| The Throne of Radiance | A golden throne, carved with opulence, luxury, and comfort. The Throne gives a +2 to AC, heals 5d6 at initiative count 20, and has a hover speed of 40 ft. Nearly indestructible and in the event of any sort of damage, the throne almost immediately repairs itself by 6d20 hit points also at the start of every initiative count.<br><br>You may use an action to fire multiple beams of golden light that originate in a 5 foot area radius around the throne. Choose one of two modes.<br>Creatures you see within a 120 ft, in a 20 ft radius, must make a DC 25 dexterity saving throw. Creatures take 8d6 radiant damage and are blinded, or half as much on a successful save and are not blinded.<br><br>As an action, (does not count as either the magic or attack action), you fire 3 beams of concentrated light at a single creature. The attack has +10 to hit, in addition to your perception bonus. On hit, you deal 4d12 piercing damage and 4d12 radiant damage. | | ---------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Heart of the Elements | This item is a consumable that gives permanent Elemental followers. You gain a Water Elemental Myrmidon, Fire Elemental Myrmidon, Air Elemental Myrmidon, and an Earth Elemental Myrmidon. These Elementals are immortal and are linked to your soul, and take their turns on your own. | | The Asguardian Aegis | Once per turn, once you've moved at least 20 feet, you gain the effects of the Invulnerability Spell until the end of the round. Once the spell effect kicks in, it cannot activate until the end of the following round. When you make a melee attack, if you missed your attack, the creature must make a DC 20 dexterity saving throw. If you hit, the creature automatically fails the saving throw. On a failed saving throw, the creature takes an additional 4d6 force damage. | | Amulet of  ∧⊃∠∨∩⊂∪⊥∀ΞΓ | Whenever you are about to take damage, you may use a reaction to gain absorption to the damage. You cannot gain absorption to the same damage type this way for the next 24 hours unless you gain "their" favor. Who is "they?" Go ask Shanalis, she might know. | | Ark of The Cosmos | A massive Greatsword. The weapon does not have a bonus to hit, nor does it have a dice damage roll. Instead it does 100 PURE damage and 100 VOID damage (The damage has been severely hampered courtesy of They who shall not be named, Shanalis, Karnatis, Meera Vy, Gob the Goblin, and Mariposa). This is a weapon capable of destroying the Phlogiston surrounding a planet and allows creatures to venture further into Wildspace. (This weapon has been sealed multiple times, and can only be wielded for 1 year. After the year is over, the contractor must return the weapon to Gob's glorious Goods. Failure to comply will cause the Cosmos in the Ark to enter the Big Bang Explosion, and after obliterating the plane/dimension, will teleport back to the GGG.) | | Seed of The Tree of Emptiness. | Once planted, the Tree grows for 20 years. Once fully grown, it produces a fruit. If said fruit is eaten, you gain an ability known as the Kirscha's Light. Once per turn, you command existence with 5 words, greater than the efficacy of the Wish Spell and without the Monkey's Paw effect of the Wish Spell. Be Warned, beings that consider themselves on par with Vaka and Vyra may begin to take notice, potentially including one of the Sister Goddesses herself.<br><br>After 19 years, the Tree gains Divinity and becomes a simulation for a new cosmos. Who knows who or what could potentially come out of the Tree. | | TimeKeeper's HourGlass | An Hourglass that dictates the flow of time in a given area. When you tilt the hourglass, you can choose to either have 6 creatures within an radius of 60 ft become affected by either the Slow or Haste spell. While the spells do require concentration their are two different effects.<br><br>Slow: As long as you maintain concentration on the spell, each of the chosen creatures must continue to make Wisdom saves until you finally fail your concentration check.<br><br>Haste: When your concentration is broken, the targets are not affected by lethargy and can continue to act as normal.<br><br>If the Hourglass is broken, you cast an empowered version of Time Ravage, using Karnatis's Save DC. A creature that fails a Constitution save, takes 20d12 Necrotic damage, and ages until that person has 1 day left to live. On a successful save, the creature does not age and only takes 10d12 Necrotic damage. After three uses of this ability, you must gain permission of the Time Keeper or Daughter of Time to continue using the item. | | The Rubix cube of The Unknowable | While you are attuned, you gain advantage on intelligence, wisdom, and charisma saving throws. Additionally, you may try to solve a face. Make a DC intelligence check of increasing amounts depending on the amount of faces currently solved. 