes within 30 feet of it. It likewise sounds for creatures attempting to use stealth within its radius. It continues to sound until the detected presence leaves the area or the bell is deactivated. Each activation of the bell requires one charge and lasts for 3d6 hours. The bell regains 1d6 + 1 expended charges daily at dawn. If you expend the bell’s last charge, roll a d20. On a 1, the bell crumbles into dust and is destroyed.

BANNER OF PROTECTION
Wondrous item, rare
This item appears to be a flag or banner that would be hoisted above a castle or palace. On it are written in red the characters for health, prosperity, and fame. To activate the banner, it must be affixed to the highest point on the building or compound it is to protect and the name of the building or compound must be boldly written on the banner. Once in place, the banner extends a magical field that block spells of 5th level or greater. The field extends to all buildings and grounds that form a single unit identified by the name written on it. Thus if placed on the main building of Matsuma Castle, the field would protect all buildings that form the castle. However, the area of effect can never be greater than a 100-yard radius. The banner is only effective so long as it is flying in plain view. If it is cut down or removed, the protection is cancelled until the banner is restored to its proper position.

BELL OF PROTECTION
Wondrous item, rare
This magical item is a huge bell, like those commonly found in temples. When suspended from a frame and rung so its tone carries clearly, the bell creates a fearsome barrier to spirit (including Shadowland) creatures. This barrier extends to the edges of the compound or group of buildings built and used for a single purpose (the grounds of a temple or a cluster of hermitages, for example). The maximum area that can be protected is a 50-yard radius. The barrier lasts for one hour. Lesser spirits cannot cross this barrier. Greater spirits must make a DC 20 Charisma saving throw to be able to cross the barrier, they suffer 4d10 points of psychic damage from the painful effort. Spirit creatures within the area of effect when the bell is struck suffer 3d10 points of psychic damage from the painful noise. The bell has no effect on spirit folk.

BIWA OF CALM
Wondrous item, uncommon (requires attunement)

The biwa is a stringed instrument similar to a lute. This biwa, like all magical instruments, is of exceptionally fine and tasteful construction. When played, the clear and dulcet tones of the instrument produce an air of dignified calm if the performer can succeed at a Perform check (DC 15). This has the effect of a calm emotions spell within a 30-foot radius. The effect lasts as long as the player continues playing. The musician must make one Perform check each minute. On a die roll of a natural 1, the music is exceptionally poor and inharmonious, and the calming effect is immediately broken for the remainder of the encounter. The instrument cannot be used effectively as long as hostile creatures are present who previously heard the musician’s musical butchery.

BIWA OF DISCORD
Wondrous item, rare (requires attunement)
Identical to other magical biwa, this instrument emits painful and discordant tones when played, enraging all within 30-ft sphere centred on the player. Those that fail a DC 15 Wisdom saving throw are enraged and will attack the musician 50% of the time and the nearest target the other 50%. This frenzy lasts for 1 minute or until the musician stops playing. The player of this instrument is not affected by the frenzy. The properties of the instrument cannot be detected until it is actually played in earnest — tuning and idly strumming the strings only create lucid, clear tones.

BIWA OF KAKITA
Wondrous item, uncommon
This fine plucked lute confers advantage on its player’s Perform checks.

BIWA OF CHARM
Wondrous item, uncommon (requires attunement)
This instrument appears identical to other magical biwa. When played by a person proficient in the instrument, a Perform die roll is made against a DC of 15. If the roll is successful, the character can cast one suggestion spell that round. If the die roll is failed (but greater than 1), the music has no effect. If the die roll is a 1, the musician’s playing is so poor that the instrument acts as a biwa of discord.

CHARM OF PROTECTION FROM DISEASE
Wondrous item, uncommon
This magic item is a long strip of yellow or red paper, inked with potent supplications to one of various major spirits. When hung in a house or similar building, it exerts its magical influence to protect the occupants of the building from disease. Characters are immune to any disease that might be transmitted or contacted while within the building protected by the charm. The charm is effective so long as it is hung in place, and wards an area up to a 30-foot radius, but never larger than a single building. The charm is easily destroyed by fire and other disasters and can be easily removed.

CHARM OF PROTECTION FROM FIRE
Wondrous item, uncommon
This magical item, like the other charms, is a long strip of yellow or red paper. This charm is inked with potent threats against the fire deities. Pasted to the lintel of the door to a building, the charm helps protect the building from fire. If protected, the building has only a 50% chance of catching fire. Furthermore, if a fire should break out, it burns slowly, causing half the normal amount of damage it would otherwise cause. The charm does not lessen the amount of damage characters might suffer from a fire-based attack within the building, only from damage caused by the actual burning of the building. The charm itself is immune to fire.

