Welcome, customers, to the Mystical Emporium of Zanon Manawarped, Wandering Designs artificer extraordinaire! Contained within are a variety of magical, psionic, and technological items guaranteed to make you question the sanity of the designer.
The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 5th-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile. The same character could make a +1 weapon (another uncommon item), with no particular spell required.
Depending on the formula, certain items may also require special materials or locations to be created. For example, a character might need alchemist's supplies to brew a particular potion, or the formula for a flametongue blade might require that the weapon be forged with lava.
Many items that require magic to function are actually items from the modern world reimagined with a fantasy twist. For these items, the cost is translated as one gold per $20 of normal cost; as such, one silver would be worth $2 and one copper would be worth about 20 cents. This also provides a useful method to translate the costs of other items that can be manufactured somewhere in the Arcydean world that have a real world analogue.
With the rules on time discussed below, the materials for an item will cost approximately 10% of the base price, and an item will take eight hours per $500 in materials to make, assuming all necessary parts are available and need to simply be assembled by a human. (Particularly easy items, items with thorough instruction or being assembled by a skilled craftsman, items assembled by machine or factory, etc, will generally take far less time to assemble.) The price of human labor to assemble normal objects generally runs around $200 per day of work in a modern economy (10 gp), or less for items requiring less skilled labor. Crafting checks for mundane items typically uses Strength or Dexterity or Intelligence plus Proficiency bonuses (and requires proficiency in Technology or a relevant crafting kit.)
Crafting rolls can be made every hour, and most items require a minimum of one hour's work; a natural 20 adds two hours to the time spent instead of one hour, while a natural 1 negates the contribution of the hour's efforts and may cause some parts to need replacing. Other failures result in only half of the period's progress being made.
Items are measured by Power Level, a numerical rating of how awesome the item is (and thus the difficulty to manufacture the item.) This ranges from 1 (for items that cast cantrips) to 10 (for items that can cast the most powerful world-bending 9th level spells).
The value of an item is based on (Power Level ^ 3) x 10 gold pieces.
Power Level | Base Price | Minimum Level | Craft DC | Enchant DC |
---|---|---|---|---|
PL 1 (0-level spells) [Trivial] | 10 gp | 1st | 15 | 15 |
PL 2 (1st level spells) [Common] | 80 gp | 3rd | 16 | 15 |
PL 3 (2nd level spells) | 270 gp | 3rd | 16 | 16 |
PL 4 (3rd level spells) [Uncommon] | 640 gp | 5th | 17 | 16 |
PL 5 (4th level spells) | 1250 gp | 7th | 17 | 17 |
PL 6 (5th level spells) [Rare] | 2160 gp | 9th | 18 | 17 |
PL 7 (6th level spells) | 3430 gp | 11th | 18 | 18 |
PL 8 (7th level spells) [Very Rare] | 5120 gp | 13th | 19 | 18 |
PL 9 (8th level spells) | 7290 gp | 15th | 19 | 19 |
PL 10 (9th level spells) [Legendary] | 10000 gp | 17th | 20 | 20 |
The actual cost to create an item is based on smaller elements, however.
If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the enchantment process. The spell's material components must also be on hand throughout the process; if the spell normally consumes those components, they are consumed by the spell process up to a number of times based on the charges of the item.
Multiple characters can combine efforts to create a magic item if each of them meets the level prerequisite. Each character contributing can add 25 gp of effort for each day spent crafting the item, or can provide Advantage on the crafting roll.
Other options that can increase the effective power level of an item or modify the overall cost:
Multiple Spells: Items not already defined with multiple spells (typically rods or staves) are counted as an item of the highest spell level plus one.
Self-Powering: Items with a self-powering enchantment draw part of their mana from the environment. They use 1 to 3 charges less for the spells they can cast, and increase effective Power Level by 1 to 3. An item that is completely powered in this way without charges has no modifiers for failure rate, charges or recharge rate.
Failure Rate: The chance that an item, when out of charges, will no longer function.
Failure Rate | Cost Modifier |
---|---|
Always Breaks | 20% |
1 in 2 | 30% |
1 in 3 | 40% |
1 in 4 | 50% |
1 in 5 | 55% |
1 in 6 | 60% |
1 in 8 | 70% |
1 in 10 | 80% |
1 in 12 | 90% |
1 in 15 | 95% |
1 in 20 | 100% |
1 in 25 | 125% |
1 in 30 | 150% |
1 in 50 | 200% |
1 in 100 | 300% |
1 in 1000 | 400% |
Never Breaks | 500% |
Charges: The number of charges the item stores; unless an item is self-powering, it uses 1 charge per spell level, plus one charge, when casting a spell. Most items have Self-Powering to remove 1 level of cost.
