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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
 
==Commissioning a Magic Item==
 
 
Karag has heard of carved animal figurines that are endowed with great puissance. The possessor of such an item is able to transform the figuring into an actual animal of the same type to do the owner's bidding (Figurines of Wondrous Power, OSRIC p.352). He commissions a magic-user to create a pair of opaline boars using the two tusks. The total price to commission the tusk is a base price 20,000 gp to create (taking 160 days, or 6 months, or 42,000 gp) plus 42,000 gp for a total of 62,000 gp. Each tusk reduces the base price by 10%, from 20,000 gp to 18,000 gp, and also counts as a precious material, adding +1 to the magic resource throw.
 
 
If successful, the magic-user will create two carved ivory boars. Once per day they can turn into real boars for a period of one hour. If slain in combat they are unusable for a period of one week. In addition, if Karag is the owner the boar gains the following properties, as he slew the giant boar in single combat:
 
*The boar may be summoned for a length of time equal to two hours, instead of one, per day.
 
*The boar is semi-intelligent and able to communicate with Karag via a system of grunts and squeals.
 
*The boar does not make morale checks.
 
  
 
==Magic Items==
 
==Magic Items==
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==Alchemical Items==
 
==Alchemical Items==
 
'''Crocodile Tears'''
 
 
The substance alchemists refer to as "crocodile tears" is incredibly rare and has virtually disappeared since the reign of the crocodile kings. It may be worth upwards of 750 gold an ounce. It has the following base properties, although there may be more obscure uses since lost to history:
 
 
*Using one ounce while treating a dying person adds an automatic +15 to the roll and restores 1d4 hp as if magical healing had been applied within a round of suffering the injury.
 
*Two ounces of crocodiles' tears will reduce the adventurers current age by 2d4 years, potentially restoring any attribute loss due to aging. However, there is a percent chance equal to the number of total years (from overall usage, not single doses) that a calamity is suffered. At the same time it will also restore a single negative level loss due to energy drain from undead.
 
*Using two ounces adds +1 to the magical research throw.
 
*Applying three ounces to a wound within one round of suffering the injury will remove any poisons or diseases (magical or otherwise) the adventurer has been subjected to.
 
  
 
'''Bluestem'''
 
'''Bluestem'''
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This alchemically treat dust will, if thrown into an existing fire of bonfire size of smaller, cause it to flare briefly to 150% its normal diameter and thrice its height, sending multicolored sparks flying in all directions. Creatures within the radius must make a Save v. Breath or take 1d6 points of damage and if it is done in relative darkness (such as around a campfire at night) all within thirty feet have a 1-3 in 6 chance of being semi-blinded for one minute. Semi-blinded characters can't read and suffer a -2 penalty to any throws requiring vision.
 
This alchemically treat dust will, if thrown into an existing fire of bonfire size of smaller, cause it to flare briefly to 150% its normal diameter and thrice its height, sending multicolored sparks flying in all directions. Creatures within the radius must make a Save v. Breath or take 1d6 points of damage and if it is done in relative darkness (such as around a campfire at night) all within thirty feet have a 1-3 in 6 chance of being semi-blinded for one minute. Semi-blinded characters can't read and suffer a -2 penalty to any throws requiring vision.
  
Firesand is sold in doses that cost 10 gp/dose and must be stored in a specially prepared pouch. The pouch counts as one item towards encumbrance. If firesand gets wet, it becomes useless. Firesand can be thrown 10/20/30.
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Firesand is sold in doses that cost 10 gp/dose and must be stored in a specially prepared pouch. The pouch counts as one item towards encumbrance. If firesand gets wet it becomes useless. Firesand can be thrown 10/20/30.

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