Wednesday, April 3, 2019

The Real Friendship Was the Treasure We Found Along the Way


A lot of these items are very basic, and are shown mostly just to give you an idea of how crafting them works. I know you know what a bag of holding is.

MAGIC ITEMS
    Many magic items require some degree of magical ability to use. In general, only the magic of classes with the “spells” class feature count, since the magic of binders and priests is borrowed, and the moves of initiators is too niche.
    When creating a magic item, a magic user should note their progress made in hours every day. If they want to spend more than five hours in a day, test diligence every additional hour, with a -2 penalty per hour after the sixth. If they fail any such roll, they only count the first five hours of work that day. For each hour of work they must expend 2 gp. Some items have additional caveats or bonuses that should be considered in the construction.
    Magic items with domains listed after their names require a crafter to be able to cast at least one spell of one of those domains. The following list of items are merely those whose instructions for creation are either well-known or easily found. Excepting scrolls and wands, they do not represent even half of the magical items known to exist. If a PC wishes to make a specific magical item of their own, it is likely possible, but they should have to experiment with the principles of magic before they known enough to actually construct it.

Animated Object (item, enchantment)
  • An object imbued with some simple dog-level intelligence. Usually pretty clumsy, but can be precise in its typical use, such as an animated rope’s ability to tie itself into knots. The object serves its owner faithfully but often develops its own personality. This requires 6 hours to make if it can easily be held in one hand, more as the object gets larger. The cost of a non-magical item is added to the cost of the magic.
Anti-magic Items (dispel, metamagic, transmutation)

  • There exists an anti-magic substance, often created with the magic to anti-magic spell. By default, this substance is coarse and unrefined, and a five-pound clump can be dispersed over an ongoing magical effect. Test 14 minus the magnitude of the spell to suppress it for ten minutes. Every five pounds of anti-magic carried gives the target of spells the bearer casts a +1 bonus to resisting their spells.Anti-magic can also be forged into an alloy four times lighter and much harder than raw anti-magic. Targets of attacks by anti-magic weapons cease concentrating on any spells, and anti-magic armor gives a +3 bonus on tests to resist spells. Other items may have other effects. Anti-magic alloy must make up at least a third of a forged item’s metal content to be effective.
Blade of Attuned Essence (strikes, enchantment)
  • This weapon allows you to attune it on a turn you don’t move, dealing an additional d6 on its next attack. It also has a neon glow. This is redundant with the attune weapon spell. A successful craft check or investment of 25 gold on the blade gives any attempt to sunder it disadvantage. Both also give any attempt to disarm it disadvantage. This requires 72 hours of work to create, as well as the capacity to cast second-magnitude spells.
Cup of Corth (transmutation, water, poison)

  • Water that is poured into this simple cup is turned into wine. Wine that is poured into this simple cup is turned into ecstasy. Ecstasy that is poured into this simple cup is turned into poison. This requires 116 hours of work. Metal melted down from a saintly relic ameliorates double its value in costs.
Devil’s Lens (divination, demon)

  • a monocle fashioned from a cursed mirror’s glass fragments. Someone wearing the lens as a monocle always detects that which is bad, evil, ugly, or uncomfortable. This includes the thoughts of those they look at. Every hour in which the lens is used, its user takes 1d6 cold damage unless they are jaded or cynical. This requires 44 hours of work, but also the fragment of a cursed mirror, which is not usually available for sale.

Fertility mask (emotion, charm, enchantment)
  • creates an illusory double that represents the wearer’s sexual self. By interacting with this form, they may affect themselves as though with the fertility spell, though there may be other potential effects. With the use of a craft skill, this effect can be imbued into a ring, staff, or other item of power. This requires 44 hours to create, as well as the ability to cast first-magnitude loresage spells, or second-magnitude spells of another class.
Gri-Gri (poison, ritual)
  • A mystical drug that allows the user to become immune to nonmagical missile attacks, provided they follow three random taboos. Once revealed to an elder in a dream, this miraculous substance requires moral commandments to be effective. A successful survival or craft (drug) test to gather resources negate the additional material cost listed below. A successful expertise (dogma) test will allow the drug to require only two taboos instead of three. A dose requires 1 hour to create, as well as 6 gp of herbal resources.
Ism (charm, poison)
  • The subject of much rumor and intrigue, Ism is a poison that perverts the victim’s sense of morality. Those ingested or wounded by an Ism-coated weapon begin to act nefarious and without inhibitions, and make increasingly complicated plans to achieve even simple goals. They may test constitution -2 to resist this effect. The poison lasts up to a month. A successful expertise (nature) at -5 can identify an antidote. A dose requires 5 hours to create.

Lifting Powder (air, force)
  • A white powder that, when dispersed over an object, lifts it with the power of a strength 22 human. The height it hovers at is likewise comparable to a human carrying it. The item hovers for the next 4 hours, and can easily be pushed or pulled. A dose requires 2 hours to create.

