Enchanted Items

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On Enchanting Items

Magic Users can create enchanted items beginning at 12th level. Illusionists at 11th level. Clerics at 10th level and Druids at 13th level. (See DMG pg. 116)

Potions are able to be made by Magic Users at 7th level with help or at 12th level alone. Must be made in a laboratory, not out on adventure (unless said adventure includes a laboratory, fully equipped) (See DMG pg. 116)

Scrolls may be made by any PC (magic using) at 7th level or higher and cannot inscribe spells above their level ability to know or use. (See DMG pg. 117)

Clerics can make Holy Water at 5th level. (See DMG pg. 114)

Enchanted items made by Patryns or Sartan are rune covered and a very special, high level magic no longer found. Magic users in these times cannot make these items, duplicate or replicate them. These items do not have charges and are pretty much unlimited in number of uses. The interesting thing about their left behind enchanted items, at least the way I see them, is that they will almost always be too powerful for even the highest level PC's. Their magic is strong and most often unpredictable. Anyone of any level might find one of these weapons and, not realizing what they have in their hands, unleash some crazy stuff bringing a new aspect to the adventure.

Because the Patryns and especially Sartan did not intend to have the "normal" people be decimated in their war with each other, A DM/GM will have lots of flexibility as to the lethality of the situation in regard to how much damage these things will really cause the party and those wielding the items.

Rings

Ring of the Unseen

Description:

This is one of ten rings made as a set for a small den of thieves who happened to give great assistance to the renowned wizard, C. Mitchell Flogstrout. After helping the wizard escape from a life threatening situation simply out of the respect for the wizard they had come to have after traveling with him on an adventure, Master Flogstrout made one of these rings for each of them. Each ring is the same and since being given, each has been lost or stolen from the original recipients either before or after their untimely deaths.

Each ring is finely crafted of silver, is very wide and thick on the finger and has a polished metal circle with a raised line in the center set into it. When worn and the marking in the center is turned one of two features can be used:

If turned to the left, the wearer becomes invisible to all others who cannot normally see things that are invisible. The wearer still has their normal sounds and odors they make so must be careful. The invisibility lasts for 4 rounds then the line moves back to the center and they become visible again.

If turned to the right, the wearer becomes intangible, allowing him or her to walk through solid objects at will. It is made so that the wearer must be thinking about walking through an object for it to work though otherwise they would literally fall through the floor they stood on. The duration of intangibility is four rounds then the line moves back to the center and they become tangible again. Being intangible gives one the appearance of looking somewhat ghost-like, others can see "through" the intangible person, but they are still visible to the eye.

Value:

XP:2,500

GP:15,000

Weapons

The Exorcists Staff

This is a very unique staff. It’s name is Abraham. The staff was stolen by the miser because of the threat it poses to evil and specifically the undead. It communicates with the wielder using high empathy and can only be wielded by Good aligned Clerics or Paladins. It is a +2 staff against most foes but against the Evil aligned it is +4. It can Detect Evil while worn and will inform the wielder empathically by causing the wielder to feel a heightened sense of caution. Dispel Evil when the wielder holds the pommel in hand but does not need to draw it. The wielder must speak the “Command of Banishment” as appropriate to their Order. It is made of Mithril, encased in oak and imbued with silver and Holy Water was used in it’s forging. It’s most special ability is that it has the potential to turn any undead. Merely pressing or touching it against the undead has the same effect as using Holy Water. Using the Turning table, where the table indicates no effect, the staff will always turn the undead. Where Turning is indicated, the staff “kills” the undead. If destruction is indicated, the undead are literally and instantly turned to ash. The staff “Turns” as a level 14 Cleric.


The staff can turn merely by being drawn in the presence of undead but must actually make contact with the enemy in order to have the Destruction effect.

The Liar's Blade

Description:

This blade is enchanted to act as a sort of "lie detector". If the blade is used to draw blood from a specific person (only one person at a time) and the blood is not cleaned off of the blade, the knife will glow like a black light when the person who was cut tells a lie if they stand within 20 feet of the knife. if they are telling the truth, the blade will glow a bright white color.

Once the blood is cleaned from the blade, the knife, which looks like a small dagger, will no longer detect the last person's truthfulness.

This knife is used by those referred to as "Lord High Executioner" in my game world in the land of Rarshan. The LHE will conduct interviews with suspects and cut them lightly, then stick the knife into the desktop so everyone can see the results of the blade. The blade is never wrong.