Charges | Cost Modifier |
---|---|
1 | 30% |
2 | 50% |
3 | 60% |
4 | 70% |
5 | 80% |
6 | 90% |
7 | 100% |
8 | 110% |
9 | 120% |
10 | 130% |
+1 | +10% |
Recharge Rate: The number of charges regained once per day at a daily time – the time is chosen by the creator of the item, though dawn is a traditional time – or one charge regained every (24 / recharge) hours, if the creator prefers.
Recharge at Time | Cost |
---|---|
Never | 50% |
1d3 | 75% |
1d4+1 | |
1d6+1 | 100% |
1d6+4 | 150% |
2d6+4 | 200% |
3d6+4 | 250% |
+1d6 | +50% |
Recharge 1 Charge Every X Hours | Cost |
---|---|
Never | 50% |
168 hours (1/week) | 55% |
72 hours | 60% |
24 hours | 70% |
16 hours | 75% |
12 hours | 80% |
10 hours | 85% |
8 hours | 90% |
6 hours | 100% |
4 hours | 125% |
3 hours | 150% |
2 hours | 200% |
1 hour | 250% |
Quirks: Items often have minor magical quirks that slightly to significantly limit their functionality. As a rule, this lowers the final price by a number from 10% to 90% depending on how much this limits the item's usability.
Quirk Affects | Cost |
---|---|
10% of population can't use (all blonde men) | 90% |
25% of population can't use (all blondes) | 75% |
50% of population can't use (all males) | 50% |
75% of population can't use (anyone but blondes) | 25% |
90% of population can't use (anyone but blonde men) | 10% |
90% of population can use (all blonde men) | 90% |
75% of population can use (all blondes) | 75% |
50% of population can use (all males) | 50% |
25% of population can use (anyone but blondes) | 25% |
10% of population can use (anyone but blonde men) | 10% |
10% of population can't be targeted (all blonde men) | 90% |
25% of population can't be targeted (all blondes) | 75% |
50% of population can't be targeted (all males) | 50% |
75% of population can't be targeted (anyone but blondes) | 25% |
90% of population can't be targeted (anyone but blonde men) | 10% |
90% of population can be targeted (all blonde men) | 90% |
75% of population can be targeted (all blondes) | 75% |
50% of population can be targeted (all males) | 50% |
25% of population can be targeted (anyone but blondes) | 25% |
10% of population can be targeted (anyone but blonde men) | 10% |
10% of population takes half effect (all blonde men) | 95% |
25% of population takes half effect (all blondes) | 85% |
50% of population takes half effect (all males) | 75% |
75% of population takes half effect (anyone but blondes) | 65% |
90% of population takes half effect (anyone but blonde men) | 55% |
10% of population has -4 to be hit/DC (all blonde men) | 95% |
25% of population has -4 to be hit/DC (all blondes) | 85% |
50% of population has -4 to be hit/DC (all males) | 75% |
75% of population has -4 to be hit/DC (anyone but blondes) | 65% |
90% of population has -4 to be hit/DC (anyone but blonde men) | 55% |
This is a lightweight vest made out of shiny, silvery material (duct tape, specifically). As long as it remains more or less intact, it can be repaired with more duct tape. However, it has a special property not commonly associated with duct tape (or anything else); magical projectiles that strike the vest are reflected away in a random direction (roll 1d3; on a 1, reflect the shot diagonally left, on a 2, reflect it back, on a 3, diagonally right). The first target that is within range in that direction becomes the new target of the spell. (If the spell has a range of 300 feet, and the wearer is 60 feet away, the reflected spell has a range of up to 240 feet from the wearer, for example). Anything that appears as a visible projectile of some sort may be reflected, including some 'area effect' spells such as lightning bolts and fireballs. Spells that use a ranged attack to hit can be aimed to instead hit the target on the limbs or head by taking a -4 to hit. The upgraded version, the Suit of Reflection, includes helmet, sleeves, and leggings, and looks utterly ridiculous, but requires a -8 to hit nonreflective surfaces. The suit also reduces damage from any other source by one point; upon absorbing ten points of damage from anything but bludgeoning damage, it loses its reflective quality until repaired with a roll of duct tape.
A sturdy, lightweight metal shield with a mirror-like surface. This shield provides a +4 to AC instead of the standard +2, and reflects magical projectiles that are deflected by the AC bonus, as well as any targeting the wearer that would normally miss if the wearer is inclined. The wearer also can use a reaction to intercept any magical projectile that would normally strike or pass through the wearer's square, once per turn. It has all the benefits of a standard shield as well, including to protection combat styles, use in shield bashing, etc.
