TEXT: by R P Davis
  MAGIC ITEMS
  KARA TUR
  OF
  
  2
  IntroductIon
  I
  n 1985, TSR released a sourcebook for AD&D called Oriental Adventures. Written by Gary 
  Gygax, David Cook, and Francois Marcela-Froideval, it was a self-contained game using the fundamentals of 
  AD&D but set in “Kara-Tur," a fantasy version of Earth's Far East. In 2001, a new Oriental Adventures book 
  was released by Wizards of the Coast for the 3rd edition of D&D, this time by James Wyatt.
  Oriental Adventures borrowed heavily from Asian sources, from films to folk tales, to develop game materials. 
  The authors took inspiration from China, Japan, Korea, and all over Southeast Asia. Folklore provided magic 
  and monsters. History provided gods, heroes and artifacts, weapons, and armor. Films provided fantastic martial arts. 
  Kara-Tur became TSR’s first official game world, after Gary Gygax’s own Greyhawk. Sometime after its own release in 
  1987, Ed Greenwood’s Forgotten Realms setting saw Kara-Tur appear on the east coast of the continent of Faerûn. If you’d 
  like to know more about Kara-Tur and its history, visit the Forgotten Realms Wiki.
  LAnd oF MAGIc
  Kara-Tur lies to the east of Faerûn, separated from the Sword Coast and Heartlands by hundreds of miles of desolate 
  Hordelands. Trade, adventurers, and artifacts occasionally find their way to Faerûn via the route known as The Golden 
  Way. Beyond the odd curiosity, however, little is known about these ancient cultures.
  Magic and the Weave are approached differently in Kara-Tur. While many magic items, spells, and spell-like effects are 
  indistinguishable from those known in Faerûn (indeed, they are often called by the same names), magic items in Kara-Tur 
  focus their powers in different—and culturally unique—ways. Not only is magic subtly different in Kara-Tur, so are the ways 
  wu-jen and shugenjas encase magic in physical items. 
  This tome focuses on magic items unique to Kara-Tur. Each item has been carefully updated and revised to make it 
  suitable for your 5th Edition game. 
  Enjoy! May you have as much fun using them in your game as I did creating this.
  R P Davis
  The Netherlands, 2019 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other 
  Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright (c) Wizards of the Coast 
  and/or other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright (c) 2019 by R P Davis 
  and Kabouter Games, and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  credIts
  Lead Designer: R P Davis
  Managing Editor: Kass McGann 
  Art credIts
  Art Direction: R P Davis
  Cover & Interior Illustrations: All images courtesy of the Metropolitan Museum's Open Access Initiative.
  Layout: R P Davis, using template by Nathanaël Roux
  More magical goodness from 
  Kara-Tur! Click the images to 
  find out more.
  
  3
  ArMor 
  Invincibility lies in the defence. 
  —Kojima Roku, samurai of Shidekema prefecture
  Magic used differently in Kara-Tur. Items made there 
  differ as well. Armor is designed in such a way that it 
  differs widely from that known and used in western 
  lands. The means by which armor magically enhances 
  the warrior are also different.
  Different Yet Alike. Remember that in the 
  mechanics of a 5th Edition game, a breastplate is a 
  breastplate, even if it’s specific to Kara-Tur: It still 
  provides AC 14 + Dexterity modifier (max 2). The 
  mechanics don’t care what it looks like.
  ArMor sPecIAL ABILItIes & de-
  scrIPtIons
  Most magic armor only has AC bonuses, as is true 
  elsewhere on Toril. Some items only have the special 
  abilities detailed here. 
  A few have both; if you apply a special ability to an 
  item with a bonus, that item's rarity increases by one 
  level. For example, a +1 shield is Uncommon, but a +1 
  shield of signaling is Rare.
  AGILIty 
  You have a +2 bonus on Dexterity saving throws you 
  make while wearing the armor.
  BALAnce
  While wearing the armor, you have advantage on 
  saving throws and checks you make to avoid falling 
  or being knocked prone.
  dIsPLAceMent
  While you wear this armor, it projects an illusion 
  that makes you appear to be standing in a place near 
  your actual location, causing any creature to have 
  disadvantage on attack rolls against you. If you take 
  damage, the property ceases to function until the 
  start of your next turn. This property is suppressed 
  while you are incapacitated, restrained, or otherwise 
  unable to move.
  FeAr
  While you wear this armor, as an action you can 
  cause fear in your enemies. Creatures within 30 feet 
  of you must succeed on a DC 14 Wisdom saving 
  throw or drop whatever it is holding and become 
  frightened of you until the end of its next turn. 