CHARM OF PROTECTION FROM SPIRITS
Wondrous item, uncommon
This charm, on yellow or red paper, is inked with powerful threats against spirits. Any spirit attempting to enter a house warded by this charm must make a successful Wisdom saving throw. The DC is determined by the power of the charm, which comes in three varieties – minor is DC 10, major is DC 15 and superior is DC 20. If the spirit fails the saving throw, it cannot enter the warded house, though it can use spells and ranged attacks to target those inside the building. The charm must be pasted to the lintel of the door to be effective, and a spirit creature cannot touch it. It wards an area up to a 50-foot radius, but never larger than a single building.

CHARM OF PROTECTION FROM THEFT
Wondrous item, uncommon
This charm, on yellow or red paper, is written with supplications to various major spirits to protect the building from thievery. All creatures within the building suffer disadvantage on Stealth and Thieves Tool checks. To be effective, the charm must be pasted to the lintel of the door, clearly showing to all that the house is protected. Any person other than the owner of the building who attempts to remove the charm suffers a blast from an explosive glyph of warding.

COURTIER’S OBI
Wondrous item, uncommon (requires attunement)
The wearer of this fine silk sash gains advantage on Diplomacy checks. A magic obi occupies the same space as, and cannot be worn with, a magic belt.

DIAMOND ROD
Wondrous item, uncommon (requires attunement)
This item is a small iron rod topped with a large diamond. When a character points the rod and utters the command word, a lightning bolt spell discharges from the gem. Each use requires 1 charge, and the diamond rod has 7 charges when created.  Extra charges can be expended to increase the caster level of the lighting bolt. The rod regains 1d6 + 1 expended charges daily at dawn. If you expend the bell’s last charge, roll a d20. On a 1, the bell loses its magical properties but the diamond itself is still worth 5,000 gp.

DRUMS OF THUNDER
Wondrous item, very rare (requires attunement)
This magic item is a small pair of drums, adorned with tassels and a harness to fasten it to the waist. The drums have several uses requiring different numbers of charges. Only one use of the drums can be called on per round. When beat upon, they can cause the wearer to fly (one charge), summon a cloud chariot (two charges), create fear (2 charges), control weather (1 charge), or cast a lightning bolt (2 charges). The save DC for the fear and lightning bolt effects is 16. The drums have 10 charges when created and more charges can be expended to increase the spell level of each effect (where applicable). The drum regains 1d6 + 1 expended charges daily at dawn. If you expend the drum’s last charge, roll a d20. On a 1, the drum crumbles into dust and is destroyed.

DUST OF IMMOBILITY
Wondrous item, uncommon
This dust is typically found in a hollow blowpipe. It can be blown 5 feet as an action. If the character using the dust makes a successful ranged attack against an opponent within 5 feet, the target must make a successful Wisdom saving throw (DC 13) or be affected by a hold person spell.

EIGHT DIAGRAM COINS
Wondrous item, uncommon (minor) or rare (major) (requires attunement)
These coins are actually copper disks, each engraved with a specific symbol. Eight are always in a set. Both minor and major varieties are used the same way. The user tosses the coins on the ground while asking a question aloud. The minor variety grants the benefits of an augury spell regarding the question, while the major variety grants the benefits of divination. Both kinds can be used only once per day.

EVERPRODUCING RICE MORTAR
Wondrous item, uncommon
This magic item appears to be a normal rice mortar and mallet. The magic of the ever-producing rice mortar is activated by turning the mallet in the mortar one direction and deactivated by turning it in the other direction. Once per day, the rice mortar can produce any type of food or drink for up to 100 people, as desired. The food spews from the mortar hot and fresh — rice, buns, sake, candies, tea, salt, and other foodstuffs can all be produced. The food is normal in all respects. A few extraordinary ever-producing rice mortars are also imbued with the ability to grant up to four wishes. Once all the wishes have been granted, these mortars still function as the common variety.

SHAKUHACHI OF THE SNAKE
Wondrous item, uncommon (requires attunement)
This simple bamboo flute allows its player to summon venomous snakes that follow the character’s mental commands. The character must make a successful Perform check against DC 15, and the number of snakes summoned depends on the check result. If the check result is 15–19, the flute summons one viper. If the result is 20–24, the flute summons 1d3 vipers. If the result is 25+, the flute summons 1d4+1 vipers or 1d3 giant vipers, at the player’s option. The snakes appear anywhere within 40 feet of the player and remain for 1 minute or until killed.

