In West town Martook wedged inside an area of tighly packed houses, one stand out with its rainbow color, and it’s gigantic magically morphing sign. The colorful and happy exterior is directly offset by the ordered display of magical items inside, and even more so by its proprieter Kartan Rikski himself. Few visit Kartan’s Magic and Might without being both seen and documented by Kartan. While his eyes seems to be glued to the pages of whatever book his distubingly long fingers are holding, rest assured, Kartan knows that you are there, where you’ve been, and perhaps even where you are going.
In stock:
Normal armour cost + 4000 gp
Light, medium, and chainmail. (requires attunement)
Treated with a simple infusion of Belatritium and a small amount of mithril.
Ac +1
Cost: Normal armour cost + 5000gp
Wondrous item, rare (requires attunement)
This cloak of protection is made of vibrant red silk; the color of courage and sacrifice, the color of a hero. It fastens with a rich gold clasp.
As a free action, you may cause a personal badge, emblem, heraldry, sigil, symbol, or that of the nation, noble house, organization, or religion you are affiliated with to prominently appear on the back, perfectly rendered and in either pure gold or whatever the correct colors may be. You can remove any damage to the cloak (rips, stains, etc.) as a bonus action.
You gain the bardic inspiration class ability of a 1st level bard. You do not gain extra inspiration dice when you level up.
You gain the half-orc’s savage attacks racial trait.
Cost: 6500 gp
Armor (leather), rare (requires attunement)
While you wear this magic armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.
Cost 6100 gp
Weapon (dagger), uncommon (requires attunement)
This petite +1 dagger is easy to disguise even when being searched, granting the wielder advantage on Dexterity (Sleight of Hand) or Dexterity (Stealth) checks to hide the weapon from view. A wielder has no disadvantage on attack rolls with the captive blade when prone or restrained. Whenever the wielder uses the captive blade to cut rope, chains, manacles, or similar objects restraining the wielder, the captive blade’s magical bonus is increased to +3 and attacks with it ignores any damage threshold of the material comprising the restraints unless they are made of adamantine or a substance of similar strength.
Cost 1000 gp
Wonderous item, legendary (requires attunement)
Cost: 20000 gp
Light armour, very rare, (requires attunement)
Cost: 4000 gp
Studded leather armout, very rare, (requires attunement)
This studded leather armour was crafted with the blood of failed lesser mages and infused with their grief and hatred of the arcane. While wearing this armour you are unable to cast any spell. Maloor’s ruin has three charges. When attacked with a spell the armour can absorb d20 dmg as a reaction. For every 20 dmg absorbed one charge becomes available for a short range (20 feet) teleportation, to a location that can be seen by the wearer, as a bonus action. After expending a charge the armour need to be recharged by being submerged in the blood of an arcane user before becoming active again.
Cost: 5300 gp
Light armour, very rare (requires attunement) This piece of armour is made from the carapace of an enormus spider. It’s completly black and almost seem to absorb light. The robes gives +1 AC protection with the residual arcane energy infused in the carapece. The robes also give the wearer the ability to hang from walls or ceilings for 20 minutes per long rest.
Cost 6500 gp
Cost 200gp
Cost: 300 gp
Cost: 300 gp
Cost: 40 gp
Cost 100 gp
Makes ones blood impossible to use in divination or ritual magic. Last for 1d4 day.
Cost 50 gp