  
  4
  sIGnALInG
  As an action, you can use the whispering wind to cast 
  the sending spell. Once you use this ability, you can't 
  use it again until the next dawn.
  stAMInA
  While you wear this armor, you have advantage on 
  Constitution saving throws.
  WILd
  Armor and shields with this ability usually appear to 
  be made covered in leaf patterns. While you wear 
  this armor, you preserve its AC bonus (and any 
  enhancement bonus) while in your Wild Shape. You 
  can use your normal AC or your Wild Shape beast's 
  AC, whichever is higher. 
  While frightened of you, a creature must take the 
  Dash action and move away from you by the safest 
  available route on each of its turns, unless there is 
  nowhere to move. If the creature ends its turn in a 
  location where it doesn't have line of sight to you, 
  the creature can make a Wisdom saving throw. On a 
  successful save, the spell ends for that creature.
  HeALInG 
  When you are reduced to half your hit point 
  maximum or less, your armor automatically restores 
  2d8 hit points to you. Once this happens, it can't 
  happen again until the following dawn.
  Presence
  While wearing the armor, you have a +1 bonus to 
  your Charisma score, to a maximum of 20.
  
  5
  WeAPon sPecIAL ABILItIes & 
  descrIPtIons
  Most magic weapons, in Kara-Tur as elsewhere on 
  Toril, only have bonuses. Some items only have the 
  special abilities detailed here. 
  A few have both; if you apply a special ability to an 
  item with a bonus, that item's rarity increases by one 
  level. For example, a +1 katana is Uncommon, but a 
  +1 katana of agility is Rare.
  AGILIty 
  You have a +2 bonus on Dexterity saving throws you 
  make while wielding the weapon.
  BALAnce
  While wielding the weapon, you have advantage on 
  saving throws and checks you make to avoid falling 
  or being knocked prone.
  FLyInG
  By holding the weapon aloft in one hand and 
  speaking the command word, you gain a flying 
  speed of 60 feet until the start of your next turn. The 
  weapon pulls you through the air, so you can’t use the 
  arm holding the weapon while flying. You can use 
  your free hand to attack or perform other actions.
  HonorABLe
  An honorable weapon is imbued with the spiritual 
  essence of a samurai’s honor. When you score a hit 
  with it against a creature of nongood or nonlawful 
  alignment, you deal an extra 1d6 damage of the 
  weapon’s type. When a non-good, non-lawful 
  creature makes an attack roll with it, it does so with 
  disadvantage.
  InItIAtIve
  While carrying the weapon, you have a +1 bonus to 
  your initiative checks.
  sIGnALInG
  As an action, you can use the whispering wind to cast 
  the sending spell. Once you use this ability, you can't 
  use it again until the next dawn.
  stAMInA
  While you wield this weapon, you have advantage on 
  Constitution saving throws.
  sPecIFIc ArMor & sHIeLds
  devAtA MAILLe
  Armor (chain shirt), rare
  This bright silver or gold chain shirt is so fine and 
  light that it can be worn under normal clothing 
  without revealing its presence. 
  While wearing this armor, you gain a +1 bonus to 
  AC. In addition, as an action you can cast the fly spell 
  on yourself. Once you use this ability, you can't use it 
  again until you finish a long rest.
  onI ArMor
  Armor (plate), very rare (requires attunement)
  Ō-yoroi, or great armor, is a full suit of armor formed 
  from small, lacquered metal plates tied together with 
  brightly-colored silk cords. The full suit consists of 
  kozane dō, sode, haidate, kote, and sune-ate, topped 
  with a kabuto (helmet with a face mask). 
  This ō-yoroi is contrived to make its wearer look 
  like an oni. While you wear it, you gain a +1 bonus to 
  AC. In addition, as a bonus action you can cause the 
  gauntlets to transform into razor-sharp blades. You 
  are proficient with the blades, and have a +1 bonus to 
  hit and damage rolls you make with them. On a hit, 
  they deal 1d10 slashing damage.
  sHAMAn's Bones
  Armor (breastplate), very rare
  Consisting of animal bones threaded into a 
  breastplate, this armor has a protective spirit 
  magically bound to it.
  While you wear this armor you have a +2 bonus 
  to your AC. In addition, if you fail a saving throw 
  you can use your reaction to turn the failure into a 
  success. Once you use this ability, you can't use it 
  again until you finish a long rest.
