Magic item

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This page lists magic items in the world of Hökaland.



Disenchant

A character can learn to disenchant items; essentially ruining it to get "reagents" that can be used in enchanting other items, if the character has access to an appropriate lab. This house rule is really just meant to enable the party to use items that are hard to get rid of, at a price (time and value loss) and not meant as a system to destroy powerful artifacts.

A character with any spell-casting ability can spend a full day with a person who knows how to disenchant (they are allowed to do their work at half speed during this instruction process) to learn how to do it. Gaining the appropriate item creation feat for MAKING said item automatically includes the knowledge of how to disenchant it.

Disenchanting is hard work and takes 2 hours for every 1000gp in the price. The item is destroyed in the process, but at the end there are unnamed reagents worth 50% of the price value.

This house rule may be updated in the future.



Newfound Items

Items recently brought to the attention of world scholars.


Belt of Lesser Stoneskin

This belt is made of specially treated stone plates held together by thick iron chain. When donned, it creates a tingle from the belt across the wearer's skin. This sensation dissipates over a couple of minutes. Around 48 hours later (and every 48 hours henceforth) it comes back in one fell swoop from head to toe, after which the skin is noticeably harder. The effect disappears equally fast if the belt is taken off.

DnD Rules
Every 48 hours, this belt's wearer gains DR 1/adamantine until the belt absorbs 15 points of damage, at which point the belt becomes useless for the remainder of the 48-hour period. When first worn, or if the belt is taken off for a period longer than 9 hours, it must worn for 48 consecutive hours in order for its magic to take effect again. The effect dissipates immediately, but is not lost if the belt is donned again within an hour. A spellcaster can channel a lvl 2 spell slot into the belt to force the magic to take effect, reseting the item. The caster needs to touch the belt but does not need to wear it to activate this effect.

  • Aura: lesser abjuration; CL2
  • Slot: belt
  • Base cost: 1250gp (Belt of Stoneskin slightly nerfed)
  • Hökaland: 2500gp


Emerald Gemmed Dagger

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Emerald Gemmed Dagger illustration.

Dagger made from a single shape of black metal, known as bloodlead, adorned with a single emerald that glows with a soft light inside. Seems to have some sort of sensitivity to magic powers and possibly some attributes making it useful against shadow-based creatures. It is also revealed by Hark the dwarven blacksmith that bloodlead has been very effective against warlocks.

Infusing the dagger with arcane energy makes the gem light up, harming shadow-based creatures.

Ring of Minor Sustenance

A plain gold ring that has a a relatively thin band with a round 1cm gold plate on it. When not worn, the plate is empty but when someone puts it on and keeps it on for a week, the favourite food of the wearer appears on the plate. After this week, the wearer is no longer hungry or thirsty and needs not eat or drink unless she desires it, suffering in no way for this. If the ring is removed for more than an hour, the owner must wear it for another week to reattune it to herself.

DnD Rules

  • No longer needs to eat or drink.
  • Will not gain or lose weight.
  • May eat or drink without suffering any ill effects or gaining weight any more than they would normally do.
  • Aura faint conjuration; CL2
  • Slot: ring
  • Base cost: 750gp
  • Hökaland: 1500gp

Dwarven Items

Slotted Black Iron Sceptre
Simple Black Iron Sceptre

Known items and artefacts of the dwarven people.


Homefinder

The Dwarven Homefinder is an octagonal black iron coin with a ruby embedded. The basic premise is that you make a "significan sacrifice" to prepare the Homefinder to take you "home" when you wish it to. The main issue is what you may or may not consider "home".


DnD Rules

To prepare the Homefinder, sacrifice a minimal amount of own blood to the coin, which takes a significant toll. This means that a character has to allow the coin to drain all but 1 hp as well as all spells and spell-like abilities in the beginning of the day. At most two days ay pass before another sacrifice is made. After it is charged, a person can say the keywords "i want to go home" in dwarven to bring her and anything she's holding there (carry + max 2 ppl) to whatever she consider to be "home". This is precarious as a person may not be aware of what she actually considers home (or the coin's interpretation of her feelings about the matter).