Magic Bag (dimensions)
  • Looks like a satchel or carrier’s bag, but— sike!-- contains up to 10x10x10 in space. This requires 72 hours to create as well as the ability to cast second-magnitude spells. The heart of a moke lizard ameliorates double its value in costs.

Message Arrows (enchantment)
  • An arrow with a magical scroll wrapped around it that, rather than piercing a foe, unerringly seeks an ally to deliver its message. Usually takes about one day of flight per 1,000 miles travelled. Cannot be used to track the location of someone intentionally hiding, even if you can travel at over 40 miles per hour nonstop. This requires 6 hours to create as well as the ability to cast second-magnitude spells.

Narcomanta (leadership, tactics, enchantment)
  • A magical cloth banner proclaiming your deeds, soaked in incense and mystical drug. You bear it aloft on a flagstaff or wear it from your back like a samurai. While displaying it, you and your allies get an additional +1 to attack or damage rolls when a circumstantial bonus would assist you. Also, your allies may have nonmagical drugs you take affect them as well. This requires 44 hours to create. Any magical drugs consumed in the crafting ameliorate double their value in costs.

Philosopher’s Stone (transmutation, life, radiation, metal)
  • This lump of uneven stone can turn any amount of lead into silver and any amount of iron into gold. It can bring an intact dead body to life. It can force a foe to test constitution -2 or be conferred with a cursed illness. This requires 864 hours to create and 300 pounds of irradiated gold.

Potion/Scroll
  • When created, the maker specifies one spell with a single target they know, imbuing the spell into a brew that can be activated by consuming it. The potion goes off in time, lasting only as long as one week per magnitude of the spell. It cannot hold any spell of fourth-magnitude or higher. This requires 5 hours to create and the casting of the spell if it is of third-magnitude or lower. If it is a scroll of fourth-magnitude or higher, it requires 10 hours to create and the casting of the spell.

Raiments of Favor
  • When created, the maker specifies two first-magnitude spells. Those spells become cantrips for the wearer of the raiments, if they know how to cast them. In essence, they are automatically successful in petitioning or bargaining for those spells. Additionally, as long as the wearer is in good standing with their patron or god, they heal 1 hp every minute. A successful craft check or investment of 15 gold on the raiments gives any attempt to sunder it disadvantage. Both also give any attempt to grapple the wearer disadvantage. A gem or collar ornament of 200 gp or more gives a -1 penalty on tests to resist the raiment’s spells. This requires 144 hours of work to create, as well as the capacity to cast fourth-magnitude spells. Binders and priests may create raiments of favor, and they are the only ones who may do so.

Serpent’s Hide (transformation, animal)
  • This olive-tinted leather outfit protects as light armor, and three times per day its wearer can suddenly become as flexible as a snake. They can bend their limbs in all directions, slither along the ground without any penalties for being prone, and take up drastically less space than otherwise, granting advantage on stealth rolls while remaining still. A successful craft check or investment of 50 gold allows the outfitter to enchant a set of scaled metal armor pieces, which protects as medium armor. Both also reduces the armor check penalty by one. This requires 72 hours to create. The skin of a magical reptile ameliorates double its value in costs.

Staff
  • When created, the maker specifies three first-magnitude spells, one first-magnitude spell and one second-magnitude spell, or one third-magnitude spell. That spell or spells becomes a cantrip for the bearer of the staff, if they know how to cast it. A successful craft check or investment of 15 gold on the staff gives any attempt to sunder it disadvantage. Both also give any attempt to disarm it disadvantage. A gem or topping ornament of 200 gp or more gives a -1 penalty on tests to resist the staff’s spells. This requires 144 hours of work to create, as well as the capacity to cast fourth-magnitude spells and a material component symbolic of the spells within the staff.

Usurping Blade (emotion, strike, tactics)
  • This weapon is forged with a specific kind of target in mind, more particular even than an errant’s target of Those Set out for Smiting. This could be the court of corrupt king, the conspirators of a coup, or one’s family members. When wielding a usurping blade against its designated targets, you get +2 to hit and damage, but with each hit you inflict, you take 2 damage. A successful craft check or investment of 25 gold on the blade gives any attempt to sunder it disadvantage. Both also give any attempt to disarm it disadvantage. The crafter may permanently sacrifice one wisdom. If they do, the weapon is intelligent and can telepathically communicate with its wielder. The crafter may permanently sacrifice one constitution. If they do, whenever the wielder slays a usurpation target, they regain 2 hp per level of the victim. This requires 100 hours of work to create, as well as the capacity to cast third-magnitude spells.
Wand
  • When created, the maker specifies one spell domain. Spells of that domain give a -1 penalty on tests to resist them when the caster casts them through the wand. This requires 44 hours to create.


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