Custom Magic Items: Difference between revisions

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|colspan="2"|You no longer provoke [[attacks of opportunity]] while [[charg]]ing or suffer an [[AC]] penalty from the Charge combat maneuver. While using the Charge combat maneuver, you gain a +30 ft bonus to your movement speed and may move into and out of squares occupied by opponents, moving them 5 ft away from your charge path, and dealing 5 damage to them. This movement does not provoke attacks of opportunity. Additionally, you may use the [[Trip]] combat maneuver with a +2 bonus to the [[DC]] in place of the melee attack at the end of the Charge combat maneuver.
|colspan="2"|You no longer provoke [[attacks of opportunity]] while [[Charge|charg]]ing or suffer an [[AC]] penalty from the Charge combat maneuver. While using the Charge combat maneuver, you gain a +30 ft bonus to your movement speed and may move into and out of squares occupied by opponents, moving them 5 ft away from your charge path, and dealing 5 damage to them. This movement does not provoke attacks of opportunity. Additionally, you may use the [[Trip]] combat maneuver with a +2 bonus to the [[DC]] in place of the melee attack at the end of the Charge combat maneuver.
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Revision as of 15:22, 27 September 2017

While we present a fairly robust collection of magic items, you can never have too many implements for driving your enemies before you. To this end, the system below presents a workshop full of arcane secrets for creating and upgrading magical weapons, armor and shields... from your garden-variety flaming, freezing, electrical, acid swords to hideously spiked, almost-sentient walls on your arm and suits of shapeshifting platemail. This system also provides a toolbox for characters looking to enchant or upgrade their natural weapons, so long as they are willing to spend magic item slots on these enchantments as is normal.

Creating Custom Magic Items

Customized arms and armor, like other magic items of their type, have a normal set of mundane statistics, and a bonus to attack rolls or AC based on their Item Tier. Like any other magic item, a custom item's Tier ranges from Lesser item to Artifact. For customized arms and armor, its Tier determines the number of points that may be spent on enchantments in creating the item.

  • Lesser items: 1 point
  • Greater items: 2 points
  • Relic: 3 points
  • Artifact: 4 points

Enchantments are magical enhancements and powers a custom item possesses. There are several important limitations on the use of enchantments: An enchantment may only be added to a given item once unless stated otherwise.

Each enchantment has a point cost which must be spent to add the enchantment to a magic item. Thus, for example, a custom Relic weapon could consist of three 1-point enchantments, a 2-point enchantment and a 1-point enchantment, or a single 3-point enchantment.

Each enchantment is labeled with one or more of the [Armor], [Shield, and [Weapon] tags to determine to which types of items it can be applied. For example, only an [Armor] enchantment can be added to a suit of armor, and if that enchantment also possesses the [Shield] tag, it could be applied to a shield instead.

Many enchantments are more powerful on equipment of higher tiers, listing different or additional effects for higher tiers of items. Other enchantments only list effects for high-tier items despite a lower point value. No enchantment may be added to an item of a lower tier than the lowest for which it lists effects. If multiple tiers are listed before a single effect – for example, "Lesser/Greater" – then the effect is the same for each of those tiers.

Even if a creature possesses more than one item with the same enchantment, they only gain the benefits of that enchantment once. However, if an enchantment has a limited number of uses per [Encounter] or [Scene], possessing multiple items with that enchantment grants an appropriate number of additional uses.

Upgrading Unique Items

As characters level up, they may find that their old items are less effective than they used to be. Using your old Blaze Bolter next to a party member who just moved up to an Oxidized Slab can be disappointing. The rules for customized equipment allow you to address this issue by upgrading magic weapons, armor, and shields – custom-generated or otherwise – by raising their item tier and adding enchantments.

To upgrade a piece of equipment, simply increase its Tier, increasing its attack or AC bonus appropriately, and add a number of points worth of enchantments equal to the allotment for its new tier, minus the allotment for its old tier. For example, to upgrade the aforementioned Blaze Bolter, a Greater item, to an Artifact, you would add 2 points' worth of enchantments since Artifacts gain 4 points of enchantments and Greater Items gain 2. The new abilities granted by these enchantments are in addition to all of the item's old abilities. Like most aspects of item acquisition, we leave the in-game process of upgrading items in this fashion to you.