Slotted Black Iron Sceptre

Most assuredly dwarven in origin, the sceptre was recently found in Khordaldrum but then lost. At the time it held in its slot something akin to a Coldstone from the Sickle and it seemed like the sceptre may have been controlling it.

Considering that the person stealing the sceptre was uninterested in the otherwise quite valuable Coldstone, it's likely this sceptre is quite valuable or useful.


Simple Black Iron Sceptre

Found in dwarven ruins by elven Mystic researchers together with many other "more exciting" items, the function of this particular sceptre is unknown. It has a fairly large green gem at the top

Elven Items

Known items and artefacts of the elven people.


Expedition Carrier

Elven "standard issue". Read more in the main article: Expedition Carrier

Sword of Ascension

The sword is known for having important powers relating to keeping the great old cities safe, though details are fuzzy. It has been located in the High Armoury of the elven city of Allenorai on Peak Calmuina (one of the Lofty Peaks) for over a millenia but was stolen by an elf named Aern Aew en'i' Megil who last was seen travelling into the human lands.


Relics

Relics are important holy items relating to a divine being.


Hand's Gauntlet

Forged by the Hand of Rahn, it contains ten shards of rahnite of unknown origin. It is not actually a gauntlet, but rather a warhammer with the ten shards attached at the front of the hammer head.

It was forged and weilded by Rihntva Smith against the direct orders of the Church of Rahn in the Lycan Nightmare, 250 years ago. During the battle, seemingly random fantastic events took place around the battling Rihntva, including immolating foes, giving him supernatural powers, four-doubling his size and healing mortal wounds. He single-handedly downed dozens of foes.

After the battle he was banished from the Church of Rahn, which attempted to separate the shards from the hammer. Three separate attemts were made, all with catastrophic outcomes for the blacksmith and the smithy used.

DnD Rules

This +5 warhammer has many special features.

If a character is not a follower of Rahn, she suffers ten negative levels while weilding the Hand's Gauntlet. If used to successfully attack someone, roll a D10. On a 1, all damage is applied to the weilder instead.

A character who is a follower of Rahn and is doing Rahn's work in some way may be granted the Gauntlet's full power. If so, the character will feel themselves elevated, and Cleanse cast upon them as the hammer starts glowing like a torch with a white light.

The Hand's Gauntled provides DR 50%/- to a granted weilder, which stacks with other flat damage reduction effects.

When landing a hit on a target at most 5 levels below the granted weilder, the Hand's Gauntlet has an Event Die (D10) pool (initially 1 die) that is rolled and the effects applied:

  1. Cure Serious Wounds*
  2. Inspire Courage**
  3. Cat's Grace***
  4. Bull's Strenght***
  5. Bear's Endurance***
  6. Enlarge Person****
  7. Burst of Glory*****
  8. Cleanse*
  9. Haste******
  10. Flame Strike on target and add another die to the Event Die pool.*******
* On self or adjacent ally (whomever the deity percieves to have the biggest need)
** No performance; 100" radius to allies. 2 turn refreshing duration. Bonus stack with itself as well as Bardic Performance until it expires.
   When a 4th application is about to be made, cast Heroic Invocation instead.
*** On self. 5 turn refreshing duration. Cumulative a second application. On third application it instead casts the "Mass" version of the spell and refreshes durations.
    If "Mass" would affect no target, cast Cure Serious Wounds, Mass instead.
**** As "***" but refresh duration and apply a Flame Strike to target instead of casting "Mass Enlarge Person".
***** 2 turn refreshing duration. Stacks with itself until it expires. Glow is not dismissable.
****** 1 turn refreshing duration. If applied more than once; extend duration by 1 round each time. Every time the duration is increased to 5 rounds or a number over 5,
       cast Mass Haste as a separate event.
******* 2 turn refreshing duration. Event Die pool extension: 1. Flame strike does not damage allies.  

Rarely, if a successful death attack or a downing blow is laid upon the weilder the effects are prevented as a bright light eminates from the hammer with a chance of blinding anyone in a 30 feet radius. The weilder's lost hit points are restored, and all afflictions that do not require a minor wish or higher to remove are removed and she gains a number of temporary hit points equal to her maximum hit point total (augmenting any previously gained temporary hit points). Then apply one Event Die event of each of the 10 possibilities once.

