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equipment:magic_items:magic_items_list [2026/03/20 06:17] elfinlocksequipment:magic_items:magic_items_list [2026/03/27 15:08] (current) – [Held Items] elfinlocks
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 ===== Head Slot Items ===== ===== Head Slot Items =====
  
 +<WRAP round box>
 ==== Grave-Keeper's Skull ==== ==== Grave-Keeper's Skull ====
  
- * Cost: 250 TU+  * Cost: 250 TU
  
 This grim head-wrap makes you look like a member of the living dead. Whilst worn, you freely blend in amongst other undead creatures, causing them to mistake you for one of their own. Once per day, you may use its dark powers to cast [[priority:magic:spells:tier3:speak_with_dead|Speak with Dead]]. This grim head-wrap makes you look like a member of the living dead. Whilst worn, you freely blend in amongst other undead creatures, causing them to mistake you for one of their own. Once per day, you may use its dark powers to cast [[priority:magic:spells:tier3:speak_with_dead|Speak with Dead]].
 +</WRAP>
  
 +<WRAP round box>
 ==== Helmet of the Lucky Soldier ==== ==== Helmet of the Lucky Soldier ====
  
-* Cost: 50 TU+  * Cost: 50 TU
 Once per day, the wearer of this military helmet may turn a critical hit against them into a normal hit. Alternatively, they may ignore the extra damage from a Sneak Attack or Ranged Sneak attack. Once per day, the wearer of this military helmet may turn a critical hit against them into a normal hit. Alternatively, they may ignore the extra damage from a Sneak Attack or Ranged Sneak attack.
 +</WRAP>
  
 +<WRAP round box>
 ==== Hat of the Swordmaster ==== ==== Hat of the Swordmaster ====
  
-* Cost: 300 TU+  * Cost: 300 TU
  
 This broad hat is woven from reeds, and could be mistaken for something a rice farmer might wear. In actuality, this hat allows its user to deliver devastating attacks. Once per day, the user may declare that they are using the Hat of the Swordmaster as a [[chargen:common_terms#action_types|Free Action]]. Upon their next melee attack using a bladed weapon, the attack inflicts double the weapon's normal damage, as if it were a critical hit - this effect lasts until the beginning of the wearer's next turn, if not expended. If the attack roll threatens a critical hit on its own, the critical is automatically confirmed, and the the weapon damage roll is treated as if it rolled the maximum possible, instead of doubling the standard damage roll.  This broad hat is woven from reeds, and could be mistaken for something a rice farmer might wear. In actuality, this hat allows its user to deliver devastating attacks. Once per day, the user may declare that they are using the Hat of the Swordmaster as a [[chargen:common_terms#action_types|Free Action]]. Upon their next melee attack using a bladed weapon, the attack inflicts double the weapon's normal damage, as if it were a critical hit - this effect lasts until the beginning of the wearer's next turn, if not expended. If the attack roll threatens a critical hit on its own, the critical is automatically confirmed, and the the weapon damage roll is treated as if it rolled the maximum possible, instead of doubling the standard damage roll. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Drunkard's Hat ==== ==== Drunkard's Hat ====
  
-* Cost: 25 TU+  * Cost: 25 TU
 This wide-brimmed hat has an ostentatious feather in it. When worn, you are telepathically provided the cardinal direction to the nearest alcohol-serving tavern or bar (if such an establishment is located on your current plane). This wide-brimmed hat has an ostentatious feather in it. When worn, you are telepathically provided the cardinal direction to the nearest alcohol-serving tavern or bar (if such an establishment is located on your current plane).
 +</WRAP>
  
 ===== Headband Slot Items ===== ===== Headband Slot Items =====
  
 +<WRAP round box>
 ==== Crown of Spring ==== ==== Crown of Spring ====
  
-* Cost: 100 TU +  * Cost: 100 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
 This pretty flower headband may be made of any flowers of your choosing, though spring varieties are most popular. When worn, you gain the [[paths:hunter_path#woodland_stride|Woodland Stride Talent]]. This pretty flower headband may be made of any flowers of your choosing, though spring varieties are most popular. When worn, you gain the [[paths:hunter_path#woodland_stride|Woodland Stride Talent]].
 +</WRAP>
  
 +<WRAP round box>
 ==== Circlet of Mindwarding, Minor ==== ==== Circlet of Mindwarding, Minor ====
    
-* Cost: 60 TU +  * Cost: 60 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
 This thin circlet looks like a crown of laurel, and is typically made of gold, silver, mithril, or other precious metals. Once per day, its wearer may reroll a Will saving throw. This thin circlet looks like a crown of laurel, and is typically made of gold, silver, mithril, or other precious metals. Once per day, its wearer may reroll a Will saving throw.
 +</WRAP>
  
 +<WRAP round box>
 ==== Circlet of Mindwarding, Major ==== ==== Circlet of Mindwarding, Major ====
  
-* Cost: 300 TU +  * Cost: 300 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
 This more potent version of the Minor Circlet of Mindwarding functions three times per day, rather than once. It is typically more extravagant in design as well. This more potent version of the Minor Circlet of Mindwarding functions three times per day, rather than once. It is typically more extravagant in design as well.
 +</WRAP>
  
 ===== Eye Slot Items ===== ===== Eye Slot Items =====
  
 +<WRAP round box>
 ==== Scavenger's Eyepiece ==== ==== Scavenger's Eyepiece ====
  
-* Cost: 20 TU +  * Cost: 20 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
 When this item is created, one of the following categories must be selected: When this item is created, one of the following categories must be selected:
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 When rolling a [[priority:skills:search|Search]] check to scavenge parts, the wearer of this eyepiece gains a +10 [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]] to their check for the purpose of locating such items. When rolling a [[priority:skills:search|Search]] check to scavenge parts, the wearer of this eyepiece gains a +10 [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]] to their check for the purpose of locating such items.
 +</WRAP>
  
 +<WRAP round box>
 ==== Sniper’s Goggles ==== ==== Sniper’s Goggles ====
  
-* Cost: 75 TU+  * Cost: 75 TU
  
 These practical goggles allow for more accurate shots over vast distances. All range penalties are halved for the user. This cannot be used with a Scope of any kind. These practical goggles allow for more accurate shots over vast distances. All range penalties are halved for the user. This cannot be used with a Scope of any kind.
 +</WRAP>
  
 ===== Face Slot Items ===== ===== Face Slot Items =====
  
 +<WRAP round box>
 ==== Hextech Gasmask ==== ==== Hextech Gasmask ====
    
-* Cost: 40 TU +  * Cost: 40 TU 
  
 The gasmask fits over the user's mouth and nose, and provides immunity to any inhaled effect, including [[priority:magic:spells|Spells]] and airborne toxins. In addition to this effect, it can be equipped with air runes to allow the user to breathe in vacuums or underwater. Each “rune” costs 1 TU and provides 10 minutes of air.  The gasmask fits over the user's mouth and nose, and provides immunity to any inhaled effect, including [[priority:magic:spells|Spells]] and airborne toxins. In addition to this effect, it can be equipped with air runes to allow the user to breathe in vacuums or underwater. Each “rune” costs 1 TU and provides 10 minutes of air. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Golden Visage ==== ==== Golden Visage ====
  
-* Cost: 200 TU+  * Cost: 200 TU
 This mask conceals its users face completely, hides their intentions, and amplifies their ability to transmute materials. Any [[priority:skills:sense_motive|Sense Motive]] checks made against the user to judge their intentions takes a -10 penalty. When the user utilizes the [[priority:magic:spells:tier5:fabricate|Fabricate]] spell to convert or upgrade parts, they gain a +10 Enhancement bonus on the check, and their CL is treated as 5 higher. This bonus is doubled when using [[priority:magic:spells:tier5:fabricate|Fabricate]] with golden items. This mask conceals its users face completely, hides their intentions, and amplifies their ability to transmute materials. Any [[priority:skills:sense_motive|Sense Motive]] checks made against the user to judge their intentions takes a -10 penalty. When the user utilizes the [[priority:magic:spells:tier5:fabricate|Fabricate]] spell to convert or upgrade parts, they gain a +10 Enhancement bonus on the check, and their CL is treated as 5 higher. This bonus is doubled when using [[priority:magic:spells:tier5:fabricate|Fabricate]] with golden items.
 +</WRAP>
  