Bear in mind that the abilities of existing magic items may not be as effective at higher tiers as similar low-value enchantments. Upgrading a unique weapon, suit of armor, or shield is an excellent way to keep your favorite toys relevant, but it has the potential to result in items that are weaker than expected for their Tier. Players should work closely with their GMs when upgrading an item to avoid shooting themselves in the foot.

Enchantments

1-Point Encantments

Name Description Armor Shield Weapon Lesser Greater Relic Artifact
Adept This implement of combat doubles as a tool of your trade. X X X Choose one skill. You gain a +2 item bonus to that skill. Choose two skills. You gain a +2 item bonus to those skills. Choose three skills. You gain a +2 item bonus to those skills.
Dancing The finely engraved embroidery truly conveys a sense of grace into your movements. X X X You may make an extra 5 ft step on your turn if you spend your move action doing anything other than moving.
Detecting This item empathically "watches out" for you in a way - warning of impending danger. X X X You are always aware of whether or not there are any opponents in your [Melee] range, though this does not tell you their location. You are always aware of whether or not there are any opponents in your [Close] range, though this does not tell you their location. You are always aware of whether or not there are any opponents in your [Medium] range, though this does not tell you their location.
Energized Your weapon festers with energy. X Choose [Fire], [Cold], [Acid], [Electricity], or [Force]. Whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor. As Lesser, and either increase by 2 the damage with the chosen descriptor, or choose another descriptor and whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor. As Greater, and either increase by 2 the damage with the one of chosen descriptors, or choose another descriptor and whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor. As Relic, and either increase by 2 the damage with the one of chosen descriptors, or choose another descriptor and whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor.
Extradimensional This weapon is always in your grasp, whether it exists at this precise moment or not. X You may call or dismiss this weapon at any time for no action cost, be it after being disarmed, during an attack action, or at any other point. When called, the weapon appears immediately in your hand, regardless of distance or planar boundaries. When dismissed, this weapon functionally ceases to exist until it is next called. As long as this weapon remains attuned to you, the Extradimensional enchantment functions as if you were wielding it.
Flesheater Yuck. X Whenever you hit an opponent with an attack using this weapon, you may cause that miserable opponent to begin [Burning] from something far too gross to describe accurately. As Lesser/Greater, and whenever you hit an opponent with an attack using this weapon, you may inflict the [Bleeding] condition on that opponent.
Flying This armor grants the power of flight through means either obvious or not. X You gain the Fly movement mode and a +5 ft bonus to your movement speed.
Forceful You can focus on this item to unleash a whirlwind of concussive force. X X X Once per [Encounter] as a standard action, you may inflict [HP reduction] equal to your level + KOM on all opponents within [Melee] range and knock them [Prone]. A successful Fortitude save (DC 10 + 1/2 your level + your KOM) negates the [Prone] condition. Once per [Encounter] as a standard action, you may inflict [HP reduction] equal to your level + KOM on all opponents within [Close] range and make them [Blown away]. A successful Fortitude save (DC 10 + 1/2 your level + your KOM) negates the [Blown away] condition.
Masterwork You'll notice that it shines. Also, it glistens. X X X This item's item bonus to AC or attack rolls is increased by one if it is armor or a weapon; its deflection bonus to AC is increased by one if it is a shield.
Neutralizing Every blow with the weapon puts you in a better position. X Whenever you hit an opponent with an attack using this weapon, you gain a +1 deflection bonus to AC against that opponent for one [Round]. This bonus stacks with itself up to a maximum of 1, + 1 per six character levels you possess.
Resilient The plated metal is comforting, flexible, and unnaturally sturdy. X X You gain a +1 item bonus to any one save. You gain a +1 item bonus to any two saves. You gain a +1 item bonus to all saves. You gain a +2 item bonus to all saves.
Seeking This weapon is perfectly happy to do the work for you. X Whenever you hit with an attack using this weapon, you may forgo your base damage and all damage from feats, abilities, and effects, dealing physical damage equal to your level + KOM, plus any damage from weapon properties or enchantments, instead.
Sophisticated It's the kind of weapon you could take out to a fancy party. X Choose one weapon property. This weapon gains that weapon property, and if you so choose, it also gains the [Arcane] weapon property. These choices are permanent and cannot be made again if you stop using this weapon and use it again later. This does not allow you to add [Barbed] to a natural weapon. Choose two weapon properties. This weapon gains those weapon properties, and if you so choose, it also gains the [Arcane] weapon property. These choices are permanent and cannot be made again if you stop using this weapon and use it again later. This does not allow you to add [Barbed] to a natural weapon.
Streamlined Small clockwork fixtures hidden inside this armor enhance your movements. X You gain a +10 ft bonus to your movement speed. You gain a +15 ft bonus to your movement speed. You gain a +20 ft bonus to your movement speed. You gain a +25 ft bonus to your movement speed.
Traveler's You can go pretty much anywhere in this set of armor. X You gain the constant benefits of the endure elements spell, the Swim movement mode, and moving out of a square of difficult terrain does not cost you extra movement.
Variable Perfect for the general weapons master on the go. X Once per [Round] as a free action you may cause this weapon to lose all of its weapon properties except for any weapon properties granted by abilities or temporary effects, and then gain a number of weapon properties equal to the number it lost, minus one if it lost the [Arcane] weapon property.
Vital This item offers protection at a fundamental level. X X X You gain an item bonus to your maximum hit points equal to your level.

