Enchanted Realms Rulebook
Overview
How to Play
Create a Character
Qualities
Race
Skills
Backstory
Personality
Summary
Using Skills
Karma
Acquiring Skills
Modifiers
Saves
Perception
Group Feats
Advantage and Disadvantage
Raw Dice
Summary
Racial Skills
Vocational Skills
Combat Skills
Adventuring Skills
Magickery
Rune Magic
Divine Powers
Invocations (A-C)
Invocations (D-L)
Invocations (M-R)
Invocations (S-Z)
Divine Skills
Holy Ground
Sorcery
Axioms (A-C)
Axioms (D-M)
Axioms (N-Z)
Armor
Craftsman Armor
Weapons
Economy
The Market
Combat Detailed
Rounds
Initiative
The Action
Reactions
Movemment
Different Modes
Terrain
Knocked Down
The Attack
Raw Die Scores
Critical Hits
Physical Damage
Sneak Attacks
Touch-based Effects
Defending
At The Ready
Grappling
Pushing
Shackling
Flee Attack
Impalement Maneuver
Cover
Obscurement
Friendly Fire
Weapon Negating
Defense Rolls (Variant)
Restrictions in Combat
Adventuring
Size Categories
Brute Force
Social Interactions
Travel
Mounts
Recovery
Short Rest
Long Rest
Death Saves
Exhaustion
Climate Extremes
Petrification
Asphyxiation
Dehydration
Starvation
Poisons
Disease
Curses
Falling
Mind-Spirit Death
Illusions
Glamours
Phantasms
Shrouds
Underwater
Archetypes
Game Master Details
Labor Projects
Metalworking
Non-Metallic Crafting
Chemistry and Alchemy
Magic Items
Appendix A - Character Sheet
IF YOU ARE NOT RUNNING A GAME AS A GAME MASTER, THINK CAREFULLY IF YOU WANT TO READ THIS SECTION.
With the warning above in mind, there is nothing overly secretive in this section, but you may ruin some of the wonderment of the game. Some players and gaming groups enjoy the mystery on not knowing what they don't know and having things revealed through the story. That said, over time as just being a player, many of these details will be come known to you anyway; therefore, much of this comes down to avoiding what is called metagaming. That means using the statistics and numbers of the game mechanics to drive decisions for a character who could not possibly know them. Even with such knowledge, which despite anyone's best effort, is impossible to avoid. But the effort to make decisions based on character and character development rather than an out-of-game knowledge of the rules will is the due diligence and responsibility of every player.
With that explanation of the warning out of the way, players should also understand that the GM doesn't “have to” play by the rules - especially if he or she suspects metagaming is happening. The GM's job is to give the experience from the player-character's perspective. This includes...well, let's not call it lying...deception when appropriate. One of my favorite stories is from a mentor GM who led the players into a fight against kobolds in an old-school system. Players started joking about how the brazen little monsters wouldn't last through the first round of combat. However, what the GM knew that the players did not, was the kobolds were actually earth elementals who had had their appearance changed. Oops. And this wasn't malicious or vengeful against metagamers. It was just part of the story and made complete sense after finding out everything from that session. The point is if players assume things, a talented GM will have some surprises for them.
With all that said, proceed at your own risk, but perhaps check with your GM to see if it is okay for that campaign you peek into these details.
Labor ProjectsSeveral skills require others’ labor to create the result. Building structures and mechanisms often require a labor project. While weapons and shields cannot be forged collaboratively, a group effort could be made by armorers to fashion protective suits quicker. There are general rules to understand how to calculate time for combined effort.
The first rule to understand is the total labor days required. This is precisely as it sounds; it is the total number of days or hours of labor to complete the effort if performed by a single person. However, the second rule is effective labor time. This is when additional workers are added to a build project and how the extra communication and coordination required impact the time line. For each worker beyond the first will add 10% of time for explanation, communication and coordination. Thus, three workers turn a 10-day project into a 12-day effective project, which is then divided by the three to result in 4 days to complete.
Lastly, there is the rule of number of build sites. Some projects can be built in parts, where effective time applies only to those builds. For example, a bridge can be built in two separate sections and met in the middle for the final effort. Conversely, multiple-story structures must have one floor built before work can begin on the next. The number of builds permitted, their concurrency or dependencies will be defined by the skill or details of these rules for any project may be declared by the GM.
Lastly, the different skills or race of a being may allow him or her to act as more one “normal” person. Giants can dig ditches faster than humans, for example. When calculating total laborers remember to use the total effective people. However, when calculating the 10% coordination penalty for extra workers, use the physical number of persons.
As an example, imagine 3 master metallurgists work together to create a scarletite chainmail suit. The normal hours of labor for this is 240, but the total effort increases to 288 labor-hours for the extra workers. Therefore, working together the armor can be fashioned in 96 hours - or 12 days instead of the expected 30 day turn-around for a single armorer.
MetalworkingIn the Enchanted Realms world, most weapons and armor of an extraordinary nature, sometimes called magical, are little more than enhanced skill and better materials. That said, detect magic still sees many of them. In fact, a vein of raw orichalcum will radiate as magical; however, pinpointing it specifically with detect magic is a bit more detailed and may not be perceivable due to depths of granite or other inert rock surrounding the vein. However, a raw nugget would glow when observed with such an axiom.
Fashioning the different ores into tools and weapons requires skills. In this section, we will focus on armoring and weaponsmith – and restrict things to metals. Below is a list of the most-commonly used metals (not to imply these metals are common in the fantasy world).
Metals
Much of the information below is identical as in the Market section; however, it is repeated here for ease of reference but also to expand upon the forgings made from these various metals.
Ore | Availability | Value | Description |
---|---|---|---|
Iron | Abundant | 5 bits per pound raw | This is the metal most common for the fashioning of weapons and armor |
Steel | Created | Steel takes on a market value of about 1 gold per pound after being created | With enhanced skill and adding charcoal, this Alloy can be created to create a work of quality which adds +1 to hit for weapons or an additional point to AC. |
Brass | Created | 25 bits per pound | Brass is an alloy of copper and zinc |
Bronze | Created | 20 bits per pound | Bronze is an alloy consisting primarily of copper and tin |
Copper | Common | 30 bits per pound raw 50 bits per pound refined | 500 coins per pound |
Tin | Abundant | 10 bits per pound raw | Tin is a silvery metal with a faint yellow hue |
Zinc | Common | 15 bits per pound raw | Zinc is a slightly brittle metal at room temperature and has a blue-silvery appearance |
Silver | Common | 15 gold per pound raw 20 gold per pound refined | Silver for coinage or silvering weapons to allow striking certain types of creatures which are resistant or unaffected by iron ones. The silver bit is smaller than the gold piece and due to density differences in the metals, 400 bits weigh one pound. |
Gold | Semi-common | 90 gold per pound raw 100 gold per pound refined | Gold is used for coinage. 100 gold pieces weigh one pound. A gold piece is roughly twice the size of a silver bit. |
Electrum | Semi-common | 20 gold per pound raw 25 gold per pound refined | This naturally occurring greenish metal is not uncommon to find; however, it exists in less abundance than platinum. In Enchanted Realms, it should not be confused with the real-world alloy of gold and silver. It is rare that people have used it as a coin because it tends to smelt well with other metals. |
Orichalcum | Unusual | 35 gold per pound raw | This is a yellowish, lightweight and semi-porous metal, which by itself is brittle and almost powdery; however, it can be mixed with iron to make quality steel. Deposits of orichalcum are rare. |
Meteore | Unusual | 40 gold per pound raw | This rare dark-blue metal is sometimes called Thunder-Metal or Sky-Ore. There are no natural deposits in the ground, as this falls from the sky in chucks in ranges from a pound up to a rare 50-pound rock. It is heavy but offers endurance and tensile strength to the alloys with which it is made. |
Scarletite | Unusual | 62 gold per pound | This rare red ore is a component required for forging a flame-blade. |
Mythril | Unusual | 225 gold per pound | This whitish-blue ore mystically grows in unexpected places, but quite rare, nonetheless. It has what some describe as an organic factor to its deposits. A vein was once found at the bottom of an underground lake but attempts to drain the water were unsuccessful as the mythril vein mysteriously seem to replenish the aquifer. There have been cases where a treant has grown tusks of mythril, making the small deposits rather difficult to obtain. Sometimes a mythril vein runs through lava flows and relocates itself. It is a very supernatural ore with a lack of rules of physics by which it behaves. |
Algidum | Scarce | 200 gold per pound raw | This metal is a very peculiar metal that cannot be forged in fire, but rather requires the rare skill of cold-metallurgy to fashion. It is also the only physical material known to extend into the ethereal plane; therefore, weapons made from algidum can harm a non-corporeal creature, such as a banshee. |
Adamantine | Scarce | 250 gold per pound raw | The sparse pitch-black ore is very heavy and offers amazing protection in armors. Adamantine is so sparse a material that entire quests have been created just to find some. |
Applicable Skills
When forging weapons and armor, the skills of either armoring or weaponsmith are required. Those base skills allow normal weapons and armor to be created. However, to work with more difficult ores, other skills must be obtained.
Armoring / Weaponsmith
As stated above, these two skills are the cornerstone for fashioning metal weapons and armor. The metals copper, brass, bronze, iron and tin can be manipulated with either of these skills. Additionally, this skill requires a kiln.
Enhanced Metals
This is the next skill, which can build upon either of the two previous ones. No new resources are needed with this skill, but it will allow two new metals to be fashioned.
Silver: The first is silver, which allows a plating process to occur over a normal weapon. This silvering treatment effectively creates a “silver weapon” which is most helpful when fighting lycanthropes or other creatures that cannot be struck effectively by normal weapons. Other than being a “silver weapon,” those plated by the shimmering metal act identically to a normal weapon. “Silver weapons” do not detect as magical.
Steel: Steel is the process of adding carbon to iron and producing higher temperatures from one’s kiln to remove the impurities from the ore. The result is a weapon or armor of quality. Armor gains +1 to the base AC. A weapon becomes +1 to hit on attack rolls. However, it is not special like a “silver weapon;” it can only injure the same creatures that an iron weapon would. Moreover, steel weapons are not identified as magical. Finally, one important detail to steel is that shields constructed from it do not gain a bonus to AC; steel shields are still only have an AC of 2 but have a look of higher workmanship.
Enhanced Metals
This is an advanced skill in metallurgy. Not just every smith will have this skill or the assets to make use of it. To effectively use this skill, a special kiln must exist. Examples of forges that could be harnessed are a volcanic dwarven kiln or something that produces a magical fire. However, through such a resource, smelting of special metals can produce fabulous results.
Electrum Alloy: By producing an electrum weapon or armor, the mass of ore is slightly less than normal; however, the production time becomes about 10% longer. Electrum weapons are effectively “silver weapons” but also gain a +1 to hit. However, there is a randomness to electrum, where five percent of weapons created gain an infusion of lightning permanently imbued. Further, armors from electrum gain +1 to their base AC, which will also be applied to shields forged with the metal. Just like weapons, armors forged have a five-percent chance of protecting the wearer or bearer from lightning as if being resistant to it. Other than the chance of gaining resistance to lightning, many smiths prefer not to use electrum for armor as the likely result be the same as steel but with a much greater expense.
Orichalcum Alloy: With orichalcum, fashioning items requires about 25% longer, but also only around 70% of the mass ore of iron is required. Weapons forged from orichalcum become “magical,” which means it can probably strike any creature in the ubiquiverse save the incorporeal, quasi-dual-planer beings such as a banshee. Such weapons are +1 to hit. As for armors, these gain +1 to the base AC. Like electrum, the expense of forging orichalcum for results equal to steel is rarely worth the effort.
Meteore: While technically an alloy, as this metal must be smelted with a small about of iron or copper, thunder-metal can produce some amazing results. The density of meteore causes the usage mass to be around one and a half the normal about of material required. This produces a downside for thrown weapons, as they lose half their effective range. Its heaviness is a detriment for forged shields as well. While the shields can be created, they are cumbersome, making their effective AC the same as a base shield; therefore, smiths will not create shields made from meteore. However, the magical weapons created from it are +2 to hit. Armors are 2 points higher in AC; however, the density makes every armor forged to become classified as “heavy armor.” Finally, due to the additional mass of meteor, the forging process takes fifty percent longer.
Scarletite Alloy: This red metal is nearly identical to iron for its weight and balance; however, items fashioned from it gain amazing results. While it forging it takes the normal duration plus half that time again, weapons and armor are always magical. Weapons gain +2 to hit, and one in ten will be coated in permanent flame, acting as infusion of fire. Shields are rarely forged from scarletite but become an additional 3 to AC when employed. Also, shields have the same odds of maintaining a perpetual ignition, which conveys fire resistance to the one who uses it. However, if a shield is used as a weapon it does not gain the infusion property. Armors gain +2 to their base AC and also have a 10% chance of having fire resistance. But even when not infused with fire, armors of scarletite are an additonal +1 (total of +3) to AC against fire; thus, the axiom fire dart is less likely to hit against this protection. If employing both a shield and armor, only 1 bonus point is calculated.
Mythril-Orichalcum Alloy: By smelting two magical ores together, the alloy becomes quite light. The forging process requires nearly twice the duration, but any armor fabricated becomes one bulk category lighter; thus, heavy armors become medium, and medium armors become light. Armor, including shields, gain +2 to their base. However, all such armors still have the penalties from the physical design of the armor, such as disadvantages to stealth, sorcery and/or archery. As for weapons from the alloy of mithril-orichalcum are +2 to hit and radiate magic.
Mythril-Scarletite Alloy: While not quite as light as the other mythril alloy, the production of this metal, which takes the same extended duration as all mythril blends, creates a superior and magical malleability. Amors and shields gain +3 to the base and the lighter bulk category, but also the penalties from the armor design, such as stealth, etc., can be ignored when worn. Further the specialties of the scarletite are passed on where one in eight crafted items are encased in flame, conveying either resistance to fire for armor and shield or infusion of fire for weapons. Even the non-flaming weapons gain +3 to hit.
Cold Metallurgy
This is the greatest of all skills in the forging of metal. It allows the creation of metal tools without a kiln of any sort. However, in its stead a smith must have access to an earthen warm-oven filled with amber-incense and charcoal. Further, near by the oven, a smith must have access to a cold-rolling press made from meteor that has a magical frost stone. The investment is not frugal. However, from all this, the metallurgist can forge two new metals: algidum and adamantine.
Algidum Alloy: Requiring twice the duration as normal but mildly less mass, algidum weapons are +4 to hit, but additionally, their strikes pierce into the border of the ethereal plane, which means it can strike banshees and other incorporeal beings that no other weapons can reach. Armor and shields made from algidum at +4 to the base AC value. All algidum products are cold to the touch; however, twenty percent of those fashioned will gain a permanent imbuement: cold resistance for armors and infusion of ice for weapons. However, of those enhanced armors, a few (1% of all forged) will be empowered with cold immunity conveyed to the wearer.
Adamantine Alloy: Adamantine is legendary; however, for all its mythical status and immense strength, many master smiths do not consider the metal worthy due to the time and expense needed. Often algidum produces qualities remarkably close to adamantine for significantly less cost. First the density and bulk of adamantine are hefty; so much so that not all weapons can be forged properly. Those which can be are +4 to hit but also gain an extra d20 roll to the lot. This extra d20 is not included as a skill and therefore not limited by the max of 5d20 rule. The limited weapons are an axe (5/15), dagger (10/20), a mace, a hammer (10/20), shuriken (15/30) and a spear tip (20/40). Arrow tips or bolts can also be made, but they will halve the normal distance of the projecting weapon. All other weapons produced is still +4 to hit and gain the extra d20, but they act as untrained weapon, for they are too cumbersome to wield properly for their design. As for shields, they are highly resilient but also awkward, effectively making them a 5 AC additional item. All armors produced are classified as “heavy armor” regardless of their form. However, they are +5 to the AC base. Finally, all adamantine productions are cold to the touch. Whether weapon or armor, the wearer/bearer becomes immune to cold.
Race
Dwarves do have an advantage when checking for infusion or resistance involved with the forging of an item. Essentially this means, the dice for checking are rolled twice and more favorable roll is used. Thus, if a dwarf were fashioning an electrum dagger, then the GM called for the check. Normally a “20” on a d20 roll would mean it was infused. However, for a dwarven smith, two d20s would be rolled and if either scored a “20” the dagger would be imbued.