 +<WRAP round box>
 ==== Grim Faceplate ==== ==== Grim Faceplate ====
  
-*Cost: 150 TU+  * Cost: 150 TU
  
 This cold metal faceplate imbues the user with a steely resolve against fear. Their [[Fear Tolerance]] is increased by 2 for both Mundane and Supernatural sources. This cold metal faceplate imbues the user with a steely resolve against fear. Their [[Fear Tolerance]] is increased by 2 for both Mundane and Supernatural sources.
 +</WRAP>
  
 ===== Shoulder Slot Items ===== ===== Shoulder Slot Items =====
  
 +<WRAP round box>
 ==== Blinkcloak ==== ==== Blinkcloak ====
    
-* Cost: 100 TU+  * Cost: 100 TU
  
 This cloak allows the user to teleport short distances near instantly. By spending a [[chargen:common_terms#action_types|Swift Action]] and 4 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]], the user may teleport up to 60 ft. in any direction, so long as they can see their arrival point. This does not provoke attacks of opportunity and may only be used once per round. This cloak allows the user to teleport short distances near instantly. By spending a [[chargen:common_terms#action_types|Swift Action]] and 4 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]], the user may teleport up to 60 ft. in any direction, so long as they can see their arrival point. This does not provoke attacks of opportunity and may only be used once per round.
 +</WRAP>
  
 +<WRAP round box>
 ==== Cloak of Molten Metal ==== ==== Cloak of Molten Metal ====
  
-* Cost: 200 TU+  * Cost: 200 TU
 This cloak shimmers with fiery golden light, protects its user from fire damage, and can reflect damage back on attackers. The user gains Fire Resistance 10, and once per round if they are struck by a melee attack which inflicts damage to them, they may spend 6 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] and as an Immediate Action to cause the attacker to take 6d6 Fire Damage in retaliation. This cloak shimmers with fiery golden light, protects its user from fire damage, and can reflect damage back on attackers. The user gains Fire Resistance 10, and once per round if they are struck by a melee attack which inflicts damage to them, they may spend 6 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] and as an Immediate Action to cause the attacker to take 6d6 Fire Damage in retaliation.
 +</WRAP>
  
 +<WRAP round box>
 ==== Gamewarden Cloak ==== ==== Gamewarden Cloak ====
  
-* Cost: 120 TU+  * Cost: 120 TU
  
 This camouflaged cloak protects its user from detection through scent, and makes it harder to track them. The user of this cloak has no smell at all and can not be detected by the Scent ability. In addition, anyone trying to track the user takes a -5 penalty on the [[priority:skills:survival|Survival]] check.  This camouflaged cloak protects its user from detection through scent, and makes it harder to track them. The user of this cloak has no smell at all and can not be detected by the Scent ability. In addition, anyone trying to track the user takes a -5 penalty on the [[priority:skills:survival|Survival]] check. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Ironborn Pauldrons ==== ==== Ironborn Pauldrons ====
  
-* Cost: 225 TU +  * Cost: 225 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
 These sturdy shoulderguards massively fortify the user’s limbs - all of the user's [[game_systems:combat:health#wounds|Wounds]] are increased by 1.5x, as long as they are worn. These sturdy shoulderguards massively fortify the user’s limbs - all of the user's [[game_systems:combat:health#wounds|Wounds]] are increased by 1.5x, as long as they are worn.
 +</WRAP>
  
 +<WRAP round box>
 ==== Shielded Shoulder Guard ==== ==== Shielded Shoulder Guard ====
  
-* Cost: 120 TU+  * Cost: 120 TU
  
 This oversized pauldron can be used to shrug off incoming attacks. Twice per round, the user may [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] an attack as if they had a Heavy Shield. This item does not function as [[equipment:armornshields|Armor]] or as a [[equipment:armornshields|Shield]] for any other purposes. This oversized pauldron can be used to shrug off incoming attacks. Twice per round, the user may [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] an attack as if they had a Heavy Shield. This item does not function as [[equipment:armornshields|Armor]] or as a [[equipment:armornshields|Shield]] for any other purposes.
 +</WRAP>
  
 ===== Neck Slot Items ===== ===== Neck Slot Items =====
  
 +<WRAP round box>
 ==== The Red Sign ==== ==== The Red Sign ====
  
-* Cost: 500 TU+  * Cost: 500 TU
  
 The cursed sign of the Prophet is on this necklace. As long as the character wears and prominently displaces this sign, they always act first in [[chargen:common_terms#initiative|Initiative]]. If the character would ever die, they may destroy this item to survive as an [[chargen:common_terms#action_types|Immediate Action]], rather than burn a [[game_systems:hero_points|Hero Point]]. The cursed sign of the Prophet is on this necklace. As long as the character wears and prominently displaces this sign, they always act first in [[chargen:common_terms#initiative|Initiative]]. If the character would ever die, they may destroy this item to survive as an [[chargen:common_terms#action_types|Immediate Action]], rather than burn a [[game_systems:hero_points|Hero Point]].
 +</WRAP>
  
 +<WRAP round box>
 ==== Warded Pendant ==== ==== Warded Pendant ====
  
-* Cost: 100 TU+  * Cost: 100 TU
  
 This powerful charm calls on the gods or another more eldritch power to protect the user from curses. If the user would be the target of a curse of any kind, they may roll twice against the curse and take the better result. If there is no saving throw involved, they may instead flip a coin: if Heads, the effect is simply stopped, and if Tails, it affects as normal.  This powerful charm calls on the gods or another more eldritch power to protect the user from curses. If the user would be the target of a curse of any kind, they may roll twice against the curse and take the better result. If there is no saving throw involved, they may instead flip a coin: if Heads, the effect is simply stopped, and if Tails, it affects as normal. 
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 Once used, the pendant does not function again, until it has been repaired with 20 TU of Magical Parts. Once used, the pendant does not function again, until it has been repaired with 20 TU of Magical Parts.
 +</WRAP>
  
 +<WRAP round box>
 ==== Scarf of Anywhere-But-Here! ==== ==== Scarf of Anywhere-But-Here! ====
  
-* Cost: 80 TU+  * Cost: 80 TU
  
 This fluffy wool scarf reminds its user of home. By spending a [[game_systems:hero_points|Hero Point]] as an [[chargen:common_terms#action_types|Immediate Action]], the user teleports to any location, randomly determined (though guaranteed to be one mile or more from their present location). Their destination could be a dangerous area, or even another plane. There is no guarantee the new location is safe. However, it will contain breathable air, and a solid surface to stand on. This fluffy wool scarf reminds its user of home. By spending a [[game_systems:hero_points|Hero Point]] as an [[chargen:common_terms#action_types|Immediate Action]], the user teleports to any location, randomly determined (though guaranteed to be one mile or more from their present location). Their destination could be a dangerous area, or even another plane. There is no guarantee the new location is safe. However, it will contain breathable air, and a solid surface to stand on.
 +</WRAP>
  
 ===== Chest Slot Items ===== ===== Chest Slot Items =====
  
 +<WRAP round box>
 ==== Wasteland Duster ==== ==== Wasteland Duster ====
  
-* Cost: 300 TU+  * Cost: 300 TU
  
 This worn out duster is infused with the will to survive. Whenever its wearer would take ability damage from any source, they may ignore the effect instead, once per day. In addition, the Duster grants its wearer a +4 bonus on any saves against environmental effects or radiation. This worn out duster is infused with the will to survive. Whenever its wearer would take ability damage from any source, they may ignore the effect instead, once per day. In addition, the Duster grants its wearer a +4 bonus on any saves against environmental effects or radiation.
 +</WRAP>
  
 +<WRAP round box>
 ==== Archmage’s Robes ==== ==== Archmage’s Robes ====
    
-* Cost: 500 TU+  * Cost: 500 TU
  
 These flowing robes empower a selected [[priority:magic#magic_schools|School of Magic]]. Each Robe is made with a single school in mind. Whenever a user casts a spell of that school, their [[priority:magic#caster_level|CL]] counts as 2 higher. In addition, the robes hold [[priority:magic#mana|Mana]] in reserve, which may be used for that school's spells like an [[equipment:magic_items#minor_implements|Implement]]. [[priority:magic#mana|Mana]] may be withdrawn at a rate of 5 [[priority:magic#mana|Mana]] per use, and the robe may store a maximum of 50 [[priority:magic#mana|Mana]]. These flowing robes empower a selected [[priority:magic#magic_schools|School of Magic]]. Each Robe is made with a single school in mind. Whenever a user casts a spell of that school, their [[priority:magic#caster_level|CL]] counts as 2 higher. In addition, the robes hold [[priority:magic#mana|Mana]] in reserve, which may be used for that school's spells like an [[equipment:magic_items#minor_implements|Implement]]. [[priority:magic#mana|Mana]] may be withdrawn at a rate of 5 [[priority:magic#mana|Mana]] per use, and the robe may store a maximum of 50 [[priority:magic#mana|Mana]].
 +</WRAP>
  