Oracle Rock

The Oracle Rock is a man's head made up of rahnite the size of a human torso. It is said to have been part of a Soul Vessel that was created by Rahn on his time on the Earth. Known to create all sorts of miracles.

Sickle Items

Sickle items [e]
  • Assault Stick - A magically charged baton used by Sickle Regulars to subdue foes.
  • Assisting Pendant - Training tool for beginner mages and people with no magic ability.
  • Brass Coin - Training tool for beginner mages and people with no magic ability.
  • Coldstone - Magical pebble used to keep insulated places like storage cellars cold.
  • Everburning Ember - Magical pebble used to heat areas or objects.
  • Finbress Stone - Uses "Morse Code" to communicate over distances.
  • Nighteye - Eye-glass allowing the wearer to see in teh dark.
  • Power Extractor - Personal device that mages use to store magical energy in Sparkstone.
  • Radiation Sponge - Device used on non-magical people to absorb excess magical energies into Sparkstone.
  • Snarepack - Magic-enhanced Tanglefoot Bag that works better in the dark.
  • Sparklight Lamp Post - Magic light used in Capitoleum..
  • Sparkstone - Magical pebble that can be used to store magical energy.
  • Talent Detector - Rod that can detect magic potential in untrained individuals and remove dangerous magical energies.
  • Thundercatcher - Rod that absorbs lightning energy that can be used at a later date.
  • Truncheon - Rod that is rumoured to be useful to destroy a golem.

A lot of all magic items are either produced by Sickle members or used specifically within the guild. This section lists Sicke-specific items that are very common within the guild and for its staff.


Assault Stick

An Assault Stick is assigned to many non-junior Sickle Regular soldiers. It is a magically charged baton that is used to subdue foes rather than killing them. An attunement process is needed in order to use an Assault Stick. This process is provided by the Sickle and takes 1 hour. Anyone using one without such attunement will feel discomfort and the stick will quickly stop working.

The stick itself is simply a perfectly round stick with precise angles and a small round guard next to the handle. The sick is usually painted black. Due to its sharp angles and precise design it can appear to be made out of metal, and it is a very hard stick, but swift and flexible as it is actually made out of wood.


DnD Rules

  • +1 Club, 2D6 magic/subdual damage, resolve attacks as touch attacks.
    • Magic +1, Tazer 1D6 subdual.
    • All damage dealt by the Assault Stick is subdual damage. It is nonlethal damage that is dealt even to foes who normally are immune to it. DR applies.
  • Range: 10 ft.
  • Weight: 3 lbs.
  • Hardness: 12 (30hp) - (Like a one-handed metal-hafted weapon, +1, MW1)
  • +1 enchantment: Tazer: Resolve hits as touch attacks, make all damage nonlethal. This enchantment can be deactivated as a Swift action.
  • Attuned to one user. Unattuned users will themselves also receive the subdual damage dealt.
    • The Assault Stick ejects a large portion of magic if used by an unattuned user, which can be deteced like a faint (lvl 2) evocation spell.
    • After 5 such attacks, it loses all its magical properties for 24 hours and acts like a normal club (except for its hardness and HP).
  • Base cost: 8,300gp (+1 & Tazer 8000gp, MW1 300gp)
  • Hökaland: 16,600gp (not for sale)


Assault Stick, greater

This is the officer's or specialist's version of the Assault Stick. It is usually a bit more ornate and has some sort of personal sigil or emblem included in the craft. The officer version is also more heavily enchanted.

