TEXT:  
   
  
  EVOLVING 
  ITEMS 
  To the surprise of her party, the fighter 
  turned down the spoils of the slain dragon’s 
  hoard––a magical blade etched with divine 
  runes. She had been using the same sword 
  since she started adventuring; it was an 
  heirloom of her family, and dated back to 
  the journeys of her ancestors. The party 
  worried she would fall behind in power, but 
  she wasn’t afraid. It seemed to her that her 
  old blade always had a new trick to show 
  her, and it was getting stronger almost as 
  fast as she was. 
     This content contains a variety of evolving 
  items––magical artifacts with different levels 
  of power depending on your ability to wield 
  them. Consider allowing players to pick one 
  of these items to start the game with, as an 
  heirloom, plot hook, or sentimental object. 
  This way, the party has plenty of time to see 
  the item change and grow. 
   
  USING EVOLVING ITEMS 
  Each evolving item has a description which 
  describes the item’s basic powers. As your 
  character levels up, they gain access to 
  more of the item’s abilities. When you meet 
  the level prerequisite for an ability, you can 
  use that power in addition to each of the 
  lower level powers, unless that ability is 
  stated to replace another. A level 
  prerequisite on an evolving item refers to 
  your character level, not your level in any 
  particular class. 
     If an item requires attunement, it uses the 
  level of the attuned creature. If it does not 
  require attunement, any creature that uses it 
  can access abilities of the appropriate level. 
   
  RARITY 
  The rarity of evolving items is simply called 
  “Evolve”, as their power level changes 
  dramatically based on who is wielding it. 
   
  LIST OF MAGIC ITEMS 
  Bow of Lethal Aim 
  Candlelight Blade 
  Circlet of Speech 
  Cloak of the Tadpole 
  Cloak of Transparency 
  Decanter of Mystic Potency 
  Force Gauntlets 
  Gale Blade 
  Growing Blade 
  Heartsblood Knife 
  Helm of the Illithid 
  Humble Knight’s Armor 
  Hydra Whip 
  Oaken Axe 
  Phoenix Cloak 
  Purse of the Pauper 
  Rabbit’s Ring 
  Ring of Dominion 
  Ring of Finding 
  Ring of Seasons 
  Scarf of the Sky 
  Shackles of the Lycanthrope 
  Spear of Shadows 
  Staff of Magic Force 
  Starlight Scimitar 
  Tools of the Apprentice 
  Umbral Cloak 
  Wand of Healing 
  Whispering Pen 
  Wyrmling Armor 
   
   
   
  
  ITEM DESCRIPTIONS 
   
   
  BOW OF LETHAL AIM 
  Weapon (shortbow or longbow), evolve 
  (requires attunement) 
  This bow has a thin carving of an eagle’s 
  feather running along its length. Critical hits 
  scored with this bow deal an additional 
  damage die when calculating the amount of 
  damage dealt. 
     ​5th Level. ​The amount of bonus damage 
  this bow deals increases to two extra 
  damage die. 
     ​10th Level. ​The amount of bonus damage 
  this bow deals increases to three extra 
  damage die. 
     ​15th Level. ​The amount of bonus damage 
  this bow deals increases to four extra 
  damage die. 
  CANDLELIGHT BLADE 
  Weapon (longsword), evolve (requires 
  attunement) 
  The metal hilt of this blade is modelled to 
  look like a melting candle, with a 
  tear-shaped amber pommel that resembles 
  a flame. While you are attuned to this 
  sword, it gives off bright light in a 5-foot 
  radius and dim light for 5 feet beyond that 
  when it isn’t sheathed.  
     5th Level. ​The radius of this blade’s light, 
  both bright and dim, increases to 10 feet 
  each. Additionally, the first time you hit a 
  creature with this blade each turn, you can 
  deal an additional 1d8 fire damage to that 
  creature. 
     10th Level. ​The radius of this blade’s 
  light, both bright and dim, increases to 20 
  feet each. Additionally, the bonus damage 
  dealt by this blade increases to 2d8. 
     15th Level. ​The radius of this blade’s 
  light, both bright and dim, increases to 30 
  feet each. Additionally, the bonus damage 
  dealt by this blade increases to 3d8. 
  CIRCLET OF SPEECH 
  Wondrous item (crown), evolve (requires 
  attunement) 
  This silver circlet makes one feel faintly 
  erudite when worn. The first time you attune 
  to this circlet, choose a language you don’t 
  know. While you are attuned to this circlet, 
  you can read, write, and speak this 
  language. Once this language is chosen, it 
  cannot be changed, even if the user of this 
  circlet changes. 
     5th Level. ​When you gain this feature, 
  choose a second language to learn in the 
  way described above. Like the first, this 
  language cannot be changed. 
     10th Level. ​When you gain this feature, 
  choose a third language to learn in the way 
  described above. Like the first, this 
  language cannot be changed. 
  CLOAK OF THE TADPOLE 
  Wondrous item (cloak), evolve (requires 
  attunement) 
  This blue cloak has a tail shaped like that of 
  a tadpole, and tiny frog-like eyes painted on 
  its hood. While attuned to this cloak, you 
  have a swimming speed of 30 feet. 
     5th Level. ​Your swimming speed 
  increases to 45 feet, and the amount of time 
  you can hold your breath is doubled. 
     10th Level. ​Your swimming speed 
  increases to 60 feet. You can now breathe, 
  speak, and cast spells normally underwater. 
  