Blade of the Sartan

Description:

This enchanted shortsword has strange runes engraved all over it. The blade never needs to be sharpened as nothing seems to dull it. The blade will change to become almost anything that is more powerful than the weapon or opponent attacking the bearer. On it's own as a shortsword, it is a +4 weapon to hit and to damage. When it changes to something else, the duration will last for however long it senses a threat to the bearer. Each blade has a natural enemy that it was specifically made to oppose. For example, one blade may be opposed to demons while another was made to oppose elves. Yet another might be made to oppose giants or dwarves or humans or just about any living/undead creature. While one of those it was made to specifically oppose is in the vicinity of the bearer, the blade will retain it's changed form and attack until all it opposes are destroyed, even if they might happen to be a PC's party member.

Each blade has a special control word that the bearer can say to stop it and return to it's original form, reappearing in the bearer's sheath.

This blade is especially prized by assassins and fighters.

The bearer will know that it is an enchanted blade if discovering it accidentally but unless they can read the runes inscribed on the weapon, they will not be able to learn the control word or know that it can change. A sage who can read runes of the Sartan must be consulted to gain that information. the name "Blade of the Sartan" is inscribed on the sheath in each of the humanoid languages.

The Sartan are a race of extremely powerful magic users who are now extinct. There are no Sartan left, only books that they wrote which sages may study to know of them.

Value:

XP: 6,000

GP: 32,500

Stone Dagger

Designed For: Geomancer Class

Description:

Not actually made of stone, the Stone Dagger looks like a ceremonial dagger with an opening at the end of the pommel which will contain a magical gem or stone. Depending on the stone placed into the pommel, the power of the dagger will be changed.

Stones that can be placed into the dagger pommel have certain limitations;

Spells that cause the stone or gem to destruct cannot be used in a stone dagger. after a stone has been fit into the stone dagger, once the spell action word has been spoken, no other spell the stone is capable of can be used until the stone has been removed and recharged.

Value:

XP:300

GP:2,500


Faldril's Enchanted Weapons

Faldril was a Blacksmith of superior ability. His weapons were the gleam in any fighting man's eye. One thing that Faldril wanted to make most was magic weapons so that he could take his craft to what he felt was the "next level". His deity, Qrandril The Steel-eyed, took notice one day of Faldril's workmanship when the great smith made a war hammer of such high quality that he held it high over his head and dedicated the weapon to Qrandril himself.

Impressed with the incredible worksmanship and the way that Faldril gave credit for his talent and skill to the deity so readily, Qrandril saw the blacksmith's wish in his heart and beginning with that hammer, granted the ability to enchant every weapon of similar quality with a special enchantment.

The sign of Qrandril's enchantment on one of the weapons was made known by the weapon being illuminated with a dim silvery light emanting from it

Beginning with the first war hammer and subsequent weapons, Faldril's Highest quality weapons carry these abilities.:

Each weapon has a +2 bonus To Hit and To Damage.

On a roll of a natural 20, the weapon releases a concussive blast doing 3d10 damage to the target and pending a save vs magic, 1d10 damage to all foes within 10' of the target.

On a roll of 5 over the minimum required To Hit roll on a d20, the weapon will do typical damage of the War Hammer, with an extra bonus of +2 (ie. you need a 13 and you roll an 18)

If a natural 1 on a d20 To Hit roll results, the damage called for (if craps are used) is only half of damage rolled.

Faldril, over his lifetime, made 1d10 enchanted War Hammers, 1d10 enchanted Swords and 1d10 enchanted Battle Axes.

Armor

Dendrik's Shields

Dendrik was a dwarven armorer and Magic User of some limited, specific ability. He found a way to imbue a +2 shield with a 10' protection spell. For every 2 Hit Points of damage taken by the shield/circle of protection, 1 charge is removed from the shield. Each shield had 1d20 charges to it and once the charges are reduced to zero, it operates as a normal +2 shield. The shield can be recharged by a Magic User. To use the shield with the prot. power, the command word must be spoken (Dwarven word for "Dendrik Protect Us")when raising the shield. As long as the shield is raised and the words are spoken, the protection will hold. If the shield is removed, or the command to cease protection is spoken ("We are safe" in dwarvish.) the protection will cease.

Anyone within 10' of the shield bearer will be protected from all physical attacks including hand, weapon or missile attacks. Breath weapons such as dragonfire breathing are blocked as well. No one may enter or exit the protected area once it is in effect.