This armor looks highly technological, covers the full body, and provides resistance to bludgeoning, ballistic, and energy damage of any sort (ionic, radiant, electric, etc), but not fire, slashing, sonic, necrotic, poison, or piercing damage. The armor also has five charges, and regains 1 charge every hour. Whenever the armor is struck, roll 1d100; on a natural 100, the wearer disappears, teleported to a random safe location elsewhere on the plane; otherwise, use one charge and teleport the user up to the amount rolled in feet to a random safe location. If there is no safe location within 100 feet (the wearer is abruptly submerged under two hundred feet of lava, for example) but the armor still has charges, the wearer is teleported to a random safe location elsewhere on the plane but takes 10d6 damage (in addition to whatever damage caused them to teleport). Note that there is always a 1% chance of a safe teleport even when the armor has no charges remaining. If the armor teleports the wearer elsewhere on the plane, the armor will become nonfunctional, fully discharged, and unable to provide further transport or recharge for 24 hours.
This handy technological innovation surrounds the wearer with a bubble of ionizing force that has two basic effects:
If the screen reaches zero HP, it deactivates, and cannot be used again for one hour. The device itself can be targeted, and has DT 5, hit points 10; if broken, the screen fails and the device is useless until repaired.
More powerful force screens exist with higher thresholds or hit point totals, particularly on vehicles.
These plates are placed on the external surface of armor, and reduce damage by… exploding, basically. When a surface with reactive plating is struck, the plate explodes, inflicting 1d6 sonic damage to everything within five feet (including the wearer but not triggering adjacent plates), but 3d6 sonic/fire damage to whatever struck it (weapon and wielder, if applicable), and reduces the damage caused by the attack by twice the amount of damage it causes. Enemies striking a Reactive Plating with a melee weapon must also make a DC (8 plus damage) Strength check or become disarmed. Once a Reactive Plate explodes, it is useless and must be replaced. A normal Medium target can wear one Reactive Plate on their front and one on their back; Large targets can wear up to four on each side.
A layer of counterballistic mesh material that can be worn separately or added to existing armor, this weighs five pounds for a full suit (and provides AC +2 if worn without other protection), and provides resistance to ballistic attacks. Wearing more than one layer reduces Dex bonus by 1 per layer.
A layer of anti-piercing mesh material that can be worn separately or added to existing armor, this weighs five pounds for a full suit (and provides AC +2 if worn without other protection), and provides resistance to piercing attacks. Wearing more than one layer reduces Dex bonus by 1 per layer.
A layer of padded cushioning material that can be worn separately or added to existing armor, this weighs five pounds for a full suit (and provides AC +2 if worn without other protection), and provides resistance to bludgeoning attacks. Wearing more than one layer reduces Dex bonus by 1 per layer.
A layer of cut-resistant mesh material that can be worn separately or added to existing armor, this weighs five pounds for a full suit (and provides AC +2 if worn without other protection), and provides resistance to cutting attacks. Wearing more than one layer reduces Dex bonus by 1 per layer.
A lightweight padded material made mostly of spidersilk, this weighs only two pounds and provides +1 AC if worn without other protection. However, it reduces damage from all attacks by 2 points to a minimum of 1 point of damage. Wearing more than one layer reduces Dex bonus by 1 per layer.
Once per day, this ring cures one level of exhaustion from any source during a short rest.
These gloves are designed to stand up to the rigors of modern warfare. They add 1d4 to punch damage due to a reinforced metal knuckle strip, add +2 to any roll to remain holding on to an item due to their improved grip surface, and provide resistance to fire, slashing, piercing, bludgeoning, and ballistic damage for the hands only.
These heavy-duty combat gloves offer the advantages of combat gloves, but add three long metal blades to the reinforced knuckle strip, allowing them to be used to add 1d6 slashing or piercing to punch damage.
This one foot by one foot cloth cleans and polishes any item it is rubbed against to a shine, as per the Prestidigitation cantrip. It requires one action to use, but is handy for cleaning any number of things swiftly.
PL 1 item (Prestidigitation) + PL1 for Self-Powered = base price 80 gp; Prestidigitation for a very narrow type of use (25% cost modifier) = 20 gp.
Base cost to make item: 10% = 2 gp, can be made within one hour by a tailor.
Base cost to enchant item: 20% = 4 gp, can be enchanted within two hours by an enchanter.