 ===== Body Slot Items ===== ===== Body Slot Items =====
  
 +<WRAP round box>
 ==== Vest of Nimble Grace, Minor ==== ==== Vest of Nimble Grace, Minor ====
    
-* Cost: 60 TU +  * Cost: 60 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
 This flashy vest looks best without a shirt underneath. Its wearer may reroll a Reflex save once per day.  This flashy vest looks best without a shirt underneath. Its wearer may reroll a Reflex save once per day. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Vest of Nimble Grace, Major ==== ==== Vest of Nimble Grace, Major ====
    
-* Cost: 300 TU +  * Cost: 300 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
 In exchange for an even more extravagant look, this vest provides its wearer with three Reflex save rerolls per day. In exchange for an even more extravagant look, this vest provides its wearer with three Reflex save rerolls per day.
 +</WRAP>
  
 +<WRAP round box>
 ==== Brooch of the Wisest Wizard ==== ==== Brooch of the Wisest Wizard ====
  
-* Cost: 25 TU+  * Cost: 25 TU
  
 This shiny metal brooch depicts the grinning face of the Wisest Wizard. If its wearer is targeted by [[priority:magic:spells:tier5:feeblemind|Feeblemind]], the spell is immediately reflected back at its caster. Afterwards, the brooch crumbles to dust. This shiny metal brooch depicts the grinning face of the Wisest Wizard. If its wearer is targeted by [[priority:magic:spells:tier5:feeblemind|Feeblemind]], the spell is immediately reflected back at its caster. Afterwards, the brooch crumbles to dust.
 +</WRAP>
  
 ===== Armor Slot Items ===== ===== Armor Slot Items =====
  
 +<WRAP round box>
 ==== Thronemaker Armor ==== ==== Thronemaker Armor ====
  
-* Cost 4000 TU+  * Cost4000 TU 
 +  * [[equipment:magic_items#relics|Relic]]
  
 This armor contains the remnants of a forgotten god, and gives its user incredible power over Fate - however, the armor cannot be removed willingly. This armor is +10 [[equipment:armornshields#tablemagic_armor_and_shields|magical]] Fullplate, and the user may sleep in it with no penalty or ill effects.  This armor contains the remnants of a forgotten god, and gives its user incredible power over Fate - however, the armor cannot be removed willingly. This armor is +10 [[equipment:armornshields#tablemagic_armor_and_shields|magical]] Fullplate, and the user may sleep in it with no penalty or ill effects. 
  
 Additionally, as long as the armor is worn, the user is treated as having an additional [[game_systems:hero_points|Hero Point]]. Whenever the user spends a [[game_systems:hero_points|Hero Point]], flip a coin: if Heads, the point is not spent, if tails, it is spent as normal. The wearer of this armor can no longer burn [[game_systems:hero_points|Hero Points]] unless it is used in a process of ascension to godhood. If the armor is removed after the wearer has worn it for more than one cumulative year, they immediately die. Additionally, as long as the armor is worn, the user is treated as having an additional [[game_systems:hero_points|Hero Point]]. Whenever the user spends a [[game_systems:hero_points|Hero Point]], flip a coin: if Heads, the point is not spent, if tails, it is spent as normal. The wearer of this armor can no longer burn [[game_systems:hero_points|Hero Points]] unless it is used in a process of ascension to godhood. If the armor is removed after the wearer has worn it for more than one cumulative year, they immediately die.
 +</WRAP>
  
 +<WRAP round box>
 ==== Shield of the Reaver ==== ==== Shield of the Reaver ====
  
-* Cost: 150 TU+  * Cost: 150 TU
 This heavy wooden shield is a common sight amongst the raiders of the frozen north. It often has runes or animals painted on the front. This +2 Heavy Shield turns its wielder into a dangerous berserker the more they are attacked. Each time the wielder of the Shield of the Reaver blocks an attack, they gain one stack of Reaver Rage, and each time they fail to block and take damage, they gain two.  This heavy wooden shield is a common sight amongst the raiders of the frozen north. It often has runes or animals painted on the front. This +2 Heavy Shield turns its wielder into a dangerous berserker the more they are attacked. Each time the wielder of the Shield of the Reaver blocks an attack, they gain one stack of Reaver Rage, and each time they fail to block and take damage, they gain two. 
  
 As part of an attack, the user may spend 5 stacks of Reaver Rage to either add 3d6 extra damage to the attack, or +6 damage to the attack. This is an enhancement bonus. Reaver Rage stacks fade after 1 minute, unless more are gained (which refreshes this one minute countdown). If an ally attacks the bearer of this shield, the user must succeed on a DC 20 Will Save or attack the ally on the shieldbearer's next turn. As part of an attack, the user may spend 5 stacks of Reaver Rage to either add 3d6 extra damage to the attack, or +6 damage to the attack. This is an enhancement bonus. Reaver Rage stacks fade after 1 minute, unless more are gained (which refreshes this one minute countdown). If an ally attacks the bearer of this shield, the user must succeed on a DC 20 Will Save or attack the ally on the shieldbearer's next turn.
 +</WRAP>
  
 +
 +----
 +
 +<WRAP round box>
 ==== Hextech Battlesuit ==== ==== Hextech Battlesuit ====
  
-* Cost: 400 TU+  * Cost: 400 TU
 This hulking suit of Fullplate is not just designed to increase a wearer's durability, but to also enhance their strength. The Hextech Battlesuit gives its user an extra pool of health called Frame. Frame damage only is taken if the user would take [[game_systems:combat:health#wounds|Wound damage]], and is always taken before wound damage is. In addition, the Frame possesses Damage Reduction to [[game_systems:combat:health#wounds|Wounds]] 10/Acid or Electricity.  This hulking suit of Fullplate is not just designed to increase a wearer's durability, but to also enhance their strength. The Hextech Battlesuit gives its user an extra pool of health called Frame. Frame damage only is taken if the user would take [[game_systems:combat:health#wounds|Wound damage]], and is always taken before wound damage is. In addition, the Frame possesses Damage Reduction to [[game_systems:combat:health#wounds|Wounds]] 10/Acid or Electricity. 
  
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 However, more can be installed, but each additional module doubles in price. Modules can be changed out after they are built, but they require 10 hours of work and a Craft check DC 20. However, more can be installed, but each additional module doubles in price. Modules can be changed out after they are built, but they require 10 hours of work and a Craft check DC 20.
 +</WRAP>
  
 +<WRAP round box>
 === Module, Frame Fortification === === Module, Frame Fortification ===
  
-* Cost: 100 TU+  * Cost: 100 TU 
 This module reinforces the Frame of the Battlesuit. Increase the Frame by 40. This Module functions with no power from Fuel Cores This module reinforces the Frame of the Battlesuit. Increase the Frame by 40. This Module functions with no power from Fuel Cores
 +</WRAP>
  
 +<WRAP round box>
 === Module, Insulation === === Module, Insulation ===
-* Cost: 40 TU+ 
 +  * Cost: 40 TU 
 The user may remove the Acid and Electricity DR weaknesses and use any other ONE damage type instead. This Module functions with no power from Fuel Cores The user may remove the Acid and Electricity DR weaknesses and use any other ONE damage type instead. This Module functions with no power from Fuel Cores
 +</WRAP>
  
 +<WRAP round box>
 === Module, Efficiency Upgrades === === Module, Efficiency Upgrades ===
  
-* Cost: 80 TU+  * Cost: 80 TU
 The users armor is far more efficient with its power and built for more prolonged use. Fuel Cores last twice as long and only began to have a burn out chance after 24 hours of operation. The users armor is far more efficient with its power and built for more prolonged use. Fuel Cores last twice as long and only began to have a burn out chance after 24 hours of operation.
 +</WRAP>
  
 +<WRAP round box>
 === Module, Flight Engines === === Module, Flight Engines ===
  
-* Cost: 250 TU+  * Cost: 250 TU
 The armor has true flight ability and is rather maneuverable. The user gains Fly  (Good) 60ft. However if the flight is used for an hour nonstop, such as during travel, the Fuel Cores are drained twice as fast as normal. The armor has true flight ability and is rather maneuverable. The user gains Fly  (Good) 60ft. However if the flight is used for an hour nonstop, such as during travel, the Fuel Cores are drained twice as fast as normal.
 +</WRAP>
  