  WeAPons
  The possibility of victory lies in the attack.
  —Kojima Roku, samurai of Shidekema prefecture
  Just as armor from Kara-Tur differs from western 
  armor, so weapons differ. From swords to polearms, 
  their design and usage techniques are unique to Kara-
  Tur. The ways in which magic weapons enhance the 
  capabilities of warrior differ also.
  Different Yet Alike. Just as with armor, the 
  mechanics of a 5th Edition game don’t care what a 
  weapon looks like. A katana is a longsword: On a 
  hit, it deals an amount of slashing damage equal to 
  1d8 + ability bonus. The specific magical effects a 
  magic weapon may have or impart, however, may 
  differ wildly.
  
  6
  causing the entire blade to shine with 
  a slight tint. These blades are usually 
  bestowed only upon samurai who have 
  proven their honor and courage.
  You gain a +1 bonus to attack 
  and damage rolls made with this 
  magic weapon.
  serPent’s tootH
  Weapon (spear), very rare (requires attunement)
  This yari is made of an unusual green 
  wood, and its blade is shaped such 
  that it makes a hissing noise as it 
  cleaves the air.
  You have a +1 bonus to attack 
  and damage rolls made with this 
  magic weapon, which also has the 
  initiative property.
  tALIsMAns
  A small hole not mended in time will become a big 
  hole much more difficult to mend.
  —Zhang Jian, wu jen 
  A talisman is a single-use magic item 
  similar to a potion in western lands. 
  Once it is triggered, it loses its magical 
  power, but until it is triggered it lasts 
  indefinitely. 
  A talisman can hold any spell of 
  up to 3rd level, and any creature can 
  activate a talisman.
  Most talismans are beneficial to 
  the user. Talismans with offensive 
  capabilities are all but unheard of, as 
  most talismans are made by shugenjas.
  A talisman is typically a small item 
  of jewelry made from various natural 
  materials such as bone, feathers, shells, 
  dried plants, and so on. Some talismans 
  are made of folded paper (origami). 
  Talismans are rarely larger than can fit 
  easily in a humanoid’s hand, and they 
  have no appreciable weight.
  The form of a talisman is often a clue 
  to its function. The shape of a feather 
  of the crane talisman suggests that it 
  contains the feather fall spell, while a 
  tortoise shell is obviously protective.
  Like drinking a potion, activating 
  a talisman requires no special skill 
  or ability. The user must touch the 
  talisman and concentrate for a moment. 
  A talisman disappears—crumbling to 
  dust or ash—when the spell or effect 
  contained within it ends.
  Talismans containing 1st-level spells 
  are Uncommon, those containing 2nd-
  sPecIFIc WeAPons
  ABBot's stAFF
  Staff, rare (requires attunement by a cleric 
  or monk)
  This staff can be wielded as a 
  magic quarterstaff that grants a +1 
  bonus to attack and damage rolls 
  made with it. 
  The staff has 10 charges. When 
  you hit with a melee attack using 
  it, you can expend 1 of its charges. 
  If you do, the target must succeed 
  on a Constitution saving throw 
  or be stunned until the end of 
  its next turn.
  The staff regains 1d6 + 4 
  expended charges daily at dawn. 
  If you expend the last charge, roll 
  a d20. On a 1, the staff becomes a 
  nonmagical quarterstaff. 
  FLyInG PHoenIx sWord
  Weapon (short sword), very rare (requires 
  attunement)
  You gain a +1 bonus to attack 
  and damage rolls made with this 
  magic weapon. It has the Thrown 
  property with a normal range of 
  20 feet and a long range of 60 feet. 
  When you hit with a ranged attack 
  using this weapon, it deals an extra 
  1d8 fire damage. Immediately after 
  the attack, the weapon flies back 
  to your hand.
  KAKItA KAtAnA
  Weapon (longsword), very rare 
  The master smiths of the Kakita 
  family claim that they produce the 
  finest blades in Kara-Tur. A Kakita 
  katana is made of exceptionally fine 
  steel, durable and flexible, and is 
  able to withstand the passage of a 
  thousand years. The master smiths 
  use only Hida steel in their blades, 
  claiming that it far outshines any 
  other. Though the swords are not 
  enchanted in any way, it is thought 
  that the energies of the smiths 
  somehow enter the steel during the 
  hundreds of hours of hammering, 
  tempering, and sharpening 
  the blades, giving the metal an 
  energy of its own.