Power supplies are designed in a number of different configurations to meet the needs of different design platforms, but they remain reasonably consistent. Some are electrical - they discharge electricity as needed to power items or weapons; others are magical - they hold magical charge that is dispensed as needed. A rare few combine the two, or convert one type of charge into another.
Generally, power supplies of either type take 1 pound for a ten-unit rechargeable system, or a 20-unit non-rechargeable system (something that must be removed from the weapon and recharged under specific circumstances.) Weight of a power supply can be halved by making it intrinsic to the device.
Architecture to recharge them takes up 1 pound per unit of charge the device can regain per hour of charge; electrical power to buildings is limited to 1 unit of charge per hour, so most rechargers weigh one pound or less. Mana power limits depend on the amount of available mana, but it's generally recommended to stick to 1 unit of charge per hour to avoid depleting area mana supplies.
An E2M or M2E (electricity to mana/mana to electricity) converter weighs one pound and can be inserted into a device that normally takes one type of power, with the alternative power supply connected on the other side; this allows it to use units from the alternate battery on a two to one ratio (two units used per unit normally required.)
Firejet: Makes a small candle-sized flame when triggered. Limited charges per day. Cheap design means item breaks and needs to be replaced frequently.
Crowbar of Leverage: This small prybar is enchanted and provides double Advantage on tasks where its leverage can be used instead of standard Advantage.
Canteen of Preservation: This one-quart canteen perfectly preserves its contents regardless of external environmental factors.
Box of Preservation: This simple-looking box is available in various sizes, and preserves the contents so as to ignore the ravages of time while stored within. Equally valuable for handling corpses, food, ancient artifacts, and other items. Padding recommended for delicate objects.
High Capacity Flask: This looks like a small pint flask, but actually holds up to one gallon of any liquid.
Camelback Waterskin: This ordinary-seeming waterskin seems to hold one gallon, but in fact, contains 20 gallons of water.
Tiny Cracker Barrel: This small barrel has a sliding cap that allows it to dispense round crackers one at a time. Despite weighing four ounces, it holds up to two hundred crackers.
Bottomless Coin Bank: This fist-sized barrel has a slot in the top to drop coins in, and jingles faintly when shaken. Opening the bank reveals that it is always empty; any coins dropped in are teleported to a coin vault somewhere else.
Coin Operated Sword: This sword has a large circular pommel, with an indentation large enough to insert a coin-sized object. If a coin is inserted into the indentation, it disappears, and the sword temporarily transmutes into that material for ten minutes. It qualifies as magical, but gives no bonuses to hit or damage in its normal or transmuted forms.
Ring of Fireballs: 9 charges, regains 1d4+1 charges per day, 1 in 4 chance of failure if it runs out of charges. Uses 4 charges to cast Fireball as a 5th level caster… centered on the wearer. Does not provide immunity to the wearer.
Ring of Buzzing: 10 charges, regains 1d6+1 charges per day, 1 in 10 chance of failure if it runs out of charges. Uses 1 charge per use, inflicts Shocking Grasp when shaking hands (wearer is immune).
Ring of Fluid Storage: This ring has a hidden extradimensional chamber underneath the gemstone that holds up to eight fluid ounces of liquid. Liquids stored in this manner are not detectable by poison detection etc when the ring is closed.
Decanter of Endless Air: Continually blows clean air, useful for refreshing a cave environment or blowing down enemies.
Decanter of Sandblasting: Sprays sand, useful for industrial work or quickly creating sand to fill in a hole.
Decanter of Constant Flame: Generates an inferno of fire, useful for burning things.
Decanter of Healing Refreshment: Dispenses moderately alcoholic beverage that heals 1 HP per 16 ounces consumed, DC 15 Con save to resist intoxication (Poisoned condition).
Decanter of Irresponsible Refreshment: Dispenses highly alcoholic beverage that turns drinker invisible for ten minutes per 16 ounces consumed, DC 20 Con save to resist intoxication (Poisoned condition).
Gloves of Palming: Each glove can make one object of up to 10 lbs weight disappear 'into the glove' or reappear at will.
Unraveling Sock: This appears to be a sock with a single loose string, but pulling on the string will reveal that the sock can generate 50 feet of string per day.
Watering Can of Wilting: This ordinary-looking watering can, when filled with one gallon of water, can pour ten doses of a plant poison (DC 20 Con save or take 2d6 damage; affects plants on contact, affects humans if ingested.)
Everlit Torch Sconce: When attached to a wall using a hammer and loaded with an ordinary torch, torch lights automatically, and takes no damage/does not burn down until removed from the sconce. Sconce can be removed with a prybar to be placed elsewhere.