Hendrik, Clan War Chief and brother of Dendrik, carried one of these shield's with him during the Battle of the Stones. As he and three members of his unit passed through a dangerous path through the Yarngh Hills, they were set upon from above by scoundrels hidden in the hills among the rocks and boulders who began throwing large stones down upon them. Hendrick activated his shield at the first sign of ambush and was able to survive the volley unscathed and make their way out and into the hills behind his attackers, thus ending the attack and saving numerous dwarf lives.

Hendrick was seen to carry Dendrik's shield in any and every battle or skirmish afterwards.

Only 1d6 of these shields are rumored to exist.

Potions, Scrolls, Etc

Potions

Potion of Tongues


This potion allows the person who drinks it to read, speak and understand any humanoid language.

The potion comes in a heavy crystal vial with 3 notches marked on it dividing the vial into 4ths. If a character drinks 1/4th of a vial, the potion will work for 15 minutes. Each 1/4th of a vial that is taken, is good for 15 minutes with the whole potion good for 1 hour.

However, After the potion wears off, the character will remember nothing of what was said, heard or read. Any witnesses will be able to remember and the character can write things down if possible, but they will have no memory of the communications at all.

General Items

Apparatus of Magic Gathering

C Mitchell Flogstrout, the illustrious and ambitious Mage who has lived in in near mythical status for the past 30 years devised a magic re-charging apparatus many years ago that would allow him to re-charge magical items such as wands, staves and rods without requiring him to spend his time and magical energies on such mundane tasks.

The apparatus is more of an antennae to capture magical energies. It is then a simple matter (to him) to then have the apparatus re-direct those energies into the item needing to be re-charged.

This magical device has only been built once and supposedly still sits somewhere in the ruins of Master Flogstrout's castle. However, sometime ago, a thief made off with a scroll lent to one of Master Flogstrouts former allies. That scroll was copied seven times and thus there are now seven copies of the designs of that magical apparatus in the world. The original scroll has long since disappeared and many say that Master Flogstrout himself re-claimed his scroll at the cost of the thief's life who originally took it.

The device can re-charge a magic item with up to 20 points per day (1d20). Thus, an item with 100 points can take at no less than five days to complete a re-charge of an item.

The cost to build the device, with all of it's highly valuable components, is nearly one million GP (958,250 GP to be exact).

Master Flogstrout, if he would re-charge anyone's items besides his own, would charge no less than 5GP/magic point of charging.

How the device operates is that the item to be charged is placed in a holder at the top of the apparatus which resembles a very large incense burning board. It is about the size of a surfboard. The apparatus must be located in a high place such as in the uppermost chamber of a tower, to be most effective. This is not something that is easily carried or transported.

A sigil, representing the spell to be charged, is drawn into the magical fine white sand that covers the bottom of the apparatus. For each spell to be charged, the proper sigil for it must be drawn in the sand prior to beginning the charging session. first one spell, followed by the next spell followed by the next and so on. Multiple spells CANNOT be charged at the same time. In the attempt to do so, the apparatus will irreparably destroyed.

The Mage doing the charging must know the proper spell and the proper sigil to draw for the spell. If the sigil is drawn incorrectly or the wrong sigil is drawn, the charging will not work.

No one knows if or how many of these have been built by mages in the world. One thing to be sure is that if they have one, they will not sell it. "IF" you were to find one that could be bought, it would surely cost 1.5 to 2 million GP easily, if not more.

Rings of the Grimm

These rings have a limited magic with three features.

The first is that when a wearer is in trouble, they can send a "signal" out to any other persons wearing one of these rings. The summons feels like a vibration in the ring. It can be a general summons to all ring wearers or it can be a specific summons to one or a few specified wearers. The wearer must open a magical communications portal to see the summoner as if through a magic window. All those responding will be viewable as they speak.

The second is an alert to imminent or immediate danger. The best correlation would be Spiderman's "Spider Sense" in which the ring will send a mild "shock" to the wearer depending on the level of the threat (low intensity, short duration is a low threat, higher intensity, longer duration indicates increased threat.

The third feature is to open said communication portal using any metallic frame such as an armband, a hoop, etc...the ring must be passed around the frame in a single, uninterrupted circuit while maintaining contact with the ring on the wearer's finger. if the contact should be broken, the whole practice must be repeated to start again.


Band of Stoker

A "Band of Stoker" is an armband worn by an adventurer and when attacked by undead, for each attack that would normally drain life force/level, the band absorbs the evil. Each band starts as gold colored. After the first attack absorbed, it changes to silver color. After the second attack absorbed, it changes to copper color. At the third attack it absorbs, it changes to a dull lead grey color and is no longer able to absorb the evil attacks.