Weapons and Armor
Below is a list of most combinations of material and design. The chart lists the ore needed as well as the quantity of it. Additionally, it displays the time required and has simplified the math for the cost. For each item, there is a market price. Please remember market is not necessarily driven from cost, as existing items, demand and other factors affect price as well. Some items are not worth producing from a cost perspective. Moreover, market price is an average. If shipping, guarding or other factors exist, the price could even be higher than listed. Lastly, items require a monthly maintenance cost. While the quality of the item causes the maintenance to increase, the higher the quality the better the return on investment.
Item | Material | Mass | Time | Cost | Market | Maintenance | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Axe | Iron | 5.00 | lbs | 24 | hrs | 25 | bits | 50 | bits | 2 | bits | |
+1 to hit | Steel | 5.00 | lbs | 24 | hrs | 100 | bits | 500 | bits | 3 | bits | |
silver weapon | Silvered | 0.50 | lbs | 8 | hrs | extra | 150 | bits | 200 | bits | 4 | bits |
+1 to hit (silver) | Electrum | 4.50 | lbs | 27 | hrs | 1,800 | bits | 3,000 | bits | 5 | bits | |
+1 to hit (magic) | Electrum (Infused) | 4.50 | lbs | 27 | hrs | 1,800 | bits | 4,000 | bits | 5 | bits | |
+1 to hit (magic) | Orichalcum | 3.50 | lbs | 30 | hrs | 2,450 | bits | 5,500 | bits | 7 | bits | |
+2 to hit, half range | Meteore | 7.50 | lbs | 36 | hrs | 6,000 | bits | 10,000 | bits | 10 | bits | |
+2 to hit (magic) | Scarletite | 5.00 | lbs | 36 | hrs | 6,200 | bits | 11,000 | bits | 12 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 5.00 | lbs | 36 | hrs | 6,200 | bits | 12,500 | bits | 12 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 1.25 1.75 | lbs lbs | 42 | hrs | 6,850 | bits | 20,000 | bits | 15 | bits | |
+3 to hit (magic) | Mythril Scarletite | 1.25 2.50 | lbs lbs | 42 | hrs | 8,725 | bits | 30,000 | bits | 20 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 1.25 2.50 | lbs lbs | 42 | hrs | 8,725 | bits | 35,000 | bits | 20 | bits | |
+4 to hit (magic, ethereal) | Algidum | 4.00 | lbs | 48 | hrs | 16,000 | bits | 50,000 | bits | 30 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 4.00 | lbs | 48 | hrs | 16,000 | bits | 55,000 | bits | 30 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 8.75 | lbs | 72 | hrs | 43,750 | bits | 60,000 | bits | 50 | bits | |
Bastard Sword | Iron | 13.00 | lbs | 42 | hrs | 65 | bits | 150 | bits | 6 | bits | |
+1 to hit | Steel | 13.00 | lbs | 42 | hrs | 260 | bits | 1,500 | bits | 8 | bits | |
silver weapon | Silvered | 0.50 | lbs | 14 | hrs | extra | 150 | bits | 300 | bits | 8 | bits |
+1 to hit (silver) | Electrum | 11.70 | lbs | 47 | hrs | 4,680 | bits | 6,000 | bits | 12 | bits | |
+1 to hit (magic) | Electrum (Infused) | 11.70 | lbs | 47 | hrs | 4,680 | bits | 7,000 | bits | 12 | bits | |
+1 to hit (magic) | Orichalcum | 9.10 | lbs | 53 | hrs | 6,370 | bits | 10,000 | bits | 15 | bits | |
+2 to hit, half range | Meteore | 19.50 | lbs | 63 | hrs | 15,600 | bits | 20,000 | bits | 25 | bits | |
+2 to hit (magic) | Scarletite | 13.00 | lbs | 63 | hrs | 16,120 | bits | 25,000 | bits | 30 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 13.00 | lbs | 63 | hrs | 16,120 | bits | 26,500 | bits | 30 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 3.25 4.55 | lbs lbs | 74 | hrs | 17,810 | bits | 37,500 | bits | 40 | bits | |
+3 to hit (magic) | Mythril Scarletite | 3.25 6.50 | lbs lbs | 74 | hrs | 22,685 | bits | 50,000 | bits | 50 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 3.25 6.50 | lbs lbs | 74 | hrs | 22,685 | bits | 55,000 | bits | 50 | bits | |
+4 to hit (magic, ethereal) | Algidum | 10.40 | lbs | 84 | hrs | 41,600 | bits | 60,000 | bits | 75 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 4.00 | lbs | 84 | hrs | 41,600 | bits | 65,000 | bits | 75 | bits | |
Dagger | Iron | 3.00 | lbs | 18 | hrs | 15 | bits | 20 | bits | 1 | bit | |
+1 to hit | Steel | 3.00 | lbs | 18 | hrs | 60 | bits | 500 | bits | 3 | bits | |
silver weapon | Silvered | 0.50 | lbs | 6 | hrs | extra | 150 | bits | 200 | bits | 3 | bits |
+1 to hit (silver) | Electrum | 2.70 | lbs | 20 | hrs | 1,080 | bits | 2,500 | bits | 3 | bits | |
+1 to hit (magic) | Electrum (Infused) | 2.70 | lbs | 20 | hrs | 1,080 | bits | 3,000 | bits | 3 | bits | |
+1 to hit (magic) | Orichalcum | 2.10 | lbs | 23 | hrs | 1,470 | bits | 4,800 | bits | 4 | bits | |
+2 to hit, half range | Meteore | 4.50 | lbs | 27 | hrs | 3,600 | bits | 8,000 | bits | 6 | bits | |
+2 to hit (magic) | Scarletite | 3.00 | lbs | 27 | hrs | 3,720 | bits | 10,000 | bits | 6 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 3.00 | lbs | 27 | hrs | 3,720 | bits | 11,500 | bits | 6 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 0.75 1.05 | lbs lbs | 32 | hrs | 4,110 | bits | 20,000 | bits | 10 | bits | |
+3 to hit (magic) | Mythril Scarletite | 0.75 1.50 | lbs lbs | 32 | hrs | 5,235 | bits | 30,000 | bits | 15 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 1.25 2.50 | lbs lbs | 32 | hrs | 5,235 | bits | 35,000 | bits | 15 | bits | |
+4 to hit (magic, ethereal) | Algidum | 2.40 | lbs | 36 | hrs | 9,600 | bits | 50,000 | bits | 20 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 2.40 | lbs | 36 | hrs | 9,600 | bits | 55,000 | bits | 20 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 5.25 | lbs | 54 | hrs | 26,250 | bits | 60,000 | bits | 30 | bits | |
Flail | Iron | 7.00 | lbs | 30 | hrs | 35 | bits | 60 | bits | 3 | bits | |
+1 to hit | Steel | 7.00 | lbs | 30 | hrs | 140 | bits | 1,000 | bits | 5 | bits | |
silver weapon | Silvered | 0.50 | lbs | 10 | hrs | extra | 150 | bits | 210 | bits | 5 | bits |
+1 to hit (silver) | Electrum | 6.30 | lbs | 33 | hrs | 2,520 | bits | 5,000 | bits | 8 | bits | |
+1 to hit (magic) | Electrum (Infused) | 6.30 | lbs | 33 | hrs | 2,520 | bits | 6,000 | bits | 8 | bits | |
+1 to hit (magic) | Orichalcum | 4.90 | lbs | 38 | hrs | 3,430 | bits | 7,500 | bits | 10 | bits | |
+2 to hit, half range | Meteore | 10.50 | lbs | 45 | hrs | 8,400 | bits | 15,000 | bits | 15 | bits | |
+2 to hit (magic) | Scarletite | 7.00 | lbs | 45 | hrs | 8,680 | bits | 16,000 | bits | 15 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 7.00 | lbs | 45 | hrs | 8,680 | bits | 17,500 | bits | 15 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 1.75 2.45 | lbs lbs | 53 | hrs | 9,590 | bits | 30,000 | bits | 20 | bits | |
+3 to hit (magic) | Mythril Scarletite | 1.75 3.50 | lbs lbs | 53 | hrs | 12,215 | bits | 40,000 | bits | 25 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 1.75 3.50 | lbs lbs | 53 | hrs | 12,215 | bits | 45,000 | bits | 25 | bits | |
+4 to hit (magic, ethereal) | Algidum | 5.60 | lbs | 60 | hrs | 22,400 | bits | 55,000 | bits | 40 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 5.60 | lbs | 60 | hrs | 22,400 | bits | 60,000 | bits | 40 | bits | |
Glaive Head | Iron | 6.00 | lbs | 27 | hrs | 30 | bits | 90 | bits | 4 | bits | |
+1 to hit | Steel | 6.00 | lbs | 27 | hrs | 120 | bits | 750 | bits | 6 | bits | |
silver weapon | Silvered | 0.50 | lbs | 9 | hrs | extra | 150 | bits | 240 | bits | 6 | bits |
+1 to hit (silver) | Electrum | 5.40 | lbs | 30 | hrs | 2,160 | bits | 4,800 | bits | 6 | bits | |
+1 to hit (magic) | Electrum (Infused) | 5.40 | lbs | 30 | hrs | 2,160 | bits | 6,000 | bits | 6 | bits | |
+1 to hit (magic) | Orichalcum | 4.20 | lbs | 34 | hrs | 2,940 | bits | 6,800 | bits | 8 | bits | |
+2 to hit, half range | Meteore | 9.00 | lbs | 41 | hrs | 7,200 | bits | 12,500 | bits | 12 | bits | |
+2 to hit (magic) | Scarletite | 6.00 | lbs | 41 | hrs | 7,440 | bits | 16,000 | bits | 12 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 6.00 | lbs | 41 | hrs | 7,440 | bits | 17,500 | bits | 12 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 1.50 2.10 | lbs lbs | 48 | hrs | 8,220 | bits | 28,000 | bits | 18 | bits | |
+3 to hit (magic) | Mythril Scarletite | 1.50 3.00 | lbs lbs | 48 | hrs | 10,470 | bits | 35,000 | bits | 20 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 1.50 2.50 | lbs lbs | 48 | hrs | 10,470 | bits | 40,000 | bits | 20 | bits | |
+4 to hit (magic, ethereal) | Algidum | 4.80 | lbs | 54 | hrs | 19,200 | bits | 55,000 | bits | 35 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 4.80 | lbs | 54 | hrs | 19,200 | bits | 60,000 | bits | 35 | bits | |
Great Axe | Iron | 11.50 | lbs | 38 | hrs | 58 | bits | 150 | bits | 6 | bits | |
+1 to hit | Steel | 11.50 | lbs | 38 | hrs | 230 | bits | 1,500 | bits | 8 | bits | |
silver weapon | Silvered | 0.50 | lbs | 10 | hrs | extra | 150 | bits | 300 | bits | 8 | bits |
+1 to hit (silver) | Electrum | 10.35 | lbs | 42 | hrs | 4,140 | bits | 6,500 | bits | 12 | bits | |
+1 to hit (magic) | Electrum (Infused) | 10.35 | lbs | 42 | hrs | 4,140 | bits | 7,500 | bits | 12 | bits | |
+1 to hit (magic) | Orichalcum | 8.05 | lbs | 48 | hrs | 5,635 | bits | 10,000 | bits | 15 | bits | |
+2 to hit, half range | Meteore | 17.25 | lbs | 57 | hrs | 13,800 | bits | 21,000 | bits | 25 | bits | |
+2 to hit (magic) | Scarletite | 11.50 | lbs | 57 | hrs | 14,260 | bits | 26,000 | bits | 25 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 11.50 | lbs | 57 | hrs | 14,260 | bits | 27,500 | bits | 25 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 2.88 4.03 | lbs lbs | 67 | hrs | 15,755 | bits | 40,000 | bits | 20 | bits | |
+3 to hit (magic) | Mythril Scarletite | 2.88 5.75 | lbs lbs | 67 | hrs | 20,068 | bits | 50,000 | bits | 40 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 2.88 5.75 | lbs lbs | 67 | hrs | 20,068 | bits | 55,000 | bits | 40 | bits | |
+4 to hit (magic, ethereal) | Algidum | 9.20 | lbs | 76 | hrs | 36,800 | bits | 60,000 | bits | 40 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 9.20 | lbs | 76 | hrs | 36,800 | bits | 65,000 | bits | 40 | bits | |
Hammer | Iron | 5.25 | lbs | 24 | hrs | 27 | bits | 50 | bits | 2 | bits | |
+1 to hit | Steel | 5.25 | lbs | 24 | hrs | 105 | bits | 500 | bits | 4 | bits | |
silver weapon | Silvered | 0.50 | lbs | 8 | hrs | extra | 150 | bits | 200 | bits | 4 | bits |
+1 to hit (silver) | Electrum | 4.73 | lbs | 27 | hrs | 1,890 | bits | 2,500 | bits | 5 | bits | |
+1 to hit (magic) | Electrum (Infused) | 4.73 | lbs | 27 | hrs | 1,890 | bits | 3,500 | bits | 5 | bits | |
+1 to hit (magic) | Orichalcum | 3.68 | lbs | 30 | hrs | 2,575 | bits | 5,500 | bits | 8 | bits | |
+2 to hit, half range | Meteore | 7.88 | lbs | 36 | hrs | 6,300 | bits | 10,000 | bits | 10 | bits | |
+2 to hit (magic) | Scarletite | 5.25 | lbs | 36 | hrs | 6,510 | bits | 11,000 | bits | 12 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 5.25 | lbs | 36 | hrs | 6,510 | bits | 12,500 | bits | 12 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 1.31 1.84 | lbs lbs | 42 | hrs | 7,190 | bits | 20,000 | bits | 15 | bits | |
+3 to hit (magic) | Mythril Scarletite | 1.31 2.63 | lbs lbs | 42 | hrs | 9,160 | bits | 30,000 | bits | 20 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 1.31 2.63 | lbs lbs | 42 | hrs | 9,160 | bits | 35,000 | bits | 20 | bits | |
+4 to hit (magic, ethereal) | Algidum | 4.20 | lbs | 48 | hrs | 16,800 | bits | 50,000 | bits | 30 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 4.80 | lbs | 48 | hrs | 16,800 | bits | 55,000 | bits | 30 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 9.19 | lbs | 72 | hrs | 45,925 | bits | 60,000 | bits | 60 | bits | |
Longsword | Iron | 10.00 | lbs | 36 | hrs | 50 | bits | 100 | bits | 3 | bits | |
+1 to hit | Steel | 10.00 | lbs | 36 | hrs | 200 | bits | 1,000 | bits | 8 | bits | |
silver weapon | Silvered | 0.50 | lbs | 10 | hrs | extra | 150 | bits | 225 | bits | 8 | bits |
+1 to hit (silver) | Electrum | 9.00 | lbs | 40 | hrs | 3,600 | bits | 4,800 | bits | 10 | bits | |
+1 to hit (magic) | Electrum (Infused) | 10.35 | lbs | 40 | hrs | 3,600 | bits | 6,000 | bits | 10 | bits | |
+1 to hit (magic) | Orichalcum | 7.00 | lbs | 45 | hrs | 4,900 | bits | 8,000 | bits | 15 | bits | |
+2 to hit, half range | Meteore | 15.00 | lbs | 54 | hrs | 12,000 | bits | 16,000 | bits | 20 | bits | |
+2 to hit (magic) | Scarletite | 10.00 | lbs | 54 | hrs | 12,400 | bits | 20,000 | bits | 25 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 10.00 | lbs | 54 | hrs | 12,400 | bits | 21,500 | bits | 25 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 2.50 3.50 | lbs lbs | 54 | hrs | 13,700 | bits | 32,000 | bits | 30 | bits | |
+3 to hit (magic) | Mythril Scarletite | 2.50 5.00 | lbs lbs | 63 | hrs | 17,450 | bits | 40,000 | bits | 35 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 2.50 5.00 | lbs lbs | 63 | hrs | 17,450 | bits | 45,000 | bits | 35 | bits | |
+4 to hit (magic, ethereal) | Algidum | 8.00 | lbs | 72 | hrs | 32,000 | bits | 55,000 | bits | 60 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 8.00 | lbs | 72 | hrs | 32,000 | bits | 60,000 | bits | 60 | bits | |
