magicmaid eco solution sdn bhd

By admin

In 1994, witches were subjected to unjust treatment in many parts of the world. These women, who practiced witchcraft or claimed to possess supernatural powers, were often vilified and persecuted. Many were wrongly accused of causing misfortune or practicing satanic rituals. Witch trials, reminiscent of the infamous Salem Witch Trials of the 17th century, resurfaced in various countries. These trials saw women being accused on the basis of rumors, jealousy, or personal vendettas. In some instances, even a mere suspicion of witchcraft was enough to condemn a woman.

Random mzgoc items 5e

In some instances, even a mere suspicion of witchcraft was enough to condemn a woman. The injustice faced by witches in 1994 was intensified by the prejudice and ignorance surrounding witchcraft. Many viewed witchcraft as inherently evil and associated it with dark magic or devil worship.

Random mzgoc items 5e

Dungeonmasters! Need a list of weird, wild, and strange magic items to randomly bestow on your adventurers? This list was compiled from, and inspired by, various lists and suggestion threads from around the internet. If you recognize an item you made, feel free to credit yourself in the comments.

  1. Alchemist Ring - When the wearer of this ring imbibes a healing potion, they receive an additional 1d6 HP.
  2. All or Nothing Coin - On a roll you would normally use a d20, flip a coin instead. Heads is a critical success (NAT20), tails is a critical fail (NAT1). Can be used twice per short rest.
  3. Antigravity Sphere - A small, fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it disables the effect of gravity of everything within a 30ft cube for 30 seconds.
  4. Arcane Trickster’s Glove - Allows a spellcaster who can use Mage Hand to turn the conjured hand invisible. Also allows the conjured hand to perform stealthy actions, such as pickpocketing, sleight of hand, and other acts of remote legerdemain. For these checks, the caster uses their Arcana score.
  5. Arrow of Celebration - An arrow tipped with an enchanted noisemaker. For 30ft around the impact site, creatures are compelled (WIS vs DC 17) to dance madly. Loud music can be heard 100ft from the impact site.
  6. Arrow of Displacement - An arrow tipped with a shard of quartz crystal. When it is fired, and the arrow strikes something, the archer is teleported to wherever the arrow landed. The quartz tip breaks after 3 uses and must be replaced.
  7. Arrow of Yondu - Does not require a bow to use. When the user holds this arrow aloft and whistles, the arrow flies through a target enemy, ignoring AC to do 1d6 piercing damage. The user continues to roll a d20+WIS, and for every consecutive roll above 15, the arrow shoots through another target the same way. On a failure, the arrow returns to the user’s hand and cannot be used again until after a long rest.
  8. Assassin’s Bracers - This pair of bracers can contain a concealed dagger within each bracer. The wearer can cause the dagger within one, or both, bracers to extend from the bracer. Extending or retracting the daggers requires the use of a Bonus Action from the wearer.
  9. Bag of Endless Rats - It looks like a Bag of Holding, but it stinks. All that comes out of it when a character tries to use it are 3d20 rats. If it is turned inside out or damaged, it disgorges 5d100 rats and the bag is destroyed.
  10. Band of the Dryad - A simple wooden band that appears to be entwined by evergreen ivy vines. the top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. Each day at dawn the petal blooms again. This band has a single charge, which recharges each day at dawn. The power contained within the rose petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, and this effect may not be used again until the next dawn.
  11. Belt of Returning - A finely crafted dark leather belt with three loops, each decorated with a shard of sapphire. The magic of the belt leaves an invisible mark on the surface of the weapons stowed in each loop and invisibly inscribes the name of the item on the sapphire shard. Three one-handed weapons with the thrown property can be 'attuned' to the belt. When a weapon, from the belt, is thrown at an object or creature, hit or miss, the weapon will return to the belt at the end of your turn.
  12. Blanket of Starlight - A soft, well made blanket that can, once per long rest, emit a soft glow, maintained by concentration. The blanket was crafted by an enchanter after his young son confided he was afraid of the dark to help his son get to sleep.
  13. Bracelets of Bonding - A set of bracelets that when one is broken the other immediately breaks as well. When one is mended, the other mends itself. Created by a brother who was going off to war, for his younger brother staying home. This was so the older brother would know if things got bad at home. If the bracelet snapped, he promised to come home no matter what.
  14. Bracers of the Woodland Hunter, Uncommon - Once per long rest, you may cast Hunters Mark as a first level spell without using a spell slot. While wearing these, non-magical difficult terrain does not slow your movement.
  15. Captured Sunlight - Sun-filled mirror-catch box, it has enough sunlight to fill a room with bright light. Built by a retired adventuring dwarf and filled by passing adventurers. Inflicts 1d4 radiant damage for 120ft every round of combat when placed on the ground, until closed or destroyed.
  16. Censer of Serenity - An enchanted censer that was made by a daughter for her father, who was suffering from PTSD following the battle that robbed him of his arm. No matter what incense is burned in the censer, it gives advantage on wisdom saving throws.
  17. Circlet of Mental Fortitude (Requires Attunement) - A copper studded head band that soothes head pain when worn. Made for an elf who suffered from chronic migraines. Grants resistance against psychic damage.
  18. Circlet of the Planeswalker, Very Rare (Requires Attunement) - While you wear this circlet, you can choose to be considered on your native plane for the effects of banishment and other spells used against you. Whenever you teleport or cross a planar boundary (such as with the Blink spell), you may heal 1d4 Hit Points.
  19. Cloak of Death - This garment gives you an undead appearance—a skeletal face crusted with desiccated skin, with black holes for eyes. Gives disadvantage to attacks from undead, because undead creatures are confused by your grotesque appearance. Great for looking like a lich without actually being one.
  20. Cloak of the Nord - A hooded cloak made of various patches of leather that has a belt fastened to the front. It generates heat on the wearer if blown upon by wind. It was made as gift for a lover so that they could travel the mountain ranges without worry of freezing. Gives resistance against Cold damage.
  21. Cloak of Vigor - A dark red cloak with an extra long flap in the back that will bend and stiffen into a functional chair when the wearer tries to sit down. Made for a wizard that had difficulty walking across town without breaks. Grants the ability to take a short rest in a fraction of the usual time. 1 use a day.
  22. Collar of Finding - A leather collar with a small metal emblem of a star on it. A matched bracelet with the same emblem. A person wearing the bracelet can make a small light hover 50 feet above the collar. A wife commissioned this collar after her husband, a retired soldier with significant PTSD, lost the dog that he had bonded with.
  23. Crown of the False King - A tin crown that increases the confidence and self image of those who wear it. Made for a shy human boy who had trouble talking to people. Grants +2 to Charisma.
  24. Daryl’s Vest of Haste - A black leather vest with wings painted on the back. This vest gives the wearer advantage on Initiative rolls and +2 to Intimidation rolls, plus proficiency with Crossbows.
  25. Death Elk Head - The severed, decomposed head of a Giant Elk. It’s been reanimated by necromancy and roars ominously when it makes eye contact with another living being. Choose one creature that you can see within 30 feet of you. If the creature can see or hear the Death Elk Head, it must succeed on a Wisdom saving throw (DC 14) or be frightened of you until the end of your next turn. It holds one charge, and must be recharged by dipping it in fresh blood.
  26. Demogogue’s Tie - A big red necktie that hangs down to the wearer’s crotch. When worn, the tie causes the wearer’s hair to become pale and wispy, and causes their skin to become orange and leathery. The wearer’s INT is reduced by 3 while wearing the tie and they use the word “tremendous” a lot. When the wearer speaks, everyone in earshot must make a DC 15 WIS save, and everyone who fails will believe whatever the tie-wearer has said, no matter how ridiculous.
  27. Deodorant Soap - A bar of soap that, when used to wash one’s body, eliminates body odor and grants +1 to Stealth and Persuasion. Lasts for 1 day.
  28. Dog Whistle - When blown, this whistle makes no noise. 1d4 rounds of combat later, a dog appears and does 1 thing:
    1. Pees on the leg of the user, soaking their clothes, and then runs away. Enemies become disgusted and will avoid the user for 1d6 rounds, only attacking the user if they are attacked.
    2. Poops on the battlefield and runs away. If anyone steps on the poop, they slip and go prone, and must expend an Action to get back up.
    3. Serves as an emotional support animal, Inspiring and giving the user +1d6 on their next roll.
    4. Distracts the nearest enemy by charging at them and barking, giving the whistle-blower Advantage on their next combat roll against that specific enemy.
    I used the Magic Item Base Price table on page 133 of Xanathar’s Guide to Everything and the Magic Item Rarity table on page 135 of Dungeon Master’s Guide to get these figures.
    Magicmaid eco solution sdn bhd