  A Kakita blade is distinguished by 
  its light weight and flexibility, and 
  by the fine lines of bluish damask 
  running down the cutting edge, 
  
  7
  BLAcK FAn
  Wondrous item, uncommon 
  A black fan talisman surrounds you with an aura of 
  power and mystery. For 1 hour, you have advantage 
  on Charisma (Persuasion or Intimidation) checks you 
  make. You must display the talisman openly on your 
  clothing for the duration. It crumbles into ash at the 
  end of the hour.
  BroocH oF PLenty
  Wondrous item, rare
  This talisman provides you with sufficient 
  nourishment for one day. It also enhances your rest, 
  so that a short rest counts as a long rest for you. It 
  crumbles to dust at dawn the day after you activate it.
  Incense oF concentrAtIon
  Wondrous item, very rare
  If you burn this incense while you prepare your spells 
  for the day, you gain an extra spell slot of the highest 
  level you can cast.
  level spells are Rare, and those containing 3rd-level 
  spells are Very Rare.
  Here is a non-exhaustive list of possible talismans 
  for your Kara-Tur campaign:
  Bone shield (sanctuary) 
  Feather of the crane (feather fall)
  Frightened crane (expeditious retreat)
  Golden leaf (pass without trace)
  Paper umbrella (fog cloud)
  Brooch of plenty (see below)
  Black fan (see below)
  Bone key (knock) 
  Hawk’s feather (levitate) 
  Mirror of purity (protection from poison)
  Silent bell (silence) 
  Tortoise shell (mage armor)
  White sheaf of grain (cure wounds)
  Acorn of visions (clairvoyance) 
  Jade safestone (meld into stone)
  Goldfish scale (water breathing)
  Lizard’s tail (lesser restoration) 
  Mirrored mask (invisibility) 
  Origami fan (gust of wind) 
  Soaring crane (haste) 
  Incense of concentration (see below)
  
  8
  charm is easily destroyed by fire and other disasters, 
  and can be easily removed.
  cHArM oF ProtectIon FroM sPIrIts
  Wondrous item, very rare
  This item is a long strip of yellow paper on which 
  is inked powerful threats against spirits. The 
  exhortations written on it repel spirits, preventing 
  them from approaching the charm. 
  The charm’s area is a 30-foot-radius sphere 
  centered on the charm. Undead creatures attempting 
  to enter the charm’s area must succeed on a DC 16 
  Wisdom saving throw.
  The charm must be prominently displayed to be 
  effective, and it cannot be touched by an undead 
  creature. The charm lasts as long as it is hung in 
  an obvious, prominent place. The charm is easily 
  destroyed by fire and other disasters, and can be 
  easily removed.
  cHArM oF ProtectIon FroM tHIevery
  Wondrous item, uncommon
  This item is a long strip of blue paper on which is 
  inked supplications to the spirits. The exhortations 
  written on it influence the spirits and ancestors to 
  protect an area’s occupants from burglary. 
  The charm’s area is a 50-foot-radius sphere 
  centered on the charm. Creatures in the charm’s 
  Wondrous IteMs
  Most of the wondrous items described in the Dungeon 
  Master’s Guide and other core rulebooks appear in 
  Kara-Tur, though often under a different name or 
  in a different shape. Be creative in how you describe 
  a wondrous item from the core rulebooks. For 
  example, the name Quaal is unknown in Kara-Tur, 
  but feather tokens are known; they’re called Xuegang’s 
  tokens, named after the ancient wizard from Shou 
  Lung who invented them (or brought them back 
  from another plane).
  Wondrous items unique to Kara-Tur are 
  described below.
  BIWA oF cALM
  Wondrous item, rare
  The biwa is a stringed instrument similar to a lute. 
  When you play it, the instrument’s clear tones 
  produce an air of dignified calm. This instrument has 
  7 charges. While holding it, you can use an action 
  to expend 1 of its charges to play it and cast the calm 
  emotions spell from it, using your spell save DC or DC 
  13, whichever is higher.
  The biwa regains 1d6 + 1 expended charges daily 
  at dawn. If you expend the biwa’s last charge, roll a 
  d20. On a 1, the instrument crumbles into ashes and 
  is destroyed.
  BIWA oF KAKItA
  Wondrous item, rare
  The biwa was the favorite 
  instrument of the legendary 
  performer and poet Kakita. 
  It is commonplace for wu jen 
  to enchant instruments with 
  dweomers which enhance the 
  performer’s skill. When you 
  play it, you have advantage on 
  Charisma (Performance) checks. 
  cHArM oF ProtectIon 
  FroM dIseAse
  Wondrous item, rare
  This item is a long strip of 
  red paper on which is inked 
  supplications to the spirits. 