2-Point Encantments

Name Description Armor Shield Weapon Greater Relic Artifact
Battle Cry Your fearsome equipment sings a song of blood and fear as it wallows in battle. X X Once per [Encounter] as a swift action you can yell a horrifying battle cry, making all opponents within [Close] range [Frightened] for 1 [Round]. A successful Will save (DC 10 + 1/2 your level + your Cha) negates the [Frightened] condition.
Bolstering This gives you great comfort and the strength to continue against overwhelming odds. X X You gain [Fast healing] 4. You gain [Fast healing] 6. You gain [Fast healing] 8.
Drinking Blood flows from your foes' veins to yours. X Whenever you deal damage to an opponent with an attack using this weapon, you heal an amount equal to half the damage dealt to a maximum of half your level. Abilities or effects that would increase this enchantment's healing do so only once per [Round].
Mighty This weapon strikes blows that send foes flying. X Once per [Round] when you hit an opponent in your [Melee] range with an attack using this weapon, you can spend a swift action to use the Bull Rush combat maneuver against that opponent. You may continue your attack action after the Bull Rush.
Proactive This half-sentient protection surrounds you with a whirlwind of spikes, blades and chains. X X Any opponent that ends its turn within your [Melee] range takes damage equal to your KDM.
Resistant Flickers of energy are absorbed into the item's surface. X X Choose two of [Fire], [Cold], [Acid], and [Electricity]. You gain [Lesser resistance] against those two descriptors. You gain [Lesser resistance] to energy damage. You gain [Resistance] to energy damage.
Spellstoring The arcane chambers inlayed into this weapon allow it to store and release spells. X As a standard action you may spend a spell slot of any circle. If you do, choose a spell you know of that circle or lower. Once per [Round] as a swift action, when you hit an opponent with an attack made using this weapon, if the chosen spell is not discharged from this weapon, you may note the result of your attack roll for that attack and cast the chosen spell without provoking attacks of opportunity as a [Surge] effect. If you do, that spell is discharged from this weapon. If the spell targets one or more creatures, you must choose that opponent as a target of the spell if able. If the spell targets one or more squares, you must choose one square that opponent occupies as a target of the spell if able. If you would make an attack roll for an attack against a creature as part of casting the spell, compare the noted result to that creature's AC instead. If it equals or exceeds that creature's AC, that attack hits that creature. Abilities and effects other than the spell's effects that take place as the result of a hit or critical hit don't activate as a result of this hit.
At the end of each [Scene], all spells are discharged from this weapon. You may only be attuned to one Spellstoring weapon at a time.
Spiteful This weapon is a sore loser. X Whenever you fail a save against any effect, you gain a bonus to damage with this weapon against the opponent from whom the effect originated equal to your KOM until the end of the [Encounter]. This bonus stacks with itself, to a maximum of twice your KOM.
Warpeater This weapon keeps reality in check. X Once per [Round] when you hit an opponent with an attack using this weapon for the second time this [Round], you may affect that opponent with dimensional anchor, as the spell. Once per [Round] when you hit an opponent with an attack using this weapon, you may affect that opponent with dimensional anchor, as the spell.
Wingeater You don't even want to think about what this does X Once per [Round], when you hit an opponent with an attack using this weapon for the second time this [Round], you may cause that opponent to lose [Flying] and the Fly movement mode until the end of your next turn. Once per [Round], when you hit an opponent with an attack using this weapon, you may cause that opponent to lose [Flying] and the Fly movement mode until the end of your next turn.