0 faces- 10, 1 face, 14, 2 faces, 18, 3 faces 20, 4 faces, 23, 5 faces 25, 6 faces, 29. For each face solved, you gain the following benefits as long as you are attuned. 1 face, gain a +1 to your intelligence score, this can exceed 20. 2 faces, increase your proficiency bonus by 1. 3 faces, you gain the ability to summon and use echoes from the Echo Knight fighter class, and if you already have the echo knight class you gain an additional +2 clones. 4 faces, gain half proficiency in ability checks you are not proficient in. 5 faces, increase your int score to the maximum limit and you have become marked by the Unknown.<br><br>If you successfully solve all 6 faces, you gain the ability to rewrite history with a single sentence in a limited capacity. However, if you use this effect, something that remembers will begin "watching" you for as long as you are marked by the Unknown. | | Braclets of True Companionship | These Bracelets come in a pair and must be attuned to. While attuned you know exactly where the other person is, regardless of the distance or plane, and you are aware of their mental state and whether or not they are dead or alive. Additionally, one partner may sacrifice any number of hit dice for their other partner as a bonus action. That partner heals double the amount rolled as long as they are within 20 feet of each other.<br><br>Additionally, while the wearers of both bracelets are within 20 feet of each other, they gain 50 temporary hit points each (refresh every 2 hours), regain a 1st level spell slot every hour spent together, have a +2 to attack rolls, may make a reaction to take a hit on behalf of their partner by teleporting to them, and gaining a +1 to proficiency. | | Gravitas | You gain access to all mysteries of the world. You have the ability to cast spells without the limitation of spell slots. Additionally, you become able to manipulate Weave phenomena to a certain extent without the disastrous result of being turned into pure ether. | | Wings of the Seraph | Choose a Celestial creature (or other creature depending on what is a considered a Seraph by the rules of the world). As an action, you may transform into the Celestial creature of your choice. If the creature you transform is of a higher CR, your become weaker by the discretion of the DM, and accordingly. Your flight speed also becomes 120 ft. This transformation lasts for 1 hour and you must roll a percentile dice. on a 99 or lower, you revert back to your original self. On a 100, you permanently become that creature. | | Ring of the Retrognition (Attavas) | This ring charges from the ambient energies, and gains 3 Recall the Past charges per day with no cap. During combat, once per turn as an action, bonus action, or reaction you may re-manifest a previous attack at its full capacity, the attack auto hits as long as a target occupies the space of the previous attack, and it does not need to be your own attack. Additionally, you may use one of the listed actions to see into the past to see previous events and peoples with perfect clarity. | | Scroll of the First Step. | After reading the scroll, you immediately die and your soul is claimed by ether for 24 hours. During the next 24 hours, you are taken back to the time to The First Step of the Universe. Witness and bathe in the mana from the starting point of creation.<br><br>After 24 hours, you are resurrected at the point in time you initially read the scroll as though resurrected by True Resurrection. Your body is immediately reverted to its prime if you were aged beyond it. Your proficiency bonus increases by +2. An ability score increases by +5 of your choice, gain the alert feat, and once per week, gain foresight into a major event that has yet to occur.