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| equipment:magic_items:magic_items_list [2026/03/20 06:35] – elfinlocks | equipment:magic_items:magic_items_list [2026/03/27 15:08] (current) – [Held Items] elfinlocks |
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| ==== Thronemaker Armor ==== | ==== Thronemaker Armor ==== |
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| * Cost 4000 TU | * Cost: 4000 TU |
| * [[equipment:magic_items#relics|Relic]] | * [[equipment:magic_items#relics|Relic]] |
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| * Requires [[equipment:magic_items#attunement|Attunement]] | * Requires [[equipment:magic_items#attunement|Attunement]] |
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| 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> |
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| * Requires [[equipment:magic_items#attunement|Attunement]] | * Requires [[equipment:magic_items#attunement|Attunement]] |
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| 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> | </WRAP> |
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| * Cost: 60TU | * Cost: 60TU |
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| 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> | </WRAP> |
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| * Cost: 260 TU | * Cost: 260 TU |
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| 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 Action, the 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. |
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| | 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]]. |
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| | The Hextech Atlas Gauntlets are treated as one weapon for the purposes of [[equipment:weapons:weaponenchantments|Magical Effects]] and [[equipment:mwk|Masterworking]]. |
| </WRAP> | </WRAP> |
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| * 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> |
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| * 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> |
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| * Cost: 600 TU | * Cost: 600 TU |
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| 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 use, and they may hold a maximum of 50 [[game_systems:tactic_pool|TP]]. |
| </WRAP> | </WRAP> |
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| * 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> |
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| * 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> |
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| * Cost: 150 TU | * Cost: 150 TU |
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| These ostentatious ruby covered slippers are in fact very comfortable. Once a week the user may, as a full-round action, greater 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 miles, the boots will prompt the wearing with a warning that this will work, but destroy the boots | 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. |
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| | 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 time, they will transport the wearer successfully, and then turn to dust. The wearer always knows in advance if this would occur. |
| </WRAP> | </WRAP> |
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| * 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> |
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| * 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> |
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| * 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 to, and 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 addition, any 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> |
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| * 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, Slime, mold, and most forms of Sin! |
| </WRAP> | </WRAP> |
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| * 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 overloaded, the bag will rip asunder and dump its contents on the ground. If the bag contains more items than a normal sack, it requires a [[chargen:common_terms#action_types|Full Action]] to retrieve any item from it. |
| </WRAP> | </WRAP> |
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| * 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> |
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| * 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> |
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| * 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> |
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| * 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 5 [[[[priority:magic#mana|MP]]. |
| </WRAP> | </WRAP> |
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| * 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 3 [[game_systems:tactic_pool|TP]] |
| </WRAP> | </WRAP> |
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| * 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 5 [[game_systems:tactic_pool|TP]]. |
| </WRAP> | </WRAP> |
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| * 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 addition, the 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> |
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| * 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 a 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> | </WRAP> |
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| ==== Book Charms ==== | ==== Book Charms ==== |
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| 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. |
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| <WRAP round box> | <WRAP round box> |
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| * 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 opened, save 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> |
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| * 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, a 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 legible, if desired. |
| </WRAP> | </WRAP> |
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| * 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 charm, and inflicts 5d8 Fire damage to whoever opened it. The user may assign a password to prevent the explosion. |
| </WRAP> | </WRAP> |
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| * 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 a second [[[[chargen:common_terms#action_types|Half Action]] to send the book back to where it was last called from. |
| </WRAP> | </WRAP> |
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| * 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 20, Hardness 10, and an additional 40 HP. |
| </WRAP> | </WRAP> |
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| * 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> |
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| * 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 encased, 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 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> | </WRAP> |
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| ===== Held Items ===== | ===== Held Items ===== |
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| | <WRAP round box> |
| | ==== Dramen Staff ==== |
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| | * Cost: 50 TU |
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| | 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. |
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| | 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> |
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| <WRAP round box> | <WRAP round box> |
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| * 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 +5 on the check. | 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 Bludgeoning damage. It weighs 10 lbs. When rolling a [[priority:skills:harvest|Harvest]] check, the user considers their check to be 5 higher, but only if they meet or exceed the Harvest check DC. |
| </WRAP> | </WRAP> |
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| * Cost: 4000 TU | * Cost: 4000 TU |
| | * [[equipment:magic_items#relics|Relic]] |
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| | 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. |
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| 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 | 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> |
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| * Cost: 80 TU | * Cost: 80 TU |
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| 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 Action. In 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 addition, if 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> |
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| * Cost: 100 TU | * Cost: 100 TU |
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| 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> |
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| * Cost: 50 TU | * Cost: 50 TU |
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| 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's 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 check, DC 15, is 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. | 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. |
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| | When the Monkey Wrench is picked up, and as long as it is on the user's person, the user grows a soft and furry monkey tail. This tail can hold items, wield weapons, and 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> |
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| * Cost: 1500 TU | * Cost: 1500 TU |
| | * [[equipment:magic_items#relics|Relic]] |
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| 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). |
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| * Cost: 1500 TU | * Cost: 1500 TU |
| | * [[equipment:magic_items#relics|Relic]] |
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| 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 20, or 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]] opponent, Skullsplitter's critical threat range increases to 15-20. |
| </WRAP> | </WRAP> |
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| * Cost: 1500 TU | * Cost: 1500 TU |
| | * [[equipment:magic_items#relics|Relic]] |
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| A hammer of kings, but mostly just a nasty goblinbasher and wizard slayer. This masterwork 5 (attack) x3 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 goblinoids, it 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> | </WRAP> |
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