GEM OF WISHES
Wondrous item, legendary
This large gem looks like any other fine gemstone and is typically worth 1,000 gp on its own merit. Its magic is far more valuable, however, for it holds 1d4 wishes when first created.

GONG OF DISPELLING
Wondrous item, uncommon
This magic item is a large gong, 3 feet in diameter. When hung from a frame and struck, the gong has the effects of dispel evil and dispel magic within a 30-foot sphere radius. Each time the gong is sounded, 1 charge is used. The gong has 10 charges when created. The gong regains 1d6 + 1 expended charges daily at dawn. If you expend the gong’s last charge, roll a d20. On a 1, the gong crumbles into dust and is destroyed.

KIMONO OF STORING
Wondrous item, uncommon
This fine silk kimono has large sleeves in a formal style. On command, an item held in the wearer’s hand disappears. The item can weight no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers, the item reappears. Storing or retrieving an item is a free action. Each sleeve stores one item in stasis, shrunk down so small within the sleeve that it cannot be seen. Many owners of kimonos of storing find them to be useful and dramatic ways to store weapons, wands, and — because items are stored in stasis — even lit lanterns. If the effect is suppressed or dispelled, the stored item appears instantly.

MALLET OF LUCK
Wondrous item, very rare
This item appears to be a common wooden mallet. Devised by a particularly warped imagination, the mallet bestows a bonus advantage on all to hit and saving throw rolls. This bonus lasts for 1 minute. However, it is necessary to strike the recipient forcibly with the mallet to bestow the bonus. The blow, unfortunately, causes 2d6 points of damage. Multiple blows do not have a cumulative effect, although the specified amount of damage is still done. Note that this item can be used in combat – if the wielder does not mind giving his opponent the bonus – and has the same statistic as a tetsubo (greatclub).

MEMPO OF PURE THOUGHT
Wondrous item, uncommon (requires attunement)
The wearer of this iron facemask (usually worn with great armour) can concentrate on one target. You know if the target deliberately and knowingly speaks a lie. The mempo does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a different target as an up to three times per day.

MINYAN
Wondrous item, very rare
This large (10- to 20-foot long) item is a portable shrine devoted to a particular deity. It is carried like a palanquin, (i.e. by poles supported by bearers), and requires 20 men to move it about. Many monasteries and temples have a minyan and they are often carried into battle by a squad of sohei. The minyan has the following powers:

  • Cause fear — The minyan forces any being of a different ethos within 30-foot sphere from that represented by the minyan to succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened, a creature must take the Dash action and move away from the minyan by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the minyan, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. The power is in affect constantly.
  • Remove curse — Three times per day the minyan can be used to remove curse. The cursed creature or item must touch the minayn, all curses affecting that creature or object end. If the object is a cursed magic item, its curse remains, but the minyan breaks its owner’s attunement to the object so it can be removed or discarded.
  • Presence — When used on the battlefield, the sight of the minyan improves the morale of friendly sohei granting them +1d6 on attack rolls, ability checks and saving throws.
  • Ancient curse — Once per month the minyan can be used bestow a curse as the spell.
  • Heal — Once per week the minyan can be used to cast a heal spell as if using a 9th level spell slot.

As noted above, minyans are most commonly held by monasteries or temples and are placed in the charge of the abbot or a person designated by him. Since the power of the minyan is derived from the deity it represents, it must be properly cared for to be effective. Appropriate offerings to the deity and incense must be placed daily before the minyan and services must be said by a shukenja of the same religion. Those charged with the care of the minyan and those who seek its aid must be of the proper ethos or alignment. On holy days of the deity, the minyan must be paraded through the streets and shown to the population, so that they may see and respect the deity represented. Should any of these duties be neglected, the minyan permanently loses all its power.

MIRROR OF CURING
Wondrous item, uncommon (requires attunement)
Looking like a normal mirror 5 feet tall by 2 feet wide, this item has special therapeutic properties. When the command word is spoken, any creature viewing the mirror receives the benefit of a heal spell. This requires the use of 1 charge; the mirror has 10 charges when created. When all charges are spent, the mirror shatters.