DnD Rules
As Assault Stick, but with the following changes:

  • +2 Club, 2D6 magic/subdual damage, resolve attacks as touch attacks.
    • Magic +1, MW3 +1, Tazer 1D6 subdual.
    • Greater subduing: This damage is also multiplied on a critical hit.
  • Hardness: 13 (40hp) - (Like a one-handed metal-hafted weapon, +1, MW3)
  • Base cost: 11,000gp (8300gp + 2700 MW3)
  • Hökaland: 22,000 (not for sale)


Assisting Pendant

The Assisting Pendant is a relatively crude magical object that can store an amount of magical powers that is roughly the same as a young or beginner arcane user. The pendant allows even individuals without an "arcane spark" or "gift" to cast spells and is used for training purposes. The pendant must be worn against the skin or held in order to work. It is also sensitive to interruptions, so other magical items can not be worn in the immediate vicinity. Its design varies from pendant to pendant, but they all include a which metal disk that needs to touch the skin of the user.

A wearer who has no natural ability to use arcane magic must be reading from a spell book and succeeding on a Spellcraft or Use Magic Device roll of DC10 + spell level to cast the spell. If the roll fails, the spell slot has not been exhausted but the time trying to cast has been wasted.

When used, it's rough design shows as it is physically demanding to use.

The pendant is powered by a special-made Sparkstone located inside the disk and can also absorb energy similarly to a Radiation Sponge, but only from directed energy; it can't absorb other energy. The caster simply touches the pendant and transfers a portion of her channeling powers into it.

DnD Rules

  • Counts as "neck slot" while worn or "hand slot" if held.
  • Can stores 5 lvl 0 and 3 lvl 1 spell slots worth of energy.
  • Spells have to be prepared ahead of time or manually read from a spell book: Succeed on a Spellcraft or Use Magic Device roll of DC10 + spell level to cast the spell. If the roll fails, the spell slot has not been exhausted but the time trying to cast has been wasted and it counts as an attempt.
  • Attempting to use a spell slot to cast a spell causes 1 point of non-lethal damage (lvl 0 counts as half).
  • Suffering 4 points of nonlethal damage in this fashion will make the caster fatigued. 8 points will make the character exhausted. After receiving 8 points of nonlethal damage, the user suffers lethal damage instead.
  • Base cost: 1500gp
  • Hökaland: 3000gp


Brass Coin

Sometimes a Brass Coin is also known as a "Sickle Coin" by those who know about it. It is the default identification measure for Sickle mundane staff members and kept on their persons. The coin comes with an inscription of the staff member's name and serves as identification. The resident militia members also carry a Detector which can be used when they need to identify staff members of the Spire. Touching a Brass Coin with a Talent Detector activates a smokey vision of the coin's owner, which is compared to the carrier of the coin to confirm the staff member's identity.

During the creation of a Brass Coin it is infused with several drops of the owner's blood, permanently linking the owner to the coin. Though certain lag is involved, the face in the coin's vision updates through the years to how the owner's face actually looks, if kept on the person.

The coin also comes with an added advantage of helping the wearer resist magical influence.

DnD Rules

  • Bonuses apply only to the coin's blood-linked owner.
  • Spell Resistance: 10
  • Will save bonus: +1
    • Special Will save bonus: +4
    • This applies only if a staff member is affected by a mind-affecting spell and is being influenced to perform any action that could potentially be detrimental to the Sickle, such as handing over the Brass Coin, a uniform, disclose information about any staff member, etc. The wearer is allowed an additional Will save with the added bonus for every such action as long as the coin is in her possession.
  • Damage resistance: 1/-
    • Only from all direct magical sources (including any magical damage bonus on weapons).
  • Base cost: 2250gp (+1.5)
  • Hökaland: 4500gp

Coldstone

Stone that chills area around it continously. More will come here.


Darkstone

Glass pebble about 2cm in diameter with a swirling darkness inside (some say looking malicious). When crushed, enevelops an area in darkness that spreads quite wide. It is only limited by its reach and walls. It is usually used by Sickle Regular specialists in conjunction with Nighteye to blind opponents while being able to deal with them.

The pebble is kept in a metal sheathe on the Regular's war coat's torso where it is hidden but easily accessible. The sheathe is designed to prevent the pebble from breaking accidentally during combat.