The band can be restored to the next highest level it started as. so at first restoration, it can be made silver. at second restore, it can be made copper. After that, no more restoration of that band.

Restoration must be done by a cleric of 7th level or higher. Band must have "Exorcism" spell cast upon it then "Bless" spell once for each level of restoration

The armband also adds a penalty to hit to the undead attacking of -1 for each of the "Bless" spells cast upon it. so, a new band would have a penalty of -3 at Gold. At Silver, -2. At Copper, -1.

Occurrence: Rare.

GP value: New- , Silver-, Copper- XP Value:

Cloak of Benevida

Description:

The Cloak of Benevida is one several made by the acolytes of Benevida. It is their mission in life to aid those whose life is committed to serving their deity and thus their people as well. A Cloak of Benevida allows the wearer to up to double the amount of HP healed in conjunction with a cure spell or it can heal up to 8 HP on it's own with the correct benediction spoken. The Cloaks can also, with the correct prayer spoken, hasten a person who is covered with it and is mortally wounded into a peaceful, painless state in which they will pass away quietly within 1 to 4 turns.

One of these cloaks can only be obtained at a Temple of Benevida and will only work if given freely by the Temple priestesses who will give the Cleric in question the appropriate benediction and phrase that will will work for that Clerics deity.

Value:

XP:1,000

GP:8,000

Patryn Flying Ship

Description:

Shaped like a small sailing ship about fifty feet long by twenty feet wide and a cabin in the middle about fifteen foot by 10 foot, this ship has a dragon head at the prow and is covered entirely with strange runes. There is a storage hold below the top deck running the length and with of the inside of the ship. Runes cover the inside walls, every visible inch, as well.

In the cabin is a console into which is set a large marble ball that is smooth and blank. It seems as if the ball levitates at touch and when activated, a map of the world is visible on it. It is set in a circle that prevents it from rising out of the structure and around the circle are runes that seem to represent directions. These runes represent each of the known planes of existence and at a touch, will cause the ship to begin travel to the chosen plane. This will only be known to someone who has knowledge of Patryn runes. The cabin is otherwise empty except for a single chair in front of the steering stone. Three people can sleep or sit in the cabin. With the stowing of a certain amount of supplies, room can be made available to carry a total of 10 people.

Upon first touch of the steering stone, the ship will begin to levitate in the air. By holding ones fingers to the desired destination on the map on the stone and concentrating intently that this should be the ship's course, a glowing red line will appear on the small map indicating the course intended. After about two minutes of intense concentration after the red line appears, the line will turn blue meaning the course is now set and the operator can let the magic take over and fly the ship to the destination. Touching the stone and concentrating on "enlarging" the map will cause the map to give a more detailed image of the locality for destinations that are closer. The operator needs to keep an eye on the stone every so often to make sure that as the ship nears the destination, they can set the destination as specifically as possible.

The ship, when activated, will take 150 HP of damage before the runes are unable to protect it and then another 50 HP of damage until it is physically destroyed. When inactivated, the runes will only protect it with 75 HP of damage before the physical damage begins. When activated, the runes on the ship will glow a faint blue color, signaling all is well. If a threat or danger is "sensed" by the magic, they will begin to glow red. If the ship is inactive, the runes will not glow at all.

Travelers are still limited by the amount of supplies they can carry. Patryns could replicate food and water magically, thus traveling as long as they desired without stop. Unless a magic user is on board who can do the same, sufficient provisions must be stowed.

Knowledge of navigation is critical to the operator of this ship. If one does not know the geography of their world or of the other planes, they can end up in the wrong place or crash the ship easily.

Value:

XP:25,000

GP:125,000

Belt of Verktoyet

Description: A belt of Verktoyet is sought after by many classes, but perhaps most by fighters and thieves. Verktoyet was a Master leather worker who also happened to be a fighting adventurer in his younger days. After settling down to his trade again after many years on the road, building up his wealth to "retire" as a well off tradesman, He took on a bit of side work training the occasional up and coming fighter/adventurer. As his gift to those who had come to the end of their training with him, he would craft a leather belt for them to help them in their new life as an adventurer.

The belts were brought to a sometime neighbor of his to be enchanted in a minor way. That neighbor was none other than the great wizard C. Mitchell Flogstrout. Because of his friendship with Verktoyet over the years (whose trainees and graduates had performed many a task for the wizard as part of their training) he would enchant them.