MIRROR OF ENLIGHTENMENT
Wondrous item, uncommon (requires attunement)
This looks like a normal round mirror, 3 feet in diameter. When a character speaks the command word, that character (only) can see a coloured aura surrounding the reflection of any creature visible in the mirror. By concentrating as an action, the character can know the alignment and motivation on any one creature visible in the mirror.

MIRROR OF FEAR
Wondrous item, uncommon (requires attunement)
This looks identical to the mirror of enlightenment. Any creature looking into the mirror sees a hideous and distorted reflection of himself. The viewer must make a saving throw versus spell or flee in panic for 1d6 rounds. If the character is unable to flee, he collapses in a quiver- ing heap for the duration of the effect.

MIRROR OF FEAR
Wondrous item, uncommon
This mirror looks the same as a mirror of enlightenment. Any creature looking in the mirror sees a hideous and distorted reflection of itself. The viewer must make a Wisdom save (DC 15) or become frightened. A frightened creature must drop anything it holds and flee at top speed from the source of its fear using the Dash action each round, as well as any other dangers it encounters, along a random path. In addition, the creature suffers disadvantage on saving throws. If cornered, a panicked creature cowers and does not attack, typically using the Dodge action in combat. It may make a saving throw to break the enchantment when out of sight of the mirror and whenever it is attacked.

MIRROR OF SPIRIT SEEING
Wondrous item, uncommon
This small, round mirror, 1 foot in diameter, looks ordinary enough. However, all spirits passing in front of it are revealed in it in their true forms, even if these forms are invisible, ethereal, polymorphed, or otherwise disguised.

NET OF SPIRIT SNARING
Wondrous item, rare (requires attunement)
This magical net looks like a common fishing net. When used on normal creatures the net has no more effect than a normal net would. However, when cast upon a spirit creature, the net freezes the creature in place and prevents the use of any of its attacks or spell-like abilities if it fails a DC 15 Wisdom saving throw. Furthermore, the spirit cannot remove the net itself. The creature is still able to converse and may bargain for its release.

NOISOME SPIRIT CHASERS
Wondrous item, uncommon
These magical items come in strings of 100 and look like modern-day firecrackers. When lit and cast to the ground, the noisome spirit chasers magically explode with a loud bang. Spirits cannot tolerate this noise. Lesser spirits will automatically flee as if affected by a fear spell. Greater spirits must make a DC 15 Charisma saving throw to remain in the area, otherwise they will flee as described above. The explosions cause no damage nor do they affect any other type of creature.

PAPER OF FORMS
Wondrous item, very rare
This magic coloured paper can be used by those with the Tools (origami) skill. When such a character folds the paper to create an animal or object (making a successful Tools (origami) check against DC 20), then blows on the origami form and utters the command word, the paper transforms into a life-sized, real version of the form with all the normal properties of the item created. The paper can only be used to make a beast (not any other kind of creature) up to size Large, or a nonmagical item up to 1,000 cubic feet large. Whatever the object or animal created, it is highly susceptible to fire, taking double damage from fire unless it makes a successful saving throw. The paper remains in its transformed state until the character that created it utters a second command word, causing it to revert back to its origami form. This origami form can be transformed again into the same form as long as it is never unfolded; unfolding the origami shape ruins the paper and negates its magic.

PEARL OF PROTECTION FROM FIRE
Wondrous item, uncommon (requires attunement)
This magical pearl, when carried, has all the properties of a ring of fire resistance as described in the DMG.

PEARL OF PROTECTION FROM FIRE
Wondrous item, uncommon (requires attunement)
When carried, this pearl protects its owner from damage from fire. The bearer gains resistance to fire.

PEARL OF THE TIDES
Wondrous item, uncommon (requires attunement)
This pearl allows a character to cause water to recede or rise as if using the control water spell.

PORCELAIN MASK
Wondrous item, uncommon
When placed on a corpse, this plain white porcelain mask animates the body as though with the animate dead spell. The character that placed the mask on the corpse controls the new skeleton or zombie. Removing the mask from the animated undead ends the effect, though the same corpse can later be reanimated unless it is destroyed. A character can remove the mask by winning an opposed grapple check after getting a hold on the undead creature.

SACRED OFUDA
Wondrous item, uncommon
This small strip of paper has prayers written on it that are powerful against undead. When touched to the forehead of an undead creature, the sacred ofuda adheres to the creature and paralysis it. The user of the ofuda must make a successful melee attack against the creature. This provokes an attack of opportunity from the undead. If the attack of opportunity deals damage, the user fails to place the ofuda. If the ofuda is successfully placed, the undead receives no saving throw. The effect lasts as long as the ofuda remains attached, but even a moderate wind can cause the ofuda to fall off the creature’s forehead. Any attack on the undead creature causes the ofuda to fall and the effect to end.