  CLOAK OF TRANSPARENCY 
  Wondrous item (cloak), evolve (requires 
  attunement) 
  This black cloak is faintly transparent, and 
  has a silver clasp in the shape of a lidded 
  eye. While attuned to this cloak, you can 
  add your proficiency bonus twice to 
  Dexterity (Stealth) checks. 
     5th Level. ​You can cast ​invisibility ​on 
  yourself without the need for material 
  components. Once you use the cloak in this 
  way, you can’t do so again until the next 
  midnight. 
     ​10th Level. ​You can cast ​greater 
  invisibility ​on yourself without the need for 
  material components. Once you use the 
  cloak in this way, you can’t do so again until 
  the next midnight. 
  DECANTER OF MYSTIC 
  POTENCY 
  Wondrous item, evolve 
  This steel decanter has a faint sigil on its 
  face. Any fluid placed in this decanter 
  becomes alcoholic, and intoxicates the 
  drinker for 1 hour. An intoxicated creature 
  suffers from the poisoned condition. 
     ​5th Level. ​Creatures that drink from this 
  decanter are now intoxicated for 4 hours. 
     10th Level. ​Creatures that drink from this 
  decanter are now intoxicated for 8 hours. 
     ​15th Level. ​Creatures that drink from this 
  decanter are now intoxicated for 24 hours. 
  FORCE GAUNTLETS 
  Armor (gauntlets), evolve (requires 
  attunement) 
  These gauntlets are some kind of mithril 
  alloy, and hum gently when used. While 
  attuned to these gauntlets, your unarmed 
  strike deals 1d4 bludgeoning damage. 
     5th Level. ​The damage of your unarmed 
  strike increases to 1d6 damage. Also, as an 
  action, you can blast a creature backwards 
  with your fists. The creature must make a 
  DC 14 Strength saving throw, and on a 
  failed save is pushed 10 feet away from you 
  in a straight line. Once you use the 
  gauntlets in this way, you can’t do so again 
  for 1 hour. 
     10th Level. ​The damage of your unarmed 
  strike increases to 1d8 damage. Also, the 
  save DC of your blast increases to 16, and 
  the distance it pushes a creature to 20 feet. 
     ​15th Level. ​The damage of your unarmed 
  strike increases to 1d10 damage. Also, the 
  save DC of your blast increases to 18, and 
  the distance it pushes a creature to 30 feet. 
  GALE BLADE 
  Weapon (longsword), evolve (requires 
  attunement) 
  This blade is surprisingly light, as if crafted 
  from the wind itself. This longsword has the 
  light ​property. Also, while attuned to this 
  blade, you know the ​gust ​cantrip, and can 
  cast it at will. Wisdom is your spellcasting 
  ability for this spell, and for any spell 
  granted by this blade. 
     5th Level. ​You can cast ​wind wall ​without 
  the need for material components. Once 
  you use the blade in this way, you can’t do 
  so again until the next dawn. 
     ​10th Level. ​You can cast ​steel wind 
  strike, ​using this blade as the spell’s 
  material component. Once you use the 
  blade in this way, you can’t do so again until 
  the next dawn. 
  