 +<WRAP round box>
 === Module, Magi Cannon Prototype (Sp) === === Module, Magi Cannon Prototype (Sp) ===
  
-* Cost: 150 TU +  * Cost: 150 TU 
 Built into the armor is a powerful magical dynamo, capable of delivering massive magical attacks at the cost of the user's own magical reserves and Fuel Cores. As a Half Action the user can unleash the Magi Cannon in either a 30ft cone or a 100ft line. This costs 8TP/MP and uses up a charged Fuel Core as well. This blast inflicts 8d6 Force Damage, and can be halved with a Reflex Save DC 18.  Built into the armor is a powerful magical dynamo, capable of delivering massive magical attacks at the cost of the user's own magical reserves and Fuel Cores. As a Half Action the user can unleash the Magi Cannon in either a 30ft cone or a 100ft line. This costs 8TP/MP and uses up a charged Fuel Core as well. This blast inflicts 8d6 Force Damage, and can be halved with a Reflex Save DC 18. 
 +</WRAP>
  
 +<WRAP round box>
 === Module, Hextech “Little Buddy” System === === Module, Hextech “Little Buddy” System ===
  
-* Cost: 50 TU+  * Cost: 50 TU
 If the user is not inside the armor, or for some reason does not want to control the armor themselves while inside, they can activate the “Little Buddy” system. The Battlesuit is possessed by an amalgamation of powerful elemental spirits and can function without the user. However they are very, very dumb and if left with no order every turn they may (5% chance) begin attacking the nearest creature (Including the user if no order is given). However as long as the User spends a Half action giving commands as one would command an animal companion. The Little Buddy can not use weapons and will only use its fists at a +12, inflicting 1d6+6. Its AC is 10+ the AC of the Battlesuit. It gets +4 on all saves and has no skills. Its strength score is considered 24 for lifting, strength checks and carrying capacity. While active the Battlesuit does not use up Fuel Cores. If the user is not inside the armor, or for some reason does not want to control the armor themselves while inside, they can activate the “Little Buddy” system. The Battlesuit is possessed by an amalgamation of powerful elemental spirits and can function without the user. However they are very, very dumb and if left with no order every turn they may (5% chance) begin attacking the nearest creature (Including the user if no order is given). However as long as the User spends a Half action giving commands as one would command an animal companion. The Little Buddy can not use weapons and will only use its fists at a +12, inflicting 1d6+6. Its AC is 10+ the AC of the Battlesuit. It gets +4 on all saves and has no skills. Its strength score is considered 24 for lifting, strength checks and carrying capacity. While active the Battlesuit does not use up Fuel Cores.
 +</WRAP>
  
 +<WRAP round box>
 === Module, Weapon Mount === === Module, Weapon Mount ===
  
-* Cost: 80 TU+  * Cost: 80 TU
 The battlesuit is fitted with a powerful appendage that can hold a weapon or tool. This appendage counts as another fully functioning arm for the purpose of holding items or wielding weapons. This module can be taken multiple times. The battlesuit is fitted with a powerful appendage that can hold a weapon or tool. This appendage counts as another fully functioning arm for the purpose of holding items or wielding weapons. This module can be taken multiple times.
 +</WRAP>
  
 +<WRAP round box>
 === Module, Planar Adaptation === === Module, Planar Adaptation ===
  
-* Cost: 40 TU+  * Cost: 40 TU
 This module is specialized to nullify a single type of effect the user would experience on another plane. Examples include immunity to a plane's nonstandard timeflow, passive damage normally taken on the plane, instant detection upon arriving on the plane, instant death to incompatibility with laws of existence, and many more.  This module is specialized to nullify a single type of effect the user would experience on another plane. Examples include immunity to a plane's nonstandard timeflow, passive damage normally taken on the plane, instant detection upon arriving on the plane, instant death to incompatibility with laws of existence, and many more. 
 +</WRAP>
  
 +<WRAP round box>
 === Module, Full Integration === === Module, Full Integration ===
  
-* Cost: 250 TU+  * Cost: 250 TU
 Only available if at least half of the user's limbs are prosthetic. This module fuses the user to the Battlesuit and they can no longer remove it without intensive surgery (or by killing them). The battlesuit no longer has Frame, but the user gains the DR for their own wounds, instead all of the wounds of the User are doubled and they take no penalty when one is damaged and is immune to Battle Damage. In addition there is no chance of Fuel Cores to burn out from extended use. The user may also power the Battlesuit for an hour by spending 8TP/MP. If the suit loses power the user must make a Fortitude save DC 20 every hour or take 5d6 damage to their Body.  Only available if at least half of the user's limbs are prosthetic. This module fuses the user to the Battlesuit and they can no longer remove it without intensive surgery (or by killing them). The battlesuit no longer has Frame, but the user gains the DR for their own wounds, instead all of the wounds of the User are doubled and they take no penalty when one is damaged and is immune to Battle Damage. In addition there is no chance of Fuel Cores to burn out from extended use. The user may also power the Battlesuit for an hour by spending 8TP/MP. If the suit loses power the user must make a Fortitude save DC 20 every hour or take 5d6 damage to their Body. 
 +</WRAP>
 +
 +----
 +
  
 ===== Belt Slot Items ===== ===== Belt Slot Items =====
  
 +<WRAP round box>
 ==== Belt of Resistance, Minor ==== ==== Belt of Resistance, Minor ====
    
-* Cost: 60 TU +  * Cost: 60 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
-This tough-looking belt seems to be made from the hide of some unknown, formidable beast. Once per day, its wearer may reroll a Fortitude saving throw.+This tough-looking belt seems to be made from the hide of some unknown, formidable beast. Once per day, its wearer may reroll a [[chargen:common_terms#saving_throws|Fortitude saving throw]]. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Belt of Resistance, Major ==== ==== Belt of Resistance, Major ====
    
-* Cost: 300 TU +  * Cost: 300 TU 
-* Requires [[equipment:magic_items#attunement|Attunement]]+  * Requires [[equipment:magic_items#attunement|Attunement]]
  
-You thought that last belt was built tough? You ain't seen nothin'. This bigger, badder belt lets you reroll Fortitude saving throws three times per day.+You thought that last belt was built tough? You ain't seen nothin'. This bigger, badder belt lets you reroll [[chargen:common_terms#saving_throws|Fortitude saving throws]] three times per day. 
 +</WRAP>
  
 ===== Wrist Slot Items ===== ===== Wrist Slot Items =====
  
 +<WRAP round box>
 ==== Harmony's Charm Bracelet ==== ==== Harmony's Charm Bracelet ====
  
-* Cost: 60TU+  * Cost: 60TU
  
-This cute bracelet gives off good vibes, and is often decorated to suit its user. As long as the user does not carry any weapons they can use, they treat all NPCs of Neutral attitude or more as one step higher for social interaction+This cute bracelet gives off good vibes, and is often decorated to suit its user. As long as the user does not carry any weapons they can use, they treat all NPCs of Neutral attitude or more as one step higher for [[priority:skills:charm|Charm]] and [[priority:skills:negotiate|Negotiate]] checks 
 +</WRAP>
  
 ===== Hand Slot Items ===== ===== Hand Slot Items =====
  
 +<WRAP round box>
 ==== Hextech Atlas Gauntlets ==== ==== Hextech Atlas Gauntlets ====
  
-* Cost: 260 TU+  * Cost: 260 TU
  
-These bulky gauntlets are similar to weapons, and when wielded as such, the user's hands cannot hold other weapons. They are treated as Unarmed Strikes. The User is treated as one size larger for Unarmed strikes. As a Swift Action and once per round the user may spend 4 TP/MP in order to gain Shell equal to four times their HD. This Shell is removed after one round. The user may also attempt a free Bull Rush whenever they hit an opponent with an unarmed Strike if they spend 2 TP/MP. These gauntlets may be enchanted or masterwork as if they were a single weapon.+These bulky gauntlets are similar to weapons, and when wielded as such, the user's hands cannot hold other weapons. They are treated as Unarmed Strikes. The user is treated as one size larger for Unarmed strikes. Once per round as a Swift Actionthe user may spend 4 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to gain [[game_systems:combat:combat_stats#shell|Shell]] equal to their [[priority:health|HD]] * 4.
  