DnD Rules

  • Swift action to hit/throw against a hard surface, if held. Normal rules for "drawing" the item applies.
  • HP: 1
  • Hardness: 0
  • Sheathe: (included in price)
    • HP: 10
    • Hardness: 10 (steel, 1/3 inch)
  • Base cost: 800 gp (lvl 3 spell, lvl 5 caster 750gp + 50gp)
  • Hökaland: 1,600gp (not for sale)


Everburning Ember

Stone that glows and continously heats an area around it. More will come here.

Finbress Stone

The Finbress Stones have the ability to send vibrations to other stones. If one stone is tapped on a hard surface, other stones will resonate the taps regardless where they are in the world. Finbress also developed the Finbress Code, which is a simple way of communicating with hard and soft taps. These taps are interpreted as alphabetical characters and written down.

The Sickle stores most of the Finbress Stones in the Sickle Spire, and some are spread out to important locations for instantaneous communication. Several are under the jurisdiction of the Circle of the Hunter, who use them during especially important missions.

The Finbress Stones were created by Finbress Wise, one of the first Sickle mages. Finbress created a total of 36 of these stones, and the Sickle has control of 23 of them (5 are known to have been destroyed in the Warlock Wars). Each stone looks different and is made of different materials, but they all have a depression on one side that is a perfect circle with about a 3 cm diametre and a depth of about 4mm. The biggest is a statue of Finbress himself that he had made shortly before his passing (located in the Sickle Vault) and the smallest is just a little bit larger than the depression. Most of the stones fit in a man's hand.

When the first few stones were made, they all shared their vibrations in unison. It was soon made clear that they needed to be differentiated so different individuals could have different messages transmitted without interrupting one another and so the depression was made and the stones were altered. The depression allows for a coin-like item to be entered into two or more stones, and if the likeness carved into this "coin" is the same, these stones will share the same vibration to the exclusion of all other. If no coin is entered, it shares vibration with all other stones with no coin.

The likeness can be depicting anything, but the most common is an arcane rune, usually after famous Magi. The Finbress rune, created by Finbress Wise's apprentice after the Mage's death, works a lot like not having any coin in a stone, except it listens to all stones with a coin. The sickle always has one stone with a Finbress rune and one without a coin supervised every hour of the day for any unexpected messages.

Finbress was working on creating intelligent items that could use these stones faster and more efficient than a human but he died before he finished his work and all the research was lost. He also had a number of incantations he used with the stones which enabled some types of spells to be cast through them, but these are also lost. The famous mage had many other projects that also went unfinished. Some of which his cryptic notes still exist, but most are lost.

DnD Rules

  • Counts as a +2 stone for sling (if size is applicable)
  • HP: 15
  • Hardness: 15
  • Base cost: 32,000gp (lvl 2 spell, lvl 4 caster)
  • Hökaland: 64,000gp (not for sale)


Nighteye

A Nighteye is part of the advanced equipment selection for some Sickle Regular specialists. It is a lens with a violet tint that when put in front of an eye stays there as if it was magnetic, until removed. The lens has a metal ring on the outside and a fine chain, connecting it to a person's clothes. While worn over an eye, it allows the wearer to see in darkness with that eye.

DnD Rules

  • Basically Goggles of Night but only one lens
  • Uses the "eyes" slot.
  • Can see the Deeper Darkness created by a Darkstone, but not from other sources.
  • HP: 10
  • Hardness: 10
  • Base cost: 12,000gp (original item; Craft Wondrous Item, darkvision)
  • Hökaland: 24,000gp (not for sale)

Power Extractor

The Power Extractor is a tool mostly used by mages to extract excess energy to donate to the Sickle. It is a small, 1 foot long rod about 4 cm in diameter made of brownwood with rounded edges and a metal tip on the top side. The tip can be opened and there lies a Sparkstone which store gathered power.

The rod can also extract magical energies just from touching a willing target. For very weak-willed individuals, the rod can also be used to drain life energy, but it doesn't work on most people. Extracting magic in this manner is quite crude and it hurts a bit to use the device. The sensation can be likened to a powerful static electric shock that also makes the person feel tired.

Weaponised Power Extractors exist, but they are few.

A version with an emerald was also made that is used on "talents" (individuals with the magic spark that is unaware of it).

