While wearing these bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield.
5 Charges, if you spend a charge the braces pour forth a shiny liquid of Whirling vivid colors. It is heavy as syrup (it´s part netherilian heavy magic and oil) and light as quicksilver at the same time. The wearer can try to do a little bit of any magic conceivable. The only magic the can be done stable och consistently is the magic weopon spell . The magic rainbow slowsilver pour upon the weopon and sinks into it. If used to cast a spell the magic envelops only the hands before transforming into the spell
As an action PC can spend charges and will effects; 1 charge = spell slot of 1st lvl, +1 magic. 2 charge spell slot of 4 th lvl + 2 lvl. 5 charges it can even improve a magic weopon +1. This spell doesn´t need the wearers concentration. 20% if cast magic weopon spell on a non-magic weopon to get the effect of elemental weopon spell instead as same + effect and extra dam. Random type of elemental roll D4.
As a side effect the wearer can try for any magical effect with the enchantment liquid. This is a highly volatile action (spellfailure 50% +5% per spellslot lvl needed) if it doesn´t fail the duration is half rnd up. It takes 1 charge per spell lvl effect. If more needed than charges are available the user must spend temporary con pts per lvl of spellslot above instead of charges. (5% per spellslot lvl that the con loss become permanent). There must be more charges than con spent when casting, otherwise it can´t be done.
If the wearer tries for a magical effect other than spells the DM need to assign a lvl to the effect and than add 2 lvls to calculate fail% and charges /con needed.
2 spells the liquid seems more stable to do is animate object and fabricate. When using these spells there is only 5% per spellslot lvl for spellfailure when cast as lvl 4/5 lvl spellslot and normal duration.
The charges return 1 charge per short rest and 4 per longrest.
Unstable Magic basic spellfailure roll:
1 Spell fails and is forgotten for remainder of session
2 Caster and target exchange places
3 Random monster is summoned (DM decides)
4 Spell effect rebounds on caster (target is unaffected)
5 Caster fall unconsious for D6 rnd while harmless colorsprays swirl around 50`r impeding sight.
6 Spell effect has 60' radius centered on caster (all within radius suffer the effect, including caster)
7 All magical weapons within 30' of caster are increased by +2 for 3 turns and glow for remainder of session
8 Reverse spell effect strikes target (DM decides)
9 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open
10 All magic in 15´ of caster is nullified for the remainder of the battle (including spells, weapons, items, everything) 11 Roll on sorcerer wild surge list 12-13 Caster suffers a sleep spell even if immune (elf etc) no save 14 roll on DMs standard spellfailure list (possibly DM choice) 15 Character develops horrid pustules on his face. These pustules do not heal and impose a -1 penalty to social charisma ability checks. (10% x number of weeks treated by medicine check DC15, roll once a week) 16 - One of the character’s legs grows 1d6”. Character now walks with an odd gait and base move -5. 17. Permanent exhaustion lvl 1 (heal or greater restoration removes it) other exhaustion start at lvl 2. 18. Third eye. Roll 1d4 for location: (1) middle of forehead; (2) palm of hand; (3) chest; (4) back of head. (Remove curse DC 22) 19. Fingers on off hand fuse while the thumb enlarges. After one week, the hand has transformed into a crab claw. Character gains a natural attack for 1d6 damage and can no longer grasp normal weapons and objects (limited Wish spell needed to remove) 20. Character dies...after an hour it is reincarnated. See spell.
(If the character use the Item a lot and suffers effects of this list a lot the DM should feel free to up the effect so they deterr regular use. alternativ lists could be include more permanency, no reincarnation, worse bodily effects or make your own list its always fun)
Notes: Bonus: Unarmored Armor Class, 1 per short rest (Max 3 every 24 h) and 4 per longrest (Max 4 per 24 h), Any user that can cast a spell through class, race , class ability or feat., Buff, Warding, Wristwear
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