 +Additionally, whenever you successfully hit an opponent with an unarmed strike, you may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to attempt a [[game_systems:combat:maneuvers#bull_rush|Bull Rush]]. 
 +
 +The Hextech Atlas Gauntlets are treated as one weapon for the purposes of [[equipment:weapons:weaponenchantments|Magical Effects]] and [[equipment:mwk|Masterworking]].
 +</WRAP>
 +
 +<WRAP round box>
 ==== Mole Mittens ==== ==== Mole Mittens ====
  
-* Cost: 100 TU +  * Cost: 100 TU 
-These cute gloves look like fuzzy moles. When worn, you may spend a Full Action to burrow 5 ft. through dirt or similar material. You may choose to leave a tunnel, or for the debris to collapse behind you.+ 
 +These cute gloves look like fuzzy moles. When worn, you may spend a [[chargen:common_terms#action_types|Full Action]] to burrow 5 ft. through dirt or similar materials (of equal or lesser hardness). You may choose to leave a tunnel, or for the debris to collapse behind you. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Tactical Gloves, Minor ==== ==== Tactical Gloves, Minor ====
  
-* Cost: 200 TU +  * Cost: 200 TU 
-These gloves allow the user to call on their internal reserve of TP at a rate of 3 per use. They must also be filled with the wielders TP first and can hold up to 30 TP.+These gloves allow the user to call on an internal reserve of [[game_systems:tactic_pool|TP]] at a rate of 3 per use. They must also be filled with the wielders [[game_systems:tactic_pool|TP]] first and can hold up to 30 [[game_systems:tactic_pool|TP]] in total, akin to a magical implement. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Tactical Gloves, Major ==== ==== Tactical Gloves, Major ====
  
-* Cost: 600 TU+  * Cost: 600 TU
  
-These gloves allow the user to call on their internal reserve of TP at a rate of 6 per use. They must also be filled with the wielders TP first and can hold up to 50 TP.+These gloves act as Minor Tactical Gloves, except they may provide [[game_systems:tactic_pool|TP]] at a rate of 6 per useand they may hold a maximum of 50 [[game_systems:tactic_pool|TP]]. 
 +</WRAP>
  
 ===== Ring Slot Items ===== ===== Ring Slot Items =====
  
 +[Under Construction...]
 ===== Feet Slot Items ===== ===== Feet Slot Items =====
  
 +<WRAP round box>
 ==== Angel Treads ==== ==== Angel Treads ====
  
-* Cost: 400 TU+  * Cost: 400 TU
  
 These ostentatious winged boots look both ridiculous and extremely cool at the same time. These boots combine the functionality of the Dashboots, the Hover Boots, and the Puddle Padders. However, now the hover function allows you to move as far as you are able, rather than half of your base movespeed (including utilizing the function of the Dashboots at the same time). These ostentatious winged boots look both ridiculous and extremely cool at the same time. These boots combine the functionality of the Dashboots, the Hover Boots, and the Puddle Padders. However, now the hover function allows you to move as far as you are able, rather than half of your base movespeed (including utilizing the function of the Dashboots at the same time).
 +</WRAP>
  
 +<WRAP round box>
 ==== Dashboots ==== ==== Dashboots ====
  
-* Cost: 80 TU +  * Cost: 80 TU 
-These stylish leather boots allow their user to move faster in brief bursts. Once per round as part of an action involving movement, the user may spend 2 TP/MP and move an additional 20ft. This movement is still limited by Armor and any conditions.+These stylish leather boots allow their user to move faster in brief bursts. Once per round as part of an action involving movement, the user may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to move an additional 20 ft. This movement is still limited by Armor and any [[game_systems:combat:status_conditions|Conditions]]. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Hover Boots ==== ==== Hover Boots ====
  
-* Cost: 100 TU +  * Cost: 100 TU 
-These ornate gold and leather boots feel weightless in your hands. When worn, the wearer may freely move across up to half their base movespeed of nothingness per turn, in a similar fashion to the Air Step spell. If you end your turn in midair, you immediately fall.+These ornate gold and leather boots feel weightless in your hands. When worn, the wearer may freely move across up to half their base movespeed of nothingness per turn, in a similar fashion to the [[priority:magic:spells:tier4:air_walk|Air Walk]] spell. If you end your turn in midair, you immediately fall. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Puddle Padders ==== ==== Puddle Padders ====
  
-* Cost: 100 TU+  * Cost: 100 TU
  
 These cute yellow rainboots let you walk across water as easily as you would on land! Choppy waters may be treated as difficult terrain, at GM discretion. These cute yellow rainboots let you walk across water as easily as you would on land! Choppy waters may be treated as difficult terrain, at GM discretion.
 +</WRAP>
  
 +<WRAP round box>
 ==== Ruby Slippers ==== ==== Ruby Slippers ====
  
-* Cost: 150 TU+  * Cost: 150 TU 
 + 
 +These ostentatious ruby covered slippers are in fact very comfortable. Once per week, they may be activated as a [[chargen:common_terms#action_types|Full Action]] to cast [[priority:magic:spells:tier7:teleport_greater|Greater Teleport]] to bring their wearer home (wherever that may be). If required, the Slippers may even transport their master across other Planes of existence, though doing so prevents them from being used again for one month. As a Greater Teleport effect, the Slippers may transport allies - treat its [[priority:magic#caster_level|CL]] as 9 for this effect.
  
-These ostentatious ruby covered slippers are in fact very comfortable. Once a week the user mayas a full-round actiongreater teleport home- wherever that might be. If required the slippers will send the character across planes to get them home. If that is required then the item cannot be used for a month. If the distance home is greater than 2000 miles the cool down is increased by 1 week/ extra 1000 miles. In the event this number is over 54000 milesthe boots will prompt the wearing with a warning that this will work, but destroy the boots+For every 1,000 miles in traveled distance over 2,000 miles, the cooldown duration is increased by one week. If the distance is so great that the Slippers' cooldown would be a full year of timethey will transport the wearer successfully, and then turn to dust. The wearer always knows in advance if this would occur. 
 +</WRAP>
  
 ===== Slotless Items ===== ===== Slotless Items =====
  
 +<WRAP round box>
 ==== Dragon Plushies, Assorted ==== ==== Dragon Plushies, Assorted ====
  
-* Cost: 25TU +  * Cost: 25TU 
-This adorable stuffed dragon shows no signs of wear and tear, and is just the right size for holding in your arms. When squeezed, it makes a cute squeaking sound, and puffs out a small breath weapon relevant to its type (metallic or chromatic) with a range of 1 ft., always dealing 1 point of damage. Each dragon is immune to damage from its breath type, as well as acid+This adorable stuffed dragon shows no signs of wear and tear, and is just the right size for holding in your arms. When squeezed, it makes a cute squeaking sound, and puffs out a small [[game_systems:combat:combat_stats#energy|breath weapon]] relevant to its type (metallic or chromatic) with a range of 1 ft., always dealing 1 point of damage. Each dragon is immune to the elemental damage which it produces. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Door Knob ==== ==== Door Knob ====
  
-* Cost: 15 TU +  * Cost: 15 TU 
-This item appears to be nothing more than a simple brass doorknob. It can be attached to a smooth surface that is 6 inches thick or less, and with a hardness less than 20. Creating a door. The door can be destroyed, with the difficulty depending on the material the wall (and thus the door) are made from. Regardless, the doorknob cannot be removed afterwards. If forcibly removed, it is destroyed (though the opening it created remains).+This item appears to be nothing more than a simple brass doorknob. It can be attached to a smooth surface that is 6 inches thick or less, and with a hardness less than 20, creating a door. The door can be destroyed, with the difficulty depending on the material the wall (and thus the door) are made from. Regardless, the doorknob cannot be removed afterwards. If forcibly removed, it is destroyed (though the opening it created remains). 
 +</WRAP>
  
 +<WRAP round box>
 ==== Handy Haversack ==== ==== Handy Haversack ====
  
-* Cost: 60TU +  * Cost: 60TU 
-This convenient back pack holds more than it should be able to and makes sure its user always has easy access to its contents. The user treats their Strength as 4 higher for determining carrying capacity (But not lift or drag). In addition any item can be retrieved as a Half Action from the haversack regardless of how full it is, or how small the item is. This does not provoke attacks of opportunity+This convenient backpack holds more than it should be able toand makes sure its user always has easy access to its contents. The user treats their Strength as 4 points higher for determining their [[game_systems:carrycapacity|]], excluding lifting and dragging. In additionany item can be retrieved as a [[chargen:common_terms#action_types|Half Action]] from the Haversack regardless of how full it is, or how small the item is. This does not provoke [[chargen:common_terms#attacking|Attacks of Opportunity]]. 
 +</WRAP>
  