DnD Rules

  • To actively imbue the Sponge with power, it just counts as a standard action spellcasting that has no other effect than making one spell slot used.
  • To extract essence from a willing non-caster, the target suffers 1 points of nonlethal damage and one spark (half a spell slot) is added to the Sponge.
  • Suffering 2 point of nonlethal damage in this fashion will make the target fatigued. 4 points will make the character exhausted. After dealing 4 points of nonlethal damage, the target suffers lethal damage instead.
  • Resisting extraction is a DC5 Will save. If a target saves against the rod, the same rod will not work on that target for 6D6 hours. Each attempt to drain power allows for a save. An unconscious target will try to resist.
  • Base cost: 2,050gp (lvl 1 spell & caster, on-use, MW item)
  • Hökaland: 4,100gp


Radiation Sponge

A simple sketch of how a Radiation Sponge looks like.

Also known as just "The Sponge", is a second item crafted to gather magical energies, but this one is made to absorb it from people. The item is the shape of a geometric glass star, 20 cm wide, about a foot high and with a 6 cm large metal circular base decorated with some runes. On the underside of the base is an opening to enter a Sparkstone that stores the energy absorbed. If there is no Sparkstone present, the item will not function.

The Sponge is activated by switching the base 90 degrees, which locks the Sparkstone slot into place, and turning it back will turning it off and unlocking the Sparkstone. While active it will absorb excess energy from sentient beings that are not excluded in a slow and more or less painless (but draining) process for several targets in a radius determined of the type of sponge. If the area is limited by stone walls, the area will adapt to the available space.

DnD Rules

  • Standard Radiation Sponges affects up to 30 targets at once in a 15ft radius.
  • Drains one spark (half a spell slot) for every 10 minutes of being in the reach of the device, which is added to the Sparkstone.
  • The effect of multiple Sponges that overlap are handled separately.
  • A person can be excluded from this process by opening the upper level of the base and putting one drop of their own blood into it.
  • If the target doesn't have spell slots, the target suffers 1 point of nonlethal damage instead.
  • Targets are allowed a Will save DC20 to negate the effects. If the save failed by 5 or less, half is instead drained.
  • A Will save is allowed for every 10 minute period.
  • Suffering 3 point of nonlethal damage in this fashion will make the target fatigued. 6 points will make the character exhausted. After dealing 6 points of nonlethal damage, the target suffers lethal damage instead.
  • If the target is performing a task that takes some level of concentration, the DC increases by +5.
  • If the target is performing a physically demanding task, the DC increases by +5.
  • Base cost: 16,050gp (lvl 2 spell (unusually high DC), lvl 4 caster, on-use, MW item)
  • Hökaland: 32,100gp


Snarepack

Believed by many to be a magical item, a Snarepack is only very vaguely magical and the Sickle version of an alchemical Tanglefoot bag. The pack is designed to be more effective when used in darkness; magical or natural.

DnD Rules

  • When used in normal or brighter light, it works like a normal Tanglefoot Bag.
  • When used in dim or darker light, it has altered functionality:
    • Heat-seeker: Will adjust trajectory or goo explosion towards a nearby heat source
      • Removes the miss chance of concealment due to darkness.
      • Increases the Reflex DC by 10 to 25.
    • Camofluage: Makes the goo harder to see
      • The miss chance to scrape off goo is increased from 50% to 60%, from 20% to 40% or from 0% to 20%, depending on the original miss chance.
      • Any creature with colour-blindness has a 20% miss chance to remove the goo.
  • Base cost: 75gp (base 50gp + 25gp (lvl 1 spell scroll))
  • Hökaland: 100gp (not for sale)


Sparklight Lamp Post

Lamp posts mostly donated by the Sickle to the city of Capitoleum to provide fire-hazard-free lighting through the night. Runs on Sparkstones.


Sparkstone

Sometimes refered to as a mana cell A commonly used device that can hold crude sparks used to power a lot of other Sickle-made magical items. Generally, a Sparkstone cannot be charged without some additional item, such as a Power Extractor or a Radiation Sponge.