<br><br>During the beginning stages of said event, you gain advantage on all checks. | | DewDrop of Life's Ambrosia | Regardless of circumstance, regardless of corpse being present or not, regardless of soul being inaccessible or not, you may resurrect someone, even if you do not remember their name, face, or remember your time with them. If the soul of the person is not accessible because it is trapped somewhere it is deconstructed at it's current location and reconstructed where you currently are. If the person has not existed and you attempt to use the Dewdrop, the item will simply fail to activate. | | The Helix Protocol | A power beyond imagination. Imbuing this item permanently reduces your attunement slots by 1. In exchange you become immune to counterspell and dispel magics, all magics deal 1/4 damage to you, your lifespan increases by 1000 years, all spell slots increase by 1. If you are not a caster, you may choose spells of the sorcerer spell school, your strength, dexterity, and constitution scores increase to 20, and you are immune to all poisons and diseases, as well as necrotic damage. | | The Crown of the Sarkaz | Your CHA score is increased to 30. Additionally, if you are a spellcaster, all spells now use your CHA score as your spell casting modifier. As an action you may summon 5 Ghaul Guards (Stats of the Aurelia creature) that obey your commands and each share your initiative. If you are defeated, the Ghaul vanish.<br><br>As an action you may force all Aberrations, Fiends, Giants, and Undead within a 200 ft radius to make a DC 27 wisdom saving throw, if they are Fiends, they have a -10 modifier to their save. On a failed save, they are forced into a dream where they perceive whatever scene you wish. This does not cause a target to be unconscious, and bypasses immunities to illusions, incapacitation, and any senses that would allow a target to normally see through an illusion. Creatures caught in the illusion have advantage on being attacked and suffer critical damage on being attacked. This effect lasts until 24 hours have passed, or if the creature that failed the saving throw dies. | | Avalon, the Sheathe of Excalibur | When worn, the item immediately consumes an attunement slot. The Sheathe will constantly heal 10d8 worth of hit points at the end of every round of combat so long as it is on your person, and grants immortality in the truest sense, you no longer age. Additionally, you may use your reaction to completely negate all damage within a 10 ft area of you, though the effect does not follow you and prevents you from doing damage as well. | | Excalibur, The Blade of Utopia. | This weapon has a +5 magic bonus to hit. It deals 2d10 slashing and 2d12 radiant damage that ignores resistances and immunities.<br>-Enchantment Invisible Air. The blade has been coated with a powerful wind enchantment, making the actual weapon invisible, while the weapon is hidden, you have advantage on all attack rolls, but does not deal any radiant damage and damage no longer ignores resistances or immunities. You may also release the enchantment temporarily as a bonus action. When you do, all creatures within a 15 ft radius of you must make a DC 19 dexterity saving throw. On a failed save, each creature takes 2d12 magical slashing damage and is forced 20 ft back. On a successful save, they instead take half as much damage and are moved half as far back.<br><br>-To Save The World. Three conditions must be met to unleash the weapons ultimate attack. First, you must be facing a foe far greater than yourself in strength. Second, the battle must be in service and protection of the innocent and the weak. Lastly, the world (as you know it) or civilization, as a whole, will be destroyed as a direct result of losing the battle.<br><br>In the event of unleashing To Save The World, all creatures in a 400 ft long, 30 ft width line must make a DC 40 CHA saving throw. On a failed save they take 20d100 PURE damage (if you roll lower than 20, then the number becomes 20 instead), and they become blinded. On a successful save, make a DC 30 DEX save. On a failed save, reroll the CHA saving throw with disadvantage. On a successful save, the creature moves outside of the range of the attack and that creatures movement is reduced to 0 at the start of its next turn. | | The Platinum Pass | On a day of your choosing, as an individual, you get nearly full access to GGG for 24 hours. 1 hour of your choosing will allow you ANY and ALL items in the GGG for free (minus a few exceptions). All services will be granted for free, and granted a free tour of the estate. Additionally, grants an opportunity to go to Mechanicus to meet with people from different timelines and view objects and places that have yet to be created (Supervision is necessary from either Shanalis or Karnatis). | | Meeting with ----- | Meet with someone very, very special, and the biggest benefactor of the GGG. Whether you become a blip on their personal radar, their new BFF, ask them a million questions, or become nothing more to them than a passing encounter is up to you. |