 +<WRAP round box>
 ==== The Incredible and Miraculous Self Heating Autokettle ==== ==== The Incredible and Miraculous Self Heating Autokettle ====
  
-* Cost: 80 TU +  * Cost: 80 TU 
-The unbelievable metal kettle not only brings water to a boil in exactly 5 minutes, but it also automatically turns off to avoid turning too much of the water to steam! Never before has such an item existed! Holds 2 Quarts of liquid. The Incredible and Miraculous Self Heating Autokettle can heat any liquid to boiling in 5 minutes, including Salt Water, blood, Acid, Liquid Nitrogen, Antimatter, Ichor, Souls, Lava, Unstable Darkmatter, Stable Darkmatter, most metals, God, Ammonia, Oozes, Slime mold and most forms of Sin!  +The unbelievable metal kettle not only brings water to a boil in exactly 5 minutes, but it also automatically turns off to avoid turning too much of the water to steam! Never before has such an item existed! Holds 2 Quarts of liquid. The Incredible and Miraculous Self Heating Autokettle can heat any liquid to boiling in 5 minutes, including Salt Water, blood, Acid, Liquid Nitrogen, Antimatter, Ichor, Souls, Lava, Unstable Darkmatter, Stable Darkmatter, most metals, God, Ammonia, Oozes, Slimemoldand most forms of Sin!  
- +</WRAP> 
 + 
 +<WRAP round box> 
 ==== Bag of Holding, Minor ==== ==== Bag of Holding, Minor ====
  
-* Cost: 120 TU +  * Cost: 120 TU 
-This hefty sack weighs 25 lbs, but is in fact much larger on the inside. It can hold up to 500lbs without influencing its own weight. It is limited to a volume of 100 cubic feet. If overloaded the bag can burst and dump its contents on the ground. If the bag contains more than a normal sack it requires a Full Round action to retrieve something.+This hefty sack weighs 25 lbs, but is in fact much larger on the inside. It can hold up to 500 lbs without influencing its own weight. It is limited to a volume of 100 cubic feet. If overloadedthe bag will rip asunder and dump its contents on the ground. If the bag contains more items than a normal sackit requires a [[chargen:common_terms#action_types|Full Action]] to retrieve any item from it. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Bag of Holding, Major ==== ==== Bag of Holding, Major ====
  
-* Cost: 250 TU +  * Cost: 250 TU
-This enormous sack weighs 60 lbs, but is in fact much larger on the inside. It can hold up to 1500 lbs without influencing its own weight. It is limited to a volume of 300 cubic feet. If overloaded the bag can burst and dump its contents on the ground. If the bag contains more than a normal sack it requires a Full Round action to retrieve something.+
  
 +This even heftier sack weighs in at 60 lbs, but can carry up to 1500 lbs within it, and it is limited to a total volume of 300 cubic feet. This item otherwise functions as a Minor Bag of Holding.
 +</WRAP>
 +
 +<WRAP round box>
 ==== Arcane Anvil ==== ==== Arcane Anvil ====
  
-* Cost: 300 TU +  * Cost: 300 TU 
-This bulky anvil counts as a Toolkit IV and weighs 20lbs as well as requiring the standard 30 minutes to set up. When crafting Magical Weapons or Armor using the Arcane Anvil, if you beat the DC of the required craft check, you gain a +5 on the check. This means a skill craftsman can smith much faster with this powerful anvil.+This bulky anvil is adorned with runes, and is a boon to skilled craftsmen. It counts as a Tier IV Toolkit, and weighs 20lbs. It requires 30 minutes to set up. When crafting Magical Weapons or Armor using the Arcane Anvil, if you beat the DC of the required [[priority:skills:craft|Craft]] check, you gain a +5 on the check. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Mana Potion, Minor ==== ==== Mana Potion, Minor ====
  
-* Cost: 2 TU +  * Cost: 2 TU
-When drank as a potion it restores 3 MP+
  
 +This potion may be consumed as a [[chargen:common_terms#action_types|Half Action]] to restore 3 [[[[priority:magic#mana|MP]].
 +</WRAP>
 +
 +<WRAP round box>
 ==== Mana Potion, Major ==== ==== Mana Potion, Major ====
  
-* Cost: 5 TU +  * Cost: 5 TU 
-When drank as a potion it restores 5 MP+This potion may be consumed as a [[chargen:common_terms#action_types|Half Action]] to restore [[[[priority:magic#mana|MP]]. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Power Potion, Minor ==== ==== Power Potion, Minor ====
  
-* Cost: 2 TU +  * Cost: 2 TU 
-When drank as a potion it restores 3 TP+This potion may be consumed as a [[chargen:common_terms#action_types|Half Action]] to restore [[game_systems:tactic_pool|TP]] 
 +</WRAP>
  
 +<WRAP round box>
 ==== Power Potion, Major ==== ==== Power Potion, Major ====
  
-* Cost: 5 TU +  * Cost: 5 TU 
-When drank as a potion it restores 5 TP+This potion may be consumed as a [[chargen:common_terms#action_types|Half Action]] to restore [[game_systems:tactic_pool|TP]]. 
 +</WRAP>
  
 +<WRAP round box>
 ==== The Unerring Timepiece ==== ==== The Unerring Timepiece ====
  
-* Cost: 80 TU +  * Cost: 80 TU 
-This pocketwatch is rather plain on the outside, but inside is an instrument of incredible craftsmanship. This watch always displays the accurate time of the user's homeland and homeplane, as well as the current local time. No spell, talent or ability can alter the time, even most divine intervention. In addition the user is aware if there has been a change in the flow of time, or a change in the timeline if they spend a Full action checking , or in the next hour automatically. This does not make the user immune to the effect, only aware. The Unerring Timepiece functions in Antimagic fields and can not be un-made or un-purchased from a change in the timeline+This pocketwatch is rather plain on the outside, but inside is an instrument of incredible craftsmanship. This watch always displays the accurate time of the user's homeland and homeplane, as well as the current local time. No spell, talent or ability can alter the time, even most divine intervention. In additionthe user is made aware if there has been a change in the flow of time, or a change in the timeline if they spend a [[chargen:common_terms#action_types|Full Action]] checking, or in the next hour automatically. This does not make the user immune to the effect, only aware. The Unerring Timepiece functions in [[priority:magic:spells:tier8:antimagic_field|Antimagic Fields]], and can not be un-made or un-purchased, even from a retroactive changes imposed by time travel - the creation of this timepiece is a fixed event. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Jar of Endless Dirt ==== ==== Jar of Endless Dirt ====
  
-* Cost: 200 TU +  * Cost: 200 TU 
-This large glass jar is full of rough and dry dirt. It weighs about 10lbs, however opening it and pouring out the jar will reveal it has an unlimited amount of dirt within. Each round the jar is left tilted and dumping out dirt, it pours out 1 cubic foot of dry and barren soil. At this rate it would take around 12 hours to entirely fill a basement of house.+This large glass jar is full of rough and dry dirt. Opening the jar and pouring out its contents reveals that it has an unlimited amount of dirt within, despite the jar itself weighing about 10 lbs. Each round the jar is left tilted and dumping out dirt, it pours out 1 cubic foot of dry and barren soil. At this rate it would take around 12 hours to entirely fill a basement of an average house. 
 +</WRAP> 
  
 +----
 ==== Book Charms ==== ==== Book Charms ====
  
-Book charms are small magical tokens that can be attached to a book as a bookmark, clip or spine charm. Any book can only have a single charm at a time. Switching a charm out requires a Full Round action. To notice a book charm, an observer must succeed on a Perception Check DC 25, and a Knowledge (Arcana) DC 15 to identify it as a book charm. A DC 25 reveals what type of charm it is. Removing a charm after it has been triggered does not end the effect.+Book charms are small magical tokens that can be attached to a book as a bookmark, clip or spine charm. Any book can only have a single charm at a time. Switching a charm out requires a [[chargen:common_terms#action_types|Full Action]]. To notice a book charm, an observer must succeed on a [[priority:skills:perception|Perception]] check at DC 25, and a [[priority:skills:knowledge|Knowledge]] (Arcana) check at DC 15 to identify it as a book charm. A [[priority:skills:knowledge|Knowledge]] (Arcana) check at DC 25 reveals what type of charm it is. Removing a charm after it has been triggered does not end the effect. 
  