Eternal Flame Candle: This candle can be lit and extinguished normally, but never burns down.
Blood Doll: This doll bleeds when cut, producing up to eight ounces of blood per day. The wounds inflicted on the blood doll close every day, but ugly scars remain.
Fey Pheromone Perfume: This gives the wearer Advantage on persuasion checks against fey creatures and elves, but said creatures must also make a Wisdom check against DC 15 or become infatuated with the wearer.
Icemaker: A small barrel that automatically fills with one gallon of ice cubes at the rate of one cup per hour, and always remains cold inside. Items can be stored within the Icemaker, but this will lower the capacity.
Silencer: Effectively silences a weapon that is normally noisy, via a triggered Silence enchantment.
Loudener: Any use of this weapon inflicts 1d4 nonlethal sonic damage on anyone within 5 feet (unless silenced) and can be heard up to a mile away.
Earmuffs of Silence: Renders wearer immune to sonic damage and similar effects.
Mana Pistol: Integral Mana Battery (10uM), Rechg 1uM/h. 1uM/shot. 1d8 force + 2d4 piercing damage up to 200 feet; 2d4 piercing only up to 1000 feet. 10 bullet spring clip fires short bullets.
Mana Rifle: IMB 40uM, Rechg 2uM/h. 2 uM/shot. 2d8 force + 2d8 piercing damage out to 500 feet; 2d8 piercing only up to 2500 feet. 20 bullet clip fires long bullets.
Mana Shotgun: IMB 20uM, Rechg 1uM/h. 1 uM/shot. 1d8 force + 2d6 piercing damage out to 300 feet; 2d6 piercing damage out to 1500 feet. Or shot (3d6 piercing DC 12 Dex save in a 100 foot long cone). Fires fat bullets or 100 ball bearings.
Mana Blaster: IMB 20uM, Rechg 1uM/h. Variable uM/shot. Casts spells as a 5th level caster.
Mana Autocannon: 6 x IMB 20uM, 6 chambers. Basically 6 Mana Blasters slaved to fire concurrently.
Drawgrip Pistol: A Mana Pistol that draws a zero-level spell from wielder when fired instead of using charges; those with unlimited cantrips can fire until they run out of ammo.
Air Pistol: A hand-pumped pistol that can fire individual ball bearings (1d3 damage) or darts (1d4+1). Req. 1 action to prime (pumping the weapon). Integral magazine holds 10 darts and 50 bearings. Safety selector switch, range 50/200.
Air Rifle: A hand pumped rifle that fires ball bearings (1d3 damage). Req. 1 action to prime one shot, can prime up to ten shots in advance. Holds 200 ball bearings. Dart rifle variant inflicts 1d4+1 damage with a 30 shot magazine. Range 150/600.
Mana-Augmented Air Pistol: An air pistol that is automatically pumped by the mana battery. IMB 10uM, uses 1 charge per four shots, can be used for multiple attacks.
Mana-Augmented Air Rifle: An air rifle that is automatically pumped by the mana battery. IMB 40uM, uses 1 charge per four shots, can be used for multiple attacks.
Mana Nailgun: Fires nails using mana/air power. IMB 10 uM, uses 1 charge per four shots, Range 10/30, 1d4+1 damage piercing, ignores DT 2. Usually used in construction. Magazine holds 50 nail strip.
Laser Pistol: IEB 20uE. Range 100/800. Dmg 3d6 radiant/fire. 1 charge/shot, 3 Round Burst, Beam.
Laser Rifle: IEB 80uE. Range 250/1500. Dmg 4d6 radiant/fire. 2 charges/shot, 3 Round Burst, Beam.
Laser Autocannon: 6 x IEB 40uE. Range 100/800. Dmg 3d6 radiant/fire. 6 Round Burst.
Laser Cutter: IEB 20uE. Range 5/20. Dmg 1d6 radiant/fire. 1 charge/4 shots. 3 Round Burst, Beam. Typically used to cut things.
Matter Deregulator: IEB 80uE. Range 60 feet. Dmg 20d6. 8 charges/shot. This weapon disrupts matter at an atomic level, causing massive damage to whatever it hits.
Mana Cannon: IEB 80uM. Casts spells as a 15th level caster, uses specialized crystals to change cannon mode, DC 18 to resist spell effects.
Blaster Pistol: IEB 20uE. Range 100/400. Dmg 4d6 ionic. 2 charges/shot, 3 Round Burst.
Blaster Rifle: IEB 80uE. Range 250/1000. Dmg 6d6 ionic. 4 charges/shot, 3 Round Burst.