  GROWING BLADE 
  Wondrous item, evolve (requires 
  attunement) 
  This silver hilt has no blade, but is still 
  surprisingly heavy. As an action, you can 
  spin the hilt in your hand, transforming it into 
  a dagger. Attacks with this dagger are 
  considered magical for the purposes of 
  overcoming damage resistance and 
  immunity. Transforming the dagger back 
  into a hilt is a bonus action. 
     5th Level. ​You can now transform the hilt 
  into a shortsword in addition to its other 
  forms. 
     ​10th Level.​ You have a +1 bonus to 
  attack and damage rolls made with any 
  weapon produced by this hilt. Additionally, 
  you can now transform the hilt into a 
  longsword in addition to its other forms. 
     15th Level. ​You have a +2 bonus to 
  attack and damage rolls made with any 
  weapon produced by this hilt. Additionally, 
  you can now transform the hilt into a 
  greatsword in addition to its other forms. 
  HEARTSBLOOD KNIFE 
  Weapon (dagger), evolve (requires 
  attunement) 
  This scarlet knife pulls at your grasp, as if 
  seeking its home in a creature’s chest. 
  Critical hits scored with this knife deal an 
  additional 2d4 piercing damage when 
  calculating the amount of damage dealt. 
     ​5th Level. ​The amount of bonus damage 
  this bow deals increases to 4d4. 
     ​10th Level. ​The amount of bonus damage 
  this bow deals increases to 6d4. 
     ​15th Level. ​The amount of bonus damage 
  this bow deals increases to 8d4. 
  HELM OF THE ILLITHID 
  Armor (helm), evolve (requires attunement 
  by a creature with an Intelligence score of 
  13 or more) 
  This metallic purple helm is crafted to 
  resemble the tentacled mouth of a mind 
  flayer. While attuned to this helm, you can 
  communicate telepathically with any 
  creature within 30 feet of you that shares a 
  language with you. 
     5th Level. ​The distance of your telepathy 
  increases to 60 feet. Additionally, you can 
  cast the ​detect thoughts ​spell without the 
  need for material components. Charisma is 
  your spellcasting ability for this spell, and for 
  any spell granted by this helm. Once you 
  use the helm in this way, you can’t do so 
  again until the next dawn. 
     10th Level. ​The distance of your 
  telepathy increases to 120 feet. Additionally, 
  you can cast the ​modify memory ​spell. 
  Once you use the helm in this way, you 
  can’t do so again until the next dawn. 
  HUMBLE KNIGHT’S ARMOR 
  Armor (plate), evolve (requires attunement) 
  This plate armor is covered in rust and 
  creaks as it moves, but has never led its 
  master astray. While attuned to this armor, 
  you can save yourself from crisis as a 
  bonus action. When a creature scores a 
  critical hit on you, you can use your reaction 
  to reduce the attack to a regular hit. Once 
  you use the armor in this way, you can’t do 
  so again until the next dawn. 
     10th Level. ​Some of the rust flakes off the 
  armor, revealing a hint of its former glory. 
  You have a +1 bonus to AC. Also, the 
  number of times you can reduce a critical hit 
  to a normal hit increases to twice per day. 
  