 +<WRAP round box>
 === Charm of Sealing === === Charm of Sealing ===
  
-* Cost: 10 TU  +  * Cost: 10 TU  
-The book with this charm can not be opened save for the one who attached the charm. It requires a Strength check DC 30, the Knock spell gives a +5 to this check. Using a weapon to break open the book destroys it and its contents. The user may also assign a password to open the book that if spoken by anyone it opens+The book with this charm can not be openedsave for the one who attached the charm. It requires a Strength check at DC 30, though the [[priority:magic:spells:tier2:knock|Knock]] spell gives a +5 bonus to this check. Using a weapon to break open the book destroys the book and its contents. The user may also assign a password to open the book by anyone who knows it
 +</WRAP>
  
 +<WRAP round box>
 === Charm of Empty Words === === Charm of Empty Words ===
  
-* Cost: 10 TU +  * Cost: 10 TU 
-The book with this charm appears to be blank, a Read Magic spell will reveal that there is text, but it is impossible to read. An intelligence check DC 30 can decipher it, Dispel Magic gives a +5 on this. The user may also assign a password to make the book text legible that if spoken by anyone it opens +The book with this charm appears to be blank, a [[priority:magic:spells:tier0:read_magic|Read Magic]] spell will reveal that there is text, but it is impossible to read. An Intelligence check at DC 30 can decipher it, and [[priority:magic:spells:tier3:dispel_magic|Dispel Magic]] grants a +5 bonus on this check. The user may also assign a password to make the book text legibleif desired. 
 +</WRAP>
  
 +<WRAP round box>
 === Charm of Combustion === === Charm of Combustion ===
  
-* Cost: 10 TU +  * Cost: 10 TU 
-A book with this charm explodes violently when opened by anyone besides the user. This destroys the book, the charm and inflicts 5d6 Fire damage to whoever opened it. The user may assign a password to prevent the explosion.+A book with this charm explodes violently when opened by anyone besides the user. This destroys the book, the charmand inflicts 5d8 Fire damage to whoever opened it. The user may assign a password to prevent the explosion. 
 +</WRAP>
  
 +<WRAP round box>
 === Charm of Calling === === Charm of Calling ===
  
-* Cost: 40 TU +  * Cost: 40 TU 
-As a Half action the user can summon the book to their hand from any distance as long as it is on the same plane. They can use a Half Action to teleport back from its last location it was called from.+As a [[chargen:common_terms#action_types|Half Action]], the user can summon the book to their hand from any distance as long as it is on the same plane. The user may spend second [[[[chargen:common_terms#action_types|Half Action]] to send the book back to where it was last called from. 
 +</WRAP>
  
 +<WRAP round box>
 === Charm of Durability === === Charm of Durability ===
  
-* Cost: 10 TU +  * Cost: 10 TU 
-The book gains Fire Resistance 20 as well as Hardness 10 and now has an additional 40 HP.+The book gains Fire Resistance 20Hardness 10and an additional 40 HP. 
 +</WRAP>
  
 +<WRAP round box>
 === Charm of Screaming === === Charm of Screaming ===
  
-* Cost: 10 TU +  * Cost: 10 TU 
-When anyone besides the user opens the book, the book loudly screams and continues to scream until the user picks it up. The scream requires a Perception check of DC 0 to hear out to 100 feet,and it can even be heard out to a mile with a Perception check of DC 15. This effect does not pierce a Silence spell. The user may also assign a password to prevent the scream.+When anyone besides the owner opens the book, the book loudly screams and continues to scream until the owner picks it up. The scream requires a [[priority:skills:perception|Perception]] check of DC 0 to hear out to 100 feet, and it can even be heard out to a mile with a [[priority:skills:perception|Perception]] check of DC 15. This effect does not pierce a [[priority:magic:spells:tier2:silence|Silence]] spell. The owner may also assign a password to prevent the scream. 
 +</WRAP>
  
 +----
 +
 +
 +<WRAP round box>
 ==== Casket of Amber ==== ==== Casket of Amber ====
  
-* Cost: 500 TU +  * Cost: 500 TU 
-This full-sized casket is made of solid amber. Any items or people pushed into the semisolid top of the casket get pulled in if allowed or unable to resist. Once encased inside the passage of time is fully stopped on the item or person. They do not age, decay, require food or water, or anything else that would alter the state they entered in. However they can still be attacked through the amber and count as being Helpless. Anyone inside the casket does not preserve the passage of time or be able to see anything outside of it, nor can they leave under their own power or cast any spells. The casket can only effectively hold a single medium sized creature or around 400 pounds of items. The casket weighs 600 pounds. +This full-sized casket is made of solid amber. Any items or creature pushed into the semisolid top of the casket gets pulled inside. Once encasedthe passage of time is fully stopped on the item or person. They do not age, decay, require food or water, or anything else that would alter the state they entered in. Howeverthey can still be attacked through the amber and are considered to be [[game_systems:combat:status_conditions#unconscious|Unconscious]]. Anyone inside the casket does not perceive the passage of time or events around themselves, nor can they leave under their own power or take any actions. The casket can only effectively hold a single [[game_systems:combat:combat_modifiers:size|Medium sized creature]] or around 400 pounds of items. The casket weighs 600 pounds.  
 +</WRAP>
  
 ===== Held Items ===== ===== Held Items =====
  
 +<WRAP round box>
 +==== Dramen Staff ====
 +
 +  * Cost: 50 TU
 +
 +These slightly magical staves may only be created by a [[paths:nature_path|Druid]] or a [[paths:sorcerer_path:fey_bloodline|Fey]]. They act as an endorsement and vouch for their wielder by their creator, and as such these staves are commonly carried by those seeking safe passage through the Feywild. Fey who encounter the wielder of a Dramen Staff will always attempt to bargain or otherwise negotiate, though the staff must be carried - should you have it stowed away, you will be seen as insincere. 
 +
 +Additionally, a Dramen Staff allows the wielder to make use of [[paths:nature_path#fairy_ring_su|Fairy Rings]] without being a Druid or Fey themselves.
 +</WRAP>
 +
 +<WRAP round box>
 ==== Laborer’s Maddock ==== ==== Laborer’s Maddock ====
  
-* Cost: 100 TU +  * Cost: 100 TU 
-This heavy two handed tool aids in the harvest of parts. While not always a maddock it is always rather large and two handed. It can be used as a Simple Two handed melee weapon that inflicts 1d6 Bluedoing Damage . It weighs 10lbs. When rolling a Harvest check, if the DC is beat then the user gains a +on the check.+This heavy two handed tool aids in the harvest of parts. While not always a maddockit is always rather large and two handed. It can be used as a Simple Two handed melee weapon that inflicts 1d6 Bludgeoning damage. It weighs 10 lbs. When rolling a [[priority:skills:harvest|Harvest]] check, the user considers their check to be higher, but only if they meet or exceed the Harvest check DC. 
 +</WRAP>
  
 +<WRAP round box>
 ==== The Flaming Sword of Neoth ==== ==== The Flaming Sword of Neoth ====
  
-* Cost: 4000 TU+  * Cost: 4000 TU 
 +  * [[equipment:magic_items#relics|Relic]]
  
-This massive blade is a Masterwork 10(attack bonus) Flaming/Rending/Holy Bastard Sword (inflicting 9d6 Fire/holy/slashing damage)  with intricate gold filigree and a two headed eagle as a crossguard. Whenever the sword is parried or blocked, the item or limb blocking takes damage as if it was hit. It is intended to be wielded by a Large creature, however if given to a creature by its owner it will resize but still inflict the same damage. As a Free action it may be activated to inflict its elemental damage. However the sword also massively enhances the casting ability of the user. As long as it’s wielded, it provides 2 MP to any spell cast. The user also does not need to roll to cast in combat and instantly succeeds on any concentration check to cast. In addition the wielder ignores all spell resistance+This massive blade is a [[equipment:mwk|Masterwork]] 10 (Attack Bonus)Flaming/Rending/Holy Bastard Sword (inflicting 9d6 Fire/holy/slashing damage) with intricate gold filigree and a two headed eagle on its cross-guard. Whenever the sword is [[chargen:common_terms#defense_armor_shields_and_concealment|Parried or Blocked]], the item or limb which did so takes damage as if it was hit. It is intended to be wielded by a [[game_systems:combat:combat_modifiers:size|Large]] creature, however if given to a creature by its owner it will resize but still inflict the same damage. 
  