Mace | Iron | 4.50 | lbs | 24 | hrs | 20 | bits | 30 | bits | 1 | bit | |
+1 to hit | Steel | 4.50 | lbs | 24 | hrs | 90 | bits | 500 | bits | 3 | bits | |
silver weapon | Silvered | 0.50 | lbs | 8 | hrs | extra | 150 | bits | 200 | bits | 3 | bits |
+1 to hit (silver) | Electrum | 4.05 | lbs | 27 | hrs | 1,620 | bits | 3,200 | bits | 4 | bits | |
+1 to hit (magic) | Electrum (Infused) | 4.05 | lbs | 27 | hrs | 1,620 | bits | 4,200 | bits | 4 | bits | |
+1 to hit (magic) | Orichalcum | 3.15 | lbs | 30 | hrs | 2,205 | bits | 5,000 | bits | 6 | bits | |
+2 to hit, half range | Meteore | 6.75 | lbs | 36 | hrs | 5,400 | bits | 10,000 | bits | 12 | bits | |
+2 to hit (magic) | Scarletite | 4.50 | lbs | 36 | hrs | 5,580 | bits | 12,000 | bits | 12 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 4.50 | lbs | 36 | hrs | 5,580 | bits | 13,500 | bits | 12 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 1.13 1.58 | lbs lbs | 42 | hrs | 6,165 | bits | 20,000 | bits | 15 | bits | |
+3 to hit (magic) | Mythril Scarletite | 1.13 2.25 | lbs lbs | 42 | hrs | 7,850 | bits | 30,000 | bits | 18 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 1.13 2.25 | lbs lbs | 42 | hrs | 7,850 | bits | 35,000 | bits | 18 | bits | |
+4 to hit (magic, ethereal) | Algidum | 3.60 | lbs | 48 | hrs | 14,400 | bits | 50,000 | bits | 25 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 3.60 | lbs | 48 | hrs | 14,400 | bits | 55,000 | bits | 25 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 7.88 | lbs | 72 | hrs | 39,375 | bits | 60,000 | bits | 50 | bits | |
Shuriken | Iron | 0.75 | lbs | 4 | hrs | 4 | bits | 10 | bits | 0 | bits | |
+1 to hit | Steel | 0.75 | lbs | 4 | hrs | 15 | bits | 200 | bits | 2 | bits | |
silver weapon | Silvered | 0.15 | lbs | 1 | hr | extra | 45 | bits | 100 | bits | 2 | bits |
+1 to hit (silver) | Electrum | 0.68 | lbs | 5 | hrs | 270 | bits | 1,000 | bits | 2 | bits | |
+1 to hit (magic) | Electrum (Infused) | 0.68 | lbs | 5 | hrs | 270 | bits | 2,000 | bits | 2 | bits | |
+1 to hit (magic) | Orichalcum | 0.53 | lbs | 5 | hrs | 370 | bits | 1,500 | bits | 2 | bits | |
+2 to hit, half range | Meteore | 1.13 | lbs | 6 | hrs | 900 | bits | 2,000 | bits | 4 | bits | |
+2 to hit (magic) | Scarletite | 0.75 | lbs | 6 | hrs | 930 | bits | 5,000 | bits | 4 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 0.75 | lbs | 6 | hrs | 930 | bits | 6,500 | bits | 4 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 0.19 0.26 | lbs lbs | 7 | hrs | 1,028 | bits | 10,000 | bits | 4 | bits | |
+3 to hit (magic) | Mythril Scarletite | 0.19 0.38 | lbs lbs | 7 | hrs | 1,309 | bits | 15,000 | bits | 6 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 0.19 0.38 | lbs lbs | 7 | hrs | 1,309 | bits | 20,000 | bits | 6 | bits | |
+4 to hit (magic, ethereal) | Algidum | 0.60 | lbs | 8 | hrs | 2,400 | bits | 35,000 | bits | 10 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 0.60 | lbs | 8 | hrs | 2,400 | bits | 40,000 | bits | 10 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 1.31 | lbs | 12 | hrs | 6,563 | bits | 50,000 | bits | 15 | bits | |
Spear Tip | Iron | 3.00 | lbs | 14 | hrs | 15 | bits | 25 | bits | 1 | bit | |
+1 to hit | Steel | 3.00 | lbs | 14 | hrs | 60 | bits | 600 | bits | 3 | bits | |
silver weapon | Silvered | 0.50 | lbs | 5 | hrs | extra | 150 | bits | 200 | bits | 3 | bits |
+1 to hit (silver) | Electrum | 2.70 | lbs | 16 | hrs | 1,080 | bits | 3,000 | bits | 3 | bits | |
+1 to hit (magic) | Electrum (Infused) | 2.70 | lbs | 16 | hrs | 1,080 | bits | 4,000 | bits | 3 | bits | |
+1 to hit (magic) | Orichalcum | 2.10 | lbs | 18 | hrs | 1,470 | bits | 5,000 | bits | 4 | bits | |
+2 to hit, half range | Meteore | 4.50 | lbs | 21 | hrs | 3,600 | bits | 6,000 | bits | 6 | bits | |
+2 to hit (magic) | Scarletite | 3.00 | lbs | 21 | hrs | 3,720 | bits | 10,000 | bits | 6 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 3.00 | lbs | 21 | hrs | 3,720 | bits | 11,500 | bits | 6 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 0.75 1.05 | lbs lbs | 25 | hrs | 4,110 | bits | 23,000 | bits | 10 | bits | |
+3 to hit (magic) | Mythril Scarletite | 0.75 1.50 | lbs lbs | 25 | hrs | 5,235 | bits | 30,000 | bits | 10 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 0.75 1.50 | lbs lbs | 25 | hrs | 5,235 | bits | 35,000 | bits | 10 | bits | |
+4 to hit (magic, ethereal) | Algidum | 2.40 | lbs | 28 | hrs | 9,600 | bits | 50,000 | bits | 20 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 2.40 | lbs | 28 | hrs | 9,600 | bits | 55,000 | bits | 20 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 5.25 | lbs | 42 | hrs | 26,250 | bits | 60,000 | bits | 35 | bits | |
War Maul | Iron | 12.00 | lbs | 40 | hrs | 40 | bits | 125 | bits | 4 | bits | |
+1 to hit | Steel | 12.00 | lbs | 40 | hrs | 240 | bits | 1,500 | bits | 8 | bits | |
silver weapon | Silvered | 0.50 | lbs | 14 | hr | extra | 150 | bits | 240 | bits | 2 | bits |
+1 to hit (silver) | Electrum | 10.80 | lbs | 44 | hrs | 4,320 | bits | 6,200 | bits | 10 | bits | |
+1 to hit (magic) | Electrum (Infused) | 10.80 | lbs | 44 | hrs | 4,320 | bits | 7,500 | bits | 10 | bits | |
+1 to hit (magic) | Orichalcum | 8.40 | lbs | 50 | hrs | 5,880 | bits | 10,000 | bits | 15 | bits | |
+2 to hit, half range | Meteore | 18.00 | lbs | 60 | hrs | 14,400 | bits | 20,000 | bits | 25 | bits | |
+2 to hit (magic) | Scarletite | 12.00 | lbs | 60 | hrs | 14,880 | bits | 23,000 | bits | 30 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 12.00 | lbs | 60 | hrs | 14,880 | bits | 24,500 | bits | 30 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 3.00 4.20 | lbs lbs | 70 | hrs | 16,440 | bits | 35,000 | bits | 35 | bits | |
+3 to hit (magic) | Mythril Scarletite | 3.00 6.00 | lbs lbs | 70 | hrs | 20,940 | bits | 50,000 | bits | 45 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 3.00 6.00 | lbs lbs | 70 | hrs | 20,940 | bits | 55,000 | bits | 45 | bits | |
+4 to hit (magic, ethereal) | Algidum | 9.60 | lbs | 80 | hrs | 38,400 | bits | 60,000 | bits | 70 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 9.60 | lbs | 80 | hrs | 38,400 | bits | 65,000 | bits | 70 | bits | |
Arrow-Tips (Dozen) | Iron | 0.60 | lbs | 12 | hrs | 3 | bits | 4 | bits | 0 | bits | |
+1 to hit | Steel | 0.60 | lbs | 12 | hrs | 12 | bits | 400 | bits | 0 | bits | |
silver weapon | Silvered | 0.15 | lbs | 1 | hr | extra | 45 | bits | 100 | bits | 0 | bits |
+1 to hit (silver) | Electrum | 0.54 | lbs | 14 | hrs | 216 | bits | 500 | bits | 0 | bits | |
+1 to hit (magic) | Electrum (Infused) | 0.54 | lbs | 14 | hrs | 216 | bits | 1,500 | bits | 0 | bits | |
+1 to hit (magic) | Orichalcum | 0.42 | lbs | 15 | hrs | 294 | bits | 1,200 | bits | 0 | bits | |
+2 to hit, half range | Meteore | 0.90 | lbs | 18 | hrs | 720 | bits | 1,500 | bits | 0 | bits | |
+2 to hit (magic) | Scarletite | 0.60 | lbs | 18 | hrs | 744 | bits | 4,500 | bits | 0 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 0.60 | lbs | 18 | hrs | 744 | bits | 6,000 | bits | 0 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 0.15 0.21 | lbs lbs | 21 | hrs | 822 | bits | 9,000 | bits | 0 | bits | |
+3 to hit (magic) | Mythril Scarletite | 0.15 0.30 | lbs lbs | 21 | hrs | 1,047 | bits | 15,000 | bits | 0 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 0.15 0.30 | lbs lbs | 21 | hrs | 1,047 | bits | 20,000 | bits | 0 | bits | |
+4 to hit (magic, ethereal) | Algidum | 0.48 | lbs | 24 | hrs | 1,920 | bits | 30,000 | bits | 0 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 0.48 | lbs | 24 | hrs | 1,920 | bits | 35,000 | bits | 0 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 1.05 | lbs | 36 | hrs | 5,250 | bits | 40,000 | bits | 0 | bits | |
Bolts (Dozen) | Iron | 0.72 | lbs | 15 | hrs | 4 | bits | 6 | bits | 0 | bits | |
+1 to hit | Steel | 0.72 | lbs | 15 | hrs | 15 | bits | 600 | bits | 0 | bits | |
silver weapon | Silvered | 0.15 | lbs | 1 | hr | extra | 45 | bits | 100 | bits | 0 | bits |
+1 to hit (silver) | Electrum | 0.65 | lbs | 17 | hrs | 260 | bits | 800 | bits | 0 | bits | |
+1 to hit (magic) | Electrum (Infused) | 0.65 | lbs | 17 | hrs | 260 | bits | 1,800 | bits | 0 | bits | |
+1 to hit (magic) | Orichalcum | 0.50 | lbs | 19 | hrs | 360 | bits | 1,600 | bits | 0 | bits | |
+2 to hit, half range | Meteore | 1.08 | lbs | 23 | hrs | 864 | bits | 2,000 | bits | 0 | bits | |
+2 to hit (magic) | Scarletite | 0.72 | lbs | 23 | hrs | 900 | bits | 6,000 | bits | 0 | bits | |
+2 to hit (magic) | Scarletite (Flamed) | 0.72 | lbs | 23 | hrs | 900 | bits | 7,500 | bits | 0 | bits | |
+2 to hit (magic) | Mythril Orichalcum | 0.18 0.25 | lbs lbs | 27 | hrs | 990 | bits | 12,000 | bits | 0 | bits | |
+3 to hit (magic) | Mythril Scarletite | 0.18 0.36 | lbs lbs | 27 | hrs | 1,275 | bits | 15,000 | bits | 0 | bits | |
+3 to hit (magic) | Mythril Scarletite (Flamed) | 0.18 0.36 | lbs lbs | 27 | hrs | 1,275 | bits | 20,000 | bits | 0 | bits | |
+4 to hit (magic, ethereal) | Algidum | 0.58 | lbs | 30 | hrs | 2,300 | bits | 30,000 | bits | 0 | bits | |
+4 to hit (magic, ethereal) | Algidum (Infused) | 0.58 | lbs | 30 | hrs | 2,300 | bits | 35,000 | bits | 0 | bits | |
+4 to hit (magic, extra d20) | Adamantine (cold) | 1.26 | lbs | 45 | hrs | 6,300 | bits | 40,000 | bits | 0 | bits | |
Item | Material | Mass | Time | Cost | Market | Maintenance | ||||||
Shield | Iron | 12.00 | lbs | 30 | hrs | 60 | bits | 100 | bits | 4 | bits | |
AC: 3 | Electrum | 10.80 | lbs | 33 | hrs | 4,320 | bits | 4,500 | bits | 15 | bits | |
AC: 3 (resist lightning) | Electrum (Infused) | 10.80 | lbs | 33 | hrs | 4,320 | bits | 6,000 | bits | 15 | bits | |
AC: 3 | Orichalcum | 8.40 | lbs | 38 | hrs | 5,880 | bits | 6,500 | bits | 15 | bits | |
AC: 3 (Fire: 4) | Scarletite | 12.00 | lbs | 45 | hrs | 14,880 | bits | 14,500 | bits | 25 | bits | |
AC: 3 (Fire: 4, resist fire) | Scarletite (Flamed) | 12.00 | lbs | 45 | hrs | 14,880 | bits | 16,000 | bits | 25 | bits | |
AC: 4 | Mythril Orichalcum | 3.00 4.20 | lbs lbs | 53 | hrs | 16,440 | bits | 20,000 | bits | 35 | bits | |
AC: 5 | Mythril Scarletite | 3.00 6.00 | lbs lbs | 53 | hrs | 20,940 | bits | 30,000 | bits | 45 | bits | |
AC: 5 (resist fire) | Mythril Scarletite (Flamed) | 3.00 6.00 | lbs lbs | 53 | hrs | 20,940 | bits | 35,000 | bits | 45 | bits | |
AC: 6 | Algidum | 9.60 | lbs | 60 | hrs | 38,400 | bits | 40,000 | bits | 75 | bits | |
AC: 6 (resist cold) | Algidum (Infused) | 9.60 | lbs | 60 | hrs | 38,400 | bits | 60,000 | bits | 75 | bits | |
AC: 6 (cold immunity) | Algidum (Infused) | 9.60 | lbs | 60 | hrs | 38,400 | bits | 90,000 | bits | 75 | bits | |
AC: 5 (cold immunity) | Adamantine | 21.00 | lbs | 90 | hrs | 105,000 | bits | 100,000 | bits | 125 | bits | |
Chain Shirt | Iron | 9.00 | lbs | 100 | hrs | 45 | bits | 300 | bits | 6 | bits | |
AC: 14 | Steel | 9.00 | lbs | 100 | hrs | 180 | bits | 2,500 | bits | 8 | bits | |
AC: 14 | Electrum | 8.10 | lbs | 110 | hrs | 3,240 | bits | 3,500 | bits | 10 | bits | |
AC: 14 (resist lightning) | Electrum (Infused) | 8.10 | lbs | 110 | hrs | 3,240 | bits | 5,000 | bits | 10 | bits | |
AC: 14 | Orichalcum | 6.30 | lbs | 125 | hrs | 4,410 | bits | 6,000 | bits | 12 | bits | |
AC: 15 (heavy armor) | Meteore | 13.50 | lbs | 150 | hrs | 10,800 | bits | 12,000 | bits | 18 | bits | |
AC: 15 (Fire: 16) | Scarletite | 9.00 | lbs | 150 | hrs | 11,160 | bits | 15,000 | bits | 20 | bits | |
AC: 15 (Fire: 16, resist fire) | Scarletite (Flamed) | 9.00 | lbs | 150 | hrs | 11,160 | bits | 17,500 | bits | 20 | bits | |
AC: 15 (light armor) | Mythril Orichalcum | 2.25 3.15 | lbs lbs | 175 | hrs | 12,330 | bits | 25,000 | bits | 25 | bits | |
AC: 16 (light armor) No sorcery disadvantage | Mythril Scarletite | 2.25 4.50 | lbs lbs | 175 | hrs | 15,705 | bits | 32,000 | bits | 30 | bits | |
AC: 16 (light, resist fire) No sorcery disadvantage | Mythril Scarletite (Flamed) | 2.25 4.50 | lbs lbs | 175 | hrs | 15,705 | bits | 40,000 | bits | 30 | bits | |
AC: 17 | Algidum | 7.20 | lbs | 200 | hrs | 28,800 | bits | 45,000 | bits | 50 | bits | |
AC: 17 (resist cold) | Algidum (Infused) | 7.20 | lbs | 200 | hrs | 28,800 | bits | 60,000 | bits | 50 | bits | |
AC: 17 (cold immunity) | Algidum (Infused) | 7.20 | lbs | 200 | hrs | 28,800 | bits | 90,000 | bits | 50 | bits | |
AC: 18 (heavy armor cold immunity) | Adamantine | 15.75 | lbs | 300 | hrs | 78,750 | bits | 100,000 | bits | 100 | bits | |
Ringmail | Iron | 15.00 | lbs | 120 | hrs | 75 | bits | 180 | bits | 6 | bits | |
AC: 15 | Steel | 15.00 | lbs | 120 | hrs | 300 | bits | 3,000 | bits | 10 | bits | |
AC: 15 | Electrum | 13.50 | lbs | 132 | hrs | 5,400 | bits | 5,000 | bits | 15 | bits | |
AC: 15 (resist lightning) | Electrum (Infused) | 13.50 | lbs | 132 | hrs | 5,400 | bits | 7,500 | bits | 15 | bits | |
AC: 15 | Orichalcum | 10.50 | lbs | 150 | hrs | 7,350 | bits | 6,000 | bits | 20 | bits | |