The Sparkstones come in different materials, but the most common one is a glass-like pebble about 2.5 cm in diameter. It is made as a very hard little pebble to avoid it breaking and letting out the stored energy.

DnD Rules A Sparkstone can store up to specific number of spell levels. If destroyed, it will explode. In order to see how much damage to roll, first roll one D4 per 3 levels of spells stored and add 1. This is the number of D6 force damage to be rolled for a 10ft radius. The Reflex DC is 8 + the number of D6 damage dies. The next 10 feet outside of the immediate blast radius receives 10 less damage and this decreases by 10 damage per 10 feet until an area receives no damage.

  • Evasion does not negate damage completely, instead it counts as being 15 feet further away from the blast zone when calculating the half damage.
  • Improved evasion works normally.
Size I Sparkstone Size II Sparkstone Size III Sparkstone Sponge Sparkstone Storage Sparkstone
  • 20 spell levels
  • HP 10, hardness 6
  • Radius: 2.5cm
  • Base cost: 350gp
  • Hökaland: 700gp

slvl 1, clvl 1, .4c, MWi

  • 40 spell levels
  • HP 15, hardness 7
  • Radius: 2.5cm
  • Base cost: 1250gp
  • Hökaland: 2500gp

slvl 1, clvl 2, .8c, MWi

  • 60 spell levels
  • HP 20, hardness 8
  • Radius: 2.5cm
  • Base cost: 2750gp
  • Hökaland: 5500gp

slvl 1, clvl 3, 1.2c, MWi

  • 100 spell levels
  • HP 30, hardness 10
  • Radius: 3cm
  • Base cost: 6,050gp
  • Hökaland: 12,100gp

slvl 1, clvl 4, 2c, MWi

  • 1000 spell levels
  • HP 100, hardness 15
  • Radius: 4cm
  • Base cost: 300,050gp
  • Hökaland: 600,100gp

slvl 1, clvl 10, 20c, MWi

Talent Detector

Sometimes just called a detector, it is a similar to a Power Extractor. It is a small, 1 foot long rod about 4 cm in diameter made of brownwood with rounded edges and a metal tip on the top side. Like a Power Extractor, the metal tip holds a Sparkstone which store gathered power. Unlike the Power Extractor, a detector has an emerald at the end of the rod. It is usually handled by Sickle Regular specialists rather than Magi.

The rod is generally used to detect magic potential (or "talent" or "the spark") in young children or unregistered users (or "wilders"). If held by any magic user who has not learned to control their innate powers, the emerald will start to glow slightly and potentially dangerous powers will be siphoned over to the Sparkstone in the extractor. It automatically starts if the wielder has uncontrolled magic potential. If a Sparkstone is not present, or already at full capacity, the emerald will still glow but any dangerous energy will be siphoned out at a very slow rate.

The detector is not primarily meant to extract power but in the lack of a Power Extractor it can be used. However, 10% of the power is lost in the process.

It is generally not used to detect casting abilities in a suspected trained caster. In those cases a trained Magus does it manually.

A Talent Detector is also used by the Sickle Regulars when they need to identify staff members of the Spire. Touching a Brass Coin with a Talent Detector activates a smokey vision of the coin's owner without expending a meaningful amount of energy from the Talent Detector.

DnD Rules

  • No action is required to activate.
  • Resisting extraction is a DC5 Will save for a trained caster. If a target saves against the rod, the same rod will not work on that target for 6D6 hours. Each attempt to drain power allows for a save. An unconscious trained target will try to resist.
  • Untrained casters can resist as a DC20 Will save.
  • Drains one "excess" spell level every 5 minutes.
  • If used to detect a trained spell caster, the Spellcraft "roll" is always exactly 15.
  • Base cost: 2000gp
  • Hökaland: 4000gp

Thundercatcher

Rod that absorbs lightning energy that can be used at a later date at a diminished power level. Mainly used by the Sickle to prevent damage from lightning itself on the Spire and sold to others for the same purpose.


Truncheon

Tall black rod with small metal-coloured spikes at one end and a small round guard at the other protecting the hilt, which has leather straps wrapped around it in an intricate fashion.

Supposedly good at destroying golems with.


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