#  Vestiges of Divergence Arcane Supplement

The following are supplements to the Vestiges of Divergence as written in *Critical Role: Tal'Dorei Campaign Setting*.  After reading through the Vestiges of Divergence section of the campaign guide I felt a little disappointed that there were not more options for arcane spellcasters, but I was greatly inspired by what was presented.  So I decided to craft a few of my own borrowing inspiration from the items presented in the book.

Please note that the following items have not been playtested, and as I introduce them into my games I will further balance and tweak them as I see fit.  Should you like to include them in your game I suggest you do the same.  

## Mindgames
*Weapon (Shortsword), legendary (requires attunement by a chaotic spellcaster)*

The cross-guards of this sword are two jade serpent heads with rubies
set into the eyes.  The twisting bodies of the snakes making the grip, 
and a large ruby forms the pommel.
You gain a +1 to your spell attack bonus.  Additionally you can use **Agonizing Charm**.

**Agonizing Charm**: Whenever you cast an Enchantment Spell on a target you can choose to have the spell deal 1d6 psychic damage before the enchantment effect begins.  If the creature must make a saving throw against your spell the creature takes half damage on a success.  As long as the spell persists on your turn you may choose to use a bonus action to trigger the damage again.  Damage dealt in this manner will not break the spell, but it will allow the creature to make a Wisdom save to end the spell if it could not do so already.

### Awakened
When a character awakens Mindgames apply the following changes to the item.
- Bonus to spell attack increases to +2
- Agonizing Charm damage increases to 2d6
- Whenever you cast an Enchantment Spell to charm a creature and you don't trigger Agonizing Charm, the creature won't know that it was charmed after the spell ends.

### Exalted
When a character exalts Mindgames apply the following changes to the item.
- Bonus to spell attack increases to +3
- You gain a bonus to your spell save DC by +1
- Agonizing Charm damage increases to 3d6
- After a successful enchantment spell ends where the creature took damage from Agonizing Charm the creature spends their next turn stunned.

*

## Ricnan's Piercing Eye

*Wondrous Item, legendary (requires attunement by a Bard, Sorcerer, or Wizard)*


Created during the Age of Arcanum by an ancient gnome sage named Ricnan Bluebrow;
A deep blue sparkling sapphire is laid in ornate gold trim forming the 
shape of an eye on the pad of this black leather eye patch. 

Once attuned this object does not obstruct your sight.  When casting spells that Ricnan's Piercing Eye provides you with the spell
does not need to be prepared or known, and does not require components.  Spells use your Spell Save DC where applicable.

You gain a +1 to your spell attack bonus, and you can cast Detect Magic once per short or long rest.  Additionally you have advantage on perception (Wisdom) and investigation (Intellect) checks regarding magic effects.

### Awakened
When a character awakens Ricnan's Piercing Eye apply the following changes to the item.
- Bonus to spell attack increases to +2
- You can cast Detect Thoughts once per short or long rest.
- You are immune to charm effects.

### Exalted
When a character exalts Ricnan's Piercing Eye apply the following changes to the item.
- Bonus to spell attack increases to +3
- You gain a bonus to your spell save DC by +1
- You can cast Scrying once per long rest.
- You can see Invisible creatuers and Objects as though they were visible.

#### Spell Charge Variant
If you don't like the rest restrictions on the spell casting you can give the item charges similar to how Spire of Conflux works.  In this case the spells would have charge costs of Detect Magic 1, Detect Thoughts 2, and Scrying 5.  The item would have charges equal to 4, 6, and 9 with recharge of expended charges at dawn of 1d4, 1d4+2, and 1d6+3 at the dormant, awakened, and exalted levels respectively.

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## Tapestry of Radiant Mercy
*Wonderous Item, legendary (requires attunement by a sorcerer or wizard)*

This white robe is adorned with beautiful weaves of red and gold thread in intricate patterns, and the symbol of The Everlight is woven onto the back. 



You can cast Mage Armor without having the spell known 
or prepared, and you do so without expending a spell slot.  If you do so in this manner your AC becomes 13 + your spell casting modifier.  You cannot use this ability again until you finish a long rest.


### Awakened
When a character awakens Tapestry of Radiant Mercy apply the following changes to the item.
- You gain resistance to Necrotic damage while wearing these robes. 
- When you are targeted by a creature with a harmful attack or spell you can use your reaction to roll 3d6 and reduce the damage by that amount.  You cannot use this ability again until you finish a short or long rest.

### Exalted
When a character exalts Tapestry of Radiant Mercy apply the following changes to the item.
- You gain a +1 to your spell attack and save DC
- If at any point your current hit points are less than 25% of your maximum hit points the white of the robe turns bright red and all healing effects on you heal for the maximum amount possible until the end of your next turn.  This effect can only be triggered once per day.  The following dawn the bright red fades as white returns to the robe.

# Additional Notes

These items were not created to necessarily make your spellcasters pump out more damage.  If that's what you want then just give them Spire of Conflux.  I set out to create items that were a bit more interesting, and went beyond just adding more damage.  These won't work in every game, and as with every Vestige of Divergence special care needs to be taken before rewarding them to your players.

All formatting courtesy of [The Homebrewery](http://homebrewery.naturalcrit.com/).


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