  The exhortations written on it 
  influence the spirits and ancestors 
  to protect an area’s occupants 
  from disease. 
  Creatures within 30 feet of the 
  charm are immune to diseases of 
  all kinds, provided they stay within 
  the area while the charm lasts. The 
  charm lasts as long as it is hung in 
  an obvious, prominent place. The 
  
  9
  eIGHt dIAGrAM coIns
  Wondrous item, rare 
  These coins are actually copper disks, each engraved 
  with a specific symbol. Eight coins are in a set. As an 
  action, you can toss the coins on the ground while 
  asking a question aloud.
  Roll d%. On a result of 01–75, you receive the 
  benefit of an augury spell. On a result of 76–100, 
  you gain the benefits of a divination spell. Once 
  you use the item, you can’t use it again until the 
  following dawn.
  everProducInG rIce MortAr 
  Wondrous item, very rare 
  This item appears to be a normal mortar and pestle. 
  The magic of the everproducing rice mortar is 
  activated by turning the pestle in the mortar one 
  direction, and it is deactivated by turning it in the 
  other direction. 
  As an action, you can activate the rice mortar. Over 
  the next hour, it produces food or drink for up to 
  100 people. You need only think about the meal you 
  desire, and the food spews from the mortar hot and 
  fresh—rice, buns, sake, candies, tea, salt, and other 
  foodstuffs can all be produced. The food is normal in 
  all respects. Once you use the item, you can’t use it 
  again until the following dawn.
  area have disadvantage on Dexterity 
  (Stealth) checks, as well as Dexterity 
  checks they make with thieves’ tools 
  to open locks and disarm traps. The 
  charm must be prominently displayed 
  to be effective. The charm lasts as 
  long as it is hung in an obvious, 
  prominent place. The charm is 
  easily destroyed by fire and other 
  disasters, and can be easily removed. 
  Any creature other than the owner 
  of the area protected by the charm 
  who attempts to remove the charm 
  suffers the explosive runes blast from 
  a glyph of warding.
  courtIer’s oBI
  Wondrous item, rare (requires attunement)
  Prized by courtiers in Kozakura’s 
  noble houses, these fine silk sashes 
  enhance the wearer’s ability to win 
  friends and influence people.
  While you wear the obi, you have 
  advantage on Charisma (Persuasion 
  and Deception) checks. 
  dIAMond rod
  Wondrous item, rare 
  This item is a small iron rod topped 
  with a large diamond. When you use 
  an action to point the rod and utter 
  the command word, a bolt of pure magic discharges 
  from the gem. 
  This wand has 7 charges. While holding it, you 
  can use an action to expend 1 or more of its charges 
  to cast the magic missile spell from it. For 1 charge, 
  you cast the 1st-level version of the spell. You can 
  increase the spell slot level by one for each additional 
  charge you expend.
  The wand regains 1d6 + 1 expended charges daily 
  at dawn. If you expend the wand's last charge, roll 
  a d20. On a 1, the wand crumbles into rust and is 
  destroyed, though the diamond remains, and is 
  worth 5,000 gp.
  dust oF IMMoBILIty 
  Wondrous item, rare 
  This dust is typically found in a bundle of 1d4 hollow 
  reed blowpipes. 
  As an action you can blow the dust on a creature 
  within 10 feet of you. The target must succeed on a 
  DC 14 Wisdom saving throw or be paralyzed for 1 
  minute. At the end of each of its turns, the target can 
  repeat the saving throw. On a success, the effect ends 
  on the target.
  
  10
  The spell affects a 30-foot radius sphere centered 
  on the gong. After the gong is used 10 times, its 
  magic is lost, though it remains a musical instrument 
  worth 500 gp.
  KIMono oF storInG 
  Wondrous item, rare (requires attunement)
  This fine silk kimono has large sleeves and is tailored 
  in a formal style peculiar to the high courtiers 
  of Kozakura. 
  You can mentally command an item you can hold 
  in one hand to disappear into an extradimensional 
  space within one of the sleeves. Placing an object in 
  a sleeve follows the normal rules for interacting with 
  objects. Retrieving an item from a sleeve requires you 
  to use an action to snap your fingers and make the 
  item reappear.
  Many owners of kimonos of storing find them 
  to be useful and dramatic ways to store weapons, 
  wands, and—because items are stored in stasis—even 
  lit lanterns.