AC: 16 (heavy armor) | Meteore | 22.50 | lbs | 180 | hrs | 18,000 | bits | 18,000 | bits | 30 | bits | |
AC: 16 (Fire: 17) | Scarletite | 15.00 | lbs | 180 | hrs | 18,600 | bits | 20,000 | bits | 35 | bits | |
AC: 16 (Fire: 17, resist fire) | Scarletite (Flamed) | 15.00 | lbs | 180 | hrs | 18,600 | bits | 25,000 | bits | 35 | bits | |
AC: 16 (light armor) | Mythril Orichalcum | 3.75 5.25 | lbs lbs | 210 | hrs | 20,550 | bits | 27,500 | bits | 45 | bits | |
AC: 17 (light armor) No sorcery/stealth penalty | Mythril Scarletite | 3.75 7.50 | lbs lbs | 210 | hrs | 26,175 | bits | 35,000 | bits | 55 | bits | |
AC: 17 (light, resist fire) No sorcery/stealth penalty | Mythril Scarletite (Flamed) | 3.75 7.50 | lbs lbs | 210 | hrs | 26,175 | bits | 42,000 | bits | 55 | bits | |
AC: 18 | Algidum | 12.00 | lbs | 240 | hrs | 48,000 | bits | 50,000 | bits | 90 | bits | |
AC: 18 (resist cold) | Algidum (Infused) | 12.00 | lbs | 240 | hrs | 48,000 | bits | 65,000 | bits | 90 | bits | |
AC: 18 (cold immunity) | Algidum (Infused) | 12.00 | lbs | 240 | hrs | 48,000 | bits | 100,000 | bits | 90 | bits | |
AC: 19 (heavy armor cold immunity) | Adamantine | 26.25 | lbs | 360 | hrs | 131,250 | bits | 135,000 | bits | 160 | bits | |
Breastplate | Iron | 20.00 | lbs | 160 | hrs | 100 | bits | 500 | bits | 5 | bits | |
AC: 15 | Steel | 20.00 | lbs | 160 | hrs | 400 | bits | 3,200 | bits | 12 | bits | |
AC: 15 | Electrum | 18.00 | lbs | 176 | hrs | 7,200 | bits | 5,000 | bits | 20 | bits | |
AC: 15 (resist lightning) | Electrum (Infused) | 18.00 | lbs | 176 | hrs | 7,200 | bits | 7,500 | bits | 20 | bits | |
AC: 15 | Orichalcum | 14.00 | lbs | 200 | hrs | 9,800 | bits | 10,000 | bits | 30 | bits | |
AC: 16 (heavy armor) | Meteore | 30.00 | lbs | 240 | hrs | 24,000 | bits | 18,000 | bits | 40 | bits | |
AC: 16 (Fire: 17) | Scarletite | 20.00 | lbs | 240 | hrs | 24,800 | bits | 22,000 | bits | 45 | bits | |
AC: 16 (Fire: 17, resist fire) | Scarletite (Flamed) | 20.00 | lbs | 240 | hrs | 24,800 | bits | 30,000 | bits | 45 | bits | |
AC: 16 (light armor) | Mythril Orichalcum | 5.00 7.00 | lbs lbs | 280 | hrs | 27,400 | bits | 30,000 | bits | 60 | bits | |
AC: 17 (light armor) No sorcery disadvantage | Mythril Scarletite | 5.00 10.00 | lbs lbs | 280 | hrs | 34,900 | bits | 37,500 | bits | 75 | bits | |
AC: 17 (light, resist fire) No sorcery disadvantage | Mythril Scarletite (Flamed) | 5.00 10.00 | lbs lbs | 280 | hrs | 34,900 | bits | 43,500 | bits | 75 | bits | |
AC: 18 | Algidum | 16.00 | lbs | 320 | hrs | 64,000 | bits | 50,000 | bits | 120 | bits | |
AC: 18 (resist cold) | Algidum (Infused) | 16.00 | lbs | 320 | hrs | 64,000 | bits | 65,000 | bits | 120 | bits | |
AC: 18 (cold immunity) | Algidum (Infused) | 16.00 | lbs | 320 | hrs | 64,000 | bits | 100,000 | bits | 120 | bits | |
AC: 19 (heavy armor cold immunity) | Adamantine | 35.00 | lbs | 480 | hrs | 175,000 | bits | 150,000 | bits | 225 | bits | |
Chain Mail | Iron | 24.00 | lbs | 160 | hrs | 120 | bits | 500 | bits | 5 | bits | |
AC: 17 | Steel | 24.00 | lbs | 160 | hrs | 480 | bits | 3,500 | bits | 15 | bits | |
AC: 17 | Electrum | 21.60 | lbs | 176 | hrs | 8,640 | bits | 9,000 | bits | 25 | bits | |
AC: 17 (resist lightning) | Electrum (Infused) | 21.60 | lbs | 176 | hrs | 8,640 | bits | 12,000 | bits | 25 | bits | |
AC: 17 | Orichalcum | 16.80 | lbs | 200 | hrs | 11,760 | bits | 12,000 | bits | 35 | bits | |
AC: 18 | Meteore | 36.00 | lbs | 240 | hrs | 28,800 | bits | 20,000 | bits | 50 | bits | |
AC: 18 (Fire: 19) | Scarletite | 24.00 | lbs | 240 | hrs | 29,760 | bits | 35,000 | bits | 60 | bits | |
AC: 18 (Fire: 19, resist fire) | Scarletite (Flamed) | 24.00 | lbs | 240 | hrs | 29,760 | bits | 40,000 | bits | 60 | bits | |
AC: 18 (medium armor) | Mythril Orichalcum | 6.00 8.40 | lbs lbs | 280 | hrs | 32,880 | bits | 45,000 | bits | 75 | bits | |
AC: 19 (medium armor) No armor penalties | Mythril Scarletite | 6.00 12.00 | lbs lbs | 280 | hrs | 41,880 | bits | 60,000 | bits | 90 | bits | |
AC: 19 (medium, resist fire) No armor penalties | Mythril Scarletite (Flamed) | 6.00 12.000 | lbs lbs | 280 | hrs | 41,880 | bits | 70,000 | bits | 90 | bits | |
AC: 20 | Algidum | 19.20 | lbs | 320 | hrs | 76,800 | bits | 90,000 | bits | 145 | bits | |
AC: 20 (resist cold) | Algidum (Infused) | 19.20 | lbs | 320 | hrs | 76,800 | bits | 100,000 | bits | 145 | bits | |
AC: 20 (cold immunity) | Algidum (Infused) | 19.20 | lbs | 320 | hrs | 76,800 | bits | 125,000 | bits | 145 | bits | |
AC: 21 (cold immunity) | Adamantine | 42.00 | lbs | 480 | hrs | 210,000 | bits | 225,000 | bits | 275 | bits | |
Splint Mail | Iron | 30.00 | lbs | 160 | hrs | 150 | bits | 750 | bits | 10 | bits | |
AC: 18 | Steel | 30.00 | lbs | 160 | hrs | 600 | bits | 4,000 | bits | 20 | bits | |
AC: 18 | Electrum | 27.00 | lbs | 176 | hrs | 10,800 | bits | 10,000 | bits | 30 | bits | |
AC: 18 (resist lightning) | Electrum (Infused) | 27.00 | lbs | 176 | hrs | 10,800 | bits | 15,000 | bits | 30 | bits | |
AC: 18 | Orichalcum | 21.00 | lbs | 200 | hrs | 14,700 | bits | 15,000 | bits | 40 | bits | |
AC: 19 | Meteore | 45.00 | lbs | 240 | hrs | 36,000 | bits | 40,000 | bits | 60 | bits | |
AC: 19 (Fire: 20) | Scarletite | 30.00 | lbs | 240 | hrs | 37,200 | bits | 45,000 | bits | 65 | bits | |
AC: 19 (Fire: 20, resist fire) | Scarletite (Flamed) | 30.00 | lbs | 240 | hrs | 37,200 | bits | 55,000 | bits | 55 | bits | |
AC: 19 (medium armor) | Mythril Orichalcum | 7.50 15.00 | lbs lbs | 280 | hrs | 41,100 | bits | 55,000 | bits | 90 | bits | |
AC: 20 (medium armor) No armor penalties | Mythril Scarletite | 7.50 15.00 | lbs lbs | 280 | hrs | 52,350 | bits | 65,000 | bits | 100 | bits | |
AC: 20 (medium, resist fire) No armor penalties | Mythril Scarletite (Flamed) | 7.50 15.00 | lbs lbs | 280 | hrs | 52,350 | bits | 75,000 | bits | 100 | bits | |
AC: 21 | Algidum | 24.00 | lbs | 320 | hrs | 96,000 | bits | 110,000 | bits | 180 | bits | |
AC: 21 (resist cold) | Algidum (Infused) | 24.00 | lbs | 320 | hrs | 96,000 | bits | 125,000 | bits | 180 | bits | |
AC: 21 (cold immunity) | Algidum (Infused) | 24.00 | lbs | 320 | hrs | 96,000 | bits | 150,000 | bits | 180 | bits | |
AC: 22 (cold immunity) | Adamantine | 52.50 | lbs | 480 | hrs | 262,500 | bits | 275,000 | bits | 325 | bits | |
Plate Mail | Iron | 40.00 | lbs | 160 | hrs | 200 | bits | 1,000 | bits | 12 | bits | |
AC: 19 | Steel | 40.00 | lbs | 160 | hrs | 800 | bits | 5,000 | bits | 25 | bits | |
AC: 19 | Electrum | 36.00 | lbs | 176 | hrs | 14,400 | bits | 12,500 | bits | 40 | bits | |
AC: 19 (resist lightning) | Electrum (Infused) | 21.60 | lbs | 176 | hrs | 14,400 | bits | 17,500 | bits | 40 | bits | |
AC: 19 | Orichalcum | 21.60 | lbs | 200 | hrs | 19,600 | bits | 20,000 | bits | 55 | bits | |
AC: 20 | Meteore | 60.00 | lbs | 240 | hrs | 48,000 | bits | 45,000 | bits | 80 | bits | |
AC: 20 (Fire: 21) | Scarletite | 40.00 | lbs | 240 | hrs | 49,600 | bits | 52,500 | bits | 90 | bits | |
AC: 20 (Fire: 21, resist fire) | Scarletite (Flamed) | 40.00 | lbs | 240 | hrs | 49,600 | bits | 57,500 | bits | 90 | bits | |
AC: 20 (medium armor) | Mythril Orichalcum | 10.00 14.00 | lbs lbs | 280 | hrs | 54,800 | bits | 60,000 | bits | 120 | bits | |
AC: 21 (medium armor) No armor penalties | Mythril Scarletite | 10.00 20.00 | lbs lbs | 280 | hrs | 69,800 | bits | 72,000 | bits | 145 | bits | |
AC: 21 (medium, resist fire) No armor penalties | Mythril Scarletite (Flamed) | 10.00 20.00 | lbs lbs | 280 | hrs | 69,800 | bits | 85,000 | bits | 145 | bits | |
AC: 22 | Algidum | 32.00 | lbs | 320 | hrs | 128,000 | bits | 150,000 | bits | 240 | bits | |
AC: 22 (resist cold) | Algidum (Infused) | 32.00 | lbs | 320 | hrs | 128,000 | bits | 175,000 | bits | 240 | bits | |
AC: 22 (cold immunity) | Algidum (Infused) | 32.00 | lbs | 320 | hrs | 128,000 | bits | 200,000 | bits | 240 | bits | |
AC: 23 (cold immunity) | Adamantine | 70.00 | lbs | 480 | hrs | 350,000 | bits | 375,000 | bits | 425 | bits |
While metal armors and weapons are typically more popular, there are other options. The lighter armors are made from cloth, wax, leather and other items, and just as there are higher quality and even magical metals, the same is true for there materials, monster hides and even wood. Below is a list of substances that can be used to enhance or even create magical items.
It is also important to understand the difference between what is a refined product and what is raw. Hides are cut skins from an animal that nearly anyone can perform without any additional skill. However, leather is created by taking unblemished hides and treating them with oils, vegetables and other alchemical processes to be preserved. Plants are similar. Dry firewood is a raw material. Dry wood is usually sold by the cord, but treated and refined wood is sold by the board foot.
Material | Availability | Value | Description |
---|---|---|---|
Leather | Common | 5 bits per square yard | The skin and hide of many different types of animals. All leathers are roughly the same quality and provide similar protection. |
Heavy Hide | Uncommon | 20 bits per square yard | The skin and hide from creatures with thicker hides. |
Iron-Skin | Unusual | 75 bits per square yard | The skin and hide from creatures like a basilisk, chimera, hatchling dragons or wyverns. |
Dragon-Hide | Rare | 500 bits per square yard | This is the leather created from skinning an adult dragon. |
Dragon-Scale | Scarce | 1000 bits per square yard | This is the leather created from skinning older dragons and their kin. |
Wood | Abundant | 1 bit per 10 board foot refined | This is typical wood of one of many types of trees. It is available for construction of buildings or for the fashioning of weapons, such as spears, bows and arrows. |
Daintwood | Unusual | 1 bit per board foot refined | A lighter and more buoyant wood. |
Darkleaf | Unusual | 10 bits per square yard | Creating leather-like armors can be performed by special skills in weaving these leaves. |
Duskwood | Unusual | 1 bit per board foot refined | This is a supernatural wood that absorbs light. |
Feywood | Rare | Typically not sold | This is the wood which elfin chain can be forged. |
Stonewood | Rare | 5 bits per board foot refined | This mystic wood has an intense density and strength. |
Flamewood | Scarce | 30 bits per board foot refined | Highly flammable wood and easily ignited. |
Applicable Skills
When crafting weapons and armor from softer materials of plants and hides, different skills are required. Padded and Heavy-padded armors can be created by a tailoring skill. However, to work with refined leathers a leatherworking skill is needed. Moreover, to create advanced leather armors, the exotic hides skill is needed.
With the arbor-forging skill, one can use feywood to create elfin-chain as shirts or as full suits. Further, if someone with arbor-forging also has leatherworking, then darkleaf-tree leaves can be sewn together to create armors equal to leather or even studded leather armor. Darkleaf armors have minor improvements over normal leather.
Those with bowyer and carpentry skills can work with daintwood, duskwood, stonewood and flamewood as if it were normal. However, stonewood must be shaped and refined within three days from being cut before it petrifies and has the strength and fire-resistance of stone.
Hides / Leather
Heavy Hide: These are the skins from animals which have thicker hides than made from the typical leather. If a creature has a natural armor portion to its AC of 12 or 13, such as a crocodile, elephant, manticore or gorgonops, and that hide does not mystically degrade upon death, then heavy-padded armor from these can be crafted to grant an AC 12 but also offer an additional +1 AC bonus against piercing damage (AC 13). The only skill required is tailoring.
Iron-Skin: The hides of certain monsters offer extraordinary protection with properly skinned and treated. Creatures such as a basilisk, a chimera, a wyverns or even hatchling dragons, if found, can be fashioned into an iron-skin leather which offers AC 13 when crafted into a suit of armor, but it will act with all the other properties of leather armor. The only skill required is exotic-hides to make the armor; however, skinning is required to remove and treat the hide to be used.
Dragon-Hide: The name is a bit of a misnomer as dragon-hide is a fully refined leather, meaning skinning is needed to create the material; moreover, exotic-hides is needed to create an armor from dragon-hide. It can be acquired from an adult dragon, then fashioned into a suit of leather armor that offers AC 15.
Dragon-Scale: This is the extremely rare leather that comes from either a dragon in its magical or reification stage. It is also possible to gain this leather by skinning a demimental. When forming a leather suit, dragon-scale armor is AC 17. As with all leathers, skinning is required to gain the material. Also, exotic-hides is needed to create an armor from dragon-scale.