The belt itself is mostly just a well designed, extremely sturdy belt that is used as a utility belt to carry tools and weapons. The enchantment conveys a bonus to the wearers Dexterity score of +1 while they wear it. It also carries an extra enchantment of support that gives the wearer a boost to their endurance and allows the wearer to do more while feeling less ache and fatigue in their body.

Wizard Flogstrout liked the belts so much, he often asked Verktoyet to make more for him to give to others who provided him aid, particularly thieves who helped him acquire many an artifact.

It is guessed that there may be some 100 to 200 belts of this nature that were made. Over time, a small demand has built up for them by trainers of fighters and thieves who know of their existence. They are often sent on missions in which one of these belts is known it might be located and "liberated" by the most able adventurers. It is possible but rare to find one of these belts in a vendor's shop.

Value:

XP:75

GP:1500

Robes of Sumlaude

Description: These are robes that must be earned by a newly graduated MU sent off by their master as one last task to "prove" themselves. They are sent to find Robes of Sumlaude. Where ever it is the new MU is sent to find the robe, there is a 1 in 6 chance of finding it (or per DM choice). Ideally, it would only appear to one who passed some test of skill or demonstrated ability.

Robes of Sumlaude will give the wearer a bonus to their AC based on a d6.

Primary feature

1- +1

2- +1

3- +2

4- +3

5- +1

6- +2 bonus plus chance for added feature


added features

1- none

2-invisibilty to wearer

3- +1 to all saving throws

4- Pocket(s) of holding, like bag of holding only smaller. 1d6 # of pockets.

5- Aura of Beguiling (like casting a charm spell on those around him/her (saving throw applies as per spell)

6- any two features

Value:

XP= 2500

GP= 1000 per bonus level + 1,000/added feature

Staff Of Gem Wielding

Designed For: Geomancer Class

Description:

A Staff of Gem Wielding is made by knowledgeable Geomancers in which to not only store magical gems and stones, but also to direct their power.

A Staff of Gem Wielding is approx. 6 foot long from end to base of the "crown" at the top which holds the currently used gem or stone. The Geomancer is able to affix a gem into place within the crown of the staff, keeping it magically locked into place.

A staff of Gem Wielding not only holds and directs gems powers, but it amplifies those powers as well by +1, +2 or +3, depending on who and how it was made.

If the opposite end of the staff is used to strike with, the bonus applies to the Hit/Damage Adj. as well.

Geomancers of 11th level are able to craft a +1 Staff of Gem Wielding, at 13th level, +2, at 16th level, +3 and at 18th level, +4.

Value:

XP:10,000

GP:35,000

Gurndal's Master Staff of Gem Wielding

Designed For: Geomancer Class

Description:

Gurndal is a Master of Mithril, 21st level Geomancer. One of very few in existence. Over his lifetime, Gurndal has fashioned many tools and devices for the use of Geomancers. He invented the Staff of Gem Wielding and has taught others to make it and many other items of his invention. However, his "Master Staff of Gem Wielding" is unique to himself and he has taught no other how to make this particular staff, though he has made a few of them as gifts for other Geomancers. Each Master Staff is named and includes bonuses over the typical Staff of Gem Wielding.

The "Master Staff of Gem Wielding" (named) Looks to be similar to a typical SoGW. However, it has the capability of loading the staff with multiple gems instead of only one. A Master Staff is always a +5 staff and a Geomancer is able to load up to 4 gems/stones that he/she is attuned to in it.

The Geomancer is able to mentally select which gem to use simply by holding the staff and "feeling" those that are available in the crown.

A Master Staff is imbued with the power of the Full Moon. All gems stored within the staff will be re-charged after being used at half the ability of recharging an open stone under a full or new moon. (It will take 8 hours to charge rather than the natural 4 hours.)

A Master Staff is attuned to the Geomancer much as the gems and stones are. If a Master Staff's master is alive, but separated from it, it will only work for that attuned master. If the staff's master is deceased or no longer attuned to it for some reason, it may be attuned to a new master.

It requires 72 continuous hours of communing/attunement with a Master Staff accompanied with fasting and reciting the "Rite of Attunement" as etched into the staff with it's name. Geomancers can read the rite as it is written in the Geomancers private language.

Value:

XP: 15,000

GP: 75,000

Gurndal's Belt of Attunement

Designed For: Geomancer Class

Description:

For all Geomancers, a new stone must be held on their person for at least a week to become fully attuned to it and access it's magical properties. Gurndal, teh powerful master of Mithril, has created and given to other Geomancers a tool which can assist in this process.