  MIrror oF curInG
  Wondrous item, very rare  
  These large mirrors are often mounted in the houses 
  of powerful warlords for the use of themselves, 
  FLute oF tHe snAKe 
  Wondrous item, uncommon (requires attunement) 
  You must be proficient with wind instruments to use 
  the flute. While you are attuned to the flute, ordinary 
  snakes and giant snakes are indifferent toward 
  you and will not attack you unless you threaten 
  or harm them.
  The flute has 3 charges. If you play the flute as an 
  action, you can use a bonus action to expend 1 to 
  3 charges, calling forth one swarm of poisonous 
  snakes with each expended charge, provided that 
  enough poisonous snakes are within half a mile of 
  you to be called in this fashion (as determined by the 
  GM). If there aren't enough snakes to form a swarm, 
  the charge is wasted. Called swarms move toward 
  the music by the shortest available route but aren't 
  under your control otherwise. The flute regains 1d3 
  expended charges daily at dawn.
  GonG oF dIsPeLLInG 
  Wondrous item, rare 
  Usually only found in the courts of kings and princes, 
  a gong of dispelling is a hammered bronze gong 3 feet 
  in diameter hung from a sturdy wooden frame. As an 
  action, you can strike the gong, which casts a dispel 
  magic spell as though a 6th-level spell slot was used. 
  
  11
  the paper you must make a successful unarmed attack 
  against the undead creature. 
  tWILIGHt LAntern
  Wondrous item, rare (requires attunement)
  This paper lantern contains a tiny flame that burns 
  without fuel and brightens or dims in response to 
  your mental command. It sheds bright light in a 
  5 to 30-foot radius, as you command it, and dim 
  light out to twice the distance of the bright light. 
  Normal weather conditions can’t extinguish a 
  twilight lantern. 
  Wondrous WrItInG set
  Wondrous item, uncommon (requires attunement)
  This writing set comes in a fine lacquered box and 
  contains a brush, inking stone, paper, and inkwell 
  with ink. When you use it, you have advantage on 
  checks you make with it.
  their families, and their most useful servants. When 
  a creature speaks the command word as an action, 
  the mirror expends a charge and casts a heal spell on 
  the creature who spoke the command. A mirror has 
  10 charges. When the last charge is expended, the 
  mirror shatters.
  MIrror oF terror
  Wondrous item, rare  
  This mirror looks the same as a mirror of curing. A 
  creature which looks in the mirror sees a hideous and 
  twisted reflection of itself. The viewer must make a 
  DC 15 Wisdom saving throw or be frightened of the 
  mirror for 1 minute.
  While frightened by mirror, a creature must take 
  the Dash action and move away from the mirro by 
  the safest available route on each of its turns, unless 
  there is nowhere to move. If the creature ends its 
  turn in a location where it doesn't have line of sight 
  to the mirror, the creature can repeat the saving 
  throw, ending the effect on itself on a success.
  PAPer oF ForMs
  Wondrous item, very rare (requires attunement)
  Over the course of 1 minute, you fold this magic 
  colored paper into the shape of a beast or object.  
  Thereafter, as an action you can speak the command 
  word, causing the origami to transform into a full-
  sized, real version of the form. You can create a beast 
  of size Large or smaller, or a non-magical item as 
  large as a wagon. Whatever form you choose, it’s still 
  made of paper, and has vulnerability to fire damage. 
  The paper remains in the form you chose until it 
  is reduced to 0 hit points or you use a bonus action 
  to command it to revert to its origami form. You can 
  reuse the origami form again and again, provided you 
  don’t unfold the paper of forms. Once you do, you 
  can’t fold it again until the next dawn.
  PeArL oF eLeMentAL ProtectIon
  Wondrous item, rare (requires attunement)
  You have resistance to one damage type while 
  wearing this ring. The color of the pearl indicates the 
  type, which the DM chooses or determines randomly. 
  PorceLAIn MAsK
  Wondrous item, rare 
  These white porcelain masks animate dead bodies 
  under your control. As an action, you can place the 
  mask on a corpse, which immediately rises under 
  your command, as though you cast an animate dead 
  spell on it.  
  sAcred oFudA
  Wondrous item, rare 
  This small strip of paper has prayers written on it 
  that are powerful indeed against undead. When 
  you touch it to an undead creature, the sacred ofuda 
  adheres to the creature and it is stunned. To apply 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Spells/Magic_Items_of_Kara_Tur.pdf