Wood / Plants
Daintwood: Arrows, spears and other range weapons made from this wood gain 20% distance.
Darkleaf (Goluka): The leaves of this tree are nearly pitch black and have a consistency similar to leather, often named “goluka” armor because of the elvish name for the shrub. With arbor-forging and leatherworking skills, such a skilled tailor can create suits equivalent to leather and even studded leather from this plant. Additionally, “goluka” armor offers +1 to AC against blunt and cold damage, meaning a typical “leather” suit made from “goluka” would be AC 11, but AC 12 against blunt and cold damage. However, the upside to darkleaf is there is no maintenance cost for an armor made from this material because so long as the coverings made from this plant receive a little sunshine and water routinely. When this occurs, the covering repairs itself. This does not mean it is indestructible, but normal wear and tear will not destroy it. However, if the armor is devoid of moisture for over three months, it will wither and become useless; thus, finding “goluka” among treasure almost never happens. However, when worn, darkleaf armor is supple and very breathable, making it possible to be the only thing one wears. Moreover, when wearing darkleaf armor, an additional +1 to body is gained during a short rest, which makes this material highly sought after.
Duskwood: This is a supernatural wood that absorbs light, creating a semi-darkness, similar to the spell, permitting roughly the visibility of dusk in its area of effect even during midday. However, the material hidden inside a dark container, like a metal jar, will block the effect, which is needed as duskwood can only absorb about 30 days worth of light before becoming inert. Nonetheless, a single stick of wood will absorb bright light in a 10-foot radius, bringing the visible light to be dim. Dim light will become like darkness. And darkness will act like magical darkness. For those in an affected area, the modifiers for perception and visibility adjust accordingly. Multiple amounts of wood will not create a cumulative effect. Making arrows from duskwood is not unheard of to deliver the effect upon the enemy.
Feywood: Is a special type of tree from which elfin-chain can be created if having the skill of arbor-forging. Feywood has a similar tensile strength as stonewood after stonewood sets; however, it is easier to manipulate to forge into armor and does not have an expiration time for forging. However, it is a rare type of wood, making there be a limited number of mystical armors of elfin-chain, but feywood also offers an additional +1 AC against edged damage for the famous elfin armor.
Stonewood: When a grove of stonewood trees is discovered, often a mill is constructed because once the wood has been cut away from the tree, there are only three days until it petrifies. After this point, cutting it and shaping it become nearly impossible as the wood becomes of the same consistency as stone and equally fire resistant. However, even after solidifying, stonewood remains light-weight and will float in water. Shields can be carved from stonewood in the first 3 days from its first cut with nothing more than a carpentry skill, or even a bowyer skill. Such shields offer an AC 3 protection.
Flamewood: This unique wood is highly flammable, so much so that those who create arrows from it seal them in special quivers to prevent them from being exposed. On the plus side for combat, an arrow made from flamewood will self-ignite when fired from a bow. When used as a weapon, an arrow of flamewood acts as if it were under an infusion of fire (DC:10). On the downside, the arrows are consumed whenever launched. Due to their high degree of flammability, any unprotected flamewood when exposed within 5 feet of an open flame must make a raw save on a d20 (DC:10) or ignite. Further, if exposed to temperatures above 100 Fahrenheit for a single day, then there is a random chance (failing DC:2) that it will burn up, even if inside a protected container. This type of wood can be very helpful in a combat, but it also is very dangerous for the one who does not take proper precautions.
Combining
When crafting an arrow with a mystical wood and then forging tips of magical metal, these things combine, unless the two effects are the same. For example, arrow shafts made from daintwood with scarletite heads are +2 to hit but also have an increased range of 70/145 indoors and 145/360 outdoors. However, if a shaft is flamewood and the scarletite tip is infused with fire, then only 1 point of fire damage may be inflicted. Of course, that is a hypothetical example because such a shaft would combust upon fitting such a magical head.
Weapons and Armor
Item | Material | Amount | Time | Cost | Market | Maintenance | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Arrow Shaft (Dozen) | Wood | 2 | bd ft | n/a | hrs | n/a | bits | n/a | bits | 0 | bits | |
+20% distance | Daintwood | 2 | bd ft | 4 | hrs | extra | 2 | bits | +10 | bits | 0 | bits |
Dim light | Duskwood | 2 | bd ft | 4 | hrs | extra | 2 | bits | +10 | bits | 0 | bits |
Fire | Flamewood | 2 | bd ft | 8 | hrs | extra | 60 | bits | +250 | bits | 0 | bits |
Crossbow | Wood Hemp,Silk Iron Gears | 3 | bd ft | 40 | hrs | 10 | bits | 175 | bits | 8 | bits | |
Hand Xbow | Wood Hemp,Silk Iron Gears | 2 | bd ft | 60 | hrs | 10 | bits | 200 | bits | 8 | bits | |
Long Bow | Wood Hemp,Silk | 3 | bd ft | 24 | hrs | 2 | bits | 125 | bits | 6 | bits | |
Strength Bow | Wood (Ash) Hemp,SilkSteel wire | 3 | bd ft | 40 | hrs | 8 | bits | 1,500 | bits | 10 | bits | |
Item | Material | Amount | Time | Cost | Market | Maintenance | ||||||
Shield (AC: 3) | Stonewood | 2 | bd ft | 16 | hrs | 10 | bits | 500 | bits | 0 | bits | |
Padded | Hide | 5 | sq yd | 40 | hrs | 5 | bits | 35 | bits | 0 | bits | |
AC: 12 (Piercing: 13) | Heavy Hide | 5 | sq yd | 50 | hrs | 150 | bits | 35 | bits | 1 | bit | |
Leather | Leather | 5 | sq yd | 40 | hrs | 25 | bits | 60 | bits | 2 | bits | |
AC: 11 (Blunt, Cold: 12) | Darkleaf (Goluka) | 5 | sq yd | 50 | hrs | 50 | bits | 500 | bits | 0 | bits | |
AC: 13 | Iron-Skin | 5 | sq yd | 80 | hrs | 375 | bits | 1,600 | bits | 15 | bits | |
AC: 15 | Dragon-Hide | 5 | sq yd | 120 | hrs | 2,500 | bits | 15,000 | bits | 45 | bits | |
AC: 17 | Dragon-Scale | 5 | sq yd | 160 | hrs | 5,000 | bits | 50,000 | bits | 90 | bits | |
Studded Leather | Leather Iron | 5 1 | sq yd lbs | 65 | hrs | 13 | bits | 150 | bits | 3 | bits | |
Archbishop Robe (AC:11; Cold, Fire: 12; Blunt: 13) | Darkleaf (Goluka) Iron | 5 1 | sq yd lbs | 80 | hrs | 60 | bits | 750 | bits | 2 | bits | |
Elfin-Chain Shirt AC:13 (Edged: 14) | Feywood | 4 | bd ft | 150 | hrs | n/a | bits | 4,000 | bits | 5 | bits | |
Elfin-Chain Mail AC:15 (Edged: 16) | Feywood | 11 | bd ft | 240 | hrs | n/a | bits | 20,000 | bits | 15 | bits |
* Studs can be added to exotic hides, even of magic metals, but this is just for decoration. The integrity and tenacity of the exotic hides are already superior to riveting function of the studs and therefore offer no additional AC. That said, it might be possible for rare magic to infuse into the metal for additional properties to exist.
Other fashionings that can be created involve alchemical oils. Just as ink for protective tattoos can be produced, so can oils with similar properties. A minor flame-retardant oil is what is used to raise the bishop robe 1 point of AC against fire. However, with an increased expense for materials, more potent fluids can be used to treat leather armor and exotic hides. These typically do not work well on goluka or plant-based armors. However, using a fire-resilient oil, a normal leather armor could have its AC against fire elevated to a 14.
Chemistry and AlchemyUnlike magic, chemistry is a science. Following formulas can produce and reproduce potions, emulsions and solutions of various types. Beginning with the Distillery skill, one can begin to create certain concoctions, including acid and smelling salts. However, as one gains homeopathy, alchemy and even life-chanting, some of the most amazing creations can come to life -- some literally.
When creating potions and other solutions, the same rules are used as if brewing a batch of beer. Everything has a batch-size, ingredients, DC, interval, success, maximum time and shelf life. After crafting the ingredients, the appropriate number of d20s is rolled against the DC is rolled for each interval. Distillery rolls 2d20; homeopathy rolls 3d20; and alchemy rolls 4d20. If any die is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the brew is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined.
It is important to note that just because the skill is obtained, it does not mean the formulas for that skill are automatically known. Recipes are traded and sold among alchemists and even those with lesser skill. Recipes can also be researched and experimented, but that process is much longer for success.
Creations with Distillery
Creation | Batch-Size | Ingredients | DC | Interval | Success | Max Time | Shelf Life | Market |
---|---|---|---|---|---|---|---|---|
Acid Splash | 8 globes | 10 lbs salt 1 lb copper 1 pint Ethyl Alcohol | 13 | Daily | 25 | 2 days | 3 months | 75 bits |
Bonfire Blend | 8 uses | 12 Tbsp Jaffray 1 lb Phosphorus | 13 | Daily | 48 | 5 days | 1 month | 50 bits |
Coma Draught | 8 doses | 8 Tbsp Laishaberries 1 gal Ethyl Alcohol | 13 | Daily | 42 | 6 days | 3 months | 75 bits |
Potion of Flowering | 8 doses | 8 oz Quicksilver 1 oz Ent-Draught | 13 | Daily | 35 | 4 days | 1 month | 60 bits |
Smelling Salts | 8 uses | 24 Tbsp Venus Flora 1 gal Ethyl Alcohol | 10 | Daily | 35 | 10 days | 1 year | 100 bits |
Sun Oil | 8 uses | 8 Tbsp Jaffray 12 eggs 1 gal Ethyl Alcohol | 10 | Daily | 38 | 6 days | 1 year | 30 bits |
Acid Splash: This is a glass globe filled with an acidic solution. It can be thrown at a target from up to 20 feet to inflict 1 point of corrosive (alchemical) damage to the body. To strike it must hit the opponent's AC or it can be smashed like a touch-attack; however, in the latter case it will also splash upon the wielder. The globe will remain potent for 3 months after its creation.
Bonfire Blend: This mixture can be poured on a bundle of leaves and sticks, prepared for a campfire to start a small fire within 4d10 seconds. If it is poured or impacts something not combustible, it will ignite only 10% of the time. Therefore, it can technically be thrown to inflict a point of fire damage, but it must strike the target's AC and still will not take effect for the 4d10 seconds after impact - and then only 10% of the time. Thus, it is an ineffective weapon but a possible one. The shelf life for this liquid is only one month.
Coma Draught: This potion remains potent for three months. When imbibed, one sleeps twice as effectively for four hours, heals and recovers as if eight hours had passed. It effectively allows for a long rest in only four hours. However, it is very difficult to wake someone under its effects and requires inflicting a point of Body damage to do so during the sleep. There is a psychological component to this, requiring the imbiber to know and understand what will happen for the effects to manifest; therefore, it cannot be used on unwilling or unsuspecting victims.
Potion of Flowering: This simple green solution causes a flower grow, blossom, a seed pod open, or a leaf bud bloom at a magically fast rate. A small shoot can become a full flower in only 24 hours. However, it will only work on non-monstrous plants. It will remain potent for 30 days after the mixture is created.
Smelling Salts: This mixture is created and dried out into a sealed package. When used on as unconscious creature (body score zero), it will instantly revive the being. This does not affect health, merely causes the recipient to awaken. Further, it will not work on a creature in the negative. Smelling salts have a nice longevity, lasting up to a year.
Sun Oil: When poured on an object or person, the recipient will radiate bright light for 30 feet and another 10 feet of dim light beyond that. The brilliance lasts for ten hours. When applying the oil, if the employer does not have foul-play or another skill that allows poison-use, then there might be a spill beneath the application. To see, a body save (DC:6) is made. If failing, then beneath where it was applied will also glow for the next ten hours. Attempts to split this to two separate objects by "accidental spill" will result in an automatic spillage to the ground (or inert object) and the duration of the intended application will only last for four hours.
Creations with Homeopathy
Creation | Batch-Size | Ingredients | DC | Interval | Success | Max Time | Shelf Life | Market |
---|---|---|---|---|---|---|---|---|
Black Cigar | 6 cigars | 12 Tbsp Iocane Powder 3 Tbsp Belladonna 2 Tbsp Lungwort | 15 | Daily | 28 | 5 days | 1 year | 200 bits |
Chakra Dram | 6 doses | 1 gal Ethyl Alcohol 6 oz Quicksilver 12 Tbsp Frankincense 1 oz Ent-Draught | 13 | Daily | 30 | 5 days | 2 months | 75 bits |
Dose of Dispatch | 6 doses | 1 gal Olive Oil 1 oz Red Mercury 1 oz Ent-Draught 8 Tbsp Maruera 5 Tbsp Moly | 16 | Daily | 40 | 6 days | 2 months | 250 bits |
Everbreath | 6 doses | 1 gal Olive Oil 3 pints Iodine Solution 1 oz Red Mercury 2 Tbsp Belladonna 2 Tbsp Lady-Luck Fungus | 14 | Daily | 38 | 6 days | 4 months | 175 bits |
Elixir of Bravery | 6 doses | 1 gal Ethyl Alcohol 1 gal Olive Oil 2 oz Red Mercury 2 Tbsp Maruera 1 Tbsp Lady-Luck Fungus 1 Tbsp Laumspur | 15 | Daily | 40 | 6 days | 3 months | 200 bits |
Healing Salve | 6 salves | 6 Tbsp Moly 2 gal Olive Oil 1 Lizard Tail | 14 | Daily | 30 | 6 days | 3 months | 100 bits |
Lekhan Oil | 6 uses | 6 Tbsp Belladonna 12 oz Quicksilver 3 Tbsp Iocane PowderRind of a Sea Sponge | 14 | Daily | 34 | 7 days | 1 month | 150 bits |
Mana Cake | 6 flakes | 4 Tbsp MolyMaiden’s HeartRose OilSnake Tongue | 15 | Daily | 40 | 6 days | 1 month | 150 bits |
Oil of Flame Suppression | 6 uses | 1 gal Ethyl Alcohol 1 pint Rose Oil 1 oz Red Mercury | 13 | Daily | 35 | 6 days | 3 months | 20 bits |
Powder of No-Frosting | 6 packages | 3 gal of Ethyl Alcohol 2 pints Oil, Rose 12 Tbsp Moly | 16 | Daily | 34 | 6 days | 1 year | 200 bits |
Slow-Fall Draught | 6 doses | 2 pints Ylang ylang oil1 pint Ethyl Alcohol 1 pint Iodine Solution 24 Tbsp Frankincense 12 Tbsp Venus Flora Butterfly Wings | 12 | Daily | 25 | 4 days | 2 weeks | 90 bits |
Solution of Shock | 6 uses | 2 gal Ethyl Alcohol 7 oz Quicksilver Shocker Lizard Brain | 14 | Daily | 35 | 5 days | 3 months | 100 bits |
Somantox | 6 uses | 6 Tbsp Lungwort 2 oz Red Mercury 8 Tbsp Frankincense | 16 | Daily | 50 | 7 days | 2 months | 250 bits |
Strength Snuff | 6 doses | 1 gal Ethyl Alcohol 2 pints Ylang ylang oil 8 Tbsp Moly 3 pints Rose Oil | 15 | Daily | 36 | 5 days | 1 month | 150 bits |
Substance Cube | 6 cubes | 6 Tbsp Pattran 1 oz Red Mercury 2 lbs Sugar | 14 | Daily | 34 | 7 days | 1 month | 75 bits |
Thick Smoke | 6 globes | 1 gal Ethyl Alcohol 1 gal Olive Oil 2 pints Iodine solution 1 oz Ent-Draught | 13 | Daily | 36 | 5 days | 3 months | 90 bits |
Thieves' Paste | 6 uses | 3 pints Iodine Solution 3oz Quicksilver 9 Tbsp Belladonna 6 Tbsp Jaffray | 14 | Daily | 28 | 4 days | 3 months | 75 bits |
Black Cigar: This smoke requires a specific action to light if performed in a circumstance tracking time specifically. However, this is often done inconspicuously as part of a normal social behavior. Twenty seconds after beginning to smoke the cigar (or on the smoker's turn 2 rounds after lighting), the cigar creates a 15-foot radius cloud of smoke, spreading from the smoker. Yet, most importantly, the chemicals of the cigar allow the smoker to see through visual blockage while all others in the cloud act as though blinded. It will even block darkvision. The duration of the smoke will remain for 3 combat-rounds. This rolled product can remain unsmoked for a year and remain effective.