3-Point Encantments

Name Description Armor Shield Weapon Relic Artifact
Chameleon This armor disguises its wearer, much like the eponymous creature disguises itself. X You may use the Stealth skill as a swift or immediate action.
Fortress Blows aren't the only thing it blocks. X X You gain [Immunity] to [Paralyzed], [Stunned], [Dazed], [Nauseated], and [Slowed].
Hearteater This grisly weapon has a bite like none other - leaving incurable wounds. X Once per [Round] when you hit an opponent with an attack using this weapon for the second time this [Round], you may inflict the [Battered] condition on that opponent until the end of your next turn. A successful Fortitude save (DC 10 + 1/2 your level + your KOM) negates the [Battered] condition. Once per [Round] when you hit an opponent with an attack using this weapon, you may inflict the [Battered] condition on that opponent until the end of your next turn. A successful Fortitude save (DC 10 + 1/2 your level + your KOM) negates the [Battered] condition.
Morphic Without shape and form, it changes to suit your needs. X X X At the start of each [Scene], you may add up to two points worth of enchantments to this item until the end of the [Scene].
Shockwave A thunderous wake is left wherever it strikes. X Twice per [Round], you may add the [Volley] descriptor to one attack with this weapon; this attack with the [Volley] descriptor is applied against all opponents within a 60 ft wedge originating from you.
Spelleater This implement of destruction bites beyond flesh and bone – down to magic itself. X Once per [Round], when you hit an opponent with an attack using this weapon, you may affect that opponent with dispel magic, as the spell.
Storming The clouds above are at your command. X X Once per [Encounter], you may cast the call lightning spell with a save DC of (10 + 1/2 your level + your KOM). Once per [Encounter], you may cast the call lightning spell, and once per [Scene], you may cast the lightning storm spell. The DC for these spells is equal to 10 + 1/2 your level + your KOM.
Unbending Only the smith who forged it knows the secrets of this mystic metal. X X You gain [Lesser resistance] to all damage.
Vorpal One, two! One, two! And through and through. X When making an attack using this weapon, your critical hit range expands to include the next three highest numbers on a d20 on which you would not otherwise score a critical hit. When making an attack using this weapon, your critical hit range expands to include the next four highest numbers on a d20 on which you would not otherwise score a critical hit.
Whirling The centrifugal forces trapped within occasionally send you into a veritable whirlwind. X X You no longer provoke attacks of opportunity while charging or suffer an AC penalty from the Charge combat maneuver. While using the Charge combat maneuver, you gain a +30 ft bonus to your movement speed and may move into and out of squares occupied by opponents, moving them 5 ft away from your charge path, and dealing 5 damage to them. This movement does not provoke attacks of opportunity. Additionally, you may use the Trip combat maneuver with a +2 bonus to the DC in place of the melee attack at the end of the Charge combat maneuver.
Wraithblade This weapon scythes through the sturdiest of defenses. X Attacks made using this weapon gain a bonus to attack rolls equal to half of their target's item bonus to AC. This bonus does not stack with fury bonuses to attack rolls, although it is not a fury bonus.

Sample Custom Items

Chameleon Skin

When you first stretch this skintight suit over your body, you feel a stabbing pain all over your body, but it quickly subsides.
Artifact armor: +5 item bonus to AC.
Adept: Grants a +2 item bonus to Acrobatics, Larceny, and Stealth checks.
Chameleon: You may use the Stealth skill as a swift or immediate action.