SEAL OF DECEPTION
Wondrous item, uncommon
Name seals are an important part of official communications throughout Rokugan (or Kara-Tur). No order or document is considered official without the personal seal of the writer of the document. Severe penalties are applied to government officials who lose their name seal, since this opens the door to forgery and other crimes. The seal of deception is a magical seal that can reshape its stamp to match any seal the character has seen. To use the seal of deception, the character utters the command word and concentrates on the image of the seal he wishes to reproduce. If the character has a stamp of the seal at hand to concentrate on, there is a 5% chance of error in the copy. If the character is concentrating on the seal from memory, there is a 30% the seal is incorrect in some way. The DM checks this in secret. While an incorrect seal can pass a cursory examination, it will be revealed as a forgery under careful checking.

SEAL OF VIGOUR
Wondrous item, very rare (requires attunement)
When found, this magical item appears as a blank name seal. To use, the character must inscribe the surface with his name. Once this is done, the magical properties of the seal are activated. Thereafter, the character regenerates 1 hit point plus Constitution ability bonus per hour and cure spells have maximum effect when cast upon the character, provided in both cases the character is carrying the seal. If the inscribed seal should fall into the hands of another, the character named on the seal suffers all damage taken by the new owner until he is slain, the seal is destroyed, or he regains the seal.

TABLET OF SPIRIT SUMMONING
Wondrous item, uncommon (requires attunement)
This item is a small jade tablet inscribed with characters. Upon uttering the command word, the character can cast a spirit binding spell as per the 4th-level wu jen spell but as a 9th level spell. The tablet is usable once per week. With each use of the tablet, one inscribed character fades magically from the surface. When all the characters have faded, the tablet is a smooth piece of jade worth 100 gp. The tablet has 2d6 characters inscribed on it when found.

TWILIGHT LANTERN
Wondrous item, uncommon
This paper lantern contains a tiny fire that burns without fuel and brightens or dims in response to verbal commands (when a command word is used). It sheds light in a radius from 5 feet to 30 feet, as commanded. Normal conditions (wind or rain) cannot extinguish a twilight lantern, though immersion in water or the use of magic ends the lantern’s magic.

WHEELS OF FIRE
Wondrous item, uncommon
These magical items are always found in pairs and look like large, ornately decorated chariot wheels. When mounted on a chariot and the command word spoken, they burst into magical flame. This flame does not hinder the movement of the chariot, nor does it harm the vehicle, animals, or occupants. However, all creatures within 30 feet of the chariot suffer 2d6 points of fire damage from the intense heat. Furthermore, the chariot leaves flaming tracks behind it wherever it goes. Saying the command word a second time causes the flames to disappear.

WILDING CLASP
Wondrous item, rare (requires attunement)
Appearing as a 3-inch long gold chain, this item only works when attached to an amulet (or similar item) or vest (or similar item). The clasp prevents its attached item from melding into the wearer’s new form when transforming magic (such as polymorph self or a druid’s wild shape ability) is used, allowing the item to be used in the new form. For example, a druid with a wilding clasp attached to a periapt of wisdom could take the shape of a wolf (which normally doesn’t use equipment) and have the periapt remain in its normal form, fully functional. Note that some forms may be harmful to certain items (such as a fire elemental form when wearing a necklace of missiles).

WONDROUS WRITING SET
Wondrous item, uncommon
This writing set comes in a fine lacquered box and contains a brush, inking stone, and inkwell with ink. When used for writing, the set gives advantage on Tools (calligraphy) checks and a +10 bonus on Forgery checks.

INTELLIGENT ITEMS

Nemuranai were man-made items of exceptional quality that had had their kami awakened, either through the skill used in creating them or through their association with great deeds.

TYPE OF AWAKENINGS 
The two types of spirits within an item are the shen, or benevolent spirit, and the kuei, or malevolent forces of the tainted nemuranai. The awakened kami allowed these items to grant their users fantastic and magical abilities.  The items most likely to awaken were weapons and armor, and the most famous and powerful nemuranai were items of this type.  Shutsudohin, the spirits within the nemuranai, manifested in Yomi at any time the item was destroyed.

 

Posted in 5e, Dungeons & Dragons, Oriental Adventures

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