Chakra Dram: Unlike the more popular salves, this potion is imbibed. However, it has a bit of a gamble and randomness to it, which accounts for its popularity and price being lower. It will heal any type of damage, including necrotic, poison and smite. It may also heal mind and spirit, but it could be detrimental to those scores as well. The recipient rolls 2d20 as body saves against DC:8; for each successful save, one body point restored. Then a d20 mind save (DC:8) is rolled, as is a d20 spirit save (DC:8). For mind and spirit, if the saves are successful, then those scores are also healed by one point; however, if failing the save, then a point is lost. Further, this amber liquid only lasts for around 2 months.
Dose of Dispatch: This liquid is swallowed on an action and allows the guzzler to increase in speed. His or her base movement increases by 6 hexes. Additionally, attack speed increases, allowing an additional d20 attack, whether melee or range, but items, spells and divine abilities are not increased. Also, the 5d20 rule cannot be overcome. However, this increased speed does not come with an increased perception to operate with the enhanced velocity, and thus, takes on a penalty of -3 per strike. While sitting in the vial, waiting to be consumed, this mixture remains potent for about 2 months.
Elixir of Bravery: This powerful potion grants the imbiber +4 on all spirit preservation, feat and competition saves against fear effects. This bonus lasts 12 combat rounds. The shelf life for this lilac liquid lasts for around 3 months.
Everbreath: This gas is contained in a corked vial, but when inhaled, the breather can hold his or her breath for 20 minutes. This protects him from alchemical and magical gases as if he were a creature that did not breath, and further the chemical permits travel underwater. The viability of the gas in the vial lasts for 4 months.
Healing Salve: This pasty mud is applied to wounds and instantly restores body points. The recipient rolls 2d20 as body saves against DC:8; for each successful save, one body point restored. However, it can only heal physical wounds, not those caused by necrotic, poison or smite. The muddy substance only stays usable for about six months.
Lekhan Oil: When rubbing this oil on an object or creature, the sounds emanating from the subject are greatly dissipated. While not perfect silence, a person shouting would be at the volume of a whisper. If used in conjunction with a sneak attack or perhaps backstab, this would cause a -2 to the target’s Perception roll. Rubbing the oil requires an action during combat. The oil remains viable for about 2 months.
Mana Cake: This thin bread flake is placed on the tongue and absorbed into the system. It grants an extra spell point, lasting for 8 hours after its consumption. However, another cake cannot be consumed again before a long rest; if doing so, the cake is useless.
Oil of Flame Suppression: This is the oil used to treat a Bishop Robe to add the bonus to Fire AC. It must be used during the fashioning of a leather armor.
Powder of No-Frosting: Sprinkling this blue powder over a recipient, the target receives the power of resistance to cold. A person gains 50° Fahrenheit to cold temperatures that would inflict harm or exhaustion. The shelf-life of this powder is longer than most, persisting for nearly one year.
Slow-Fall Draught: This potion is consumed, allowing a slow and safe fall up to 50 feet to occur during the next ten minutes. When falling, it is too late to imbibe it; however, it can be used as a safe transport for jumping from heights or short-term protection for climbing something specific. While in the vial and unused, this potion will remain practical for two weeks.
Solution of Shock: When consumed, the imbiber gains an electrical shock to his or her touch passing through any weaponry used as if under the effects of an infusion of lightning invocation. It is also possible to merely touch someone (touch-based attack), forcing the target to make a body preservation save (DC:10) or suffer 1 point of lightning damage. The potency of this liquid lasts for around 3 months.
Somantox: This acts as an anti-venom procedure when applied directly to the wound sight, requiring an action to use. It will only neutralize poisons that required a body save and only those that are delivered by injury.
Strength Snuff: Snorting this powder will grant the consumer great strength. All body preservations, feats, competitions and bonuses to hit act as if one had a body modifier of +3. On the character sheet if the actual mod is lower than 3 then make up the difference in the extra-mod box. This is above and beyond any values gained in that box from protections, etc. However, any strength or body buffs from other magical devices will not combine. If somehow that character has +3 or greater as a body modifier, then the snuff does not do anything.
Substance Cube: This is a small sugar cube. When consumed, it allows recipient to go without food, water, and sleep for 48 hours. However, the body must safely recover from the subsistence effect before consuming another one. If a person consumes a second one within a week's span, the effect lasts for half the time, but immediately inflicts one degree of exhaustion. If taken yet again, the time continues to halve and exhaustion degrees increase. A full week per cube consumed must pass before the recursion stops and it the cube can be safely used again. That said, this is also known as a potion drug of abuse for recreation in social circles that can afford it.
Thick Smoke: Encased in a glass globe is this navy-colored liquid can be thrown with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release the smoke in a 10-ft diameter (or one hex surrounded by six adjacent ones). The smoke will linger in that area for 1 minute (6 combat rounds). All creatures relying on sight, including darkvision, cannot see into, out of, or within that area. The mixture stays potent for 3 months.
Thieves' Paste: This cream can be spread over a mechanical lock to form a gel into the lock which can be used to unlock the device, but the paste will be ruined and dissolve after its use. It will effectively lower the DC of the lock by 2 points (standard locks are DC:9 normally) and allow the user to open it as if having a lock-picking skill and tools. This goop will last three months after it has been made.
Creations with Alchemy
Creation | Batch-Size | Ingredients | DC | Interval | Success | Max Time | Shelf Life | Market |
---|---|---|---|---|---|---|---|---|
Balm of De-Petrification | 4 salves | 2 gal Ethyl Alcohol 3 pints Ylang Ylang Oil 6 oz Ent-Draught 3 Tbsp Maiden’s Heart Basilisk Tongue | 13 | 2 Days | 140 | 24 days | 1 month | 1,000 bits |
Black Nut | 4 kernels | 1 gal Ethyl Alcohol 2 pints Rose Oil 2 oz Red Mercury 1 oz Ent-Draught1 lump Coal | 13 | Daily | 48 | 10 days | 2 months | 350 bits |
Dreamshade | 4 doses | 1 gal Ethyl Alcohol 2 pints Iodine solution 6 oz Quicksilver 2 oz Ent-Draught 10 Tbsp Belladonna | 14 | 2 Days | 60 | 20 days | 1 month | 750 bits |
Invisible Paint | 4 doses | 2 pints Ylang-ylang Oil 3 oz Red Mercury 1 oz Ent-Draught 3 Tbsp Frankincense 1 Tbsp Pattran | 14 | Daily | 40 | 8 days | 2 months | 300 bits |
Mental Strand | 4 uses | 3 pints Iodine Solution 3oz Red Mercury 3 Tbsp Laumspur 2 Tbsp Moly | 15 | Daily | 35 | 9 days | 3 months/2 years | 300 bits |
Muse Medicine | 4 doses | 1 gal Ethyl Alcohol 2 Tbsp Laishaberries 1 Tbsp Lady-Luck Fungus | 14 | Daily | 32 | 7 days | 2 months | 300 bits |
Nectar of Insects | 4 doses | 17 | Daily | 35 | 9 days | 6 months | 600 bits | |
Panacea | 4 doses | 2 pints Rose Oil 3 oz Ent-Draught 6 Tbsp Frankincense 4 Tbsp Maiden’s Heart 4 Tbsp Moly | 14 | Daily | 60 | 14 days | 6 months | 400 bits |
Potion of Gallantry | 4 doses | 3 pints Ylang Ylang Oil 2 oz Red Mercury 1 oz Ent-Draught 3 Tbsp Moly | 14 | Daily | 30 | 5 days | 1 month | 300 bits |
Potion of Mind-Shielding | 4 doses | 1 gal Olive Oil 12 oz Quicksilver 10 Tbsp Venus Flora 5 Tbsp Lady Luck Fungus 2 Tbsp Moly | 12 | Daily | 120 | 20 days | 2 months | 500 bits |
Potion of Truth | 4 doses | 1 gal Ethyl Alcohol 1 oz Red Mercury 6 Tbsp Laishaberries 3 Tbsp Maiden’s Heart | 10 | Daily | 90 | 20 days | 1 month | 400 bits |
Sleep Smoke | 4 doses | 1 gal Ethyl Alcohol 1 gal Olive Oil 18 Tbsp Belladonna 6 Tbsp Venus Flora | 15 | Daily | 32 | 7 days | 2 months | 175 bits |
Smoke of Restraint | 4 doses | Iodine Solution 6 Tbsp Lungwort 4 Tbsp Laumspur 1 Tbsp Jaffray | 16 | Daily | 45 | 10 days | 3 months | 350 bits |
Twig of Animals | 4 twigs | 6 pints Iodine 2 oz Ent-Draught Cerebral fluid of a Raven | 8 | Daily | 70 | 30 days | 3 months | 200 bits |
Wolfsbane Solution | 4 doses | 2 pints of Rose Oil 6 Tbsp Laishaberries 6 Tbsp Maiden’s Heart 1 Tbsp Silver Shavings | 14 | Daily | 100 | 14 days | 1 month | 500 bits |
Balm of De-Petrification:
Black Nut: This chemically-infused nut can be consumed to create an effect similar to the black cigar. It does require a specific action if eaten during combat. More often, it is consumed prior to an incident, as the devourer can hold the effect for six hours before ingestion would overtake the opportunity to use it. While within the window of prospect, the person can on his or her turn and as a free action, leaving all other actions and reactions available for the turn, breath out a one-time 15-foot-radius cloud of smoke, centered on oneself. Like the black cigar, the consumer can see through smoke and fog, causing all others without special sensory abilities to act as though blinded and blocking even darkvision. The duration of the smoke will remain for one minute, or 6 combat-rounds. The nut can remain uneaten for three months and remain effective. Lastly, if the nut is eaten and not used, the consumer’s bowel movements and urination over the next 24 hours will have an interesting result. Inert, but interesting.
Dreamshade: This dose allows the one who drinks it to fall into a controlled slumber for a duration of 1 hour and travel in a spiritual way to enter the dream of a selected target that is within 1,000 miles. Once there, this recipient must actually be sleeping or the effect is lost; however, if the target is available, then a 10-second message for each point of mind of the imbiber can be conveyed to the target in a dream. However, in dream-speaking, the memory of the dream is remembered with near perfection. The shelf-life of this potion is only one month.
Invisible Paint: This topical solution can be splashed or poured on a subject. Performed as an action, it will spread and completely cover a medium-sized being at the start of the pourer's next turn. This makes the target completely invisible for the next 2 minutes (12 rounds). Moreover, as this is a chemical process, the affected being can attack and remain invisible; thus attacks from and against the target acts as if under the invisibility restriction for the duration. The effectiveness of the paint remains valid for 2 months after its creation.
Mental Strand: When this paste is placed on a willing creature’s head, it will allow a thought/memory up to one minute to be transferred into itself. Then placing the goop into water within 10 minutes of the transference turns it into a potion when imbibed shares those thoughts and memories. The original person does not lose the original thought. Shelf life of paste is 3 months and of the memory potion is around 2 years.
Muse Medicine: This odd concoction empowers the consumer the ability to play any musical instrument marvelously for the next 30 minutes. The shelf life of this mix is 2 months.
Nectar of Insects: This potion, while handy, is not very cost-effective as compared to an actual armor upgrade; however, for some this may be a viable answer. This potion will harden the skin with a chitinous shell, endowing a natural 13 AC which lasts for 2 minutes (12 rounds). It acts like physical armor, meaning between whatever is worn and the effects of the potion, only the better of the two can be used. The shelf life of this potion is 6 months.
Panacea: An imbibed solution more potent than a healing salve. When consumed, Panacea instantly heals the body from 0 to 3 body points, 0 to 3 mind points, and 0 to 3 spirit points. In total 9 saves are rolled, split into the three groups with three dice for each; each quality roll saves against DC:8. Further, if a perfect restoration of all 9 points occurs, then the panacea will also remove any disease infecting the guzzler. Panacea has a long shelf-life compared to other potions, remaining usable for around 6 months.
Potion of Gallantry: This potion, when consumed, will add a d20 to combat, including martial arts and pole-arms. It works with any style of fighting; however, it cannot exceed 5d10 rule. The duration of the effect in only 1 minute (6 rounds).
Potion of Mind-Shielding: This solution, once quaffed, shields the mind from scrying or being affected by mental attacks, as if having the dark mind skill. The effects last for 6 hours. Its shelf-life lasts for nearly 2 months.
Potion of Truth: This potion grants the possibility to detect lies. When something is spoken directly to the imbiber, the GM secretly rolls a spirit feat-save (DC:12). If the save is successful and what was spoken was a lie, then it will be known to be untrue. This is a passive effect which has a duration of 5 minutes. The potency of the potion in its vial lasts only 1 month.
Sleep Smoke: This is a small gray nugget enclosed in a glass globe. It can be thrown with “close-enough” accuracy up to 20 feet, where upon the globe will burst and release the smoke in a 5-ft diameter or one hex. The smoke will linger in that area for 1 minute (or 3 combat rounds). A creature in that location, capable of being affected by sleep, will roll a mind preservation save (DC:8). Failing the save, the being will have its mind score reduced by 1 point as well as becoming unconscious for 1 round. Remaining in the smoke does not create a cumulative effect for those failing the save, but those making the save and remaining in it must continue to roll preservation saves while remaining in the area. The globed smoke will remain potent for about 2 months after creation.
Smoke of Restraint: This greenish fluid is encased in a glass globe, which can be hurled with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release a green smoke in a 5-ft diameter (or one hex), which typically indicates a single target, but the GM may allow exceptions. Within an instant of the impact, the smoke will attack creature(s) in the area by solidifying around them in a greenish goop. This acts as a grappling attack as if the smoke has a body score of 6 (d12+3) and is immune to any environmental conditions for size; however, rain (normal or magical) does present a -2 penalty against the smoke's roll. The alchemical hold will last for 3 rounds if the victim is not able to escape. The mixture stays potent for 3 months.
Twig of Animals: Soaking sticks in this solution for two weeks results in this unappetizing treat that when chewed up and eaten grants the consumer the ability to speak with animals. Animals are not typically very smart and have their own perspective which is often limited to food and survival; however, information about recent passersby, weather or even the location of certain general places can be learned. Communication is possible for ten minutes. An uneaten twig will remain viable for 3 months.
Wolfsbane Solution: This concoction can be consumed by someone cursed by lycanthropy in hopes of preventing transformation. It can be imbibed, but also, it can be weaponized as an injury poison to use against werewolves to reverse their transformation. If striking a changed lycanthrope, the beast makes a body preservation-save (DC:14) or reverts back to a normal form. The solution is difficult to make, expensive and lasts only 1 month after its creation.
Creations with Life-Chanting
List to come
Emulgents
Emulgents are modifying ingredients which can alter the effects of an existing potion, powder or oil. Emulgents can be gathered or purchased but are not always easily found. The great advantage with them is they typically last for a year before spoiling and unlike most potion-use, emulgents can be used in the field on existing potions.
As a rule, one must have an alchemy or plant lore skill to effectively use emulgents, but even then, the result is not guaranteed, as it requires a mind feat save (DC:14) to be successful. Remember that alchemy grants a+2 bonus for this save. Further, if time is a factor, enhancing an existing compound is treated as an action when performed during combat.
Emulgent | Description |
---|---|
Chromis Slime | The final effect after all other calculations is the exact opposite. Thus, poison can become healing, or flying could hold one to the ground. This is up to the GM’s discretion on the specifics per potion/poison. |
Drakus Flower | This bright red and pale green flower can be found in both temperate and warm environments. When added to a body-damage-based poison, it converts any body damage to fire-based damage. This still effectively causes body damage, but it changes the basis of the damage for purposes of protections and susceptibilities. Additionally, it causes burns on the skin of the victim. |
Dried Ephedra | Herbalists love this purple, thorny bush to make an additive for healing salves. Adds an extra die to rolls but only for healing-type potions. It cannot exceed 5 dice for any healing solution. |
Fennel Silk | Often mistaken for a spider’s web, this white web like plant grows amongst frigid and dark environments. It is a natural toxin neutralizer, but it may not remove the effects completely. It will reduce 2 dice or rounds of effect, depending on the nature of the poison. This is only effective if mixed into a toxic brew. It could be used to cut the power of a poison used against an enemy or to use before drinking an unknown liquid. |
Mandrake Berry | This berry is eaten directly. It is not mixed with other alchemical solutions, but when consumed when it will reduce the effects of poison or disease by half of their normal efficacy for 2d10 hours. This will only effect poisons or diseases that already exist in the body and will not protect against new introductions. Further, if a poison effect is a one-shot damage type, it will not restore those points already taken. However, if the poison has a continuing damage or drain, it will slow the effect. |
Wyrmtongue | These jagged red petals can be found growing on Wyrmtongue flowers in almost every terrain but the plant itself is quite difficult to find. This emulgent is not used in the field, but rather as a laboratory adjustment. When mixed with other formulas, it can change the amount produced. It will produce an additional 2 doses of whatever is being produced in a single batch, as well as lowering the required DC for production by 1. |
First and foremost, there is no list of magic items. Magic is not scientific or formulaic. To create an enchanted item is not a skill or a process. Every magical item is unique; although the popular results do become closely duplicated often. However, the limit of what magic items are available is limited only by one's imagination.