Damascus Shield

The smooth surface of this shield quivers a little depending on air currents. The water-like patterns in the steel shift as it does.
Artifact shield: +4 deflection bonus to AC.
Fortress: Grants [Immunity] to [Paralyzed ], [Stunned], [Dazed], [Nauseated], and [Slowed].
Resilient: Grants a +2 item bonus to all saves.

Immaculate Hilt

This finely-wrought piece is untarnished, without even the fine marks of honing or the faint tell-tales of use on the handle. More curiously. this hilt flows uneasily like melting butter, forming into any weapon of the user's choosing.
Immaculate Hilt: Melee, range [Melee], [Brutal 3].
Artifact weapon: +4 item bonus to attack rolls.
Variable: Once per [Round] as a free action you may cause this weapon to lose all of its weapon properties except for any weapon properties granted by abilities or temporary effects and then gain a number of weapon properties equal to the number it lost.
Vorpal: When making an attack using this weapon, your critical hit range expands to include the next four highest numbers on a d20 on which you would not otherwise score a critical hit.

Ironmountain Plate

The traditional lines of this sleek armor give way to what look to be heavy modifications, with broad sharp plating added and anchored with dwarven runes. The craftsmanship marks this as the work of a master smith.
Relic armor: +4 item bonus to AC
Masterwork: Ironmountain Plate's item bonus to AC is increased by one.
Vital: Grants an item bonus to maximum hit points equal to your level.

Pistolcaster

It's not a gun, that's for sure, not really. It’'l fire bullets or even arrows in a pinch, but the strange struts and arcane wiring suggests this weapon has a higher purpose... or at least a more devastating one.
Pistolcaster: Ranged, range [Close], [Arcane], [Brutal 2], [Magnum].
Greater weapon: +2 item bonus to attack rolls.
Spellstoring: As a standard action, you may cast a spell into this weapon, storing it inside the weapon rather than gaining its normal effect. Once per [Round] you may choose to release a stored spell before making an attack with the Pistolcaster. The spell affects any one creature that attack hits; or if the spell would affect an area, the spell's area originates from and includes the square the creature occupies.

Rolling Thunder

This greataxe seems to be made from a single slab of iron. Incomprehensible runes and otherwordly creatures are engraved all over its surface.
Rolling Thunder: Melee, range [Melee], [Brutal 2], [Scything].
Artifact weapon: +4 item bonus to attack rolls.
Masterwork: Rolling Thunder's item bonus to attack rolls is increased by one.
Mighty: Once per [Round], when you hit an opponent in [Melee] range with an attack using this weapon, you can spend a swift action to use the Bull Rush combat maneuver against that opponent. You may continue your attack action after the Bull Rush.
Envergized: Whenever you deal damage on an attack using this weapon, you deal 8 additional energy damage with the [Electricity] descriptor.

Simple Knife

This finely made blade looks like it’s actually carved out of flint, though the hilt is very well-worked, and uses an exotic tanned leather. The only adornment is a single glyph that is cut all the way through the middle of the handle.
Simple Knife: Melee, range [Melee], [Guardian], [Hold-out], [Thrown].
Relic weapon: +3 item bonus to attack rolls.
Wraithblade: Attacks made using this weapon gain a bonus to attack rolls equal to half of their target's item bonus to AC. This bonus does not stack with fury bonuses to attack rolls, although it is not a fury bonus.

Vanguard

This beautifully-carved shield makes you feel healthier when you pick it up.
Greater shield: +2 deflection bonus to AC.
Vital: Grants an item bonus to maximum hit points equal to your level.

Vera

This is your very favorite gun. Rumors suggest that a previous owner traded it for a slave shortly before she killed him in his sleep.
Vera: Ranged, range [Long], [Brutal 1], [Distant 3], [Magnum].
Greater weapon: +3 item bonus to attack rolls.
Masterwork: Vera's item bonus to attack rolls is increased by one.
Sophisticated: Vera has one extra weapon property.