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enchanted_tools [2020/01/08 21:25] daveenchanted_tools [2020/01/09 13:36] – [Enchanted Tools] andrew
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 |Drums of Deafness|xxxgp|2|2|all enemies in earshot cannot hear anything over the drum pounding|--| |Drums of Deafness|xxxgp|2|2|all enemies in earshot cannot hear anything over the drum pounding|--|
 |Drums of Fear|xxxgp|2|2|when user pounds on drums, enemies in earshot must check morale at disadvantage. Will continue to be at morale disadvantage if player continues to pound and other causes of morale check atise. |--| |Drums of Fear|xxxgp|2|2|when user pounds on drums, enemies in earshot must check morale at disadvantage. Will continue to be at morale disadvantage if player continues to pound and other causes of morale check atise. |--|
-|Flask of Curses|xxxgp|1|2|yyy|--| +|Flask of Curses|xxxgp|1|2|once per hour the user can sprinkle a cursed water from the flask that inflicts the cursed condition on a target.|--| 
-|Flask of Fluids|xxxgp|1|2|yyy|--| +|Flask of Fluids|xxxgp|1|2|up to seven times per day the flask will pour out 1 quart of any non-magical liquid desired, but only a single type in any one day|--| 
-|Flask of Potions|xxxgp|1|2|yyy|--|+|Flask of Potions|xxxgp|1|2|flask contains 1d4+1 different potions, each may be drunk from the flask at a command word, each is replenished after one week|--|
 |Horn of Blasting|xxxgp|1|3|blowing this horn blasts a 10'x10'x10' breach in a wooden, brick or stone wall, can be used 7 times per week.  Range 100'|--| |Horn of Blasting|xxxgp|1|3|blowing this horn blasts a 10'x10'x10' breach in a wooden, brick or stone wall, can be used 7 times per week.  Range 100'|--|
 |Horn of Opening|xxxgp|1|3|blowing this horn throws open all doors, locks and secret compartments within 60', but makes a very noticeable racket.  Useable 7 times per week|--| |Horn of Opening|xxxgp|1|3|blowing this horn throws open all doors, locks and secret compartments within 60', but makes a very noticeable racket.  Useable 7 times per week|--|
 |Horn of War|xxxgp|1|3|blowing this horn gives all allies within earshot +2 to hit and damage if they charge on their next action after the horn is blown.  Useable 7 times per week.|--| |Horn of War|xxxgp|1|3|blowing this horn gives all allies within earshot +2 to hit and damage if they charge on their next action after the horn is blown.  Useable 7 times per week.|--|
-|Lyre of Building|xxxgp|1|3|yyy|--|+|Lyre of Building|xxxgp|1|3|playing this instrument negates a horn of blasting attack, useable up to 7 times per week.  It can also be used to magically build, if played every day for a week it equals the labor of 100 men|--|
 |Lyre of Charming|xxxgp|1|3|playing this lyre acts causes all listeners to make a Wisdom save or become charmed as long as the playing continues|--| |Lyre of Charming|xxxgp|1|3|playing this lyre acts causes all listeners to make a Wisdom save or become charmed as long as the playing continues|--|
 |Lyre of Opening|xxxgp|1|3|playing this lyre acts as a knock spell, once per ten minutes.|--| |Lyre of Opening|xxxgp|1|3|playing this lyre acts as a knock spell, once per ten minutes.|--|
-|Rope of Climbing|xxxgp|1|3|yyy|--| +|Rope of Climbing|xxxgp|1|3|a 100' long thin silken rope that will allow you to climg without a skill check and will tie and untie itself to secure the climb with a simple command word.|--| 
-|Rope of Constricting|xxxgp|1|3|yyy|--| +|Rope of Constricting|xxxgp|1|3|lasso that once it hits, from up to 30' away does 1d12 each turn until target is dead or user releases.|--| 
-|Rope of Entangling|xxxgp|1|3|yyy|--| +|Rope of Entangling|xxxgp|1|3|lasso that is thrown at target up to 30' away and will, on a hit, tie up and immobilize target.|--| 
-|Saw of Clear Cutting|xxxgp|5|5|yyy|--| +|Saw of Clear Cutting|xxxgp|5|5|a two man saw that will cut down a big tree in 5 rounds.|--| 
-|Shovel of Big Digging|xxxgp|5|5|yyy|--| +|Shovel of Big Digging|xxxgp|5|5|shovel that will dig out a ten foot cube of dirt in one round|--| 
-|Sledge of the Giants|xxxgp|5|5|yyy|--+|Sledge of the Giants|xxxgp|5|5| huge mallet that can only be used by someone over 8' tall, will smash through this strongest gate in one blow, a wooden wall in 2, a brick wall in 4, a stone wall in 5 or a thick fortress wall in 8.|A chip of fossilized bone of one of the original ante-deluvial giants who mated with the angels who rebelled against heaven.
-|Stone of Luck|xxxgp|1|4|yyy|--| +|Stone of Luck|xxxgp|1|4|one who carries the stone can reroll 1 roll made by him or against him once per hour.|--| 
-|Stone of Pull|xxxgp|1|4|yyy|--|+|Stone of Pull|xxxgp|1|4|one object of metal of 5 load or less within 60'ed by the user  will be pulled through the air rapidly to the stone|--|
 |Stone of Earth|xxxgp|1|4|when the stone is firmly planted in the earth, the next round the user can summon an Earth Spirit to his bidding once per day for 10 minutes.|--| |Stone of Earth|xxxgp|1|4|when the stone is firmly planted in the earth, the next round the user can summon an Earth Spirit to his bidding once per day for 10 minutes.|--|
  
 +===== Design Notes =====
 +
 +//Dave, I love what you've done here! There are so many items and choices, this is really great. My only concern is that some of them kind of break the aesthetic with respect to magic. I've been really trying to keep to the "schools" of magic that lend themselves to a more low fantasy "swords & sorcery" feel. I've removed game-breaking things like teleportation, flight, and remote scrying for the most part which makes me worry about some of the more powerful items. HOWEVER, that said I want to keep them in these lists and just mark their cost up super high (like tens or hundreds of thousands of GP!). Alternately, or in addition to this, may I alter some of the descriptions to add flavor and perhaps a drawback? For example, perhaps the Sledge of the Giants only works because when the PC touches it they are actually POSSESSED by the spirit of one of the original troll kin for a bit and so they only have limited control over what they do? --AHS//
  
  
enchanted_tools.txt · Last modified: 2020/12/14 19:47 by dave