That said, magic should still be rare. Perhaps not within the circle of adventuring friends, but on a world scale, magical items are still wonders and unusual things. Not to mention, magic often comes with some sort of price. Even magic weapons and armors made from rare metals have a significant increase in maintenance cost. What used to be a 35-bit per month living expense can grow in to the hundreds per month just to keep these special items in working fashion. However, other magical items may have an expense that is not financial. Perhaps certain items steal a few karma points per use or just for possessing it each month. Other examples might be a limited number of uses or an occasional side-effect.
Magic is somewhat like a symbiont. Sometimes, it takes a bit for the enchantment of the item intermix with the lifesong of its possessor; thus, effects are not immediately observed and not necessarily the same for everyone. Perhaps character, interests and personality cause the magic to work faster or better. While detect magic does exist, there really is no standard for analyzing a magical object to know what it does. This is where the lists and descriptions go out the window and the fun begins.
There are several things this gaming style affords. First, it keeps things mysterious and somewhat dangerous for magic. Next it means picking up an enemy’s sword may or may not convey the same power it had been observed to give; however, many PCs will take the time to invest and discover what it does for them, but that is more game fun and frustration. It is also important that GMs understand fairness of game play. As stated in other places, this is a game of entertainment, not a game of outwitting the players. While experimentation will have to happen to figure out any item, giving the PCs a one-charge item only to have it turn to dust once they figure it out is more of a mood-killer than excitement. That doesn't mean it can never happen, but it shouldn't be the modus operandi.
This brings up another point for GMs. No one is sitting around creating “cursed” items and throwing them in dungeons. Very few even exist because of how magic manifests. The few that do have a reason for their creation. Perhaps an assassination plot once occurred and this is the reminiscence. Another possibility might be if the PCs were invading Loki's primary temple or the like. Otherwise, GMs should just not worry about “cursed” items. The players will hurt themselves well enough without them.
What is exciting and beneficial for the players about the non-crafting, evolutionary, magical item is that it allows “new abilities” to manifest. After carrying magical longsword for a few months, the character could swear the sword tugs occasionally. This gets dismissed at first as “guidance assistance” to hit the target, but after a little while, the GM can allow the player to discover, the sword also has a fly spell twice per day empowered inside the magic weapon.
Don't forget SWSH - sometimes weird stuff happens. Thinking of the creation of magical items as symbiont, the origin is more than a systematic crafting process. Yes, many times priests enter a ritual and seek spirits and celestials to bless an item. But other births exist too. With magic being a kind of a force of its own, sometimes power just picks something and shows up. Or it fills the gap of a horrible occurrence and manifests itself in a dark way surrounding a location. Perhaps, hundreds of innocents drowned in a shipwreck, and the culmination of all the sad souls manifested into some oakum pieces. Now if placed in the mouth, one of these oakum pieces give the ability to breathe underwater for half an hour.
There is a balance of available magic too. As stated above concerning the rarity of magic, a GM should know how to balance the distribution of magic. It should always be to the advantage of the players, but sometimes too much magic in the players' hands causes imbalance and makes the game to tend towards the boring. There are several ways to handle this and creating new plot lines in the process. In many games, the quick solution is to have the item stolen or disenchant it by an unfortunate accident. This isn’t fully unreasonable. However, a GM can consider having other conditions control what is normally thought of as static properties of magic device. Consider the “too powerful” realization moment be nothing more than the pinnacle of the conditions for that magic item, and the player character just got the luck of really good timing. Now that weather-controlling rod can’t be used as frequently or at the same intensity because “mercury is no longer in retrograde,” “it isn’t the longest week of winter,” “it is not as near to the ocean as it was before,” or whatever. One might consider magic likes to mix with other magic and when it pools too much in the same place for too long, it redistributes itself. Again this must be done in a slow way with the opportunity for the players to solve the problem themselves.
Despite all the talk of random effects of magic infusion, there does seem to be a pattern of how magic manifests itself in objects. There is a tendency for a magical object to be magically enhanced in a particular way due to the object itself.
Object | Function |
---|---|
Bag | Containment |
Belt | Strength, Body Enhancement |
Boots | Movement |
Chimes | Inspiration |
Cloak | Stealth, Hiding |
Crown | Appearance, Thought |
Horseshoe | Luck, Speech |
Lantern | Detection, Revealing |
Mirror | Appearance, Illusion, Reversal |
Rope | Binding, Climbing |
Saddle | Mountsmanship |
Finally, it is important to note that magic will not always be found in treasure. Churches and temples will have a cache collected for their various reasons over time, which may be granted to heroes of the church or given on loan in special circumstances. Also, where there is magic, there will be those willing to make money from it to the proper buyer. There are no “mage shops” in the form of brick and mortar. However, black markets, thieves guilds and careful merchants will have items hidden away and can be bartered. When these conditions exist, the priest or merchant may explain what is known -- or at least what is known or exaggerated.
Below is an incomplete list of possible items:
Armlets of the Cyclops | Value: 5,000 bits | |
---|---|---|
When strapping on these gloved bracers, the wearer gains immense strength. All body preservations, feats, competitions and bonuses to hit act as if one had a body modifier of +3. On the character sheet if the actual mod is lower than 3 then make up the difference in the extra-mod box. This is above and beyond any values gained in that box from protections, etc. However, any strength or body buffs from other magical devices will not combine. If somehow that character has +3 or greater as a body modifier, then this item grants nothing extra. | ||
GM Note: | Perhaps using these as a prize for some “Enter the Dragon” story plot. Obviously and strong opponent would be a difficult fight to take them from but another option. | |
Belt of Vigor | Value: 4,000 bits | |
---|---|---|
A mystic belt, when worn, permits its possessor to roll any body feat or competition saves with advantage, but not preservation saves. | ||
GM Note: | This might be the type of item found on a corpse that has been been crushed by a great weight which might have been being held up before killing the subject. | |
Blindfold of Etherealness | Value: 2,500 bits | |
---|---|---|
When worn, one can strike non-corporeal creatures as if they had physical form; the downside is that the wearer cannot see and suffers the blinded restriction. | ||
GM Note: | This item would likely be tested quickly and should become obvious that they are seeing something different than the real world but interpretation and perspective could be quite confusing. It might be mistaken for seeing something as clairvoyance. | |
Book of the Nearly Dead | Value: 1,000 bits per page | |
---|---|---|
When one reads a page aloud (requiring an action) and all within 30 feet who are still living but are at zero or fewer body points will miraculously by restored to full. Those restored cannot take actions until the following round. After reading, the page turns to dust. A full book will have 12 pages in it. | ||
GM Note: | While this is not completely up to the GM when someone reads a page, when it does happen, perhaps a sick child or person not previously made aware of could be in range. | |
Boots of Freedom | Value: 5,000 bits | |
---|---|---|
These boots bestow immunity from claustrophobia to the wearer. Further, they allow free movement, meaning the wearer cannot be affected by spells such as windstorm or immobilize. | ||
GM Note: | The description about claustrophobia should be verbally detailed if someone wears these, but the free movement effect will need to be discovered on one's own. Occasional hints for minor incidents should be given - for example, these will not walk on water but they have a buoyancy that requires an effort to submerge. | |
Boots of Stealth | Value: 3,000 bits | |
---|---|---|
While one wears these boots, those steps make no sound, regardless of the surface you are moving across. This translates to having advantage on stealth checks that rely on moving silently. | ||
GM Note: | Often found in thieves guilds. | |
Boots of Winter | Value: 1,500 bits | |
---|---|---|
These furred boots are snug and feel quite warm. The wearer is resistant to cold damage and can stand naked (but wearing the boots) in temperatures down to -60° F. | ||
GM Note: | These should be discovered in frozen environments visibly unaffected by the cold. | |
Caged Fey | Value: 1,000 bits | |
---|---|---|
When the cage is shaken, magic dust falls from the fey creature. The dust grants a luck bonus/advantage on one roll in the next hour. However, the fey creature is delicate, requiring a d20 roll when shaken, where on a raw “1” the faerie dies from concussion. | ||
GM Note: | These are typically sold on the black market. | |
Cape of the Gray Ooze | Value: 3,000 bits | |
---|---|---|
While wearing this cape, the owner is resistant to alchemical damage, including wielded weapons. | ||
GM Note: | This is a classic item to be found wadded up amongst treasure in a dungeon | |
Cape of the Efreet | Value: 3,000 bits | |
---|---|---|
While wearing this cape, the owner is resistant to fire damage, including wielded weapons. | ||
GM Note: | This is a classic item to be found wadded up amongst treasure in a dungeon | |
Cheater’s Coin | Value: 8,000 bits | |
---|---|---|
This token will give whatever result the owner wishes. Although it is usually a coin, some forms come in the shape of dice. | ||
GM Note: | Price is difficult to place on this. Depending on who, if anyone is selling it. The item can in theory produce an infinite amount of wealth by gambling games, although in small amounts at a time. | |
Crown of Telepathy | Value: 6,000 bits | |
---|---|---|
This piece of jewelry allows the wearer to project communication into the minds of others he or she can see, assuming said minds are not shielded. Once established, willing responses can be heard as well. This device does not allow mental eavesdropping but merely acts as a communication device. However, the “speaking on one's turn” rule during combat can be overridden if the targets are in sight. | ||
GM Note: | If a monster or enemy possesses one of these, it is likely he/she/it would attempt to bluff others into telling them secrets by threatening to read their minds, even though that cannot be done. | |
Cyclops Heart | Value: 100 bits | |
---|---|---|
The heart of a cyclops can be harvested from a corpse within an hour of its demise. It will remain potent for nearly 2 days from its proper extraction. If eaten, it will great increased strength so that any body save for 4 hours after eating it will gain +3 to the roll. Granted, it is gross and may not be worth it. | ||
GM Note: | Often removed from a slain cyclops, but it requires skinning to retrieve without damaging. | |
Decanter of Endless Water | Value: 1,000 bits | |
---|---|---|
This stoppered flask sloshes when shaken, as if it contains water. One can use an action to remove the stopper and pour out either fresh water or salt water (user's choice). The water stops pouring out at the start of your next turn. | ||
GM Note: | An item like this often is left open in a body of water to fill an otherwise dry basin. When removing it and returning the area, the pond may be gone. | |
Dimensional Shackles | Value: 25,000 bits | |
---|---|---|
Used like normal manacles, this item not only places the victim under the bound restriction but this binding prevents the creature from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. This is also inconvenient if wanting to transport the creature shackled by a similar method, even an interdimensional gate or go through a hideaway effect - as those will not work either. | ||
GM Note: | The most interesting way to discover this treasure is if it is still binding a powerful creature who pleads the PCs to let it free. | |
Dollhouse | Value: 10,000 bits | |
---|---|---|
This is a small replica of a cottage around 6 inches by 6 inches by 6 inches. It has a secret combination of taps that will cause the house to grow to a full-size 500-sq-foot home and remain in the larger state for ten hours. After the duration, it will spit all the contents out, similar to a hideaway spell and revert to its smaller form. It is subject to fire and damage as would any other home would be. | ||
GM Note: | If in possession of one but not knowing the combination, the owner should occasionally set it off by mistake. | |
Driving Battle-Axe | Value: 12,500 bits | |
---|---|---|
Made of orichalcum, this +1-to-hit two-handed great axe also grants special bonuses for anyone using it with the drive skill. The DC to prevent a drive gains +2 (instead of +1) for each successful strike. Therefore a 2d20 attack with both dice hitting would render a DC 14. | ||
GM Note: | notes | |
Efficient Quiver | Value: 4,000 bits | |
---|---|---|
This quiver has two compartments, each connecting to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The other compartment holds up to eighteen swords, spears or similar poles without the reach tag. | ||
GM Note: | This might be sold on the black market or recovered from a defeated archer who had one. | |
Elemental Spheres | Value: 2,500 bits per sphere | |
---|---|---|
Hand-held glass spheres designed to be thrown that shattered to release the trapped (and uncontrolled) minor elemental inside. | ||
GM Note: | If discovered, the GM should have the first broken sphere be an inert and non-confrontational experience. Perhaps an earth elemental carves a tunnel away, or a fire elemental burns down a structure to hide itself to escape. | |
Eyes of Longing | Value: 2,000 bits | |
---|---|---|
These are stones with the image of irises carved into them. When both are on the same blame of existence, then the eyes will look in the direction of the other one. However, if on different planes of existence, each spins randomly. | ||
GM Note: | It would be unusual to encounter both at the same time. After in possession for a day or two, the new owners will notice the eye moves on its own when set down. | |
Gauntlets of Many Weapons | Value: 6,000 bits | |
---|---|---|
These gauntlets are a shortcut to fighting with multiple weapons. If a character has the ambidexterity skill, then these gauntlets boost that skill to the equivalent of two-handed fighting. However, since ambidexterity allows different weapon styles, this boost might even be more advantageous. To determine the total number of attacks, whatever attack hand is best add one more d20 as the total attacks. The total attack dice can never exceed 5d20. Then assign the dice of each hand as evenly as possible, favoring the better style. If the styles are equal but an odd number of die are rolled, then wielder may choose which hand to favor. To actually attack, roll each hand separately, but all of those attacks act as a single action. Thus, if a fighter has melee fighting and slashing and uses a longsword and a mace, then 2d20 is for the sword and 1d20, granting 4d20 total for the attack, 2d20 for each hand. If the fighter only has melee fighting, then 3d20 are rolled and the fighter can choose which hand gets which set of dice. This distribution can be changed each round. | ||
GM Note: | This is another magic item that can be given to an enemy that doesn't necessary become a great benefit to the PCs should that vanquish that foe. | |
Gloves of Deflection | Value: 2,500 bits | |
---|---|---|
These gloves enhance the skill of someone who already has the deflecting skill. Rather than using a d6, the wearer will roll a d8 with the option to catch the missile on either a 7 or 8. | ||
GM Note: | Being among the belongings of a circus entertainer would be one way to acquire these. | |
Grapple of Climbing | Value: 1,500 bits | |
---|---|---|
This hook grants +4 bonus to roll against any climbing difficulty. | ||
GM Note: | These might not be terribly uncommon. It is a simple place for magic to manifest. | |
Hat of Animals | Value: 2,500 bits | |
---|---|---|
This is a summoning device that allows a small to medium-sized animal to be pulled out randomly and given commands, such as attack on the owner's behalf. | ||
GM Note: | Hiding one among a hat collectors assets might be interesting. | |
Helmet of the Commander | Value: 3,000 bits | |
---|---|---|
This helmet grants the wearer to act as if having the skills of Partner Ploy and Commander. | ||
GM Note: | Likely to be found on the head of a fallen enemy or possible a long dead corpse | |
Helmet of Underwater Breathing | Value: 3,000 bits | |
---|---|---|
When donning this helmet, the wearer can breath underwater. | ||
GM Note: | Sometimes knowing the existence of an item isn't the challenge, but rather getting to it is. Having it at the bottom of a deep source of water might be a fun place for this to discovered. | |
Hidden Sheath Wrap | Value: 1,000 bits | |
---|---|---|
A magical vellum parchment that can be wrapped around a weapon to make it look like an innocuous object of similar size and proportions. This illusion will detect as magic if such inspection is performed. | ||
GM Note: | This could be discovered or purchased. If discovered, after a short time, it will be laid atop something to create an illusion. | |
Hideaway Sand | Value: 2,500 bits | |
---|---|---|
This small bag of sand that is enchanted to open a doorway to a pocket dimension. To use it, one scatters the sand on a surface of one's choosing. A doorway equal to the space the sand covers (no greater than 10x10 feet) opens for 1d6 minutes. When the portal closes, the sand falls into the pocket dimension and is consumed. Typically, there is enough sand to cover a 10x10 space, or 4 separate 5x5 spaces. | ||
GM Note: | This could be discovered or purchased. | |
Ink Pin | Value: 12,500 bits | |
---|---|---|
