Flasks, vials, bottles, jugs and more, with well... more! The reservoir enchantment for liquid containers allows you to drink, pour, collect and spill much greater quantities of liquids than ever before!
An amulet with magical properties that allows the wearer to read the thoughts of others.
This just had to be done. I am so sorry
Resting in a small chest set on a pedestal kept in a room populated with various artifacts lay two spheres that could fit both hands. One, glowing a brilliant blue-white, as a flame. The other darker than the blackest night.
A lantern that when lit, interrupts illusions, magical darkness, reveals the invisible, and might even cause the incorporeal to become vulnerable to physical attacks.
A cloak designed to magically conceal one's weapons from all but the wearer.
These are not, in spite of their name, the eggs of actual Doppelgangers...
Thirty Scepters, some of them items of great magical powers, others mere symbols of office, and one or two that are more a bane then a boon to their owners.
Because the world can never have too many magical swords.
An enchanted spell book in a walking stick, originally created by a blind mage. It allows a wizard to secretly prepare spells in plain sight.
A collection of Ophidian weapons for your perusal.
Some times an unruly spell needs to be taught a lesson...
Non-Canonical for the Cosmic Era, written for Battleship Freetext Challenge
An item to aid those who seek to be hidden in the shadows...
The magical instruments that created the world, long since scattered. Fortunate is the player who finds them, and great is the band that can make them sing again.
Look up! Look Waaaay up!
"Seriously, how many books does he have?"
Epidazzling is a common cosmetic accessory in the Cosmic Era
"Again? Okay, where the hell did that come from? He's cut off, damnit!."
A unusual choice of wizard in place of a familiar is to chose to bond with an object instead. A more unusual choice is an animated object. When that animated object is a backpack that thinks it's a kangaroo, well, that's just weird.
THE GNOMES OF UDNALOR: Part I
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.