    This negative perception fueled the discrimination and mistreatment of witches. Women accused of witchcraft often faced severe punishments, including imprisonment, torture, or even death. They were subjected to unethical trials, where their supposed powers were put to absurd tests such as being made to drown, burned at the stake, or subjected to brutal physical examinations. Despite the lack of solid evidence or rational explanations, the fear and ignorance surrounding witchcraft overshadowed the need for fair trials or due process. Women's lives were destroyed based on mere allegations and superstition. In the midst of such injustice, there were individuals who advocated for the fair treatment of witches. Scholars and human rights activists condemned the witch hunts and called for the recognition of witches as individuals entitled to basic human rights. They argued for the importance of evidence-based justice and the need to challenge societal stereotypes surrounding witchcraft. The unjust treatment of witches in 1994 serves as a lasting reminder of the consequences of ignorance, prejudice, and the abuse of power. It highlights the importance of empathy, education, and fair treatment toward marginalized communities. Only by challenging deeply ingrained beliefs and addressing systemic discrimination can we hope to prevent the repetition of such unjust acts in the future..

    Reviews for "magicmaid eco solution sdn bhd"


    Warning: foreach() argument must be of type array|object, string given in /home/default/EN-magic-CATALOG2/data/templates/templ04.txt on line 198

    magicmaid eco solution sdn bhd

    magicmaid eco solution sdn bhd