This item looks very much like a standard quill with the exception that it has a needle at the end of it. When piercing any single instrument of writing: a scroll, a book, etc., the quill will steal and hold all the words from it (one action). This can later be transferred to another blank page or book. This will work against both magical and non-magical writings. To transfer a magical writing, the time of transference is equivalent to the duration of the original work. For non-magical works, one hour per page is required to reconstruct it. Either way, the transference requires the hand of the one who stole the writing. | ||
GM Note: | An item such as this would be found among scribes, translators and spies. | |
Judge's Robe | Value: 10,000 bits | |
---|---|---|
When worn, this robe allows one to act as if having the tell-tale skill but the magic is powerful enough to even discern the truth from somenoe with a silver tongue. | ||
GM Note: | Court houses would be an interesting place for such an item to exist. | |
Key of Mimicking | Value: 5,000 bits | |
---|---|---|
When the key touches another key, it takes that key's shape. This works on magical icons of opening as well, making it more useful than a zombie key which only opens non-magical locks. | ||
GM Note: | This could be discovered or purchased. If found, there should be a happy accident revealing its power at some point. | |
Lantern of Revealing | Value: 4,000 bits | |
---|---|---|
While lit, this hooded lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. | ||
GM Note: | Similar to other laterns, those using have the perception of what they see is normal, meaning it may be a long time before realizing the item's power. | |
Lantern of the Thief | Value: 1,500 bits | |
---|---|---|
Light from the lantern sheds in a 30 foot radius; however, it can not be seen by anyone outside of the light range. To all others, the area appear to be unlit. | ||
GM Note: | This might be used for a long time before realizing the item's power. Also, the thieves guild might be a place to purchase one. | |
Lava Whetstone | Value: 1,000 bits | |
---|---|---|
When one sharpens a blade against this stone, a process requiring one minute, then the next strike (up to one week) will act as a fire-infused blade (DC:10). | ||
GM Note: | When allowing the PCs permanently own an item like this, the GM should assume that characters will always sharpen their blades every morning and after every battle. It is not too much of a shift in power, but a notable one. | |
Longbow of the Obscured | Value: 5,000 bits | |
---|---|---|
When making this ordinary longbow at the ready, a mystical invisible force manifests before the archer giving him or her the protection as if being under three-quarters cover. | ||
GM Note: | This would be a nice family heirloom item | |
Luck Skull | Value: 3,000 bits | |
---|---|---|
This type of item often comes in the form of a shrunken halfling skull. Of course this creates the opportunity for many social encounters, as this would be quite unacceptable to possess. What this item does is grants luck in the form that one die roll per game day can be re-rolled by the choice of the owner. It can be hidden, but for its powers to be useful it must be openly visible to observe the possessor's actions. | ||
GM Note: | If carrying it and not being aware of its power, the GM should occasionally re-roll obvious failed rolls with a bumbling explanation, like “weird, that should have missed.” | |
Lucky 7 Longsword | Value: 5,000 bits | |
---|---|---|
This ordinary iron longsword has a strange enchantment on it where any "raw 7" enables a crit roll whether itself strikes or not (which it probably won't). | ||
GM Note: | This would be one where the PC is using the sword, while the GM carefully observes rolls then just rolls a crit roll without explanation. "Hmmm...that shouldn't have been a good hit" - and no further explanation. | |
Memory Toad | Value: 2,000 bits | |
---|---|---|
When held in the cusp of one's palm for a minute, the toad's petrified body warms up and comes back to life. Whoever woke the toad can command it to go to a location and stay there for up to 12 hours. Afterwards, it attempts to travel back to its user. The user cups the toad again for a minute until it petrifies at which point the toad's recent memories are known. | ||
GM Note: | Various versions of this item exist. Thieves and spies will be the most likely to be in possession of one. Of course, the toad has a long life, five to ten years, but it will eventually die. | |
Mirror of Light | Value: 3,000 bits | |
---|---|---|
This covered mirror comes with a small chain attached. When swung overhead as an action the mirror absorbs ambient light, resulting in a 20 sphere of darkness, lasting 30 seconds, which slowly becomes equalized by the ambient light over following next 30 seconds. Later, the mirror can be uncovered to allow the light back out again. It can hold up to 1 minute (or 6 rounds) of light. Further, special properties of light are preserved, such as moonlight can induce lycanthropy. | ||
GM Note: | When hunting werewolves or even those harmed by sunlight, a specialty-hunter might have one. | |
Moonsliver Cloak | Value: 7,500 bits | |
---|---|---|
This is a cloak of invisibility, rendering the wearer under the effects of veil. However, it only works outside and in direct moonlight. Cloud cover and moon phases may make the cloak temporarily ineffective - to what extent will be determined by the GM. | ||
GM Note: | This is a fun item of discovery. Even if the PCs are aware the item is magical, it may take several attempts to determine exactly how it works. Having them find one in a dungeon would be boring. | |
Moon-spider Eye | Value: 100 bits | |
---|---|---|
One with a skinning can make a body feat save (DC:18) to properly extract an eye from a moon spider. This must be performed within 30 minutes of its death. If successful, the possessor of the eye can perform a blink movement as an action. However, once it is used, the eye disappears. Further, if the possessor does not know of the eye’s power, then there is a chance it could be activated without realizing it; however, if not used, the eye will rot after 3 days. | ||
GM Note: | Rarely sold in markets and usually only gained by slaying the monster. | |
Nimble Shield | Value: 7,500 bits | |
---|---|---|
This orichalcum shield (AC:3) is designed to use with a polearm via the shield hand skill; however, when used this way, the shield magically guides the attack, allowing the use of the pole weapon with no attack penalties. | ||
GM Note: | notes | |
Pearl of Undead Detection | Value: 2,500 bits | |
---|---|---|
This black pearl glows faintly when undead are within 120 feet of it. | ||
GM Note: | Finding it on the corpse killed by other undead would be a reasonable location for this. Further, that corpse might become an undead, still be wearing this as a necklace, and the glowing pearl might be very ominous but relatively pointless as it is merely detecting its possessor. | |
Pocket of Sand | Value: 300 bits | |
---|---|---|
When this strange piece of cloth is pressed against any clothing, it creates a pocket, which will always be filled with sand. The contents do not spill out, even if turned upside down, as the sand must be removed by hand. While this is fascinating, it is really only beneficial from an adventuring perspective for a character with treachery as a skill in that this will grant an extra d20 (even above the 5d20 rule) on the attack used to temporarily blind a victim. | ||
GM Note: | This is one of those items that can be used against the PCs without much chance of them gaining a new magic item for defeating the foe. | |
Portable Peephole | Value: 2,500 bits | |
---|---|---|
This item is fashioned like a circle of steel, about half as large as a human fist. The corrugated end is placed to the surface of a solid object, then rotated clockwise, causing it to sink into the surface. This requires one action. This creates a purely visual hole (it's a visual illusion, rather than an actual aperture) all the way through to the other end of the object, up to 10 feet. To remove, one would grasp the blunted tines on the outward-facing end and rotate counter-clockwise. | ||
GM Note: | This is another item that would likely be in the possession of a thief. | |
Powdered Roc's Beak | Value: 1,500 bits | |
---|---|---|
Consuming the powder causes one to polymorph into a giant eagle. Obviously, it is a one-time item. | ||
GM Note: | One could always attempt to slay a roc. | |
Protective Tattoos | Value: 5,000 bits per inking | |
---|---|---|
The real magic item here is the specialized ink and a skill to apply it. By tattooing specific glyphs in magical ink, one can become resistant to a specific damage type, such as cold, fire, piercing, etc. The effect lasts for one week while the ink is slowly absorbed by the body and the tattoo fades, leaving one without the protection. | ||
GM Note: | This type of enhancement is not discovered but rather hired as a service, usually in a black market. The ink is not always available. | |
Ram Shield | Value: 3,000 bits | |
---|---|---|
This shield grants acts as an AC 3 shield, but also can be used with a +5 bonus for bashing down doors and portals. | ||
GM Note: | It is likely this will be discovered on an adversary and take time to realize its potential other than just being a piece of armor. | |
Ravenskull Necklace | Value: 5,000 bits | |
---|---|---|
Having a very aboriginal look to it, this is the skull of a raven on a leather band worn as a necklace. However, it will grant the ability to wildshape into a raven once per day. | ||
GM Note: | Finding it on a rival opponent or fallen ranger-type character is most likely. | |
Ring of Evasion | Value: 7,500 bits | |
---|---|---|
This ring will enhance the skill of someone who already has dodge. Rather than using a d6, the wearer will roll a d8 with 6, 7 and 8 being an automatic miss of the lowest scored strike. If the wearer doesn't have dodge, he or she may experience an awkward tugging when struck, but the item offers no benefit. | ||
GM Note: | Thieves Guild or opponent are likely ways to discover this item. | |
Ring of Lost Shadows | Value: 2,500 bits | |
---|---|---|
Wearing this ring causes its wearer's shadow to disappear. A soft light surrounds the wearer, casting a dim light up to 10 feet, which also offers +1 AC against necrotic and cold damage. | ||
GM Note: | This might be sold by a merchant or taken from an enemy who was casting no shadow. Not having a shadow would be noticed in many social encounters, which might be a hook for several side-adventures from intrigue to fear of undead. | |
Ring of Protection | Value: 5,000 per bonus | |
---|---|---|
This is an ordinary-looking ring but they offer from +1 to +3 bonuses on every save preservation, feat and competition. Additionally, this will add a bonus to one's AC in the “other” category. | ||
GM Note: | Churches are most likely to have these types of magic. | |
Ring of the Hunt | Value: 750 bits | |
---|---|---|
Whenever a bow is drawn by the hand wearing this ring, a nonmagical arrow springs forth, notched and ready, effectively granting the archer a +3 bonus to initiative. It also means that tracking inventory of non-magical arrows is not required. However, a downside happens if the archer wishes to use arrows from his inventory, such as a flamewood arrow; then an action is required to remove the ring. | ||
GM Note: | One might add to the history of the world that an elven deity fashioned many of these rings and divinely distributed them among the best of archers. If the GM is generous and the character of the proper morals, one of these might just happen to show up unexplained. | |
Ring of Veil | Value: 5,000 bits | |
---|---|---|
While wearing this ring, one can willfully become invisible as an action/reaction. Anything worn or carried also becomes invisible. The wearer remains invisible until the ring is removed, a spell is case or an attack occurs. Returning to visibility by choice must be performed by removing the ring, which can be replaced back on the finger in the same action. However, turning invisible again cannot occur until another action/reaction is available. The use of a reaction would be similar to dodge or other actions to avoid an attack. When using it as a reaction, the attacker will suffer the restrictions as if attacking an invisible target. | ||
GM Note: | Thieves Guild | |
Satyr Horn of Arousal | Value: 350 bits | |
---|---|---|
This is a mystical aphrodisiac for both men and women. When held (as long as desired and conscious), the recipient is extremely, physically, sexually aroused. | ||
GM Note: | This is coveted by others than just adventurers, which makes it potentially owned by someone of the upper class - and likely to be sold on the black market. | |
Sheet of the Silkworm | Value: 5,000 bits | |
---|---|---|
This silk sheet radiates when viewed by detect magic but otherwise seems like an ordinary but well-made piece of quality silk cloth. When used with the silk sleeve skill, this item will strike with a +2 bonus to hit. | ||
GM Note: | Mixed in with fashionable clothing | |
Skirt of the Merchant | Value: 5,000 bits | |
---|---|---|
This is a type of an apron with two satchels, each being extra-dimensional spaces. The left can hold up to 10,000 coins or gems without changing one's encumbrance. The right side store up to five items up to the size of a weapon. Scrolls are a strange exception where 10 scrolls can be stored in lieu of one item. | ||
GM Note: | Likely to be worn by an adventurer or perhaps even a merchant. | |
Spectacles of the Arrow | Value: 5,000 bits | |
---|---|---|
When wearing these glasses, an archer performing focused shot suffers only -2 on his initiative roll and is permitted any value of 10 or lower for his or her turn to take the shot. | ||
GM Note: | This makes a nice reward item from a civic leader for the skilled archer for helping complete a quest. | |
Thieves' Gloves | Value: 2,000 bits | |
---|---|---|
When worn, these gloves grant the ability to be at advantage on any check for opening locks or picking pockets. | ||
GM Note: | Items like this will likely be found on a dead thief or through a thieves guild. | |
Valet Figurine | Value: 1,000 bits | |
---|---|---|
A small totem which can cast a valet cantrip spell once per hour. | ||
GM Note: | Having one in the home of a rich person would not be unreasonable, perhaps that appeared after the death of a butler or servant. | |
Weapon Charm | Value: 5,000 bits | |
---|---|---|
These rune-etched charms grant special abilities when attached to the hilt or shaft of a weapon. Only one can be secured at a time for magical properties to work. There are many types. Amber Charm: This charm offers no additional die or bonuses to hit; however, it will cause the weapon to act as a magical one in regards to the weapon-type immunities of certain monsters. Blood Fur Charm: Made of a red unknown reddish hair, it is charged up by deadly wounds inflicted to the weapon wielder. If more than half of max body is suffered in a single round, then the charm charges. Then next attack will act as a critical-hit attack, granting an extra (exploding) die roll. Gear Charm: An oddly shaped jagged-tooth gear hangs from the string of this charm, which when secured to a weapon allows that weapon to act as if it had the versatile tag but without the requirement of using two hands, unless it is already a heavy weapon (but then what's the point?). As a result, any “natural 20” will place the opponent at disadvantage, unless the victim is using a shield. However, on the off-chance the wielder also has heavy blow, then this non-heavy weapon can deliver the penalty against any opponent when rolling a “natural 20”. Pale Winds Charm: When this tassel is attached, it allows reactions for flee-attacks to extend an additional 5 feet without the character moving. Rock Charm: This rune-etched rock on a string changes the weapon-damage delivered to blunt without altering any other properties. Therefore, a sword wielded by a character with slashing can attack normally with a blade, but the damage inflicted upon his or her opponents will be blunt. Spurweed Charm: This gnarly-looking charm delivers a low-grade poison (DC:6) with every successful strike. However, the same rules of self-infliction apply anytime sheathing or unsheathing the weapon, or before and after battle for one that isn't sheathed. Torch Charm: When attaching this charm to a weapon, a dim light will be shed in all directions up to 10 feet. | ||
GM Note: | These usually best found on enemies but with little explanation. | |
Webbed Gloves of Dew | Value: 4,000 bits | |
---|---|---|
The wearer of these gloves can treat air as if it had the consistency of water. The effected can “fly” by swimming through the air; however, under the effects air is too thick to breath. Even water-breathing spells will not overcome this; thus, asphyxiation rules apply when worn too long. Further, other water penalties apply for combat while these are worn. | ||
GM Note: | Found high in a griffon or roc nest would be a fun place for these. | |
Whip of the Viper | Value: 2,000 bits | |
---|---|---|
This is an ordinary-looking leather whip with an odd-shaped spiked shard at the tip. It is still limited to striking targets by AC as per the restrictions; however, on a successful strike the tip changes momentarily to a snake's head and delivers a dose of deathbane poison before retracting. The effect is noticeable by all who are observing. However, once the whip has delivered poison, it will not transform again until the next day, even on future successful strikes that same day. | ||
GM Note: | An interesting twist for this item might be to have the wielder be able to track the victim flawlessly for the following 3 hours. However, this new ability might not reveal itself until the owner has used it several times. | |
Whistle of Alarm | Value: 1,500 bits | |
---|---|---|
This whistle is connected to another location and when blown it can be heard in that other location as if it were local. To attune the whistle to the second location, the owner must take it to that alternate place and blow the whistle in the same spot on three consecutive days. After this point, the secondary location will be set; thus, any whistle-blowing after this point from other locations can be clearly heard here as well. The shared sound is limited by the same plane of existence. If the whistle is extraplanar from the attuned location, then no sound is transmitted; this includes pocket dimensions and hideaway axioms. | ||
GM Note: | Perhaps this is owned by the captain of the guard to alert more troops. It is a handy item for calling for backup that doesn't do much for the PCs (unless they are part of a larger group or army). | |
Zombie Key | Value: 1,500 bits | |
---|---|---|
This mystical item can unlock any mechanical lock, but it cannot be removed until the mechanism is returned to its original state and relocked. | ||
GM Note: | Not as prized as other unlocking devices, but would likely be found among the likes of robbers, burglars and other thieves. | |