  HYDRA WHIP 
  Weapon (whip), evolve (requires 
  attunement) 
  This whip splits into two cords at its end, 
  and has a small metal tip shaped like a 
  hydra’s head on each cord. Attacks with this 
  whip deal 2d4 slashing damage instead of 
  1d4. 
     5th Level. ​The whip splits, increasing the 
  number of heads to three. The whip now 
  deals 3d4 slashing damage. 
     10th Level. ​The whip splits, increasing 
  the number of heads to four. The whip now 
  deals 4d4 slashing damage. 
     15th Level. ​The whip splits, increasing 
  the number of heads to six. The whip now 
  deals 6d4 slashing damage. 
  OAKEN AXE 
  Weapon (battleaxe), evolve (requires 
  attunement) 
  This battleaxe has a single vine wrapped 
  around its hilt, from which a lone green leaf 
  springs. While attuned to this axe, the first 
  time you hit a creature with this axe each 
  turn, you can deal an additional 1d6 poison 
  damage to that creature. 
     5th Level. ​The vines twirl around the hilt 
  of the axe. As an action, you can raise the 
  axe and cast ​ensnaring strike ​(save DC 14). 
  Once you use the axe in this way, you can’t 
  do so again until the next dawn. 
     10th Level. ​The vines begin to dominate 
  the axe, which is growing quite heavy at the 
  head. The bonus damage dealt by this 
  weapon increases to 2d6. 
     15th Level. ​The axe has become a set of 
  curved blades protruding from a twisted hilt 
  of vines and leaves. As an action, you can 
  raise the axe and cast ​grasping vine ​(save 
  DC 17). Once you use the axe in this way, 
  you can’t do so again until the next dawn. 
  PHOENIX CLOAK 
  Wondrous item (cloak), evolve (requires 
  attunement) 
  This cloak is made from layers of orange 
  and red fabric, and flickers like fire in the 
  wind. While attuned to this cloak, you have 
  resistance to fire damage. 
     5th Level. ​As a bonus action, you can 
  transform the cloak into a pair of flaming 
  wings, granting you a flying speed of 30 
  feet. Dispelling these wings is also a bonus 
  action. 
     10th Level. ​The flying speed granted by 
  this cloak increases to 60 feet. 
     15th Level. ​You are immune to fire 
  damage. 
  PURSE OF THE PAUPER 
  Wondrous item, evolve 
  This velvet purse has a rusted clasp, and 
  weighs practically nothing. As an action, you 
  can upturn the purse into your hand, 
  producing a single copper coin. Once you 
  use the purse in this way, you can’t do so 
  again until the next dawn. 
     5th Level. ​The purse now produces a 
  silver coin. 
     10th Level. ​The purse now produces a 
  gold coin. 
     15th Level. ​The purse now produces a 
  platinum coin. 
  RABBIT’S RING 
  Ring, evolve (requires attunement) 
  This ring has two tiny bumps that resemble 
  rabbit ears. While attuned to this ring, your 
  movement speed is increased by 5 feet. 
     5th Level. ​The bonus speed granted by 
  
  this ring increases to 10 feet. 
     10th Level. ​The bonus speed granted by 
  this ring increases to 20 feet. 
  RING OF DOMINION 
  Ring, evolve (requires attunement) 
  This ring is lined with foul words written in 
  the Infernal script. While attuned to this ring, 
  you can attempt to exert dominance over a 
  demon or devil you can see. As an action, 
  you dominate a fiend of challenge rating 1/4 
  or lower. The fiend cannot disobey a verbal 
  command from you for 1 hour. Once you 
  use the ring in this way, you can’t do so 
  again until the next midnight. 
     5th Level. ​The challenge rating of fiend 
  this ring can dominate increases to 1/2. 
     10th Level. ​The challenge rating of fiend 
  this ring can dominate increases to 1. 
     15th Level. ​The challenge rating of fiend 
  this ring can dominate increases to 5 or 
  lower. 
  RING OF FINDING 
  Ring, evolve 
  This ring has a tiny circular ruby set into its 
  face. While wearing this ring, you can cast 
  detect magic ​once. If you use your action 
  while this spell is active to locate a magical 
  creature or object, a tiny red beam of light 
  visible from 10 feet away points to the 
  source of magic. Once you cast this spell 
  once, you can’t do so again until the next 
  dawn. 
     5th Level. ​You can cast ​locate object 
  without the need for material components. 
  Once you cast this spell once, you can’t do 
  so again until the next dawn. 
     10th Level. ​You can cast ​locate creature 
  without the need for material components. 
  Once you cast this spell once, you can’t do 
  so again until the next dawn. 
  RING OF SEASONS 
  Ring, evolve (requires attunement) 
  This ring has four small gems set in a small 
  square––a ruby, emerald, sapphire, and 
  topaz. The first time you attune to this ring, 
  roll a d4 and confer to the table below. 
  While you are attuned to the ring, you are 
  resistant to the corresponding element. This 
  element can’t be changed, even if the ring is 
  used by a different creature. 
     5th Level. ​When you gain this feature, roll 
  another d4. You are resistant to the rolled 
  element in addition to the first. If you roll an 
  element from which the ring already 
  protects, roll the d4 until you roll a new 
  element. 
     10th Level. ​When you gain this feature, 
  roll another d4 as described above. 
     15th Level. ​When you gain this feature, 
  you are resistant to the fourth remaining 
  element. 
  d4 
  Season 
  Element 
  1 
  Summer 
  Fire 
  2 
  Autumn 
  Necrotic 
  3 
  Winter 
  Cold 
  4 
  Spring 
  Thunder 
   