The belt is much like a moneybelt that a banker or merchant might wear under their outer garments. It has many small pockets of various sizes to hold various sized gems and stones. The Belt of Attunement is a +1 to +5 belt which can accelerate the attunement with the Geomancer wearing it. Thus, a +1 belt takes one day off of the time it takes to normally attune to the stone. A +5 belt would take 5 days off of the time it would normally take to attune to gems.

If the belt is removed from the body of the Geomancer for more than 8 hours, it will stop the acceleration process of any new stones that have been placed into the belt and the process will have to start again when the belt is next put on the Geomancer.

The enchantment also provides the wearer with a bonus to their Armor Class per it's determined + score.

Boom Dust

Designed For: Geomancer Class

Description:

I was looking through some leftover fireworks in a bag my kids still had and saw several boxes of the snappers or pops that you toss against the ground and they go off.

I thought that geomancers likely would run into deposits of Boom Dust as they searched the hills and other areas for valuable and magical gems and stones they can use. Adding an enchantment to a sack of the dust so that it will ignite upon impact, they found many willing buyers for what used to be merely a powder that they would have useless in abundance.

"Boom Dust" is a 1 pound bag of a blackish/grey powdery substance that when thrown against a solid surface or even a semi-solid surface with force, will result in an explosion causing 10d6 HP of damage to anything or anyone in a 10 foot area of the blast.

Often, those having a sack of "Boom Dust" will break the contents down to 6 smaller bundles each affecting a 1 ft area and causing 1d10 HP damage to anything in that area. If PC's break down a large sack into smaller sacks, there is a 5% chance that the small sacks will not ignite upon being thrown.

Care must be taken in transporting Boom Dust as it will explode if it is dropped or hits something too hard.

"Boom Dust" is usually only able to be gotten from geomancers who learned how to make it as a by product in their working with gems, stones and mining.

Geomancers will sell 1 lb of Boom Dust directly for a cost of 1000 GP per sack or will consider trading valuable gems and stones of similar value.

Grvl's Wands of Power

Grvl is a gnome Geomancer in my world who is an up and coming Master Geomancer. Frustrated with the lack of ability for Geomancers to use "common" Magic users items such as wands, staves, and rods, he has embarked on a personal mission to create similar items for Geomancers. Unless any of these types of items are able to be used by anyone, Geomancers use magic differently, therefore require a different medium.

Combining a common crystal found while exploring many a cave, he discovered that these crystals are durable, formed in the shape and lengths similar to common items and can be connected to gems of power, thus giving them all the qualities of a "typical" wand, rod or staff

Currently, Grvl (often called by the name "Virgil" by humans) is near completion on two type of wands, though still slightly experimental. At this stage, these wands have a base 20% chance of not firing, so to speak, on command, yet still costing a charge from the wandstone (the gem connected to the wan which gives it it's power). Essentially, the attempt is a "dud, but should the geomancer try again, it has the same chance to work correctly every time. Also, there is a base 2% chance that the wand will blow up in the geomancer's hand, causing maximum damage to the geomancer and destroying the wand simultaneously.

These percentage rolls are accomplished on a d100 or percentage die roll with 
a result of 1 or 2 exploding and 3 to 20 misfiring.


Wand Of Fireballs

The Wand of Fireballs (Grvl never was very clever at making up magiky sounding names for items) works similarly to a similar MU wand. The wand shoots a fireball at a target, never missing, causing 6d6 damage. The wand can hold 10 charges, each firing of it costing the wandstone 1 charge. Due to the nature of being a wandstone and the enchantment related to attach it to the wand and power it, a wandstone of this wand, a red Fire Agate, can only be recharged 3 times, each recharging requiring 30 full days to complete. After the consumption of the last charge on the 3rd recharge,the stone will crumble into dust and a new stone must be re-bonded to the wand if the wand didn't disintegrate as well (30% chance of disintegration).


Wand of Magic Missiles

The Wand of Magic Missiles works similarly to a like MU wand. The wand shoots a Magic Missile at a target, never missing, causing 1d4+1 damage. The wand is able to fire up to two missiles at once, each missile costing the wandstone 1 charge. The wand can hold 30 charges, Due to the nature of being a wandstone and the enchantment related to attach it to the wand and power it, a wandstone of this wand, a red Opal, can only be recharged 3 times, each recharging requiring 30 full days to complete. After the consumption of the last charge on the 3rd recharge,the stone will crumble into dust and a new stone must be re-bonded to the wand if the wand didn't disintegrate as well (30% chance of disintegration).

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