 +As a [[chargen:common_terms#action_types|Free action]], it may be activated to inflict its elemental damage. However the sword also massively enhances the casting ability of the user. As long as it’s wielded, it provides 2 [[priority:magic#mana|MP]] to any spell cast. The user also does not need to roll to cast in combat, and they instantly succeed on any concentration check to cast. Lastly, the wielder ignores all spell resistance.
 +</WRAP>
 +
 +<WRAP round box>
 ==== Blessed Book ==== ==== Blessed Book ====
  
-* Cost: 80 TU+  * Cost: 80 TU
  
-This unassuming grimoire is almost too small to be considered as a spellbook, but in fact it has a library worth of spells within. This book holds 1000 pages of spells for the Spellbook Talent. In addition if the user spends 1MP, they may flip to any spell in the book as a Free ActionIn addition scribing any spell into the book requires half the normal amount of time. In addition, a Blessed book can have 2 Book Charms on it.+This unassuming grimoire is almost too small to be considered as a spellbook, but in fact it has a library worth of spells within. This book holds 1000 pages of spells for the [[paths:arcana_path#spellbook|Spellbook Talent]]. In additionif the user spends 1 [[priority:magic#mana|MP]], they may flip to any spell in the book as a [[chargen:common_terms#action_types|Free action]]Scribing any spell into the book requires half the normal amount of time. Lastly, a Blessed book may have 2 [[equipment:magic_items:magic_items_list#book_charms|Book Charms]] rather than 1. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Wand of Egg ==== ==== Wand of Egg ====
  
-* Cost: 100 TU+  * Cost: 100 TU
  
-By waving the wand and spending a Half action you create a single unfertilized chicken egg. This ability can be used once an hour. There is no limit to the number of eggs the wand can create. Eating 6 eggs in a day would be considered a meal.+By waving the wand and spending a [[chargen:common_terms#action_types|Half Action]], you create a single unfertilized chicken egg. This ability can be used once per hour. There is no limit to the number of eggs the wand can create. Eating 6 eggs in a day would be considered a meal. 
 +</WRAP>
  
 +<WRAP round box>
 ==== Monkey Wrench ==== ==== Monkey Wrench ====
  
-* Cost: 50 TU+  * Cost: 50 TU 
 + 
 +This wrench seems oddly wobbly and ill suited to repair things. However, by spending 2 TP/MP as a [[chargen:common_terms#action_types|Half Action]], you may hit an object and repair a number of its hitpoints equal to 1d8 + your Strength modifier. The Monkey Wrench gives no bonus on [[priority:skills:repair|Repair]] checks, and doesn't even work as a normal wrench. 
  
-This wrench seems oddly wobbly and illsuited to repair things. However as a Half action and by spending 2TP/MP, you may hit an object and repair it by 1d8+Strength. The Monkey Wrench gives no bonus on Repair and doesn't even work as a normal wrench. In addition when the item is picked up and as long as it is on the user'body the user grows a soft and furry monkey tail.  This tail can hold items, wield weapons and even help climb (+5 on athletics to Climb). However it is fully sentient and must be bargained with to do even the simplest tasks. A Negotiate checkDC 15is required for most simple things, but the DC may increase if it is dangerous. Each time the check succeeds, make note, after 10 successes Simple tasks are no longer required to roll. After 20, dangerous tasks are no longer rolled.  +When the Monkey Wrench is picked upand as long as it is on the user'person, the user grows a soft and furry monkey tail. This tail can hold items, wield weaponsand even help with climbing (granting a +5 bonus on [[priority:skills:athletics|Athletics]] checks to climb). However, the tail is fully sentient and must be bargained with to do even the simplest tasks. A [[priority:skills:negotiate|Negotiate]] check at DC 15 is required for most simple things, but the DC may increase if it is dangerous. Each time the check succeeds, make note, as after 10 successes simple tasks are no longer required to roll. After 20, dangerous tasks are no longer rolled.   
 +</WRAP>
  
 +<WRAP round box>
 ==== The Master Sword ==== ==== The Master Sword ====
  
-* Cost: 1500 TU+  * Cost: 1500 TU 
 +  * [[equipment:magic_items#relics|Relic]]
  
 This Masterwork 5 Intelligent, Holy, Defiant, Impervious Longsword gleams brilliantly in the light, and feels perfectly balanced when held by its elegant blue-mithril hilt; the mere sight of this blade seems to inspire hope and courage in your heart. The Master Sword, also known as the Sword of Evil's Bane, has a reputation for its effectiveness and nigh indestructability. Forged from a unique combination of Mithril and crystal, the weapon possesses qualities of each with the shortcomings of neither. The sword is completely immune to the ill effects of time's passage, rendering it unaffected by rust and other wear and tear (including supernatural origins of such effects, such as a rust monster).  This Masterwork 5 Intelligent, Holy, Defiant, Impervious Longsword gleams brilliantly in the light, and feels perfectly balanced when held by its elegant blue-mithril hilt; the mere sight of this blade seems to inspire hope and courage in your heart. The Master Sword, also known as the Sword of Evil's Bane, has a reputation for its effectiveness and nigh indestructability. Forged from a unique combination of Mithril and crystal, the weapon possesses qualities of each with the shortcomings of neither. The sword is completely immune to the ill effects of time's passage, rendering it unaffected by rust and other wear and tear (including supernatural origins of such effects, such as a rust monster). 
 When the wielder of the Master Sword is unwounded (at their maximum Hit Points), they may channel their spirit through the blade to fire a projectile as a Half Action. This attack functions as a strike from the blade would, but is resolved as a ranged touch attack with an increment of 30 ft. When the wielder of the Master Sword is unwounded (at their maximum Hit Points), they may channel their spirit through the blade to fire a projectile as a Half Action. This attack functions as a strike from the blade would, but is resolved as a ranged touch attack with an increment of 30 ft.
 Finally, the Master Sword refuses to be held by those without a pure heart: a nongood creature is incapable of making physical contact with the weapon in order to wield it. Finally, the Master Sword refuses to be held by those without a pure heart: a nongood creature is incapable of making physical contact with the weapon in order to wield it.
 +</WRAP>
  
 +<WRAP round box>
 ==== Skullsplitter ==== ==== Skullsplitter ====
  
-* Cost: 1500 TU+  * Cost: 1500 TU 
 +  * [[equipment:magic_items#relics|Relic]]
  
-This mighty hammer of myth was forged by the dwarves and imbued with powerful runes to bring ruin on the enemies of order. This Masterwork 5 (attack) Holy/Axiomatic/Bashing Warhammer has several additional effects besides its standard magical properties. Whenever it strikes a fiendish creature, the creature must make a Will Save DC 20 or instantly return to its home plane. The wielder of Skullsplitter also gains Resistance 20 to all spell damage. When used against an Orcish opponent Skullsplitter crits on a 15-20.+This mighty hammer of myth was forged by the [[chargen:races:dwarf|Dwarves]] and imbued with powerful runes of ruin to be used against enemies of order. This [[equipment:mwk|Masterwork]] 5 (Attack Bonus) Holy/Axiomatic/Bashing Warhammer has several additional effects besides its standard magical properties. Whenever it strikes a fiendish creature, the creature must make a Will Save at DC 20or instantly return to its home plane. The wielder of Skullsplitter also gains Resistance 20 to all spell damage. When used against an [[chargen:races:orc|Orcish]] opponentSkullsplitter's critical threat range increases to 15-20. 
 +</WRAP>
  
 +<WRAP round box>
 ==== The Gloryhammer ==== ==== The Gloryhammer ====
  
-* Cost: 1500 TU+  * Cost: 1500 TU 
 +  * [[equipment:magic_items#relics|Relic]]
  
-A hammer of kings, but mostly just a nasty goblinbasher and wizard slayer. This masterwork 5 (attackx3 Bashing Earthbreaker is powerful in its own right, but when used against spellcasters or goblinoids it is far more powerful. If the target of the Gloryhammer has Initiation or Caster Level, they take additional damage equal to the sum of the two on each hit. When used against a Goblinoid opponent The Gloryhammer crits on 15-20+A hammer of kings, but mostly just a nasty goblinbasher and wizard slayer. This [[equipment:mwk|Masterwork]] 5 (Attack Bonus) Bashing Earthbreaker is mighty in its own right as it's critical damage is x3 instead of x2. However, when used against spellcasters or goblinoidsit is far more powerful. If the target of the Gloryhammer has an [[priority:magic#initiation_grade|Initiation Grade]] or [[priority:magic#caster_level|Caster Level]], they take additional damage equal to the sum of the two on each hit. When used against a Goblinoid opponent, the Gloryhammer's critical threat range increases to 15-20
 +</WRAP>