  SCARF OF THE SKY 
  Wondrous item (scarf), evolve (requires 
  attunement) 
  This scarf is a gradient of light to dark blue, 
  like the colors of the sky. While attuned to 
  this scarf, you take no damage when falling 
  distances of less than 20 feet. Once you fall 
  
  20 feet, you start calculating fall damage as 
  normal, starting at 1d6 bludgeoning 
  damage. 
     5th Level. ​The scarf takes on the colors 
  of the sunrise. The minimum distance you 
  must fall before taking falling damage 
  increases to 30 feet. 
     10th Level. ​The scarf takes on the colors 
  of twilight. The minimum distance you must 
  fall before taking falling damage increases 
  to 50 feet. 
     15th Level. ​The scarf takes on the colors 
  of the night sky. You no longer take damage 
  from falling great distances. 
  SHACKLES OF THE 
  LYCANTHROPE 
  Wondrous item (bracelets), evolve (requires 
  attunement) 
  These bracelets resemble heavy iron 
  manacles, each with an uneven length of 
  iron chain dangling from its cuff. While 
  attuned to these bracelets, your fingernails 
  sharpen into claws, and your unarmed 
  strikes deal 1d4 slashing damage. You are 
  proficient in these strikes, and can use your 
  Strength or Dexterity modifier (your choice). 
     5th Level. ​Your ears start to lengthen and 
  your eyes sharpen. You gain proficiency in 
  the Perception skill. If you are already 
  proficient, you can can add your proficiency 
  bonus twice to Perception checks. 
     10th Level. ​Your body starts to elongate 
  in unusual ways. Your movement speed 
  increases by 10 feet. 
     15th Level. ​You are a fully-fledged 
  lycanthrope. As an action, you can 
  transform into a werewolf for 1 minute. In 
  this form, you gain the following benefits. 
  ●
  Your AC can’t be less than 16. 
  ●
  You have advantage on Strength and 
  Dexterity saving throws. 
  ●
  The damage of your unarmed strikes 
  increases to 1d8. 
  Once you transform in this way, you can’t 
  do so again until the next midnight. 
  SPEAR OF SHADOWS 
  Weapon (spear), evolve (requires 
  attunement) 
  This black spear casts no shadow, as if it 
  contains all its darkness within itself. While 
  attuned to this spear, you are resistant to 
  necrotic damage. 
     5th Level. ​As an action, you can 
  transform the spear into a lance of darkness 
  and hurl it at a creature within 60 feet of 
  you. That creature must make a DC 14 
  Dexterity saving throw, taking 8d6 necrotic 
  damage on a failed save or half as much on 
  a successful one. The spear then reappears 
  in your hand. Once you use the spear in this 
  way, you can’t do so again until the next 
  midnight. 
     10th Level. ​The save DC of your dark 
  lance increases to 16, and its damage 
  increases to 8d8. Also, you may now use 
  the spear in this way twice per day. 
     ​15th Level. ​The save DC of your dark 
  lance increases to 18, and its damage 
  increases to 8d10. Also, you may now use 
  the spear in this way three times per day. 
  STAFF OF MAGIC FORCE 
  Staff, evolve 
  This staff has a perfectly spherical blue 
  crystal set into its tip. The staff has 5 
  charges. As an action, you can expend a 
  charge to cast ​magic missile. ​For 1 charge, 
  you cast the 1st-level version of this spell. 
  You can increase the spell level of this spell 
  
  by one for each charge you expend. The 
  staff regains 1d4 + 1 charges daily at dawn. 
     5th Level. ​You can expend 3 charges to 
  cast ​dispel magic. ​For 1 charge, you cast 
  the 1st-level version of this spell. You can 
  increase the spell level of this spell by one 
  for each charge you expend. 
     10th Level. ​You can expend 5 charges to 
  cast ​wall of force ​without the need for 
  material components.  
  STARLIGHT SCIMITAR 
  Weapon (scimitar), evolve (requires 
  attunement) 
  This scimitar has a gleaming rainbow stone 
  set in its hilt. While attuned to this scimitar, 
  you can cast the ​dancing lights ​cantrip at 
  will. 
     ​5th Level. ​As an action, you can point the 
  scimitar at a creature within 30 feet of you 
  and blast it with a bolt of starlight. The 
  creature must make a DC 14 Dexterity 
  saving throw. On a failed save, the creature 
  takes 4d6 radiant damage and glows with 
  starlight until the beginning of your next 
  turn, granting advantage on any attack rolls 
  made against the creature. On a failed 
  save, the target takes half as much damage 
  and doesn’t glow. 
     10th Level. ​The save DC of your starlight 
  bolt increases to 16, and its damage 
  increases to 8d6. Also, you may now use 
  the scimitar in this way twice per day. 
     ​15th Level. ​The save DC of your starlight 
  bolt increases to 18, and its damage 
  increases to 12d6. Also, you may now use 
  the scimitar in this way three times per day. 
  TOOLS OF THE APPRENTICE 
  Wondrous item (artisan’s tools), evolve 
  These tools are battered with years and 
  years of use. A creature that uses these 
  tools for their appropriate craft gains a +2 
  bonus to any rolls associated with that craft. 
     ​5th Level. ​The bonus to craft-related rolls 
  granted by these tools increases to +3. 
     10th Level. ​The bonus to craft-related 
  rolls granted by these tools increases to +4. 
     ​15th Level. ​The bonus to craft-related 
  rolls granted by these tools increases to +5. 
  UMBRAL CLOAK 
  Wondrous item (cloak), evolve (requires 
  attunement) 
  This cloak is sewn from shadows, and 
  disappears in broad daylight. While attuned 
  to this cloak, you have darkvision to a 
  distance of 60 feet. 
     5th Level. ​You have resistance to 
  necrotic damage. 
     10th Level. ​Your darkvision increases to 
  a distance of 120 feet. 
     15th Level. ​You have immunity to 
  necrotic damage. Additionally, your 
  darkvision is not impeded by magical 
  darkness. 
  WAND OF HEALING 
  Wand, evolve 
  This wand has a golden cross-shaped tip. 
  The wand has 3 charges. As an action, you 
  can expend one charge to touch the wand 
  to a creature and heal it for 2d4 + 2 hit 
  points. The wand regains 1d3 charges daily 
  at dawn. 
     5th Level. ​The amount this wand heals 
  increases to 4d4 + 4. 
     10th Level. ​The amount this wand heals 
  increases to 8d4 + 8. 
     15th Level. ​The amount this wand heals 
  increases to 12d4 + 12. 
  
  WHISPERING PEN 
  Wondrous item, evolve 
  This pen has an oddly-shaped metal tip, as 
  if designed to scratch long-lost runes. This 
  pen has an endless well of mundane ink. 
  Also, while holding this pen, you can cast 
  the ​message ​cantrip at will. 
     5th Level. ​You can cast ​sending ​once 
  without the need for material components. 
  This casting is special: you do not need to 
  perform the verbal component, instead 
  writing your message on parchment. After 
  you finish the message, the ink disappears, 
  delivering the message in your voice to a 
  creature with which you are familiar. Once 
  you use the pen in this way, you can’t do so 
  again until the next dawn. 
     ​10th Level. ​You can now cast ​sending 
  three times a day. 
     ​15th Level. ​You can now cast ​sending 
  five times a day. 
  WYRMLING ARMOR 
  Armor (any), evolve (requires attunement) 
  This armor resembles a tiny metal wyrmling, 
  coiled up on your shoulder like a pauldron. 
  The color of this armor dictates its elemental 
  affinity, as shown in the table below. While 
  attuned to this armor, you have a +1 bonus 
  to AC. 
     5th Level. ​The dragon grows to cover 
  both shoulders. You have resistance to the 
  damage type associated with this armor. 
     10th Level. ​The dragon grows to cover 
  your shoulder blades, its tail curling down 
  your spine. As an action, you can summon 
  a pair of metal dragon wings. You gain a 
  flying speed of 60 feet for 1 hour, or until 
  dispelled as a bonus action. Once you use 
  the armor in this way, you can’t do so again 
  until the next dawn. 
     15th Level. ​The dragon curls around your 
  entire chest, forming a complete 
  breastplate. You have a +2 bonus to AC. 
  Also, you have immunity to the damage 
  type associated with this armor. 
  Color 
  Element 
  Red, gold, brass 
  Fire 
  Blue, bronze 
  Lightning 
  Green 
  Poison 
  Black, copper 
  Acid 
  White, silver 
  Cold 
   
   
  
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